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Antietam

September 17, 1862
Exclusive Rules

Contents

[13.0] Introduction

Antietam is a tactical level simulation of the bloodiest one day battle ever to be fought on North American soil. It was the culmination of the Confederate summer offensive of 1862 and marked the end of the first Southern invasion of the North. While tactically it was little better than a draw, it was a decisive strategic and political defeat for the Confederacy and profoundly influenced the eventual outcome of the war. The battle took place around Antietam Creek, a tributary of the Potomac River, in Maryland.

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[14.0] Initial Deployment Chart

On the Initial Deployment and Reinforcement Charts, an "a" following the unit's strength means the unit is artillery; a 'c" means cavalry; all other unspecified units are infantry.

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[14.1] Union Army

Hex Strength
-Type
Designation
0804 4-6 1/1/I
0706 4-6 2/1/I
0804 4-6 4/1/I
0805 4-6 3/1/I
1106 4-6 1/2/I
1206 4-6 2/2/I
1107 4-6- 3/2/I
1008 5-6 1/3/I
0907 4-6 2/3/I
0806 4-6 3/3/I
1612 6-6 1/1/Ii
1612 5-6 2/1/Ii
1611 6-6 3/1/Ii
1710 6-6 1/2/Ii
1710 6-6 2/2/Ii
1810 6-6 3/2/Ii
1712 5-6 1/3/Ii
1712 4-6- 2/3/Ii
1711 4-6 3/3/Ii
1614 7-6 1/1/V
1613 5-6 2/1/V
1613 6-6 3/1/V
1514 4-6 1/2/V
1515 6-6 2/2/V
1716 3-6 3/2/V
1619 7-6 1/1/Ix
1618 5-6 2/1/Ix
1616 5-6 1/2/Ix
1618 5-6 2/2/Ix
1620 5-6 1/3/Ix
1520 4-6 1/3/Ix
1518 4-6- 1/Ka/IX
1417 4-6 2/Ka/IX
1204 6-6 1/1/Xii
1203 6-6 3/1/Xii
1305 5-6 1/2/Xii
1304 4-6 2/2/Xii
1405 5-6 3/2/Xii
1709 2-8c 1
1809 4-8c 2
1808 2-8c 3
1808 2-8c 4
1909 2-8c 5
1513 5-6a A
1414 4-6a B
1416 4-6a C

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[14.2] Confederate Army

Hex Strength
-Type
Designation
0517 3-6 Brksdl (Barksdale)
0517 3-6 Kershaw
0416 3-6 Semmes
0416 3-6 Cobb
0715 2-6 Wilcox
0613 2-6 Pryor
0714 3-6 Wright
0714 2-6 Fthstrn (Featherstone)
0613 3-6 Armstd (Armistead)
0715 2-6 Mahone
(Above units may not move on game turn one)
0917 3-6 GT And (GT Anderson)
1218 2-6 Toombs
0818 2-6 Drayton
0819 2-6 Kemper
0817 3-6 Pickett
1016 3-6 Jenkins
0920 10-6 JG Wlk (JG Walker)
0811 4-6 Hood
0811 3-6 Law
0916 3-6 Evans
0916 3-6a Wshngtn (Washington)
0912 3-6a SD Lee
0809 3-6 Winder
0710 2-6 JR Jns (JR Jones)
0810 3-6 Tliafro (Taliaferro)
0711 4-6 Starke
0910 3-6 Lawton
0712 4-6 Early
0710 3-6 Hays
1010 3-6 Trimble
1113 2-6 Garfield
1116 4-6 GB And (GB Anderson)
1010 2-6 Ripley
1012 3-6 Colquit
1214 3-6 Rodes
0921 4-8c Rbrtsn (Robertson)
0509 4-8c Hampton
0409 4-8c FH Lee
0508 2-6a Pelham
1013 3-6a Jones
1119 3-6a Cutts

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[14.3] Player Sequence

The Union Player is the first Player. His Player-Turn is first in each Game-Turn.

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[15.0] Reinforcements

General Rule:

Players may receive Reinforcements according to the Reinforcement chart. These units are placed on the edge of the map in the hex indicated. Reinforcing units arrive during the Player's Movement Phase of the Game-Turn indicated.

[15.1]

The Owning Player may enter his reinforcement units onto the map at any time during his Movement Phase.

[15.2]

Once a unit has entered the map, it may move and engage in combat freely, just as any other unit already present.

[15.3]

Each reinforcing unit expends one Movement Point to be placed on the entry hex. Units may exceed the stacking restriction when entering the map in the same hex, as long as they conform to stacking restrictions by the end of the Movement Phase.

[15.4]

Units forced off the map by combat are considered eliminated for Victory Conditions.

[HexWar Clarification: Units must enter the game at the indicated locations. If the entry hex is blocked by enemy units then the units are delayed until a later turn. Units may enter the map in hexes in enemy ZOC's].

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[16.0] Reinforcement Chart

[16.1] Union Army

Appearing on Game-Turn 4 on hex 2112:

Strength Type Designation
5-6 Infantry 1/1/VI
5-6 Infantry 2/1/VI
5-6 Infantry 3/1/VI
6-6 Infantry 1/2/VI
6-6 Infantry 2/2/VI
6-6 Infantry 3/2/VI

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[16.3] Confederate Army

Appearing on Game-Turn 7 on hex 0126:

Strength Type Designation
16-6 Infantry AP Hill

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[16.4] Game Length

Antietam is composed of ten Game-Turns.

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[17.0] Victory Conditions

General Rule:

Victory is determined by the accumulation of Victory Points. Points are awarded to each Player according to the Victory Point Schedule for the elimination of Enemy units and the possession of Sharpsburg.

Procedure:

Each Player keeps track of the Victory Points that he has scored on a separate sheet of paper. These Victory Points are awarded for a variety of actions as detailed on the Victory Point Schedule (17.1). At the end of the game, the number of points is totalled for each Player, and the Player with the higher number of Points is awarded a victory.

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[17.1] Victory Point Schedule

Each Player receives one Victory Point for each Enemy Strength Point eliminated. Confederate units which cannot, at the end of the game, trace a line of hexes free of Enemy units or Zones of Control (Friendly units do not negate Enemy Zones of Control for this purpose) to hex 0126 are considered eliminated for Victory Point purposes.

15 Victory Points for control of all four hexes of Sharpsburg (hexes 0815, 0816, 0716, 0616) at the end of the game. The Controlling Player is defined as being the last Player to have a unit occupy or move through the hexes. No Victory Points are awarded for individual hexes of Sharpsburg; one Player must control all four in order to receive the Victory Points. The Confederate Player controls Sharpsburg at the beginning of the game.

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[17.2] Victory Levels

Stated as a ratio of Union Victory Points Confederate Victory Points:

Union

DECISIVE VICTORY 2 to 1 or greater
SUBSTANTIVE VICTORY At least 1.5 to 1, but less than 2 to 1
MARGINAL VICTORY Greater than 1 to 1, but less than 1.5 to 1

Confederate

MARGINAL VICTORY 1 to 1 or less, but greater than 1 to 1.25
SUBSTANTIVE VICTORY 1 to 1.25 or less, but greater than 1 to 1.5
DECISIVE VICTORY 1 to 1.5 or less

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[18.0] Movement Restrictions

[18.1] Union Player

The Union Player may not move all his units on Game-Turn One. He may move only 15 units on Game-Turn One. He may move only 10 units on all following Game-Turns. There are no limitations on the number of units which may attack. Union reinforcements arriving on Game-Turn Four do not count against this restriction until Game-Turn Five. All movement restrictions are permanently removed from the Union Player in the Union Player-Turn following the movement of any Confederate unit across a creek hexside. From this point on, the Union Player is free to move all units (which are capable of movement) every Game-Turn.

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[18.2] Confederate Player

The Confederate units which begin the game in hexes 0517, 0416, 0715, 0714, and 0613 may not move during Game-Turn One.

Union artillery units are immobile. Once placed, they may not be moved during the course of the game. If forced to retreat due to combat, they are eliminated instead. They are not effected by Retreat Combat Results when attacked solely by Enemy artillery units.

Union artillery units function in exactly the same manner as other artillery units, except that they have a range of seven (7) hexes.

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[19.0] Union Rifled Artillery

Union artillery units are immobile. Once placed, they may not be moved during the course of the game. If forced to retreat due to combat, they are eliminated instead. They are not effected by Retreat Combat Results when attacked solely by Enemy artillery units.

Union artillery units function in exactly the same manner as other artillery units, except that they have a range of seven (7) hexes.

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[20.0] Optional Rule Modifications

Not Used.

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[21.0] Recovery of Attack Effectiveness

At the beginning of each Friendly Combat Phase, the Player rolls the die for each of his ineffective units. If a `one` is rolled, the unit is considered to have "rallied" and regained its Attack Effectiveness. The unit should immediately be flipped over to a face-up posture and is again subject to all rules governing effective units. There is no limit to the number of times that a unit can be rendered ineffective and subsequently recover its effectiveness. Units may always attempt to recover effectiveness; the presence of Enemy units or Zones of Control have no effect.

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