Stonewall's Last Battle

Vol 5 of Avalon Hill's Great Campaigns of the American Civil War

This module has only been tested with HPS's Aide de Camp 2 version 2.06.

This is version 1.01 of this module.

I would greatly appreciate it if you would email me with any corrections or
suggestions you may have.   jimpyle@erols.com

I want to give special thanks to Garth Boucher and Peter McCarthy for their
help in proofing.  Any errors you still find are purely my fault.

Game Scenario Notes:

I've included setups for Scenarios 1 through 6 and a "Master" which shows 
all units but no setup.  For the Scenarios, the units are in their 
starting positions.

There is a table to convert disorganized Manpower Values to Combat Values.

Class and Piece Value settings:

Class Values
1. Corps or Div-Corps (e.g. III, L, M-L)
2. Command Value (preceded by a C)
3. Tactical Value (preceded by a T)
4. Artillery Value (preceded by an A)

Piece Values
1. Manpower Value (preceded by an M)
2. Combat Value (preceded by a C)
3. Fatigue Level (preceded by an F)
4. Remaining Ammo (preceded by an A;  for campaign games only)

When a unit does an action that requires a change of the first piece 
value, simply double-click the unit to edit the information.  I suggest 
listing disorganized unit Manpower Values in parenthesis, i.e. M(12) as
it is on the counters in the board game.


The exhausted side of the Military Units have a (B) for back following their
name so when you look at a list of a stack, you can tell which ones are
exhausted.  If I'd thought about it before creating the units, I would have
marked them with a (E).  Well, that's for the next game.


Getting Started    

Create a folder for your module. It is suggested that the SLB folder is kept
in ADC2's  'Game Sets' folder. 

After picking out a scenario, log in as either listed player.  The units are
already in their starting positions as per the scenario rules.  Breastworks, 
Forts (building and completed), as well and other game markers are in the
"Markers" pool.


Errata from GCACW web page:

Stonewall's Last Battle Errata
Stonewall's Last Battle: Official Rules Changes and Clarifications

9.0 ENTRENCHMENTS

[correction -- for Advanced Game scenarios only]:

Ignore the "Build" side on Breastworks markers. Units may complete Breastworks 
in just one turn. The idea is that the entrenchment process should take less and 
less time as the war goes on. This change makes SLB consistent with RTG which 
occurs just a month later. Only the early 1862 campaigns in the series should 
use the two-turn Breastworks procedure. [Though it should not be considered an 
official rule change to SJW or HCR, players could consider inserting the two-turn 
breastworks procedure described in the SIV, SLB, and ONR rulebooks into their 
games of SJW and HCR. This would apply the two-step procedure throughout 1862. It 
then might even be a good idea to swap the Breastworks counters from SLB with 
those provided with SJW or HCR]. Note that Fort construction still takes two turns.

Thus, the first two bullets in the "BUILDING AND REMOVING ENTRENCHMENTS" section 
should be replaced with just a single bullet:

If a unit entrenches, place a Breastworks marker atop the unit on its completed side. 
Remove the third bullet in the "EFFECTS OF ENTRENCHMENTS" section.

Note that this rule change does NOT apply to Basic Game scenarios. There should be 
no entrenching in any Basic Game scenario. This is because two scenarios are just 
one turn in length while the other scenarios (two days in length) start at 5pm, not 
giving units enough time to fully complete breastworks before the final turn of the 
scenario.



13.2 Scenario 2: THE GREAT FLANK MARCH

MOVEMENT RESTRICTIONS: [clarification] Be sure and use Scott's Dam Ford and not 
Scott's Ford for the purposes of this rule. Scott's Dam Ford is next to US Ford; 
Scott's Ford is much further east, close to Fredericksburg.

VICTORY CONDITIONS: [clarification] In the third victory condition, the path from 
U.S. Ford to Salem Church must be traced entirely on the south side of the 
Rappahannock River.




13.3 Scenario 3: SEDGWICK TO THE RESCUE

MOVEMENT RESTRICTIONS: [clarification] Be sure and use Scott's Dam Ford and not 
Scott's Ford for the purposes of this rule. Scott's Dam Ford is next to US Ford; 
Scott's Ford is much further east, close to Fredericksburg.

VICTORY CONDITIONS: [clarification] In the third victory condition, the path from 
U.S. Ford to Fredericksburg must be traced entirely on the south side of the 
Rappahannock River.

UNION SETUP:

[correction] Hoke, Gordon, and Smith should all start the scenario with a Manpower 
Value of 4, not 3. (This makes their initial strengths consistent with the Salem 
Church scenario.)

[correction] Gibbon should be marked with the ++ symbol in the set-up. This unit 
may not activate or entrench until Game Turn 2 like the rest of the units from the 
Salem Church scenario.






19.1 Combine Flanks

[clarification] Change the third sentence in this section to read:

Thus in the Advanced Game, no Union infantry may move into a hex that is both west 
of the Telegraph Road and whose last two digits number "32" or greater until the 
Union establishes a contiguous path of connected road/pike hexes from the U.S. 
Ford (3525/3624) to the Telegraph Road.




21.2 Attachment 

[correction] Remove the entire section entitled "INFANTRY REGIMENTS". Replace it 
with the following:

SPECIAL ATTACHMENT

Even though they are not substitutes, both players' infantry regiments/brigades and 
cavalry regiments which begin the game on the map may attach to any friendly unit 
of the same type as long as attachment restrictions are adhered to. For example, 
Buschbeck's brigade, which begins Scenario 6 on the map, may attach to any Union 
infantry unit. Exception: In Basic Game scenarios 1, 2, or 3, infantry 
regiments/brigades which begin the game on the map may only attach to units of the 
same organization, as specified in the Special Rules for these scenarios.



21.4 Confederate Division Leaders

[Q & A] When attaching two Rebel special brigades whose total manpower level is 
less than 9 (i.e. Gordon & Smith in Scenario 1), they cannot form a division sized 
unit, just a larger brigade. Is any extra artillery value permanently lost in this 
type of attachment if both the brigades have artillery?

Yes, any artillery lost in combining brigades together into brigades is lost forever. 
It cannot be regained when later combining to form a division sized unit.



When one of the three Rebel special divisions (Anderson, Early, McLaws) is in play 
as the division sized unit and falls below manpower level 9 due to marching or combat, 
is the division forced to be detached into brigades?

No, the division sized unit can remain on the map.



If one of the three Rebel special divisions (Anderson, Early, McLaws) has detached 
into brigades and the total brigade strength has fallen below 9, can the brigades only 
reform back into the division if they first attach enough manpower to bring them up 
to strength 9 or more?

Yes, that is correct. 




22.1 Scenario 5: Certain Destruction Awaits...

TURN 1 ACTIVATION RESTRICTIONS: [clarification] Add the following sentence to the end 
of this section:

Note that an assault attempt that fails is considered an attack.

VICTORY CONDITIONS: [correction] Reword the "+2 for each Union infantry corps...
" condition to read as follows:

+2 for each Union infantry corps (up to 7) entirely south of the Rapidan/Rappahannock 
river line at the end of the game. No points are scored for a corps if even one unit 
of the corps is north of either the Rapidan or Rappahannock rivers.






22.2 Scenario 6: THE CHANCELLORSVILLE CAMPAIGN 

CONFEDERATE HIDDEN MOVEMENT [clarification] Change the first sentence to read:

On Turn 2, only Confederate units in hexes numbered 35xx or less (i.e. to the west) 
may perform actions or leader transfers.

VICTORY CONDITIONS: [correction] Reword the "+2 for each Union infantry corps...
" condition to read as follows:

+2 for each Union infantry corps (up to 7) entirely south of the Rapidan/Rappahannock 
river line at the end of the game. No points are scored for a corps if even one unit 
of the corps is north of either the Rapidan or Rappahannock rivers.

by Ed Beach

