GBACW RULES REVISION - 3 DAYS OF GETTYSBURG (1995 ed., with errata)

SEQUENCE OF PLAY
I. Orders Segment
A. Automatic Order Change Phase
B. Non-Automatic Order Change Phase
II. Initiative Segment
A. Initiative Phase
B. Fatigue & Straggler Recovery Designation Phase
C. Command Attachment/Detachment Phase
III. Activation Segment
A. In-Command Activation Phase
B. Out-of-Command Activation Phase
IV. End Segment
A. Leader Replacement Phase
B. Fatigue & Straggler Recovery Phase
C. Cleanup Phase

ORDERS SEGMENT
See Orders Table for available orders. All restrictions, requirements and capabilities pertaining to particular orders apply to in-command units subject to those orders.  All commands must have an order at all times -- place an appropriate Orders counter under the commanding officer.  Subordinate officers without an Orders counter are considered to have the orders under their superior's counter.  In the Orders Segment, both players simultaneously and secretly attempt to change the orders for their commands, if desired.  Commands begin a game or scenario with any orders the player wishes; entering reinforcements always have March orders (with Reinforcement Strategic Movement markers).

Commands and Orders: Orders may be issued to and/or changed for any sized command, from battalion to corps -- but they always "flow downhill."  If a player attempts an Order Change for a division, and fails, the individual brigades may not attempt to change orders individually.  Higher commands therefore pre-empt lower ones as far as Order Changes are concerned.  This does not apply to the orders themselves; they may always be different within a higher formation. 
 
Automatic Order Change Attempts: Commands with 1)Reinforcement Strategic Movement markers; 2)Reserve Orders; 3)Support Orders and wishing to change to Assault or Skirmish Orders, or 4) any order, wishing to change to Default Orders, may attempt changes automatically.

Non-Automatic Order Change Attempts: In order to attempt to change any other command's orders (be it one or many), the player must first roll less than or equal to 1/2 the Army Commander's Rating (or US Wing Commander at Gettysburg), rounded down, if he is on the map.  This does not use the Army Commander's rating points for the turn.  If he is not present, the player must roll "0".

Order Change Attempt Procedure: If the attempt can be made, roll the die for each brigade leader or commander who wishes to change orders.  If the result (as modified below) is less than or equal to the officer's rating, the orders may be changed as desired.  If not, the orders stand.

Order Change DRMs
For each superior leader in chain of command within superior's range	-1
Each superior leader's rating (uses his rtng pts for that turn)			-(#)
Order Change DRM from Orders Table (worst DRM, if more than one)	?
Command is Cavalry								-1
Leader is adjacent to an enemy unit						+1
Ineffective Command								+1

Orders Types: Note that some orders require the command to attempt Activation for ME.  These are referred to as "ME Orders"; the others (naturally enough) are "RE Orders."    "Default Orders" depend on the arm of the service: infantry, cavalry or artillery.  Horse artillery and Sharpshooter units may always pick any RE Order as a Default Order.  See below for use. 

Out-of-Command Units:  These do not change orders with the in-command units of their brigade.  If they are out of command range during their command's Order Change, or are marked OOC during Activation, their orders switch automatically to the Default Order for their type (i.e., Infantry=HOLD, etc.).  When they come in command, they are subject to the same orders as the other units.

Ineffective Commands and Shattered ("Collapsed") Units: These cannot be issued "ME-required" Orders (ASLT/SUPT/MRCH/BOMB).  In addition, the moment the command becomes ineffective or the unit shatters, it receives the appropriate Default Order.  Only RE-type orders can be issued to them.

Commander's Initiative: Units stacked with a superior leader (i.e., division or higher) in the Orders Segment may always change orders successfully, without expending any of that commander's rating points for the turn.  Any order may be given to those units, even if they are in-command, but the orders expire at the end of the turn.

INITIATIVE SEGMENT
The player with Initiative may activate any size command at ME for his initial activation in the Activation Segment.

If the Army Commander (or US Wing Commander at Gettysburg) is on the map, he may add all his rating points to his side's initiative die roll for a turn.  This both expends his points and his movement allowance for the entire turn (rotate his counter to show this).  The players then  simultaneously reveal whether they have used their Army Commanders' points and roll for initiative normally (adding in the previous turn +1 Initiative Modifier).

ACTIVATION SEGMENT
The LIM system is not used.  Rather, all units are at RE unless activated for ME.  (Some Orders require ME activation; see Orders Table.)  If a higher-level commander has tried to activate for ME, no subordinate commands may try to activate independently later in the Segment.

During the In-Command Activation Phase, play alternates between the two sides beginning with the Initiative Player.  A player may try to activate any size command at ME, or may automatically activate it at RE -- again, dependent on Orders -- or may Pass.  Three Passes in a row ends the Phase. The OOC Activation Phase operates in the same way, as each player activates a single unit or passes.

In-Command/Out-of-Command: In order to be in command for activation, a unit must be in range of its brigade leader; if a division is to be activated, brigade leaders must be in range of the division commander, if a corps -- division commanders must be in range of corps commander.  Corps commanders and all cavalry commanders are never out of command.  A commander who is OOC of his next highest superior suffers a negative DRM when rolling for ME activation and may not be included as part of the superior formation's activation.  If a unit is OOC, it may not be activated until the OOC Activation Phase.  An OOC leader or commander may be activated at any time.  A brigade leader may not intentionally move so as to put the majority of his units OOC.

Leaders and Activation: All leaders/commanders may use their Efficiency or Activation ratings as a negative die-roll modifier once per turn.  Army/Wing Commanders may either use their rating points, or move -- not both.  Division commanders and higher may also give ME automatically to any units they are stacked with and which are subordinate to them in the Chain of Command, at a cost of all their points for that turn.  Any unit(s) stacked with such a commander is considered "in command" for that activation, regardless of distance to its brigade leader.  There are no "Loose Cannons" except those mandated by the Random Events Table.

The Leader LIM is available at all times, enabling a free activation for all leaders/commanders, and is the only way Army/Wing Commanders can move.  Other leaders may always move at the same time as any of their subordinate commands.  

Activation Procedure: Select the leader/commander of the command to be activated.  Roll the die against the rating of that officer: if the result is equal to or less than the rating, then the command is activated at ME; if the result is higher, then go to the Confusion Table as per the rules.

Activation DRMs
Corps Activation								+3
Division Activation								+1
Any units in Command are in Breastworks/Entrenchments			+1
Commander/Leader of Activating Command is OOC			-1
Ratings of any Superior Commanders (in range,using their ranges)		-(#)

RULES CHANGES

Stacking and Fire Combat: Any number of units may stack together as long as the total does not exceed 12 SPs.  There are no restrictions as to type, etc. The maximum SPs that may fire out of a given hex are:

Artillery						12 SPs
Infantry						7 SPs
Cavalry (mounted and dismounted)			4 SPs

These are the limits for each type if there are no combinations of types in the stack.  If there is a combination of types in the stack, the above fire maximums are observed for the top unit.  If the top unit's fire is less than the maximum, then the next unit down in the stack has the opportunity to fire out of the hex as if it were on top. As many units as can bring their SPs to bear may fire.  Units in a stack that can fire are considered "in front."

Procedure: Take the difference between the actual firing strength of the top unit and its maximum as listed above.  That is the available "space" on the front of that hex.  If the next unit is of the same type, that many SPs of that next unit may fire.  If the next unit is the type directly below the front unit's type on the table above, halve that number (rounding down always; if result is less than 1, no additional fire from the stack).  That is the number of SPs of the second unit that may fire.

If the next unit is 2 levels below (Cavalry stacked beneath Artillery), than halve twice (x 1/4) to get the number of SPs that are eligible to fire.  If the type of the next unit in the stack is above the top unit's on the chart, then simply reverse the process -- double the difference between the maximum and the actual SPs firing from the top unit.  Two levels up (Artillery stacked beneath Cavalry): x4. 

Examples: Artillery battery (6 SPs) on top, stacked with Infantry regiment (6 SPs).  Artillery maximum is 12, so all guns fire.  The difference is 6 (12-6=6); x1/2 for going down one level to Infantry on chart = 3 SPs eligible.  All guns plus 3 Infantry SPs may fire.

Mounted Cavalry battalion (2 SPs) on top, stacked with two Artillery batteries (4 SPs each).  Cavalry maximum is 4, so all the cav fires.  The difference is 2 (4-2=2); (x 2)(x 2 ) for going up two levels to Artillery on chart = 8 SPs eligible.  All the Cavalry and all the Artillery may fire.

A ridiculously complex example: Infantry regiment (2 SPs) on top, stacked with Dismounted Cavalry battalion (1 SP), Artillery battery (4 SPs), and another Infantry regiment (2 SPs), in that order.  Infantry maximum is 7, so all the top regiment fires.  The difference is 5 (7-2=5); x1/2  for going down one level to Cavalry = 2.5, rounded down to 2.  The 1 SP  of Dismounted Cavalry can fire.  The difference is now 1 (2-1=1); x4 for going up two levels to Artillery on chart = 4 SPs eligible.  The whole battery of 4 SPs  may fire.  The difference having been used up, the remaining Infantry unit may not fire.

If more than one unit can fire out of a single stack, those units in excess of one are considered to be "in front" or "on top" for the purposes of Fire Combat, though the movement restrictions on entering and exiting the hex (6.2.1), as well as those on changing stacking order, still apply.

For determination of flanks, etc. in resolving Fire Combat, units stacked in a hex that are "in front" are considered lined up from right to left going from the top of the stack toward the bottom; e.g., if 3 units in a hex can fire the top one is considered on the right, the second in the middle and the third on the left.  Any stacked units that cannot fire are considered behind those in the front line and are treated accordingly for Combat Results determination.

Fire Combat is conducted against all units "in front" (capable of firing out of a stack) in a single hex, unless it is Return Fire against a specific activating unit.  DRMs used are those most advantageous to the enemy, if different units provide different Combat DRMs.  Losses confined to "in front" units are distributed as per Shot and Shell Artillery Fire -- as evenly as possible, with choice left to the firing player.  

Passage of Lines:  An active unit spends 1 MP, plus the terrain cost of the hex, in order to change position within a stack without leaving the hex.  In order to pass through a hex containing friendly units, an active unit pays an MP cost of +1 for each multiple of 4 SPs in the hex, rounding down.  The moving unit undergoes an UDD after leaving the hex, unless it contained only one battery (all sections) or one unit.  If already disordered, any new disorder caused by this UDD is considered as from Terrain.

Units may overstack while in motion.  

Double Time: Infantry brigades using Strategic Movement (only) may Double Time: add 3 MPs to their doubled Movement Allowance for that activation.  Fatigue is then increased by 2 levels.

Extended Columns: Maximum size per hex before use of Extended Column marker: Infantry - 8 SPs; Artillery - 6 SPs; Cavalry - 2 SPs; Wagons - 4 AAPs.  All hexsides (including the front hexsides) around such a unit are considered "Extended Column" hexsides for receiving fire.  

Units in Extended Column cannot fire; they can shock.  The two hexsides at the head of the column (front of the unit counter) can be used to conduct Shock Combat (e.g. over bridges, defiles, etc.).  Even if the unit does not have to deploy an Extended Column marker due to small size, it is considered in a Column formation if it is using thoroughfares or entering defiles.

Reinforcement Strategic Movement:  Commands with a RSM marker must move toward their next highest superior Commander, if he is on the map.  The marker must be removed if any unit in the command is within this Commander's range at the end of the Cleanup Phase.

Fire Combat Targets:  If there is a choice of enemy targets 3 or fewer hexes away, a unit must fire at the closest one if possible.  If more than one is equally close, it must fire on a target that has not already been engaged during the current activation.  

Return Fire:  If a activating unit has moved, the phasing player indicates if it is going to fire.  Any Return Fire directed against that unit is resolved, and results applied, before the unit fires on the enemy.  If the activating unit has not moved, Return Fire is simultaneous as in 8.1.4.1.

Cease Movement Fire:  This may be conducted against activating artillery units that come within 3 hexes of non-phasing units (not 2 hexes as for other types).

Artillery Friendly Fire:  If a friendly unit is adjacent to an artillery target at a range of 5 or more hexes, roll the die.  0-3: hits target; 4-5: hits nearest friendly unit in line of fire; 6-7: hits both friendly and enemy at 1/2 SPs each; 8-9: misses everybody.

If a friendly unit is 2 hexes away from  an artillery target at a range of 8 or more hexes, roll the die.  0-5: hits target; 6-7: hits nearest friendly unit in line of fire; 8: hits both friendly and enemy at 1/2 SPs each; 9: misses everybody.

Retreat Before Shock: All units retreating before shock make a UDD after their retreat.  Dismounted cavalry may always mount at the end of their retreat.

Bayonet Charge:  Infantry commands or units with Assault orders and at ME, and which move during their activation, can be designated for a Bayonet Charge.  They may not fire when activated.  In Shock Combat with an undisordered BC unit, enemy units suffer a +1 DRM in their Pre-Shock Cohesion Checks.  Bayonet Charge units always gain a +1 DRM in Shock Resolution, and an automatic rounding off of odds in their favor.  Remove the marker from each unit after its first shock combat.  In 4.3 version rules as Infantry Charge.

Leader Losses:  For VP purposes (see Victory Rules Change), roll the die for each Leader Casualty: 0-4 = KIA; 5-9 = WIA.

Abandoned Guns:  Artillery SP losses from small-arms fire result in Abandoned Guns.  Leave an AG marker in the hex with a SP marker under it to indicate how many guns have been left.  If the hex is inside friendly lines at the end of the day (2400), return the guns to action in the battery that lost them.  If not in friendly possession, the guns are captured by the enemy and permanently lost.

Breastworks/Entrenchments:  Units must be at ME to construct Breastworks in 1863.  In 1864, Entrenchments may be constructed.  These are the same as Breastworks, except they take 6 turns to build, cannot be removed at all, provide -3 DRMs for UDDs and Pre-Shock Cohesion Checks, as well as beneficial Combat DRMs.

Infantry Stragglers:  Stragglers are recorded separately (use a loss marker rotated 180 degrees to show straggler loss, or use Roster Sheet).  Each change to Disorder caused by enemy action, if an enemy unit is within Tactical Movement range, causes one straggler loss.  Fire, Shock, Withdrawal, Reaction Facing Change, Retreat Before Shock are all possible sources of straggler loss.  The unit must flip from Ordered to Disordered Status to lose the straggler.

Neither Rout nor Automatic Disorder after Shock causes straggler loss; however, if Rally, Rout Retreat or Second Disorder causes an SP loss - that loss is considered a straggler. 

Straggler Recovery Designation takes place at 2400 each night.  If the brigade has the Recovery marker at 0400, 50% (round up) of stragglers from each unit are automatically recovered.

Cavalry Fatigue:  Fatigue applies to Cavalry as well as Infantry.  Cavalry must be dismounted and within one hex of water in order to reduce fatigue.

Rain:  (Random Event "M")  This event only occurs in afternoon game turns.  It rains until a  modified "0" is rolled; -1 cumulative DRM for each successive roll.  Effects in addition to rules text: All MAs reduced by half, unless using Pikes exclusively; -2 Artillery Fire DRs; 1/2 range and strength (rounded down) for all Fire Combat.

Mud occurs when Rain stops: -1 all MAs for rest of game; -1 all Artillery Fire DRs.

Fire Table:  All cavalry, B weapons, SR weapons: "Ammo" on any adjusted even die roll. 

Additional DRMs (cumulative)
Reaction Fire against Phasing unit that has moved 				+1
Any Infantry Reaction Fire against Artillery (scrap 9.3.4 Erratum)		+3
Firing from Breastworks/Entrenchments					+1/+2
Fire enters target hex through Rear Hexside					+2
Target using Strategic Movement or Extended Column			+1
Target is Mounted Cavalry (for each 4 SPs, rounded up)			+1
Target is Dismounted Cavalry, or uses B/SR/C weapons			-1(max)
Moving Artillery firing							-2

Range Effects Chart: All Small Arms have a maximum range of 5, except US SS at 6. 	

Range DRMs (1/2/3/4/5/6)
M		+2/-2/-4/-5/-7/-
E		+1/0/-2/-4/-6/-
R		+1/0/-2/-3/-5/-
TR		+1/0/-3/-4/-6/-
B		+2/0/-1/-2/-4/-
B (US SS)	+2/+2/0/-1/-2/-3
C		0/-1/-4/-5/-7/-
SR		+3/+1/0/-1/-2/-

Shock DRMs:  Defender's Pre-Shock DRMs: Unit in Breastworks -2; In Entrenchments -3; Defender in Extended Column/Strategic Movement +1.

Shock DR Adjustments: Defender in Extended Column/Strategic Movement +3; Bayonet Charge +1; Defender is Dismounted Cavalry +3.

Rally Table:  DRM: +1 if unit is Out of Command.

Terrain Effects Chart:  Add to TEC:

Terrain		Cost in MPs to Moving Unit	Combat Effect 	Blocking
Type		Inf	Mtd Cav	Wag/Arty	Ldr	Fire	Shock		Terrain?

Devils Den	3D	NA		NA		2	-1	-2		Yes
Entrenchment	+2	+4		NA		+1	-2	-2		No

Devil's Den, Woods, Rough Woods and Town hexes are considered Close terrain.  Fire attack strength is halved when firing out of Close Terrain into adjacent hexes.  Additionally, any facing change in Close Terrain causes a UDD.

Command Attachment: Infantry commands of any size up to Division may be attached or detached.  Corps may not be attached/detached.  Any command may have one unit or command of smaller size attached or detached.

To do this, both the "gaining" commander and the army commander must have the detaching commander (direct leader of that command) in their range.  This expends the army commander's rating points for that turn.  Make note of the attachment in pencil on the Army Organization Chart; only one attachment per turn is allowed.  Commands may also enter the map attached/detached, at the player's option.

Concealed Movement: Units activated for Strategic Movement, out of enemy LOS, or arriving via Reinforcement SM and out of enemy LOS may use Concealed Movement.  The player may either 1)not deploy the units on the map; or 2)leave them stationary in their position.  The units continue to move, however, out of sight of the enemy.

CM units' movement is plotted, turn by turn (usually giving the hex # of the head of the column will suffice), until they come within LOS of the enemy, or adjacent to the enemy at night/dusk/dawn.  Being in blocking terrain is enough to preserve concealment for the purposes of this rule.

When CM units come into LOS of the enemy, they are immediately deployed on the map.  If any CM units fail ME activation they are either 1)deployed on the map for RE Activation; or 2)remain stationary ("Stand") and off map.

Leader Rally: Leaders stacked with a subordinate unit may use their star rank as a UDD/Rally DRM once per turn.  This does not use their rating points for the turn. Already in Version 4.3.

Cannonades: Artillery Barrage LIMs are available with the arrival of the artillery commanders; such cannonades are treated as a Divisional ME activation, and require a Bombard order.

Skirmishers: Infantry brigades (only) may designate one unit as Skirmishers.  This unit must be at least half the current strength of at least half the other regiments in the brigade.  A brigade must be at ME to do this; it happens at the beginning of the brigade's activation.  Skirmishers may be recalled at the same time if the brigade is at ME.  US Sharpshooters can serve as Skirmishers for any US brigade.  

The effects are to shift Fire Combat Range modifiers one column right on the Range Effects Chart (does not increase range, though).  When Skirmishers are recalled, if all other units in the brigade have lost 2 or more SPs, then remove 1 SP from the skirmishing unit for each multiple of 2 SPs lost by every unit, rounded down (e.g. 3 regts have lost 6 SPs each, 1 regt has lost 4 = skirmishing regt loses 2 SPs; 3 regts lose 6 each, 1 other regt loses 1 SP = skirmisher loses 0).

Extended Line: Dismounted cavalry and sharpshooter units may extend line into two hexes instead of only one -- and regardless of strength.  Extended lines must contain at least 1 SP after horse holders have been deducted.  

Artillery Battery Sections:  Artillery batteries of 4 or more SPs may "extend line" into adjacent hexes.  Each extended line marker represents a section of 2 guns; they must remain adjacent to the main battery counter.  Same mechanics as with infantry/dismounted cav.

Cavalry:  Cavalry need not be in command to mount/dismount.  After doing so, a cavalry unit may face in any direction at no MP cost.  Mounted cavalry always fires at 1/2 strength, rounded down, and suffers adverse DRMs when firing.  Dismounted cavalry may shock attack, though it need not observe Confusion Table-mandated Shock Attack results, as per 4.7.2.

3 DAYS OF GETTYSBURG SPECIFIC RULES
Victory: There are three levels of victory: Decisive, Substantial, and Marginal. 

C	Decisive:  A war-winner.  The enemy is crushed; their army disintegrates.  You're the next President of the _____ States of America.
C	Substantial: The foe has been beaten and yields the field.  You have the initiative and order a pursuit.  Laurels and write-ups in the papers.
C	Marginal: You prevail in a close contest.  The enemy eventually retires in good order and you cautiously follow.  The country wants more and the pressure is still on.

Occupying Geographic Objectives or satisfying Manpower Objectives as per 15.6.7 gives you a Substantial Victory.  They are changed as follows:  Staging Areas 10 and 11 are added to the CSA Geographic list; he must occupy any 5 objectives for a Substantial Victory; Staging Areas 1 and 2 are added to the USA Geographic list; he must occupy any 2 objectives for a Substantial Victory.  30 guns lost, whether destroyed or captured, constitutes a division for Manpower Objectives purposes.

If victory is not achieved via Geographic or Manpower Objectives, it is calculated on points for losses.  Calculate this after the end of the last game turn, as agreed by both players.  

Victory Points for Losses
Each Infantry SP								1
Each Cavalry SP/Destroyed Artillery SP/Wagon Point			2
Each Captured Artillery SP							3 
Commanders (not Bde Ldrs) Killed					(Stars x Ratng)
(minimum of 1)
Commanders (not Bde Ldrs) Wounded			   (1/2 x Stars x Ratng)
(no minimum)

Total each player's loss points.  Greater than a 1:1 ratio in your favor is a Marginal Victory.  Greater than 2:1 is Substantial, and greater than 3:1 is Decisive.  If, however, neither player's losses are above 300 points (not bloody likely!), then the game is an automatic Draw.

US Wing/Grand Division Commanders: US corps commanders serve as interim army commanders until Meade's arrival.  Use Reynolds first (as Meade's replacement counter).  If he is hors de combat, order of succession is decided by the US player.

Confederate Cavalry:  Confederate cavalry may also dismount, with Cohesion ratings -3 for both ordered and disordered sides.

Variable Arrival of Reinforcements: 0740-100 July 1 reinforcements arrive as scheduled.  After that, players must roll for entry of each date/time reinforcement group, beginning 1 hour before the scheduled arrival time.  You must roll a modified "2" or less to enter the group.  

Variable Arrival DRMs
Combat unit of that div/corps already on map				-1
Overall Commander on map							-1
It is more than one hour after the scheduled arrival time			-1

Alternative Arrival Areas:  A reinforcement "group" (arriving at the same time and area) may be assigned to another, adjacent, friendly entrance area.  The army commander expends all his rating points at the beginning of the Activation Segment in order to do this.  He informs the opponent that he has done this, while not telling him which group of reinforcements is being changed.

Starting one hour after the scheduled arrival time, the player rolls for arrival at the new area.  (Note: this supersedes the above rule on Variable Arrival, which applies only to commands arriving at their scheduled areas.)  An adjusted roll of "0" is needed to bring the troops in.

Alternative Arrival Areas DRMs
Rating of highest commander in group					-(#)
For each complete hour, after the first, that arrival is delayed		-1
For each complete hour, prior to scheduled arrival time, 
that this alternative arrival was ordered				-1

Scenario Corrections & Additions: See individual scenario sheets.
1. "Feeling the Enemy" (Heth v. Buford, formerly "Herr's Ridge" with corrections)
2. "The Black Hat Fellers" (Iron Bde v. Heth, new)
3. "Georgia on My Mind" (Barlow's Knoll, new)
4. Little Round Top (Historical, 15.3 with corrections)
5. July 2 - Stuart Variant (Alternative History)

Master Reinforcement Chart Corrections & Additions: See separate sheet.

Robert E. Lee: In the historical scenarios, Lee enters the game under the restrictions of Random Event "S" in order to simulate his lack of clear knowledge of the situation on the First Day.  

Warren: Chief of Engineers, not Chief of Staff (that was still Butterfield): Warren can change orders automatically for any Bde Ldr stacked with/adjacent to him, in addition to his other capabilities.  However, he can be used in any way only once per day -- remove him after use, to return (anywhere) the first turn of the next day.  

VERSION 4.3 RULES ADOPTED
Leader Rally using star rank as DRM, noted above.
Refused Line as published
Mounted Cavalry Reaction Movement as published
Withdrawal Movement UDD DRMs for movement costs
Cavalry Counter-charge as published
Artillery Rapid Fire  Disorder Results when firing
Rout UDD when inf/cav are adjacent, as published
Fatigue effects (1/2 Fatigue modifiers)
Infantry Charge as Bayonet Charge, above, with Pre-Shock DRM
Additional Disorder to Artillery as published, with Abandoned Guns used as above

ORDERS TABLE

ORDER

	
ACTIONS & RESTRICTIONS	
MUST ATTEMPT ME ACTIVA-TION?	
MAY  ENTER EZOC?	
FIRE CMBT DRM:

ATKR	
SHCK CMBT DRM:

ATKR	
FIRE CMBT DRM:

DFDR	
SHCK CMBT DRM:

DFDR	
AUTO ORDR CHNG
ATMPT?	
ORDR CHNG DRM	

Assault
ASLT
	
--Infantry and Cavalry only
--Must Advance and Shock as  per 4.7
--No voluntary movement  away from enemy
--No Strategic Movement	
Yes	
Yes	
0	
+1	
0	
-1	
No	
+2	

Support
SUPT	
--Must have an adjacent or neighboring command with ASLT/SKPD orders before receiving
--No voluntary movement away from enemy
--No Strategic Movement	
Yes	
No	
0	
0	
0	
0	
Yes, to ASLT or SKPD 	
+1	

March
MRCH	
--Must expend all available MPs moving away from starting hex
--No Tactical Movement
--Must remain at least 5 hexes distance from enemy in LOS
--No Phasing Fire; Reaction Fire only	
Yes	
No	
-1	
-1	
+1	
+1	
Yes, if has RSM marker	
+1
(-2 with 
RSM)	

Bombard
BOMB	
--Artillery only
--Barrage (Cannonade) as per 8.2.4	
Yes	
No	
0	
N/A	
0	
0	
No
	
0	

Skirmish/ Probe/Delay
SKPD	
--Default order for Cavalry
--Must remain minimum distance from enemy in LOS: 4 hexes from artillery, 3 hexes from infantry, 2 hexes from dismounted cavalry
--Must fire if possible
--No Strategic Movement	
No	
No	
0	
-1	
0	
+1	
No	
0	

Hold
HOLD	
--Default order for Infantry
--One hex movement only
--No Strategic Movement
--Can Construct Breastworks if ME
--Can Recover Fatigue
--Can Recover Stragglers	
No	
No	
+1	
0	
0	
-1	
No	
-1	

Reserve
RSRV	
--Must be out of LOS of enemy before receiving RSRV order
--No Phasing Fire; Reaction Fire only
--RE activation only
--Can Recover Fatigue
--Can Recover Stragglers	
No	
No	
-1	
-1	
+1	
+1	
Yes	
-2	

Withdraw
WDRW	
--Default order for Artillery
--Must move away from visible enemy minimum 2 hexes if possible, as per 9.4.2
--No Shock attacks
--No Strategic Movement	
No	
No	
-1	
N/A	
+1	
+1	
No	
+1	

NOTES

The guiding principles behind the revision of the command rules were simplification, consistency and historical realism.  There is a kind of intuitive logic behind the new Sequence of Play that mimics reality, I believe, and does not give the feel of jumping through a lot of abstract hoops.  An alternating impulse gives the players more ability to focus on the action at hand, while keeping up the uncertainty (i.e., if the battle's on the left, you activate on the left - but you still can't be sure if the activation will be effective).  The shorter the game turn's time scale, the less I feel the random activation system is justified.  Other Command and Control levels are there to provide restrictions and suspense.  A given unit's capabilities are limited, just as the C & C system places limitations on the player's ability to enforce his will.

The Orders are really general categories or modes, but they are historical.  They represent the configuration of the command: specific orders in force, formations, preparations made, troops' expectations & readiness, etc.  Yes, you can fight in March Orders, but if you don't change those orders in response to a sudden attack, you're in trouble.  That would simulate the commanders' inability to respond to the situation, issue appropriate orders on the fly, and get the command re-oriented in the right direction.  It seems to me that the system needed more of these kinds of "historical-operational" constraints as opposed to what might be termed "artificial" ones (systemic constraints such as having to activate commands at random).  Judge for yourself.

Note that Initiative is very important, as an entire corps can get ME from it.  The Initiative procedure usually turns into a guessing game on its own, as there is a fundamental decision to be made each turn: do I put all the Overall Commander's points into the Initiative roll, or use them to give a big boost to one particular formation during the turn?  This depends on who has the advantage in rating points -- if you are rated significantly less than the opposing Army Cdr, it's  to your advantage to concede Initiative on a turn-by-turn basis (since your chances of winning are low anyway), get out of the HQ tent and try to help formations react to the enemy's moves.  This would be another example of improved historicity, as the lower-rated commander would find himself in a general reactive mode on the battlefield.  Gettysburg, where the Overall Commanders are more evenly matched in terms of ratings, offers greater uncertainty and opportunities for deception.

Scrapping the LIM system was imperative.  Here the system is straightforward and intuitive.  You want to activate a command, you go ahead and activate it.  Or try to. Blind chance -- always present in the form of random chit draws -- takes more of a back seat.  It's obviously harder to activate a big formation, unless you have Initiative, but it can be done.  Just like in the real battles, too, it's very hard to keep everything moving along at Maximum Effectiveness for any period of time.  Here's where the presence of the Army Commander can help, but he's needed everywhere else.  And multiple-corps actions...try it some time...

The Stacking rules may seem unusual, but think about it.  First, the general restrictions as published restrict the player unnecessarily.  If you want to put 600 horsemen in a hex (a standard Napoleonic charge formation), then go right ahead and do it.  You probably won't try it a second time.  (By the way, once I put Stuart's entire Cav Div into a mass formation and charged the II Corps at the Angle, a la Murat.  Oh, les braves gens!  Heavier percentage casualties than Balaklava, by far, with less result.)  Also, if you have a whole bunch of tiny regimental remnants, or you want to concentrate your reserve brigades - pack 'em in.  Go ahead and hold a divisional muster in range of the enemy's guns if you like.  You're in charge, and you take the responsibility.

The Stacking and Fire Combat relationship is one of the big flaws in the original system.  Take 
cavalry, for instance. A maximum of 7 SPs firing out of a hex for infantry (that is, around 350 men in a double-ranked line) is right on the money.  But for dismounted cavalry?  Who fought in a single-ranked skirmish line?  Here the actual frontage occupied by the firing line is presented as a simple ratio: an artillery SP takes up half the space of an infantry SP, which in turn takes up half the space of a cavalry SP.  Mounted and dismounted cavalry have the same Fire limit, because we are actually talking about how many dismounted troopers can form a firing line in a hex (dismounted means 3 out of 4 are dismounted and in a skirmish line, with the remainder mounted to the rear; mounted means, maybe, 1 in 4 dismounted in line, with the others close by, mounted, in formation and with some of them firing their carbines from the saddle).  Mounted cavalry fire is halved to reflect the weakening of the dismounted line.

The procedure outlined here gives you a much more accurate rendition of Fire Combat than in the published rules.  It is a bit more complex than the original rule (though maybe not -- remember all those exceptions in 3DOG?), but it is worth it in terms of logic and tactical importance.  No more do you have artillery batteries firing canister with impunity under a "covering" infantry unit; here, supporting infantry is put in its proper place, either to the side of, or behind the guns.  And you have full opportunity to "play" with different tactical force mixes.

The other revisions/optional rules can be used as desired.  Note that the Infantry Reaction Fire against Artillery DRM of +3 largely takes care of any lingering desire to charge infantry with guns (addressed with yet another ineffective rule in the latest 4.3 GBACW set).  All inf/cav units have the same range.  Fire fights at beyond 2 hexes represent skirmishing, not long range volleys.  The range effects are modified by weapon type, but not to the extent portrayed by the original rules.  All units put out skirmishers on the battlefield and engaged the enemy regardless of small-arms types at roughly the same ranges.  The Skirmishers optional rules allows you to beef up your line, if you can afford it.

Concealed Movement gives you more of that Fog of War so needed in boardgames.  Obviously you can't expect to step into a Time Machine and get the full effect of ACW command by playing GBACW.  But you can expect that a refereed, double-blind full-battle game with full rules will get just about as close as possible.  The ultimate simulation, outside of jumping into a recreated battle with 100,000+ participants and live ammunition, will have to wait until we get an awesome Artifical Intelligence program that puts you truly into the commander's boots: you can only see what he would have seen, you can only know what he would have known, fragmentary and contradictory reports, frequent but historical surprises, etc.   And that would be the end of the hobby as we know it today.