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AMERICAN CIVIL WAR: SOUTH specific documentation

Depending on settings, possibility of draw in 1866.

Almost all the games in this series use RED as the color for the opponent. Breaking that rule, this scenario uses GREY for the player and BLUE for the opponent. However, keeping the default RED off has been a challenge in the past, so do not be alarmed by a periodic flip to RED AI color.

Train, Riverboat: Both train and riverboat can transport units and gold with them. Just move the train or riverboat into the same hexagon as the unit you want to transport, and press the LOAD/UNLOAD button - now when you move the train or riverboat, the unit moves along with it. Disbanding a riverboat or locomotive: you have a 50 percent chance of getting it back as a resource.

Boats (pontoons in other games) assigned to the unit can halve its river crossing MP cost, but pontoons are only activated if the river crossing cost is more than the max MPs of the unit type. This higher-than-normal river crossing cost indicates there is an enemy area nearby. Own combat units in the hexagon where the unit ends up after crossing the river might help lower the higher than normal cost after crossing while there are adjacent enemy units. The maximum river crossing cost is 20 MPs.

Gold = Amount of gold in your resource pool (=immediately available for purchases). In SUPPLY MODE, you need to transport gold (units) on the map to a major city (Richmond, Charleston, or New Orleans) to add them to the gold already in your resource pool.

Barrack = Training barracks provide reinforcements for existing units.

NORMAL MODE = In this game mode all the resources go to the resource pool automatically.

SUPPLY MODE = In this game mode you have to manually transport both ammo to attacking units and gold to one of the major cities (before it can be used for purchases).

AMMO DEPOT: Southern units cannot attack without a nearby ammo depot.

+1 AMMO: Increase the amount of ammo in one of the ammo depots by one.

ARMORY: Produces ammo depots.

SEALIFT: Two short separate naval routes to transport troops: New Orleans-Mobile and Wilmington-Savannah (one sealift per turn, 30 percent chance of 1 HP loss and 10 percent chance of 2 HP loss and 1 percent chance of 3 HP loss, arriving unit will have zero or minus 1 MP, must control nearby hexagons of the target city).

Cav = Cavalry.