If a campaign is in progress, some of the steps indicate below will be pre-determined by the campaign map. Terrain is laid out by the defender, who is assumed to have local knowledge.
The geography of the region in which you are fighting may be obvious from a campaign map. Otherwise roll a die and cross-index the score against the State where the battle takes place.
State or region | Score -> | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
Maryland, Pensylvania | Farm | Farm | Farm | Farm | Wilderness | Riverside |
Kansas, Illinois, Indiana | Farm | Farm | Farm | Farm | Plain | Riverside |
Kentucky, Tenessee | Farm | Farm | Swampy | Plain | Riverside | Mountains |
N. Virginia, N. Carolina | Farm | Farm | Farm | Wilderness | Riverside | Coastal |
Shenandoah & West Virginia | Farm | Farm | Farm | Wilderness | Riverside | Mountains |
South Carolina | Farm | Farm | Farm | Swampy | Riverside | Coastal |
Georgia | Farm | Farm | Farm | Plain | Swampy | Swampy |
Mississippi, Alabama, Ark. | Farm | Farm | Swampy | Plain | Riverside | Riverside |
Louisiana, Florida | Farm | Farm | Swampy | Swampy | Riverside | Coastal |
Texas | Farm | Farm | Plain | Plain | Plain | Hilly |
New Mexico | Farm | Plain | Plain | Plain | Hilly | Hilly |
The capital letter gives the type of Local Geography.
Divide the table into zones up to 24" square. This means that a 6ft by 4ft table will have 6 Zones. The defender draws a rough map of the table, divided into Zones.
For each Zone throw four die. Each die score might indicate a terrain piece, or be blank. If the score is 'Stop', roll no more die for that zone and proceed to the next zone. If score 'choice' the defender can choose a terrain feature, which may be any on the four lists, or a creek, or may leave the area blank.
If the campaign map has a town or fort marked upon it, the defender states which of the Zones this will be. This counts as Roll 1 for that Zone.
If the battle is Riverside or Seacoast, the river or sea must run along one edge. The defender may elect to make the river a Creek. In this case, roll a die to randomly determine in which zone it enters the board: roll another to determine where it exits.
After each roll, the defender sketches the appropriate feature onto the map. Streams, swamps, roads etc should be connected so as making an intelligent pattern.
Rolls -> | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1 | Steep Hill | Field | Railroad | Settlement |
2 | Hill | Field | Fenced Road | Farm |
3 | Rise | Stream | Sunken Lane | Farm |
4 | Wood | Wood | Unfenced Road | Building |
5 | Stream | Wall | Fence Line | CHOICE |
6 | Field | STOP | STOP | CHOICE |
Rolls -> | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1 | Scrub | Steep Hill | Stream | Farm |
2 | Stream | Swamp | Pool | Building |
3 | Track | Road | Railroad | Forest |
4 | Forest | Woodland | Field | Clearing |
5 | Hill | Clearing | CHOICE | Hill |
6 | Clearing | STOP | STOP | Rise |
Rolls -> | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1 | Steep Hill | Swamp | Railroad | Settlement |
2 | Hill | Swamp | Fenced Road | Farm |
3 | Rise | Stream | Ditch | Pool |
4 | Wood | Wood | Unfenced Road | Building |
5 | Stream | Hill + Cliff | Fence Line | CHOICE |
6 | STOP | STOP | CHOICE | Swamp |
Rolls -> | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1 | Steep Hill | Stream | Railroad | Farm |
2 | Long Hill | Pool | Stream | Building |
3 | Road | Scrub | Track | Forest |
4 | Woodland | Ravine | Forest | Clearing |
5 | Spur | Scree | Steep Hill | Hill + Cliff |
6 | Rocks | STOP | STOP | Rise |
Rolls -> | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1 | Swamp | Settlement | Railroad | Sand Dunes |
2 | Swamp | Farm | Fenced Road | Hill |
3 | Stream | Pool | Ditch | Rise |
4 | Wood | Building | Unfenced Road | Wood |
5 | Hill + Cliff | CHOICE | Fence Line | Stream |
6 | CHOICE | STOP | Rocks | CHOICE |
Rolls -> | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1 | Swamp | Swamp | Railroad | Settlement |
2 | Hill | Swamp | Fenced Road | Farm |
3 | Rise | Stream | Ditch | Pool |
4 | Wood | Wood | Unfenced Road | Building |
5 | Stream | Field | Forest | CHOICE |
6 | Scrub | STOP | STOP | CHOICE |
Note: Ignore the third and subsequent farm or settlement on the table
Rolls -> | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1 | Steep Hill | Rocks | Settlement | Railroad |
2 | Hill | Pool | Farm | Field |
3 | Rise | Ravine | Building | CHOICE |
4 | Wood | Scrub | ||
5 | ||||
6 | STOP | STOP |
Rolls -> | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1 | Rocks | Rise | Steep Hill | Settlement |
2 | Pool | Scrub | Hill | Farm |
3 | Ravine | Steep Hill | Railroad | Farm |
4 | Scrub | Hill + Scree | Wood | Building |
5 | Steep Hill + Cliff | Hill | Stream | CHOICE |
6 | Hill + Scree | STOP | STOP | CHOICE |