Game Title: Pea Ridge: ST Louis, then Huzzah!

Game Released: July 2012

Decision Games, PO Box 21598, Bakersfield, CA 93390

Decision Games hereby grants permission for its customers to download and/or print copies of this file for their personal use. 

Credits
Design: Chris Perello
Playtesting: Eric Harvey & Karl Laskas
Map: Joe Youst
Counters: Larry Hoffman
Production: Callie Cummins & Lisé Patterson
© 2012 Decision Games, Bakersfield, CA. Made and printed in the USA
[MSPeaRidgeRules_V6F]

Exclusive Rules
 
16.0 Introduction
17.0 Set Up
18.0 Victory Conditions
19.0 Special Rules
20.0 Folio Notes
21.0 Orders of Battle

16.0 Introduction
16.1 Historical Background
Earl Van Dorn arrived in Arkansas in early 1862 to coordinate fractious Confederate forces opposing a Union invasion. Van Dorn, aggressive but careless, launched a quick offensive that nearly trapped Sam Curtis’ Union Army of the Southwest. Curtis extricated his army and placed it in a well-entrenched position on the plateau of Pea Ridge. After their rapid march north the Confederates were exhausted and out of supplies, but Van Dorn nevertheless set them on a grueling night march around Curtis’ position. His plan unraveled due to fatigue and unlucky leader casualties, but might well have succeeded in destroying the only sizable Union force west of the Mississippi.
16.2 Course of the Game
The game starts at dawn on 7 March 1862 and runs through the afternoon of the next day. The Confederate player has the initiative and must choose one or more of several possible avenues of attack. The Union player must defend his perimeter cautiously to keep the Confederates away from Telegraph Road, but always be ready to strike if the opportunity arises.
16.3 Folio Components
This folio includes a booklet of Standard Rules, these Exclusive Rules (including the Combat Results Table and Terrain Effects Chart), a 17” x 22” map (including the Turn Record Track), and a die-cut sheet with 100 counters. The Union units have blue backgrounds. The three disparate Confederate forces—McCulloch’s Confederate Volunteers, Price’s Missourians, and Pike’s Indians—are gray, butternut, and buckskin respectively. The three counters in white—Van Dorn, the Confederate HQ and Confederate wagon—may act with or for all Confederate units.
Players Note. The limited number of Disruption and Detachment markers is not a design limitation; players are free to make additional markers as needed.

17.0 Set Up
17.1 Getting Started
Determine which army each player will command. Lay out the map and sort the units by side and formation. Place the Game Turn marker in the Turn 1 box of the Turn Record Track. Place the Confederate Fatigue marker, Fresh side showing, in the Turn 9 (Night) box. Set aside the four Formation ‘0’ markers (see 19.8).
Each player deploys his units on the map or as reinforcements according to the instructions in 17.2 and 17.3 below. Units placed on the map are identified by formation, ID, and a four-digit hex. The notation “w/1” indicate placement in or adjacent to the specified hex. Unless noted otherwise, leaders are placed with any formation within their command span.
For example, Union Formation 3 sets up w/1 0517. This means the formation’s six units may be placed in hexes 0516, 0517, 0518, 0616, and/or 0617.”
Reinforcements are identified by formation, ID, and an entry location). The turn of arrival is indicated by a “T” with a number, so “T2” means the specified unit is available at the start of the owning player’s movement phase on turn 2.
For example, Confederate formation 4 enters T5 at Hex 0101. This means the formation’s single unit may enter the map at hex 0101 during the Confederate movement phase of turn 5.
The Confederate player has the option to begin the game with a night march (see 19.3); if he chooses not to make the march, the the Confederate player is the first player and the game starts with the Confederate movement phase of turn 1.
The game may last up to 16 turns. At the end of Turn 16, determine the winner according to Section 18.0.
17.2 Confederate Set Up
All Confederate leaders and units except Formation 4, the HQ, and the Trains enter at hex 0101 (Camp Stephens) either during the night march (19.3) or on Turn 1. All leaders are active except Van Dorn (see 19.5). Any or all units may be deployed using Hidden Movement (see 19.9).

HQ: Set aside; see 19.5.
Formation 4: enters T5 at Hex 0101
Trains: enters (Inactive; see 19.6) T3 at hex 0101
Replacements: On any turn in which the Confederate Fatigue marker is “Fresh” (see 19.4), the Confederates receive 1 RP per turn for any unit in formations 1-3, and 1 RP for any unit in formations 6-7.
LOC: Hex 0101
17.3 Union Set Up
Curtis and the HQ (both inactive; see 19.7): 1021 (Pratt’s Store)
Sigel and Formations 1, 2, and 1-2: w/2 0614
Formation 3: w/1 0517
Formation 4: w/1 0519
Formation 5 
Bowen Cavalry & Bussey Cavalry: 1021
24 MO: Hex 1625 (Elkhorn Tavern)
Curtis Artillery & Curtis Cavalry: see 19.7
Replacements: None
Trains: Hex 1324.
LOC: Hex 1324 until occupied by a Confederate unit.

18.0 Victory Conditions
18.1 Confederate Victory
The Confederate player wins instantly the moment either of the following conditions is met.
1) There are no Union units on the map;
2) any three of the following four are currently true:
The US Trains is Inactive.
The US HQ is Inactive.
A Confederate unit was the last to occupy the US Camp (Hex 0717).
A Confederate unit was the last to occupy the US LOC (Hex 1324).
18.2 Union Victory
The Union players wins instantly the moment any of the following conditions is met.

1) there are no Confederate units on the map;
2) a US unit has entered Hex 0101 (Camp Stephens);
3) the Confederate Trains has been captured.

18.3 Winning a Drawn Battle
If neither player achieves the conditions set forth above, the battle is drawn and the game is won on victory points (VP). Each player receives the following points:

1 VP for each enemy unit destroyed (see 11.2); do not count eliminated steps or routed units on the TRT.
1 VP for each leader casualty.
2 VP for each unit or leader captured.
4 VP for a captured enemy HQ or trains.

The player with the greater total wins, but if the total point count for the winner is less than 10, consider the game a draw. 

19.0 Special Rules
19.1 Changes to Standard Rules
(9.5) Squares: Infantry units and other units stacked with them are treated as being in square at all times for combat purposes; there are no square markers in the game.
(12.4) FOW: In addition to the usual FOW, the Confederate player receives one FOW at the end of any Confederate combat phase if a Confederate unit was the last to pass through the Union LOC and/or camp hexes (one FOW each). The Union player receives two FOW at the end of any Union combat phase (before proceeding to the marker phase) if the Confederates are fatigued.
19.2 Terrain Features
Hollow Hexes: A hollow is any hex completely shaded as hollow. There is no LOS between hollow and level ground (to include across a ground level hexside). ZOCs do not extend from Hollow to ground level or vice versa. For all other movement and combat purposes, use the other terrain in the hex.
Shelf Hexes: A shelf hex is any hex with a mix of hollow and level ground. LOS and ZOC extend from and to Shelf hexes from both Hollow and ground level hexes. For all other movement and combat purposes, use the other terrain in the hex.
Ridge Hexsides: A ridge hexside blocks LOS for all purposes unless either the observing unit or the observed unit is adjacent to the ridge (on either side of it). This is the only effect of the ridge; for all other purposes, treat it as a clear hexside.
Ravine Hexsides: Ravines act like creeks in all ways (no movement, no combat, no ZOC) except infantry (only) may cross ravines. The infantry must stop after crossing the ravine in either direction. If the hex entered after crossing the ravine is in an EZOC, make a morale check. If the unit fails, it is disrupted; if already disrupted it routs. If a unit is forced to retreat across a ravine, it is disrupted; if already disrupted, it routs.
19.3 Confederate Night March 
At the beginning of the game, the Confederate player may choose to initiate a night march. This is not part of a regular game turn. He may conduct one, two, or three march phases. The decision to conduct each is made immediately prior to the phase in question; the number of marches to be made need not be decided beforehand.
Only Confederate HM markers may move during the march. Only march movement is available; no Confederate unit can move into a hex where it is no longer eligible for march movement. The HQ is considered inactive, so all units must roll for MA.
After each night march phase, shift the Confederate Fatigue Marker one box down the track (e.g. from Turn 9 to Turn 8). Then the Union player may move any unit(s) of Formation 5. Their MA must be rolled for and only march movement is available.
At the end of the entire night march, the Union player is the first player and the game begins with the Union movement phase of turn 1.
19.4 Confederate Fatigue
The Confederate army was “plum wore out” by long marches in frigid weather; the night march only exacerbated the problem.
The marker starts the game in the Turn 9 (Night) box unless shifted down due to a night march. Once the Game Turn marker reaches the fatigue marker, the markers remain together and the Confederate player must roll for the fatigue state of his army at the beginning of each Confederate movement phase.
Roll one die. If the “Fresh” side is showing, a roll of “4-6” flips it to the “Fatigued” side. If the “Fatigued” side is up, a roll of “1-2” flips it to the “Fresh” side. Subtract “1” from the roll if the Confederate wagon is active.

Fatigue has the following effects:
1) No Confederate recovery (disruption, step loss, or effectiveness) may take place. Leaders are unaffected
2) Add one to all Confederate morale check die rolls
3) The Union player receives two FOW at the end of his combat phase.

19.5 Confederate Command
The disjointed Confederate conduct of the battle was due partly to the illness of Van Dorn, who was all but somnambulant.
He may accompany any Confederate unit or formation. He remains inactive until he revives and the Confederate HQ remains off the map (and inactive) until then.
During the Game Turn Marker phase of each turn, roll one die. On a roll of “1” Van Dorn recovers and becomes active. Place the HQ, active side up, in or adjacent to the Van Dorn counter.
19.6 Confederate Supply
The Confederate Trains remains Inactive until it has reached Telegraph Road and has a clear line of communications (12.3) to the hex where either the Union Trains or the Union LOC Hex has been captured. Until the Trains is active, no Confederate artillery unit may recover from Ineffectiveness.
19.7 Union Command
Sam Curtis was ready and willing to fight, but his cautious nature made him slow to realize Van Dorn would not cooperate and charge the Union earthworks. Both Curtis and the Union HQ remain inactive until the picture clears.
At the end of each Confederate combat phase, if any combat has taken place, Curtis and the HQ become active. If no combat has taken place, roll one die; Curtis and the HQ become active on a roll of “1.”
After activation, Curtis may create the Curtis artillery and Curtis cavalry units. Make a morale check for each per Rule 11.2; Curtis must assist, so only one roll may be made per turn. Neither unit is destroyed after a failed roll.
19.8 Detachments
To increase the articulation of the small forces in the game, each player has the ability to detach a step from some infantry units. The markers (the four one-step “0” formation units) have Union colors on one side, Confederate on the other.
To create a detachment, flip a two-step infantry unit with a morale rating of three or more to its one-step side and place a detachment marker (correct side up) on top of or adjacent to it. The marker does count toward stacking limits from the moment of placement. Once placed, the detachment operates like any other unit, but belongs to no formation and may not use hidden movement (19.9). Detachments may not be reabsorbed; they remain in play until eliminated.
The markers may be reused any number of times. Players are free to create additional markers as needed.
19.9 Hidden Movement
A. Markers & Boxes. Each player has four HM boxes (A through D), each with a pair of counters. The boxes are used to store the units using hidden movement. During set up, place the markers in the associated boxes. They may be deployed to the map during set up or during play (see B). They move like any other unit during play (C). One of the counters represents the units in the box; eventually it will be revealed (D) and the units deployed (E). The remaining counter is a dummy unit, but until revealed behaves in all ways as though it represents the units in the box. The opposing player may not examine the markers or the units in the box until the markers are revealed. The markers may be created and revealed any number of times per game.
B. Creation & Placement. The Confederate player may create HM markers during set up. Each player may create HM markers at the beginning of any friendly movement phase in which the owning player’s HQ is active. A given Confederate HM marker may contain units from formations 1-5 or formations 6-7. A given Union HM marker may contain units from any/all Union formations. Leaders and/or HQs may be placed in any HM marker; they always are inactive while hidden. To create a marker during play, select a hex on the map; it must be hidden (see D below). Remove any or all eligible units in or adjacent to the hex and place them in the appropriate box. Deploy both associated markers on or adjacent to the chosen hex. To create a marker for an off-map formation (or formations), place the selected units in the HM box; the markers enter the map at the time and place indicated for the units.
C. Movement. An HM marker may be moved during any friendly movement phase. It uses the infantry movement and march movement rates; if the army’s HQ is inactive, roll for the marker’s MA. It may not stack with any other combat units or HM markers at any time, even during movement; leaders and HQs do not count for this purpose. The marker may not be moved into any hex that would cause it to be revealed (D). Disrupted and ineffective units may recover while in the marker; treat them as not moving even if they do. Units may receive replacements while hidden. For a recovery to be leader-assisted, the leader must be in the same HM marker.
D. Revelation. An HM marker may be revealed voluntarily by the owning player at the beginning of any friendly movement phase if his HQ is active. Remove both markers associated with that box and deploy the contained units (E). A marker is revealed involuntarily at any time it comes into the line of sight of (or adjacent to) an enemy unit: leaders, HQs, and Trains do count for this purpose. This event is instantaneous and may occur during enemy movement, or during retreat or advance after combat. If it occurs while an enemy unit is in motion, temporarily halt the moving unit, reveal the marker, deploy any units, then complete the enemy activity.
E. Deployment. Place each unit in that HM box on or adjacent to the real (non-dummy) marker’s hex. The deploying units may be stacked (and/or overstacked) with one another or with units already on the map. If a unit deploys into or adjacent to an EZOC, make a morale check; if it fails the unit is disrupted.

20.0 Folio Notes
20.1 Designer’s Notes
Pea Ridge was a dramatic battle that could have gone either way—ever afterward, the Confederates thought only the chance killing of two leaders (McCulloch and McIntosh) in rapid sequence prevented their winning.
The key to making this design work was inclusion of hidden movement and a variety of victory options, since both commanders spent much of the day trying to discern the enemy plans. This led to greater caution from both men than might have been the case with perfect knowledge. (The same could be said of many battles, and players are encouraged to import the HM rules into other M&S games.)
20.2 Player Notes
Confederate Player. You have two key advantages: greater numbers and the initiative. Balanced against this is the fact that the various avenues of approach available to you are widely disconnected. Your best hope is to pick just one (not two, as Van Dorn did) for a primary effort. To distract and divide the Union player, send only small detachments to one or more secondary avenues. Each of these should consist of just one or two units backed by several dummies. Make sure the lead units are strong enough to force the Federals to fight for information. Do not give up lightly the southern approach: taking the Trott’s Store position puts you right on top of most of your victory conditions.
Union Player. Your advantages are slightly better troops on average and the central position. Avoid passivity at all costs; use small forces to lash out at each Confederate column to reveal its true strength. Do not go too far from Telegraph Road. Husband your main body until you have discerned the Confederate plan. Patience is your best ally.

21.0 Orders of Battle
Located on the Decision Games web site on the E-rules page under Folio system.