TEXT: Command 
  Post Games
  TM
  Copyright © 2019
  Pub
  Battles
  Rules of Play
  3.0 
  TM
  
  Introduction  
   
  1
  The Pieces  
   
   
  1
  Purpose 
   
   
  1
  Status  
   
   
  1 
  How the Turns Work 
  1
  Playing a Turn 
   
  1 
  How the Pieces Move 
  2
  Moving 
   
   
  2 
   
  HQs  
   
   
  2
  Road Column 
   
  2
  Field of Engagement  
  2
  Restrictions  
   
  2
  Disengaging  
   
  2
  Command Range 
   
  2
  How to Attack 
   
  2
  Support  
   
   
  3
  Supported Artillery  
  3
  Artillery Vulnerability  
  3
  Bombardment 
   
  3
  Line of Sight  
   
  3
  ID Type 
   
   
  3
  Flanking 
   
   
  3
  Rally  
   
   
  3
  Ineffective 
   
   
  3 
  How to Resolve Combat 4
  Order  
   
   
  4
  Definition 
   
   
  4
  Process 
   
   
  4
  Fire 
   
   
   
  4
  Applying Hits  
   
  4
  Unit Quality  
   
  4
  Retreat 
   
   
  4
  Cavalry Withdrawal  
  5
  Multiple Piece Combat 
  5
  How to Alter Turn Order   6
  Definition 
   
   
  6
  Types  
   
   
  6
  Move Examples  
         6
  Optional Hidden Reserves  7
  Reassignment 
   
  7
  Command Size Limits 
  7
  Optional Baggage Trains  
  7
  Optional Multi Player Rules 8
  Limited Communications 8
  “Communicate” 
   
  8
  “About the Game” 
   
  8
  Penalty 
   
   
  8
  Purpose 
   
   
  8
  Optional HQ Alter 
   
   
  8
  Optional Written Orders  
  9
  Location 
   
   
  9
  SOP 
   
   
   
  9
  Orders  
   
   
  9
  Examples 
   
   
  9
  Move Vs Attack 
   
  9
  When  
   
   
  9
  Delay  
   
   
  9
  Initial Orders  
   
  9
  2 Player Kriegsspiel  
  9
  Solitaire 
   
   
  9
  Credits
  Publishing:  Command Post Games, Inc.
  Design:  Marshall Barrington
  Development:  Yvonne Sparrowsmith aka “god”
  Graphics:  Marshall Barrington with contributions 
  from Greg Horton
  Play Testing:  Mark Kwasny, Mike Strand, Barry 
  Kendall, Brian Berg Asklev, Tom Dempsey, Jim 
  Riley, Doug Miller, Andrew Campbell, Shannon 
  Espinoza, Vincent Stella, Christopher Rakowski, 
  Gabe Smith, Emily Barrington
  Special Thanks To:  Prussian Kriegsspiel, Grog-
  heads, David Heath at Lock-n-Load Publishing and 
  all our Kickstarter Backers!
   
  I 
   
   
   
   
   
  Command Post Games, Inc.  Copyright © 2018
  Table of Contents
  
  Command Post Games, Inc.  Copyright © 2019                                                             1
  Pub Battles                                       
  Rules of Play 3.0
  These rules explain the basics of how to play turns, movement and combat.  
  The Scenario will provide details on Order of Battle (sticker placement), 
  Map, Setup, Reinforcements, Victory Conditions and any special rules for that battle. 
  You will find details on Order of Battle (stickering blocks), Setup and Victory 
  Conditions and any special rules for a battle in the Scenario.  
      
  The Pieces
  See the Order of Battle (OB) in the Scenario for pictures of the different piece types. 
  What are the different pieces for? 
  This Piece,
  Can...
  HQs
  Command pieces to Move / Attack and Alter the move order.  
  Cavalry
  Move fast & can screen / delay the enemy’s advance.
  Artillery
  Bombard from a distance or bolster your defense.  
  Infantry
  Do all your basic fighting in the battle. 
  Pieces begin the game Fresh. Taking Hits in combat or retreating can flip 
  them to Spent. They can Rally to Fresh later by not moving.
  How the Turns Work
  Usually, several Commands, (Corps or Wings) make up an Army.  (-see OB)  
  Each Command has a corresponding Command Chit.  As you randomly pull 
  these Chits, the Commands move on the field.  
  You resolve combat at the end of the turn after all Chits are gone.  
  Resolve each turn as follows:
  Step
  Action
  1
  Place all Command Chits in a cup.
  2
  Pull a Command Chit randomly from the cup.
  3
  Move pieces from that Command.  
  4
  Repeat Steps 2 & 3 until cup is empty.
  5
  Resolve Combat between all enemy pieces in contact. 
  6
  Start a new Turn.
  Introduction
  Purpose
  Status
  Playing a Turn
       S  Stephen -Scott
  Front
  Facing
  Fresh
     S  Stephen -Scott
  Front
  Facing
  Spent
  
  2 
   
   
   
   
   
  Command Post Games, Inc.  Copyright © 2019
  Pub Battles                                       Rules of Play 3.0
  Moving
  HQs
  Command Range
  Road Column
  Field of Fire
  How to Attack
  Moving Intent
  How the Pieces Move
  Pieces simply move on the map up to their max range  -see Terrain Effects 
  chart.
  Pieces can....
  • Move where the majority of the piece can fit. 
  • Be in only 1 type of terrain: the type under the majority of the piece. 
  • Not stack on top of each other. 
  • Move through friendly pieces but not enemy.
  • Must move in the direction they are Facing and maintain their Facing while 
  moving.
  • Change their facing once at any time during their move (rotate from the 
  center point).  Each additional facing change uses up 1/3 of their move-
  ment. 
  • Move obliquely up to a 45° angle.   
  HQs cannot attack, be attacked or overrun and do not block movement.  
  Simply push them back towards their lines as you move.
  Army HQs with no chit can move once per turn with any friendly com-
  mand.  
  To attack, a piece must begin it’s move within 1/3 cavalry move of its 
  HQ.  Move HQs first, THEN determine command range.
  Army HQs can also Command Attacks, with any friendly pieces.    
  Pieces in Road Column can move faster (x2) but become stretched out and 
  vulnerable to attack.  Pay 1/3 move to change into or out of Road Column.    
  Turn piece lengthwise along the road.  While moving in Road Column: 
  • Ignore terrain and facing changes while moving along same road.
  • You cannot move through friendly pieces while moving along the same 
  road.
  • You cannot move into an enemy FoF.  
  Infantry, Dragoons and Artillery project a Field of Fire (FoF) out to their 
  front, within a 45° arc, to a range of 1/3 Foot move, limited by Line of Sight. 
  Fire Fight:  Advance to put the enemy in your FoF. 
  Melee:  Move so that the majority of the pieces are in contact as shown.
   
  In general, a Combat is between 2 opposing pieces.  Players should move 
  in such as way as to make this intent clear.  You should not purposely 
  move to obscure or confuse the game. For example, moving so that you are:
  • equally in two types of terrain at once.
  • equally attacking 2 pieces at once.
  • half in Fire range, half out.
  If the opponent moves in this manner, you may relocate his piece within 
  1/3 foot move to the terrain of your choice. 
  Oblique
  Move
  FoF
  
  Command Post Games, Inc.  Copyright © 2019                                                             3
  Rules of Play 3.0                                       Pub Battles
  Bombardment
  Line of Sight
  LOS
  ID Type
  Rally
  Ineffective
  Examples of moves that are not allowed:
  Examples of moves that are preferred: 
  Instead of moving, Fresh artillery can change facing and fire once at a 
  target in its FoF.  Bombardment cannot destroy pieces.
  To Bombard, artillery must be able to ‘see’ their target.  Woods, Buildings, 
  Hills and pieces block line of sight.  You can see into Woods and Buildings 
  up to the thickness of a piece: 3/8”.  You can see onto a Hill up to the cen-
  ter crest line.      
  While on a Hill, you can see over Woods, Buildings or a lower Hill IF you 
  are closer to those blocking objects than the target.  
  If you can spot a piece, the enemy must reveal the type upon request:  Inf, 
  Cav, Art. 
  Instead of moving, a piece may Rally:  rotate to Fresh and change facing.
  A piece cannot Rally while in contact with the enemy or in enemy FoF.  
  A Command that has suffered 50% losses (killed pieces) is Ineffective.
  Result:   The pieces from this Command can no longer Rally.
  Move Examples
  The center Red piece is in clear terrain.  It can 
  attack the center Blue piece because the major-
  ity of the piece can fit past the right Blue piece.  
  It cannot flank attack the right Blue piece be-
  cause the majority of the piece cannot fit there.  
  The right 2 Red pieces could attack the right 
  Blue piece in support.  The left 2 Red pieces 
  could attack the center Blue piece in support. 
  The Max 
  range you 
  can see:  1 
  Foot Move.   
  Can the Red attack 
  across the river?
  Yes!  Simply move them 
  forward as shown.
  Can the Blue flank the Red?
  No. There is not enough room. 
  Majority of piece is in or past river. 
  
  4 
   
   
   
   
   
  Command Post Games, Inc.  Copyright © 2019
  Pub Battles                                       Rules of Play 3.0
  Definition
  Order
  Process
  Rolling Results
  Applying Hits
  Artillery
  How to Resolve Combat
  A Combat, is two opposing pieces in Melee (contact) or a 
  Fire Fight (in FoF).
  The Attacker is the piece that moved creating the Combat.  
  Resolve Combats one at a time in Rounds with opposing pieces firing at each 
  other simultaneously.  As lead pieces retreat or are destroyed, follow on pieces 
  behind them may become involved in the next Round.  Continue rounds until  
  the Combat is broken:  there are no opposing pieces remaining in contact or 
  FoF.  Then resolve the next Combat until there are none left.  
      
  The side with the better Command Ratings chooses the order. 
  Resolve Combat in Rounds as follows:
  Step
  Action
  1
  Defender and Attacker roll dice and apply hits simultaneously.
  Pieces only roll IF they had a target at the beginning of the Round.  
  2
  Defender may Retreat or stay for another round. 
  3
  Attacker may Retreat or stay for another round.
  4
  Repeat until Combat is broken.  
  Each piece, rolls dice as follows:
  Piece
  Melee Dice Fire Dice
  Infantry
  3
  2
  Artillery
  3
  3
  Cavalry
  3
  0
  Dragoons
  2
  1
  Results of 4 or higher inflict hits.  
  Terrain Effects may modify results  -See Chart
  Artillery Fires First:  Apply their hits first, then other pieces return fire.
  Artillery forced to retreat (as a result of hits) in Melee, is destroyed. 
  Apply each hit to the target enemy piece as follows:
  Piece
  Result
  Fresh piece
  is flipped to Spent
  Spent piece
  must retreat
  Already Retreated piece
  is destroyed
  Hits are cumulative.  So 2 hits on a Fresh piece, flip it and force it to Retreat.  
  3 hits on a Fresh piece (or 2 hits on a Spent piece) Destroy it.  
  Excess hits are wasted.  Do not apply them to other pieces.  
   
  Combat is a 
  battle of nerves.  
  It continues 
  until one side 
  is destroyed or 
  retreats. 
  
  Command Post Games, Inc.  Copyright © 2019                                                             5
  Rules of Play 3.0                                       Pub Battles
  Combat Example
  Unit Quality
  Retreat
  Cavalry 
  Withdrawal
  Flanking Attacks
  Round 1
  A and C roll 3 dice in Melee.  C is destroyed with 3 hits.  B and D cannot fire.
  Round 2
  A and D roll 2 dice in Fire.  If D is destroyed or retreats, the combat is over.  If 
  A is destroyed or retreats, B and D will Fire at each other for a 3rd round.
  • Elite pieces absorb the first hit in a combat with no effect.
  • Militia pieces count their first hit in a combat as 2 hits.
  The first absorbed hit from a bombardment does not carry over to combat. 
  The Piece must turn about and make a 1/3 move, ignoring terrain costs, 
  back and away from the combat, enemy positions and out of enemy FoF. 
  • If unable to do this because of enemy pieces or impassible terrain, it is 
  destroyed. 
  • If friendly pieces are in the way it can simply retreat further.   
  • A voluntary retreat also flips Fresh pieces to Spent. 
   
  Defending Cavalry may retreat before combat IF in contact with Infantry.
  Cavalry in Road Column cannot Withdrawal.  
  Attacking an enemy’s flank gives you die roll modifiers. Flanking often puts 2 
  or more pieces in your FoF and results in multi-piece combats. This is allowed 
  for flanking attacks.  
  You Flank the enemy IF they are in your FoF but the
  majority of your piece is not in the enemy’s FoF.
  Pieces do not normally fire outside their FoF.  IF you 
  are Flanked, you may fire at a piece on your flank with a -1 modifier. 
  Combine nearby Flanking attacks into a combined Combat as applicable.  
  You can only fire at one target per round.  If you have multiple targets, you 
  must select and declare before you roll.  Treat all pieces as firing simultane-
  ously.  Any excess hits are wasted.  Example: 
  Round 1:  A and D fire at each other.  C and E Melee.
  B cannot fire.  C is destroyed. 
  Round 2:  D can only fire at A.  E can fire into the flank of A or B.
  A can fire at D or at E with a -1 modifier. 
  B can fire at E with a -1 modifier.   
  FoF
  Red Flanks Blue.
  A
  B
  D
  C
  E
  A
  B
  D
  E
  A
  B
  D
  C
  A
  B
  D
  Blue can fire at either Red 
  piece with a -1 mod.
  
  6 
   
   
   
   
   
  Command Post Games, Inc.  Copyright © 2019
  Pub Battles                                       Rules of Play 3.0
  Definition
  Types
  Purpose
  Reassignment
  How to Alter Turn Order
  Once per turn, each HQ may attempt to alter their move sequence by rolling 
  their rating or less:  Find the HQ ratings in the Scenario.  
  Delay Move
  Return your just pulled chit to the cup AFTER you draw a new one. 
  Move Now
  Jump ahead in sequence and move before the pulled Chit.  Other 
  HQs may then attempt to move before this.
  Flip the HQ, name side up to show it has already rolled this turn:  Spent.
  Note:  The Army Commander can also roll for one of his Commands if he is 
  within Command Range of that HQ.  (1/3 Cav move) 
  Optional Hidden Reserves
  After your first game, we strongly recommend this rule.  It adds true Kriegg-
  spiel style Fog-of-War, without the need of an umpire.  
  Cut out and fold the Reserve Cards (1 for each HQ).  The Reserve Cards re-
  main off board and act as a screen to hide your pieces from the enemy.  
  Your pieces on the board and even other entire Corps can move onto Reserve 
  Cards by moving ‘into’ the matching HQ.  They move out of Reserve by plac-
  ing them on the board by the HQ and conducting a regular move.  
  The HQ marks the location of pieces that are closest to the enemy.  Consid-
  er all pieces in Reserve to be within 1/3 Cav move at or behind the HQ (away 
  from the enemy).
  HQs can only move at the speed of the slowest piece they have on their card.  
  Pieces can begin the game in Reserve.
  Army HQs can also hold pieces in Reserve.
  Pieces can remain hidden in Reserve, as long as the HQ cannot 
  be Spotted by the enemy.    
  If the HQ is Spotted, all of its Reserve pieces must be placed on 
  the board AFTER the move is complete. 
  If an HQ is moving along a road at column speed, treat all pieces 
  in reserve as in Road Column.  If that HQ stops for a turn or only 
  moves 1/3 of a Foot move, then treat all pieces as in combat formation.    
  Pieces moving in Reserve must still comply with all normal movement rules.  
  You cannot use the Hidden Reserve as a way to move pieces further than they 
  could normally.  
  Before the game starts, you can reassign pieces to other commands.  Simply 
  note which units are attached to which commands.  Treat them as a regular 
  
  Command Post Games, Inc.  Copyright © 2019                                                             7
  Rules of Play 3.0                                       Pub Battles
  Command Size Limits
  Purpose
  Purpose
  Limited 
  Communications
  “Communicate”
  “About the Game”
  Penalty
  Purpose
  part of that command for the entire game. 
  Min:  2 pieces
  Max:  Largest historical Command of that army (see OB), +1 piece
  Optional Baggage Trains
  Baggage Trains introduce logistical conundrums.  They are vulnerable, 
  necessary for sustaining attacks and clog the roads. 
  Inf and Art must be within 1/3 Mounted move of a Baggage Train to Rally.  
  Baggage Trains in contact with the enemy at the beginning of Combat are 
  automatically destroyed.
  Each Baggage Train can only Rally 1 piece per turn.    
  Destroyed Baggage Trains count double for victory.  
  Optional Multi Player Rules
  These simple rules recreate most of the command communication prob-
  lems of Kriegsspiel, without Umpires and tracking written dispatches.    
  Each player controls 1 or more HQs.
  Players can talk freely before the game.  During the game players can only 
  ‘Communicate About the Game’, IF their HQs are touching.  
  This includes any and all forms, both verbal and non-verbal. Such as: 
  groans, sighs, eye rolling, nodding, smiling, frowning, staring, etc.
  This means anything to do with the game strategy or situation. Unrelated 
  social small talk is allowed, as long as it is not used as secret communica-
  tion.
  •You can ask questions about the rules and mechanics of game play. Play-
  ers can answer for clarification.
  •You cannot ‘ask questions’ as a way of communicating with a player, so as 
  to prompt him to avoid a threat.
  Immediately announce when you catch a player in violation of this rule 
  and record.  
  For each violation you catch, you get 1 die, Re-Roll to use at anytime 
  during the game.
  Optional HQ Alter
  In real command, the clock is ticking.  Do you want to get the jump on the 
  enemy?  Then you better assess and decide quick.  This rule is tense, fun 
  and trains you to think like a real commander. 
  Rather than the usual die roll for Altering, use these rules:
  Cavalry does not 
  normally require Bag-
  gage to Rally.  
  Tip:  Start thinking 
  ahead.  You have time 
  to plan your ‘quick 
  responses’ while the 
  enemy is moving.
  
  8 
   
   
   
   
   
  Command Post Games, Inc.  Copyright © 2019
  Pub Battles                                       Rules of Play 3.0
  Purpose
  Location
  SOP
  Orders
  Examples
  Move Vs Attack
  When
  Delay
  Initial Orders
  Every HQ can attempt to Alter the sequence EVERY chit pull, as long as that 
  HQ hasn’t moved yet this turn.
  There is no die roll.  There can only be 1 Alter per Chit Pull. (excepting ties)  
  The first HQ that announces its Alter is successful.  All others fail.   
  You must announce the Command and the type of Alter.  For example:
  “First Corps, Delay”
  “Eleventh Corps, Jump” 
  You must say it clearly and discernibly.  No mumbling. 
  Whatever you say, you MUST do.  You can’t blurt something random out and 
  then decide what you really want to do later.
  In a tie, BOTH HQs Alter.  Roll a die to determine which goes first. 
  You can Jump if your Chit was pulled.  This prevents another Command from 
  Jumping ahead of you, IF you say it first. 
  Optional Written Orders
  Many have the impression that written orders are a tedious hassle.  If done 
  right, they can add a lot of realism and fun to the game.  The goal here is not 
  so much to ‘win’ but to Role Play the key officer’s positions while learning 
  about history, teamwork, leadership and command.
  A Location is simply an area on the map, with the diameter of 1 full Foot move.  
  Specify the Location by a name on the map.   
  Examples:  “Birmingham Hill”, “Sunken Road”, “Chadd’s Ford”.    
  Each Command is in a Location.  They can deploy, move and attack within 
  their Location to control and defend it from the enemy.  If forced out of their 
  Location, they will fall back and hold until they can recapture it.  None of this 
  requires orders.  All Commands will do this normally.  
  Moving to a new Location or attacking to take an enemy Location requires 
  Orders.  Orders do not specify exactly how to move and face each piece.   In-
  stead, they order a Command to attack or move to a new Location.  
  “Attack Culp’s Hill.”
  “Move SE along Old Post Road to Miller farm.”    
  A ‘Moving’ Command will halt upon meeting the enemy and will NOT try to 
  take their Location. 
  At the beginning of each turn, Army Commanders have 3 minutes to write 
  new orders.  
  Orders become effective 1 turn later IF the distance to that HQ is within 1 
  Mounted move.   Delay the order 1 turn for each extra Mounted move.   
  It is usually best to have only the attacking side start with initial orders.    The 
  defending side can start writing orders as the game begins.  
  This works really 
  well for Multi-Player 
  games.
  
  Command Post Games, Inc.  Copyright © 2019                                                             9
  Rules of Play 3.0                                       Pub Battles
  2 Player Kriegsspiel
  Solitaire
  This works best if a different person has to interpret and implement the 
  orders.  If you only have 2 players, you can randomly assign Commands 
  to each player.  So the Blue Army Commander will control half of the Red 
  Commands.  The Red Commander will control half of the Blue Commands.   
  Written Orders make for a great Solitaire game.  Write out 3 different sets 
  of initial orders for the attacking side.  Randomly pick which set to use 
  AFTER you setup the defender and start playing.  
  Tip:  Try to run each 
  Command by their 
  orders, knowing only 
  what they would know.  
  
  Foot
  Mounted
   
   
   
  Movement  
   
     Combat
  Woods 
   
  Reduced.  
   
   
   
  Cover for Defender.
  Buildings  
  Pieces in Buildings become  
  Cover for Defender.
   
   
   
  Spent and cannot Rally. 
   
  Defenders cannot be Flanked. 
    
  Hills  
   
  Reduced to cross a slope. 
   
  Cover for Defender if Attacker 
   
   
   
   
   
   
   
   
   
  moved from lower ground. 
  Streams 
   
  Reduced to cross.  
   
   
  No effect.  
   
   
       
  Rivers 
   
  Reduced.  Cross    
   
   
  Treat pieces attacking across a
   
   
   
  only at bridges or fords.   
   
  River as flanked for 1st round only. 
  Marsh 
   
  Reduced. No Artillery or Cavarly No effect.
  Road Column 
  Pay 1/ 3 move to change.  2x  
  Treat as Flanked for combat. 
   
   
   
   
  Flanking  
  N/A  
   
   
     +1 to die rolls if firing at the flank of a piece.
   
   
   
   
   
   
   
    -1 to die rolls if firing at a piece on your flank.   
     
  Rates of March
  Copyright 2019 Command Post Games
  Reduced
  Moving through any or all of the difficult terrain types, reduce movement by 1/ 3.
  This is in addition to any Formation & Road Column change costs.  
  Cover
  -1 to Attacker’s die rolls if the Defender has Cover.
  Woods on a Hill is still -1, not -2.  
       
  Terrain Effects
  Pub Battles        
  
SOURCE: textdata/thevault/Pub Battles/Pub battles V3.0.pdf