Overview
Bloody April is a detailed simulation of the Battle of Shiloh (April 6-7, 1862), one of the bloodiest engagements of the American Civil War. Published by SPI in 1979, it uses a revision of the Terrible Swift Sword game system. The game tracks morale, Brigade Combat Effectiveness, stragglers, soldier fatigue, ammunition, regimental assignments, and individual unit strengths. Each hex represents approximately 200 yards, each unit represents a regiment or battery, and each game turn represents roughly 30 minutes.
Components
- Large hex-grid game map depicting the Shiloh battlefield
- Multiple counter sheets with regimental-level units
- 36-page rules booklet using the SPI Case System
- Charts and Tables: Combat Results Table, Terrain Effects Chart, Morale Table, Fatigue Table, Straggler Table, Brigade Combat Effectiveness Track
- Two dice
Setup
Players consult the Initial Deployment Chart for the chosen scenario. Confederate units generally begin the game attacking Union encampments around Pittsburg Landing. Units are placed in their designated hexes. The Game-Turn marker is placed on the Turn Record Track. Players should familiarize themselves with the formation and facing rules before play begins.
Turn Structure
Each Game-Turn follows the SPI Case System sequence:
- First Player-Turn
- A. Command Phase: Check Brigade Combat Effectiveness, recover stragglers, assess fatigue.
- B. Movement Phase: Move units according to formation and facing rules. Enter reinforcements.
- C. Combat Phase: Resolve fire combat (artillery and infantry) and melee attacks. Apply morale checks.
- Second Player-Turn: Same phases in reverse.
- Game-Turn Record Interphase: Advance turn marker, check for special events.
Actions
- Movement: Units move according to their Movement Allowance, modified by terrain and formation. Units have facing (the direction they point) which affects movement costs for turning and combat. Road movement provides a bonus. Encamped units must spend movement points to break camp.
- Formations: Units operate in different formations (line, column, encamped) that affect movement speed and combat effectiveness. Changing formation costs movement points. Line formation is best for combat; column is best for movement.
- Facing: Units have a facing direction. Attacks against flanks and rear receive significant bonuses. Changing facing costs movement points.
- Fire Combat: Infantry and artillery conduct fire at range. Strength is modified by range, terrain, formation, and facing. Results may cause step losses, morale checks, or retreat.
- Melee Combat: Adjacent units may engage in melee (close combat). Melee is resolved using odds-based CRT with modifiers for formation, terrain, and morale.
- Morale: Units check morale after taking losses or in certain combat situations. Failed morale checks cause retreat, rout, or straggling. Brigade Combat Effectiveness tracks overall brigade morale.
- Stragglers: Units losing morale generate stragglers that must be recovered. Straggler recovery happens during the Command Phase.
- Fatigue: Extended combat and forced marching accumulate fatigue, reducing unit effectiveness. Rest periods allow fatigue recovery.
- Artillery: Batteries have specific fire arcs, ranges, and ammunition limits. They can conduct bombardment or support melee attacks. Different ammunition types (shot, shell, canister) have different effects at different ranges.
Scoring / Victory Conditions
Victory is determined by control of key terrain features (particularly Pittsburg Landing and the road network), enemy casualties inflicted, and historical objectives achieved. The Confederate player generally wins by driving the Union into the Tennessee River before Buell’s reinforcements arrive. The Union player wins by holding the line on Day 1 and counterattacking on Day 2 with fresh troops. Specific victory point schedules are provided for each scenario.
Special Rules & Edge Cases
- Brigade Combat Effectiveness (BCE): Each brigade has a BCE rating that degrades as its units take losses. When BCE drops below threshold levels, all units in the brigade suffer penalties to morale and combat effectiveness.
- Surprise on Day 1: The Confederate surprise attack on the first morning is modeled with special rules reducing Union readiness and morale.
- Encampment Rules: Union units begin encamped and must break camp before they can respond effectively. Encamped units defend poorly.
- Ammunition Depletion: Artillery and infantry units can run low on ammunition, reducing their fire effectiveness. Ammunition wagons and supply lines are tracked.
- Grant’s Last Line: Special rules govern the Union defensive position at Pittsburg Landing, including gunboat fire support from the Tennessee River.
- Lew Wallace’s March: The delayed arrival of Lew Wallace’s division is handled with special reinforcement rules reflecting the historical confusion.
- Night Turns: The night between Day 1 and Day 2 allows recovery, reorganization, and the arrival of Buell’s Army of the Ohio as reinforcements for the Union.
- Leader Casualties: Key leaders (Johnston, Grant, etc.) may become casualties, affecting command and morale.
Player Reference
| Formation |
Movement |
Combat Effect |
| Line |
Slow |
Best attack/defense |
| Column |
Fast |
Poor in combat |
| Encamped |
Stationary |
Very poor defense |
| Phase |
Key Activities |
| Command |
Check BCE, recover stragglers, fatigue |
| Movement |
Move, change formation/facing, reinforce |
| Combat |
Fire, melee, morale checks |