5 Infantry Brigades each with Brigade Artillery support.
Stephen had devised a few minor house rules for ACW with main one being that Out Of Command units cannot advance but count and extra Down 1 when fired at to simulate units going to ground/prone.
Command quality was pretty much the same but the Rebs (yours truly) had a Skilled deck versus a Union (Stephen) Average deck.
Yet another slick and eventful game with FOB played to a definite conclusion in just under 4 hours (including waffling).
Union Rifled Artillery proved effective as my Rebs advanced slowly through rough terrain being woods and a pesky stream and an impassable swamp in middle of table.
I tried to turn his right flank and did get across the bridge only to be pushed back by a similar move by Union.
Union had a large ridge to defend on my left which I did manage to assault with couple of units even taking the large farm but again I was soon pushed back.
Losses mounted and I also had several units Routing when my morale went to zero.
Was several Impetus runs later that I turned an Army Morale card and rolled a 1 on a D12 meaning game was over.
Great set of rules generating a fast moving game.
Rebs set up