Command Combat: Civil War begins with the source book, 1861.  This book gives the basic rules and initial units to play the game.  There will be a separate book for each year of the war, each providing additional rules and units based on events that took place during those years.  There will also be battle packs, which are scenario books for specific battles, each to be released on the 150th anniversary of the actual battle.
1861: Basic rulebook for playing the game.  Original units that existed at the beginning of the war.  The First Battle of Bull Run / Manassas scenario.  A few specialty units, such as the Stonewall Brigade and Zuaves.  Generals at the beginning of the war, such as Johnston and McDowell.
1862: Expanded rules involving events important during the second year of the war.  Special rules involve fortifications, siege weapons, and naval units.  Scenarios include the Second Battle of Bull Run, Shiloh, Perryville, Seven Pines, Pea Ridge, and others.  Special units include the Orphan Brigade, the Irish Brigade, the Iron Brigade, and others.  Generals include most of the famous ones, such as Grant, Sherman, Jackson, Longstreet, and others.
1863: Expanded rules extend the game from a corps level game to an army level game.  The number of generals expand, now including army level generals, and multiple corps generals.  Scenarios include Gettysburg, Vicksburg, and others.  Though there are a few new generals and units, most are the same as before, but improved, based on the growth of the generals at the time.
1864: Expanded rules string battles together through campaigns, and provide three historic scenarios: Red River, Atlanta, and the Overland campaigns.  The 1864 expansion also provides new units and generals from the last climactic year of the war.
1865: Since the war ended early in 1865, not much happened during this year.  So instead of expanding the rules to reflect what happened this year, or even updating the units and generals, 1865 will be a rules set of what-ifs, including scenarios, campaigns, units, and generals that never existed, but could have; such as European armies joining the war with their generals, expansive American Indian units, experimental weapons such as the gatling gun, and generals who died early, considering what they might have been like had they survived longer.
BOOKS
The First Battle of Bull Run/Manassas: This scenario book brings you the battles of First Bull Run, (also referred to as First Manassas,) Wilson's Creek and Blackburn's Ford.  All rules needed to play are included in the game, so the player will not have to buy the core rulebook in order to play it.  Maps and orders of battle are included, so the player knows how to set up and what miniatures to collect.  Or, for the player who does not have miniatures, cutouts are included of all of the units, so the player can see at a glance what is needed, and can even copy them and cut them out to use as pieces.

This is a great scenario book for both experienced and new war gamers.  It begins with the basic rules on the smallest battle and works its way  up to the more complex battles so players can learn the system one step at a time.  It also serves as a great companion to the player who already has the rules as it provides additional scenarios, as well as cut-outs for the game, such as color coded order and number markers.
The Battle of Shiloh: This scenario book brings you the battles of Fort Henry, Fort Donelson, and Shiloh.  All rules needed to play are included in the game, so the player will not have to buy the core rulebook in order to play it.  Maps and orders of battle are included, so the player knows how to set up and what miniatures to collect.  Or, for the player who does not have miniatures, cutouts are included of all of the units, so the player can see at a glance what is needed, and can even copy them and cut them out to use as pieces.

This is a great scenario book for both experienced and new war gamers.  It begins with the basic rules on the Battle of Fort Henry, then introduces more in depth rules as the player follows Grant's first campaign to take the two important forts, then move on to Pittsburg Landing where he was attacked near Shiloh Church.  It also serves as a great companion to the player who already has the rules as it provides additional scenarios, as well as cut-outs for the game, such as color coded order and number markers.
The Second Battle of Bull Run: This scenario book brings you the days surrounding the Second Battle of Bull Run, beginning with Brawner's Farm, and continuing through the two days of the battle.  All rules needed to play are included in the game, so the player will not have to buy the core rulebook in order to play it.  Maps and orders of battle are included, so the player knows how to set up and what miniatures to collect.  Or, for the player who does not have miniatures, cutouts are included of all of the units, so the player can see at a glance what is needed, and can even copy them and cut them out to use as pieces.

This is a great scenario book for both experienced and new war gamers.  It begins with the basic rules on the Battle of Brawner's Farm, then introduces more in depth rules as the player follows plays through the following two days.  It also serves as a great companion to the player who already has the rules as it provides additional scenarios, as well as cut-outs for the game, such as color coded order and number markers.
* All books printed in the USA.
The Battle of Gettysburg: This scenario book brings you all three days of the dramatic Battle of Gettysburg.  Each day is presented as a scenario, and a campaign of the entire battle is provided with rules for playing entire armies.  Maps and orders of battle are included, so the player knows how to set up and what miniatures to collect.  Or, for the player who does not have miniatures, cutouts are included of all of the units, so the player can see at a glance what is needed, and can even copy them and cut them out to use as pieces.

This is the largest of all the battlepacks, providing the orders of battle for each day, and for every unit in and near the battle.  Even units that did not fight, but were close enough to be put into the fight should the player so choose are included.  It also serves as a great companion to the player who already has the rules as it provides additional scenarios, as well as cut-outs for the game, such as color coded order and number markers.