FORT DONELSON BREAKOUT. February 15, 1862 EXPANDED SCENARIO. Terrain. Order of Battle J Z

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1 Map Extension I ery Hollo Ford Entrenchm ents w ollo in H w C 32 3 TN Abatis Erin e Brown y tis Lin Graves Gu Aba t res Er Ro ad N E W Buckner 18 TN nch d Roa Pin C Fre Maney s ati Ab 300yards 12 / 15mm 18 / 25mm 9 / 6mm H TN Fort Donelson Breakout Map Extension Fe rry S Cres nn s J Z ry R Fer ns Win oad Dresser 17 IL Ross 49 IL es Taylor 45 IL Level3 Elevation Cr Wy McAllister Welker HR t Lin 20 IL McAllister L Welker/HR 48 I e 11 IL 31 IL McClern WHL Wallace tl Cre ine st L Winter ine st L Cre Winter Woo l K Bufford Hollow ine ai Tr Ford F Buffo rd H ollow am re St EPANDED SCENARIO Terrain FORT DONELSON BREAKOUT Connect the map extension above to the west edge of the scenario map on page 7 in RFF Civil War Battle Scenarios Vol. 2, to form a contiguous battlefield. With one exception, the terrain effects are the same as in the smaller scenario. Elevations. All elevations are two levels except for a third level toward the west table edge. February 15, 1862 Order of Battle The following number of additional sts are needed. The number in parenthasis is the gr total from the combined scenarios. T he Fort Donelson Breakout scenario can be played as a larger battle, for a much longer time frame. Feedback from one of our external playtest groups recommended we leave out the map extension, because the basic scenario played well enough on its own. Players who prefer a larger gaming area lengthier battle can add the 5ft. extension on to the west table edge. The exped scenario can be played by three Union three to five Confederate players, takes about eight hours to play, extends the playing area to 5ft. deep by 11ft. wide. STAND UNION CONFEDERATE Infantry Infantry comm Cavalry Cavalry comm Dismounted cavalry (339) 10 (24) 9 (19) 1 (3) 7 (15) 55 (224) 5 (22) 9 (29) 1 (3) 7 (22)

2 56 VA J C B Taylor 45 IL K Z I H F G A 7 T 1 MS 8 KY B Johnson Pillow Baldwin 26 TN 26 MS 20 MS 51 VA Dudley Hill Wharton 41 IL 12 IL Lick Creek Bottom L Winter 23 MS 9 IL McArthur Welker/LR Green Buckner Graves 18 TN Brown Simonton 32 TN Guy 3 TN Abatis Abatis 36 VA Erin Hollow Barn Hollow Stream 50 VA McCausl Ford Winter 18 IL Wynns Fe ry Road 8 IL Oglesby Schwartz Y 11 IL 20 IL 31 IL McAllister 300yards 12 / 15mm 18 / 25mm 9 / 6mm Map Extension Fort Donelson Breakout Scenario Map with Extension French Abatis Entrenchments Trail Welker HR 48 IL 30 IL 29 IL Welker/HR Trail McClern Forge Road WHL Wallace Stewart Winter Trail 2 IL Cav 2&4 US Cav Ford Lick Creek Ford Bufford Hollow Trail Stream Erin Hollow Ford McAllister Maney Abatis 17 IL 49 IL Dresser Ross Winter Bufford Hollow Winns Ferry Road E S W N Pinery Road Level3 Elevation 2

3 Fort Donelson Breakout Exped Scenario Union Order of Battle 13 12,13 12,13 12,13 15 (Grant) 1 Div McClern (McClern) 2 Bde/ 1 Div WHL Wallace 14 L Sec/ D/ 1 IL McAllister Trn HH 45 IL Grn 15/13/10 SM 13 R Sec/ D/ 1 IL McAllister Trn HH IL Grn 13/11/9 SM R Sec/ H/ 1 MO Welker Trn HR 16 4 IL Cav Grn 10/9/ L Sec/ B/ 1 IL Taylor C Sec/ B/ 1 IL Taylor R Sec/ B/ 1 IL Taylor Trn LH McClern s Div above Lew Wallace s Div below (McClern) 3 Bde/ 1 Div Ross Poor Oglesby s 1 Bde 17 (Ross) (Ross) 17 IL 49 IL Trn 19/16/12 SM Grn 14/12/9 SM (Oglesby) L Sec/ D/ 2 IL Dresser Grn LR (Oglesby) C Sec/ D/ 2 IL Dresser Grn LR (Oglesby) R Sec/ D/ 2 IL Dresser Grn LR Dismounted Cavalry 21 4 IL Cav Grn 10/9/7 RC 18 (Lew Wallace) 1 Bde/ 3 Div Cruft (Cruft) 31 IN Grn 18/15/11 RM (Cruft) 44 IN Grn 12/10/8 RM (Cruft) 17 KY Grn 13/11/9 SM (Cruft) 25 KY Grn 10/9/7 SM (Grant) 3 Div Lew Wallace 18 (Lew Wallace) 3 Bde/ 3 Div Thayer (Thayer) 1 NE Trn 20/16/12 RM (Thayer) 58 OH Grn 16/13/10 RM 18 (Thayer) 76 OH Grn 12/10/8 RM 2 Bde 46 IL Grn 12/10/8 SM (Lew Wallace) L Sec/ A/ 1 IL Wood IL Grn 19/16/12 IR (Lew Wallace) C Sec/ A/ 1 IL Wood 58 IL Grn 22/19/14 IR Photocopy cut out labels (Lew Wallace) R Sec/ A/ 1 IL Wood Trn LH 20 Ammunition Supply 3

4 Fort Donelson Breakout Exped Scenario Confederate Order of Battle s s s l l Pillow s Left Wing Pillow s Left Wing above Buckner s Right Wing below (B. Johnson) 1 Bde Heiman o (Heiman) 48 TN Grn 7/6/4 SM (Heiman) 27 AL Grn 7/6/4 SM l (Pillow) (Pillow) L Sec/ VA Btry R Sec/ VA Btry French French o l (Heiman) L Sec/ TN Btry Maney Grn LS Forrest s Cav Bde (Heiman) R Sec/ TN Btry Maney Grn LS I I m 9 TN Cav Bn Grn 10/9/7 r r r S Dismounted Cavalry I I t 9 TN Cav Bn Grn 10/9/7 SH Ammunition Supply q o (Buckner) 3 Bde Brown (Brown) 18 TN Trn 17/13/9 SM (Brown) L Sec/ KY Btry Graves (Brown) C Sec/ KY Btry Graves (Brown) R Sec/ KY Btry Graves Right Wing Buckner Baldwin s 2 Bde p 2 KY Hanson Brave Colonel p 2 KY Trn 16/12/8 SM r r n 14 MS Trn 16/12/8 SM r n 41 TN Grn 14/11/7 SM r r (Buckner) L Sec / TN Btry Porter (Buckner) C Sec / TN Btry Porter Photocopy cut out labels (Buckner) R Sec / TN Btry Porter Trn LH (Buckner) L Sec/ Kanawha Jackson (Buckner) R Sec/ Kanawha Jackson Dismounted cavalry comm 1 (3) 1 (3) Horse holder 2 (4) 2 (7) Artillery (gun with limber) 12 (15) 7 (8) Artillery (gun only) 0 (0) 4 (8) Wing/Division leader 1 (2) 0 (3) Brigade leader 2 (6) 1 (8) Brave colonel 0 (1) 1 (1) Supply wagon 1 (1) 1 (1) Total 198 (432) 94 (339) Union Forces. Total Union sts now represent a force of 16,000 men 30 guns. Reinforcements enter without a maneuver check in the formation indicated, move at the double quick rate. 12) In the basic scenario, the 2 gun sections of McAllister s Battery 1 HR gun section from Welker s Battery are offtable artillery. The guns now starts on the map extension behind breastworks have a 180degree arc of fire. They only may fire rally, cannot limber move until activated on the turn after an enemy unit moves within 12 (see special scenario rule in the basic scenario). 13) In the basic scenario, brigade leader WHL Wallace must remain within 6 of the west table edge, he only comms two units on the table. The leader now starts on the map extension comms additional starting units located on the map extension as follows: the 45th 48th Illinois, Taylor s Battery, McAllister s Battery 1 HR gun section from Welker s Battery. The leader units are activated on the turn after an enemy unit moves within 12 may move without restrictions (see special scenario rule in the basic scenario). 14) Additional starting units leader: brigade leader Ross with the 17th 49th Illinois; Dresser s Battery. The leader units are activated on the turn after an enemy unit moves within 12 (see special scenario rule in the basic scenario). 15) In the basic scenario, division leader McClern enters between points EF on turn 5. He now starts on the map 4

5 extension is activate on turn 5. 16) Enter on turn 6 east of G only on a die result of 610: 4th Illinois Cavalry (see special scenario rule). 17) In the basic scenario, Cruft s brigade enters at F on turns 8 9. The brigade now enters on turn 6 7 at K. The brigade leader units may perform operational movement (see special scenario rule). 18) Enter on turn 21 between JK: division leader Lew Wallace brigade leader Thayer with the 1st Nebraska, 58th 76th Ohio in any formation, Wood s Battery. 19) Enter on turn 22 between JK: 46th, 57th 58th Illinois in any formation. These units only may be under provisional comm. 20) Turn 22: Place 1 ammunition supply wagon on the table behind a friendly unit over 12 from the enemy units. (see special scenario rule). 21) Alternate labels for dismounted cavalry. Confederate Forces. Total Confederate sts now represent a force of 11,760 men 32 guns. Reinforcements enter without a maneuver check in the formation indicated, move at the double quick rate. l) In the basic scenario, French s Battery is offtable artillery. The battery now starts on the table. Both French s Maney s batteries are unlimbered in fortified fixed positions. The guns have a 180degree arc of fire may only fire, rally replenish ammunition. The batteries cannot limber move, pivot, or h haul during the game. m) Enter on turn 2 between BC only on a die result of 610: 9th Tennessee Cavalry Battalion in field column (see special scenario rule). The 9th can only be in provisional comm cannot charge with cold steel. n) Enter on turn 3 between HI: 14th Mississippi 41st Tennessee in any formation. The units only may be under provisional comm. o) In the basic scenario, right wing leader Buckner brigade leader Brown with 18th Tennessee are activated on turn 11. The leaders unit are now activated on turn 3. p) Enter on turn 15 at D: brave colonel Hanson with the 2nd Kentucky in any formation. The unit only may be under provisional comm. q) Turn 16: Place 1 ammunition supply wagon on the table behind a friendly unit over 12 from the enemy units. (see special scenario rule). r) Enter or activate the following batteries only on the turn after there are no Union units occupying the key position YZ: Jackson s, Porter s batteries enter between BC; Graves Battery, in a fortified position, may limber move. s) Enter between IH on the turn only after there are no Union units occupying the key position YZ: brigade leader Heiman with the 48th Tennessee 27th Alabama in any formation. t) Alternate labels for dismounted cavalry. Game Length The game is unusually long, 28 turns, starting with the Confederate player turn at 7:00 AM, ends after the Union player turn at 1:45 PM. Victory Conditions Heavy casualty thresholds location of the key position have changed. Heavy Casualties. The Union threshold for heavy casualties is determined separately for two divisionsize higher comms. The Confederate player achieves one victory condition for each Union higher comm that suffers 20% losses. McClern s Division, which includes McArthur s Brigade from C.F. Smith s Division, reaches its threshold after losing 49 troop or gun sts. Lew Wallace s Division reaches its threshold after losing 11 sts. The threshold increases to 32 after all of Thayer s Brigade enters on turn 22. The Confederate threshold for heavy casualties is determined separately for the two wing higher comms. The Union player achieves one victory condition for each Confederate higher comm that suffers 25% losses. Buckner s Right Wing reaches its threshold after losing 28 sts. Pillow s Left Wing reaches its threshold after losing 43 troop gun sts. The threshold increases to 47 sts only if the two infantry regiments from Heiman s Brigade enter by the end of the game. Key Position. The Union defensive line along the Wynn Ferry Road between points YZ remains the key position, however, point Z has been moved to the end of the defensive line that extends further to the west on to the map extension. The key position is under Union control at the start of the scenario. The Union player achieves one victory condition if at least one friendly unit occupies the position between YZ at the end of the game. The Confederate player achieves one victory condition if no enemy unit occupies YZ at the end of the game. In addition to these victory condition, each turn after no Union units are located between YZ, all Union units suffer a 1 modifier in subsequent maneuver checks. After losing the key position, if at least one Union unit reoccupies part of the key position in a later turn, the modifier is reversed all Confederate units suffer the 1 modifier in subsequent checks. The modifier always applies to the last side to lose the key positions. Special Scenario Rules Unit Leader Activation. As in the smaller scenarios, there are several Union units leaders deployed on the table at the start of the scenario that cannot voluntarily move until they are activated on the turn specified. Leaders may move but must remain within their comm radius from at least one unactivated unit. A leader may attach to an unactivated unit. Unactivated units are subject to maneuver checks can be fired upon. An unactivated unit can retreat as a result of a 5

6 maneuver check. It must attempt to rally advance back into its starting position in a subsequent check. An unactivated unit may fire at targets within weapon range, it is activated on the turn after an enemy unit moves within 12 line of sight. Additional Cavalry. Both sides have an additional cavalry unit that could have participated in the battle, but remained unengaged. The Union 4th Illinois Cavalry was located a few miles south on the Forge Road. Sometime in the morning, it made a brief appearance on the battlefield, but retreated after encountering Confederate troops on the road. On turn 6 the controlling player rolls one die. On a 610 die result the unit may enter that turn east of A in any formation. On a 15 the unit remains off the table for the entire game. General Pillow placed Lieutenant Colonel Forrest in comm of all Confederate cavalry, but Lieutenant Colonel Gant in comm of the 9th Tennessee Cavalry Battalion, refused to serve under Forrest stayed out of the battle. On turn 2 the controlling player rolls one die. On a 610 result the unit may enter that turn between BC in field column, may only be under provisional comm. On a 15 result the unit remains off the table for the entire game. Operational Movement. Cruft s Brigade enters on turn 6 at point K may perform operational movement. Operational movement doubles the move distances. Only Cruft s brigade may perform operational movement, it cannot resume operational movement once it fails to meet the conditions below. The short movement rates allowed in a 10 to 15minute game turn, make for a more playable game. Unfortunately, the distance is far less than what soldiers could actually march in real time. The shorter movement is not an issue when units start the game on the table in close proximity to the enemy. However, when it takes several turns to move a unit over a greater distance on the table, another type of movement called operational movement is needed to keep closer to the time line of a historical battle. Operational movement doubles the rates listed on the Movement Rates Chart. Units must meet several conditions to perform operational movement. All units must move in a brigadesize column formation. Infantry cavalry units must either all be in march column or in field column, arranged in succession one behind the other. The brigade leader any higher comm leaders must be attached to the front of the column. Batteries must move together as an artillery brigade or battalion, or as part of an infantry or cavalry brigade, with all guns limbered in single file. Units must start the game or enter the table in a brigade column to be eligible for operational movement. Individual regiments batteries cannot perform operational movement. One maneuver check is resolved for all leaders units in the brigade column. The units leaders can either all remain in the column perform operational movement at double the basic movement rate, or each may perform a separate maneuver move at the basic movement rate. To perform operational movement, the brigade column must remain out of the line of sight of enemy artillery, cannot move closer than 16 to an enemy unit. Units in the column cannot change formation, fire or charge. Units in march column may only move on a road. A unit can no longer perform operational movement for the remainder of the game once it fails to meet the above conditions. Ammunition Supply. Units on either side that suffer a low on ammunition effect may replenish ammunition by moving within 12 of their ammunition wagon marker performing a replenish ammunition maneuver. Each side places one ammunition supply marker on the table on turn 22 for the Union turn 16 for the Confederates.. The marker may be placed anywhere behind a friendly unit over 12 from enemy units. The ammunition supply marker cannot move is eliminated if an enemy unit passes through it. The Confederate batteries located in fortified fixed position may replenish ammunition at their location. Basic Scenario Errata If you are playing the basic sceanrio, it lists Crufts Union Brigade entering at points F G, but G is a wrong location. The leader all units enter at F. The text should read as follows: 5) Cruft s Brigade continues to enter on turn 10 at F: 17th Kentucky, followed by the 31st Indiana, both in field column. EPANDED SCENARIO BATTLE OF MCDOWELL May 8, 1862 The Scenario Historically, the Union 3rd West Virginia Confederate 31st Virginia, both guarding the turnpike in the valley north of Sittlington Hill, were only lightly engaged until both units were ordered up onto the hilltop. We determined after playtesting, that the area encompassing the valley adjacent Hull Hill were superfluous to recreating the historical scenario. Players who prefer a larger gaming area can add the 2ft. map extension to the north table edge. The extension increases the gaming area to 8ft. wide by 5ft. deep in 15mm. Terrain Connect the map extension below to the north edge of the scenario map on page 21 in RFF Civil War Battle Scenarios Vol. 2, to form a contiguous battlefield. Terrain should 6

7 Battle of McDowell Scenario Map with Extension C Johnson 8 on a 2level elevation, on turn 4. W N S E H 3 WV Valley Hull s Hill 300yards 12 / 15mm 18 / 25mm 9 / 6mm Ewing & DeBeck Hyman E 48 on a 1level elevation StauntonParkersburg Turnpike 31 VA G Map Extension Wooded Knoll 75 OH McLean 25 OH 12 GA Conner 44 VA Johnson Sitlington Hill 25 VA 58 VA Scott A 52 VA Y Det 73 OH & 2 WV 7

8 be laid out as shown. With two exceptions, terrain effects are the same as in the basic scenario. Elevations Valley. The north end of Sittlington Hill overlooks a valley through which the turnpike passes. A twolevel elevation called Hull s Hill, spans the table edge north of the road. Some areas in the valley are open terrain. Road. The StauntonParkersburg Turnpike is in good condition. Units in march column, limbered guns, leaders on the road may move at the road movement rate. Order of Battle 3 WV Thompson Brave Colonel One Union regiment gun section, one Confederate regiment are added to the order of battle when using the map extension. The following number of additional sts are needed. The number in parenthasis is the gr total from the combined scenarios. STAND UNION CONFEDERATE Infantry 12 (69) 9 (113) Infantry comm 1 (7) 1 (10) Artillery (gun with limber) 1 (1) 0 (0) Artillery (offtable gun) 0 (7) 0 (0) Army/Division leader 0 (0) 0 (1) Brigade leader 0 (1) 0 (3) Brave colonel 0 (3) 0 (0) Total 14 (88) 10 (137) Union Forces. Total Union sts now represent a force of 3,360 men 16 guns. 9) In the basic scenario, 1 gun section from Johnson s battery is located 30 off the table edge at C. It is now only now only 8 off the table edge of the map extension. The gun is still activated on turn 4. 10) In the basic scenario, Brave colonel Thompson with the 3rd West Virginia enter at D on turn 7. The unit now starts on the map extension deployed in line astride the turnpike facing east. Activate the leader unit on turn 4 (see special scenario rule). 11) Enter on the map extension at H on turn 10: 5th West Virginia in any formation, 1 limbered light howitzer section from Johnson s Battery. The units may only be under provisional comm, enter without a maneuver check, move at the double quick rate. 8 Confederate Forces. Total Confederate sts now represent a force of 4,920 men no guns. f) In the basic scenario, the 31st Virginia enters at B on turn 6. The unit now begins the scenario deployed on the map extension in an extended line astride the turnpike facing west. Activate the unit on turn 4 (see special scenario rule). Milroy s Bde McDowell Exped Scenario Union Order of Battle 3 WV Trn 11/8/5 RM Connor s Bde f (Conner) 31 VA Trn 12/9/6 SM 9 L Sec/ 12 OH Johnson Trn ls Campbell s Bde g 21 VA Vet 10/8/5 SM g) Enter on the map extension at G on turn 10: 21st Virginia in any formation. The unit may only be under provisional comm, enters without a maneuver check, moves at the double quick rate. Victory Conditions Heavy casualty thresholds have changed. Schenck s Bde Milroy s Bde WV Trn 13/9/6 RM Confederate Order of Battle Photocopy cut out labels R Sec/ 12 OH Johnson Trn LH Heavy Casualties. The Union threshold for heavy casualties increases to 26 troop gun sts lost after the 5th West Virginia 1 gun section enter on turn 10. The Confederate threshold increases to 31 sts lost after the 21st Virginia enters on turn 10. Special Scenario Rules Unit Leader Activation. Union brave colonel Thompson with the 3rd West Virginia, the Confederate 21st Virginia are deployed on the table at the start of the scenario, but cannot move until they are activated. Unactivated units are subject to maneuver checks. An unactivated unit can retreat as a result of a maneuver check. It must attempt to rally advance back into its starting position in a subsequent check. An unactivated unit may fire at targets within weapon range can be fired upon. Once activated the unit may move fight without restriction.

9 Archer 1TN 14 TN EPANDED SCENARIO BATTLE OF MECHANICSVILLE or Beaver Dam Creek June 26, 1862 The Mechanicsville scenario can be played as a larger battle. We decided to leave out the additional troops map extension to keep the battlefield opposing forces down to a more manageable size. Players who prefer a larger gaming area can add the 4ft. map extension. The exped scenario can be played by three Union five Confederate players, takes about six hours to play, extends the playing area to 5ft. deep by 9ft. wide. Terrain Connect the map extension below to the north edge of the scenario map on page 26 in RFF Civil War Battle Scenarios Vol. 2, to form a contiguous battlefield. Terrain should be laid out as shown. Terrain effects are the same as in the basic scenario. Order of Battle The following number of additional sts are needed. The number in parenthasis is the gr total from the combined scenarios. STAND UNION CONFEDERATE Infantry 89 (210) 92 (260) Infantry comm 7 (14) 9 (23) Artillery (gun with limber) 6 (13) 0 (0) Artillery (offtable gun) 0 (0) 5 (15) Mechanicsville Scenario Map Extension W N E 45 GA Anderson 3 LA Bn 14 GA 35 GA S 49 GA McIntosh Braxton I 6 on a 2level elevation Swamp Beaver Dam Creek 1PA Rifles V 2 PA Res Cooper 1 PA Res H 14 NY 4 MI Griffin Old Church Road Destroyed Bridge 1 US SS 7 TN 5 AL Bn 19 GA 5 PA Res W Smead Reynolds 3 PA Res Kerns Map Extension 8 PA Res 47 VA 40 VA McCall Hudson House B 55 VA Fields 60 VA 9 Beaver Dam Creek 10 PA Res DeHart Rhett Bondurant 6" 22 N A.P. Hill 16 Ellyson House

10 7 TN Archer 1TN 14 TN Amsden (Kerns) W N S E 45 GA Anderson 3 LA Bn 14 GA 35 GA 300yards 12 / 15mm 18 / 25mm 9 / 6mm 49 GA McIntosh Braxton I 6 on a 2level elevation Swamp Beaver Dam Creek 1PA Rifles V 2 PA Res Cooper 1 PA Res H 14 NY 4 MI Griffin Old Church Road Destroyed Bridge 1 US SS 5 AL Bn 19 GA 5 PA Res W Smead Reynolds 3 PA Res Kerns Map Extension 8 PA Res Rhett Bondurant Pegram Hardaway Andrews 6 on a 3level elevation 2 on a 3level elevation Ripley 48 GA 3 NC 44 GA 1 NC F E D 47 VA 55 VA 22 NC Fields A.P. Hill 2 AK 38 NC 34 NC Pender 40 VA 60 VA 16 NC Ellyson House Old Cold Harbor Road Catlin House Destroyed Bridge Beaver Dam Creek Beaver Dam Creek Swamp Mill Pond (Lower) Mill Pond (Upper) Ellerson s Mill 7 PA Res 10 PA Res 9 PA Res 12 PA Res Stream Seymore Y Fullerton (Cooper) McCall DeHart Easton Meade Briggs House Austin House Hudson House 4 PA Res A B C Mechanicsville Scenario Map with Extension 10

11 Division leader 0 (1) 0 (0) Brigade leader 2 (4) 2 (5) Total 104 (242) 108 (303) Union Forces. Total Union sts now represent a force of 9,480 men 26 guns. 5) Additional starting units leader: brigade leader Reynolds with the 1st, 2nd, 5th 8th Pennsylvania Reserve, 1st Pennsylvania Rifles, a 2company detachment from the 1st US Sharpshooters; Kerns Cooper s batteries. 6) The 1st Bucktails Pennsylvania Rifles 1st US Sharpshooters have special maneuver combat capabilities (see special scenario rule). 7) In the basic scenario, the 8th Pennsylvania Reserve was only in provisional comm. The unit is now under brigade leader Reynold s comm. 8) In the basic scenario, the 3rd Pennsylvania Reserve was located near the Hudson House. It in now repositioned further north adjacent to Kerns Battery. 9) In the basic scenario, the 2 gun sections of Smead s Battery are offtable artillery. The battery now starts on the map extension. 10) In the basic scenario, Amsden Fullerton are independent gun sections. They are now a detached gun section from Cooper s Kerns batteries. 11) Enter on the map extension at H on turn 7: brigade leader Griffin with the 14th New York 4th Michigan. Units enter in field column, without a maneuver check, move at the double quick rate. Confederate Forces. Total Confederate sts now represent a force of 11,920 men 30 guns. f) Starting units leaders: brigade leader Anderson with the 14th, 35th, 45th, 49th Georgia, 3rd Louisiana Battalion; brigade leader Archer with the 19th Georgia, 1st, 7th, 14th Tennessee, 5th Alabama Battalion. g) In the basic scenario, the 14th Tennessee was only in provisional comm. The unit is now under brigade leader Archer s comm. h) McIntosh s Braxton s batteries start 6 off the table edge on the map extension at I (see special scenario rule). Victory Conditions Heavy casualty thresholds location of key positions have changed. Heavy Casualties. The Union threshold for heavy casualties is determined separately for two ad hoc divisionsized higher comms. The Confederate player achieves one victory condition for each Union comm that reaches its threshold after 25% losses. The first ad hoc comm are units from McCall s Div 5 Mechanicsville Exped Scenario Union Order of Battle I I 5,6 I I 5,6 7 1Bde/ 3D/ VC Reynolds Gallant (Reynolds) 1 PA Res Trn 17/14/11 IR 5 5 (Reynolds) 2 PA Res Trn 11/9/6 RM 10 (Reynolds) 5 PA Res Trn 20/15/10 SM (Reynolds) 1 PA Rifles (SS) Trn 9/6/4 BRL 5 5 (Reynolds) 2 cos/1 US SS Vet 3//1 BRL 10 (Reynolds) 8 PA Res Trn 18/14/9 RM Morell s Div B/ 1 PA Arty L Sec/ Cooper / 9 9 K/ 5 US Arty L Sec/ Smead Trn HS B/ 1 PA Arty R Sec/ Cooper K/ 5 US Arty R Sec/ Smead Trn HS B/1 PA Arty C Sec/ Cooper Meade s Bde (Meade) 3 PA Res Trn 20/15/10 RM 11 G/1 PA Arty L Sec/ Kerns G/1 PA Arty R Sec/ Kerns G/1 PA Arty C Sec/ Kerns 2Bde/ 1D/ VC Griffin (Griffin) 14 NY Trn 18/14/9 RM (Griffin) 4 MI Grn 18/15/11 RM Photocopy cut out labels 11

12 A.P. Hill s Div Mechanicsville Exped Scenario Confederate Order of Battle f f f f f I I f (A.P. Hill) 3 Bde J.R. Anderson (J.R. Anderson) 14 GA Trn 7/6/4 RM (J.R. Anderson) 35 GA Grn 11/9/6 RM (J.R. Anderson) 45 GA Grn 14/12/9 RM (J.R. Anderson) 49 GA Grn 18/15/11 RM (J.R. Anderson) 3 LA Bn Trn 10/8/5 RM f f f f I I f f,g D.H. Hill s Div (A.P. Hill) 5 Bde Archer Off table artillery (Archer) 19 GA Trn 8/6/4 RM Pee Dee SC L Sc/ McIntosh (Archer) 1 TN Trn 14/11/7 SM h h Pee Dee SC R Sc/ McIntosh Trn HS McCall s Division located north of the Hudson House, consisting of Reynold s Brigade, the 3rd Pennsylvania from Meade s Brigade, Smead s Battery, Cooper s Kern s batteries less 1 detached gun section from each, Griffin s Brigade from Morell s Division. The comm reaches its threshold after losing 26 troop gun sts, increases to 35 sts after all units in Griffin s Brigade arrive on turn 7. The second ad hoc comm consists of units from McCall s Division located south of the Hudson House, consisting of Meade s Brigade less the 3rd Pennsylvania, Seymour s Brigade, DeHart s Easton s batteries, 1 detached gun section each from Cooper s Kerns batteries. The comm reaches its threshold after losing 25 sts. The Confederate threshold for heavy casualties also is determined separately for two ad hoc divisionsized higher comms. The Union player achieves one victory condition for each Confederate comm that reaches its threshold after 25% losses. The first ad hoc comm consists of in Archer s Anderson s brigades from A.P. Hill s Division, Braxton s McIntosh s offtable batteries from D.H. Hill s Division. The comm reaches its threshold after losing 27 troop gun sts. The second ad hoc comm includes all Confederate units in Field s Pender s brigades, Pegram s Andrew s offtable batteries from A.P. Hill s Division, Ripley s Brigade Rhett s, Hardaway s Bondurant s batteries from D.H. Hill s Division. The comm reaches its threshold after losing 45 sts. Key Position. There are now five key positions. The breastworks located at V, W,,Y, Z are key positions under Union control at the start of the scenario. The Confederates achieve one victory condition for each key position occupied at the end of the game. The Union achieve one victory condition if at the end of the game they control all five key positions. 12 (Archer) 7 TN Trn 14/11/7 SM Fredericksburg L Sc/ Braxton h Photocopy cut out labels (Archer) 5 AL Bn Grn 5//4 RM h Fredericksburg C Sc/ Braxton h Fredericksburg R Sc/ Braxton (Archer) 14 TN Trn 14/11/7 SM Special Scenario Rules Sharpshooters. The 1st US Sharpshooters 1st Bucktails Pennsylvania Rifles, which is also rated as sharpshooters, can only deploy in extended line or march column, cannot charge with cold steel. They are always considered to be in comm during their maneuver check, receive a +1 fire combat modifier when one or more sts of sharpshooters are firing at a target. Both units are armed with Sharps breechloading rifles (BLR). OffTable Artillery. Two additional Confederate batteries start the game unlimbered off the table edge. McIntosh s Braxton s batteries are 6 off the table at I. The guns are located on a 2level elevation off the west table edge, may fire over intervening units terrain features on the table. The batteries must remain off the table, are subject to an incomm maneuver check, may be fired upon. The only maneuvers permitted are pivot /or fire, or rally.

13 Surface BUILDING MODEL BATTLE OF SALEM CHURCH May 3, 1863 Salem Church for 10mm 15mm Scale 13

14 14 Surface Salem Church for 6mm Scale

15 TUNNEL ENTRANCE MODEL TUNNEL HILL Battle of Chattanooga November 25, 1863 Tunnel Entrance for 10mm 15mm Scale Tunnel Entrance for 6mm Scale along along along along 15

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