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USA, February 18, 1862, Union army of 78 units opposed to Confederates army of 49 units for a battle of complexity 0.82 at Division(XX) level on a 50 Km/Hex map for 35 turns of Full Week each. by Chuck Kotraba submited on 15-04-2005 Rugged-Defense Playing Statistics
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Virginia 1862 XIX DBVersion 1.08 1. Unit Colors 1.1. UNION
1.2. CONFEDERATE
2. Credits Special thanks to EasilyConfused (Dan) for playtesting the scenario and offering tips. 3. Introduction This scenario is a simulation of the 1862 campaign of the American Civil War in the Eastern Theater. In many ways this is a test scenario for the forthcoming America Civil War scenario which will cover the entire war in every theater. 4. House Rules
5. Theater Options 5.1. UNION Turn 1 - Transfer division from North Carolina. Adds extra division to Union forces for the cost of 50 victory points. Turn 1 - Activate supply train. This will increase the supply stockpile by 15 points and add four supply units to the Union order of battle. After eight weeks the supply units are withdrawn and the supply stockpile is decreased by 20 points. The net result is a loss of 5 supply stockpile points. Turn 5 - Lincoln visits front lines. Gives the Union a one turn shock bonus of 150. Turn 10 - Transfer corps from Western Theater. Entire corps from the west is added to the Union forces at the cost of 125 victory points. Not suggested unless Washington, DC is in danger of being captured. Turn NA - Move supply base from Urbanna to Harrison's Landing. After both Urbanna and Harrison's Landing are captured the Union player can move a supply point closer to Richmond for the final offensive against the capital of the South. 5.2. CONFEDERATE Turn 1 - Transfer division from North Carolina. Adds extra division to Confederate forces for the cost of 50 victory points. Turn 1 - Activate supply train. This will increase the supply stockpile by 15 points and add three supply units to the Confederate order of battle. After eight weeks the supply units are withdrawn and the supply stockpile is decreased by 20 points. The net result is a loss of 5 supply stockpile points. Turn 10 - Transfer corp from Western Theater. Entire corp from the west is added to the Confederate forces at the cost of 1307 victory points. Not suggested unless Richmond is in danger of being captured. 6. Overall Notes This is 1862, not 1962. Supplying units in the field is very difficult and a slow process. Try to stick to the rails and avoid going off into the woods and hills if you can. Winter is a poor time for 19th century warfare, stick to the cities and wait for the snow to melt. Avoid fighting very often in small skirmishes. Instead save your firepower, stay on the defensive as much as possible, and wait until the time is right to attack your opponent. 25 victory points are rewarded anytime a HQ unit other than Lee and McClellan is destroyed. If either Lee or McClellan are lost in battle a short term negative shock will be applied to the given side. 7. Union Player Notes The goal of the Union player is simple: seize Richmond and end the war. To get to the town it is best to maneuver around the confederate defenders rather than fight through them. Supply points are available at Fort Monroe(31,42), West Point(25,37), Urbanna(28,35), Hanover Junction (18,33), and Aquia Landing(20,28) for the offensive. Be carefull when advancing forward. The Union recon is set to 0 and it will be hard to tell where many of Confederate divisions are located. Make use of the cavalry to determine where the enemy is located. The Washington forts are only manned by weak reserve companies. Additional infantry divisions will need to be placed within the forts if they are to hold against a large Confederate attack. It will take some time to clear the Shenandoah Valley of Confederate forces. Thomas "Stonewall" Jackson is in the area and could cause trouble for the Union garrison at Harper's Ferry. Both the James and York Rivers start closed off to Union sea transport due to the presence of the CSS Virginia. To clear the James River Yorktown must be captured. This will cause the Confederates to scuttle the CSS Virginia and yield the two rivers to the Union Navy. The Rappahannock River is also closed to the Union above Urbanna. Once Urbanna is taken the River will be opened all the way up to Port Royal. 8. Confederate Player Notes The Union will have the initiative at the beginning of the scenario and it will take some work balancing your forces to keep the Union in check. Try to keep your forces between the Union and Richmond at all times. At some point during the months of April, May, or June, Lee may replace Johnston as the commander of the army. If this happens the Confederate forces will get a boost in morale and will be in a better position to take the offensive. Make use of interior lines of communication. The rail lines should allow you to move forces from Manassas to Federicksburg or Richmond with ease. Using rail may allow you to quickly strike against smaller, divided Union forces. Capturing key Northern towns will award victory points to the Confederate side. The capture of Baltimore(+100), Philadelphia(+100), Harper's Ferry(+50), Harrisburg(+50), Gettysburg(+10), Westminster(+10), Hanover(+10), Federick(+10), and Chambersburg(+10) will all yield VPs for the Confederates. The capture of Washington, DC will end the war in a Confederate victory. However the chances of this occuring are very slim as a group of strong forts ring the city. |