Small Wars for the Union

American Civil War Scenario for War for the Union

by David L. Buchbinder


Editors Note: The small scenarios presented in this series gives players a chance to use the Basic or Advanced Game rules in a format that can be played in 2-3 hours. Veteran gamers will appreciate the "beer and pretzels" quality that short and limited counter scenarios provide. Watch for more next issue!

The scenario covers the action in Tennessee from June, 1863 to the end of the year. This time span encompasses the Tullahoma, Chickamauga and Chattanooga campaigns.

The mapboard area is limited to all of Tennes- see, excluding all hexes west of the Tennessee River; Alabama and Georgia from and north of hexrow xx21 inclusive. Nashville, Knox- ville, Chattanooga, Atlanta and Decatur, AL. are the only victory point cities in play (17 total).

Scenario Length: The first turn in the sce- nario is June, 1863 and the last turn is De- cember, 1863, a total of seven turns.

Union Order of Battle:

Hex 3414 (Nashville): Fort, 2 VOL
Hex 3318 (Decatur): Fort, 2 VOL, Union Railhead (extends off west end of play area)
Hex 3514 (Murfeesboro): Rosecrans (6/63), Army of Cumberland HQ, Thomas, McCook, Crittendon, USMRR, Railroad, 13 VET
Hex 3415 (Franklin): 1 VET CAV
Hex 3614: 1 VET CAV

Leader Pool: Logan and Steele are available as replacement Leaders.

Fort and Battery Pool: Unlimited.

State Militia: None are available.

Confederate Order of Battle:

Hex 4120 (Atlanta): KIC, 1 VOL
Hex 3916 (Chattanooga) 1 VOL
Hex 3616 (Tullahoma) Bragg, Army of Tennessee HQ, Hardee, 3 VET (Entrenched)
Hex 3516 (Shelbyville): Polk, 4 VET (Entrenched)
Hex 3315 (Columbia): Forrest, 1 VET CAV
Hex 3714 (McMinnville): Wheeler, 2 VET CAV
Hex 4214 (Knoxville) Buckner, 2 VOL

Leader Pool: Stewart and Cheatham available as replacement Leaders.

Fort and Battery Pool: 1 x Fort. No Batteries are available.

State Militia: The Georgia state militia (2 ST MIL) is available.

Rail

Rail Control: The Union player controls 3113, 3213, 3312, 3512, 3413, 3414, 3514, 3118,, 3218, and 3318. All other rail lines in the area of play begin the game under Confederate Control.

Rail Cap: The Union player has a per turn railcap of 4. The Confederate player has a per turn railcap of 2, except for the September turn when the Confederate railcap is 3.

Reinforcements:

JUL: CSA - 1 VOL at Atlanta; withdraw Hardee.

AUG: CSA - D.H. Hill

SEP: CSA - Longstreet, 3 VET at Atlanta or hex 4613, at player's discretion.

SEP: USA - Burnside, Army of Ohio, 3 VOL at hex 4311.

OCT: CSA - 1 VOL at Atlanta

OCT: USA - Grant, Army of Tenn. HQ, Hooker, 2 VET, 1 VOL at Nashville.

NOV:USA - Sherman, 2 VET; 1 VOL at Nashville

The Replacement rules are in effect and are taken at the appropriate interphases in July and October. Union replacements appear at Nashville. Confederate replacements appear at Atlanta. In addition, either side may place replacements in Army HQs as per Rule 6.43b. Atlanta produces RP's as a KIC. The RP's are available for construction up to the Fort limit.

Victory

Victory Conditions: The number of CSA VP's at the end of the scenario determines victory as follows:
0- 1Union Decisive
2- 5Union Operational (historical result)
6- 8Union Marginal
9-10Confederate Marginal
11-14Confederate operational
15-17Confederate Decisive

In addition, the Confederate player loses 1 VP for Chattanooga if Chattanooga does not have an LOC to Atlanta at the end of the game. The Confederate player loses all victory points for Chattanooga if it is besieged at the end of the game. If the CSA retakes Nashville at any time during the game, CSA automaticallv wins a decisive victory.

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© Copyright 1996 by Clash of Arms Games.

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