Tennessee II
by Rob Beyma
Once again, we present a small scenario that gives players an opportunity 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 the short and limited counter scenario provides. This scenario covers the action in Tennessee during the first half of 1862. This time span encompasses the Ft. Henry-Donelson, Shiloh, and Corinth campaigns. The mapboard area is limited to all of Ohio, Indiana, Illinois, the city of St. Louis, Kentucky, Tennessee, and the parts of Mississippi, Alabama, and Georgia north of hexrow xx21 and west of hexrow 45xx, inclusive. Scenario Length: The first turn in this scenario is January 1862 and the last turn is July 1862, a total of seven turns. Union Order of Battle: Hex
2702: Springfield (IL): 4 MIL 2710: Cairo: 2 MIL, N1R, T, Fort, Bat (3) S/SE 2911: Paducah: 2 MIL 3308: Evansville: 1 MIL 3603: Indianapolis: 4 MIL 3708: Louisville: 5 MIL, Buell 4008: Frankfort: 1 KY ST MIL 4104: Cincinnati: 4 MIL, USMRR 4108: Lexington: 3 MIL 4502: Columbus (OH): 4 MIL Leader Pool: The replacement leaders are: 1. Hurlbut; 2. Sherman; 3. Logan; 4. Steele Fort and Battery Pool: 4x Fort, 2x Bat (3) State Militia: All are available. Confederate Order of Battle: Hex
2515: Memphis: 1 VOL CAV, T, KIC 2812: Columbus (KY):3 VOL, Polk, Fort,Bat (4) NW/SW 3112: Fort Donelson: 1 VOL (E), Bat (2) NW/SW, Bat (3) N/NE 3414: Nashville: 2 VOL, KIC 3511: Bowling Green: 5 VOL (E), A.S. Johnston 4120: Atlanta: 1 VOL 4214: Knoxville: 1 VOL Off Board: 2 VOL Leader Pool: The replacement leaders are: 1. S.D. Lee; 2. Buckner; 3. Stewart Fort and Battery Pool: 2x Fort, 2x Bat (2), 1x Ironclad State Militia: Two TN ST MIL and one GA ST MIL are available. Starting RPs: 1 accumulated RP Reinforcements: Union
4/62: Annual Promotions; USMRR 5/62: R2R (Cincinnati) 7/62: 8 MIL, 1 MIL CAV; I2R and T ( St. Louis); bring on next replacement leader, withdraw Pope and Sigel
2/62: 1 VOL 3/62: 2 VOL; Beauregard, Hardee 4/62: Annual Promotions; Recruit at Nashville (1 VOL, 1 VOL CAV), Memphis (IVOL), Atlanta (1 VOL), Off Board (4 VOL) 6/62: I1R (Memphis) 7/62: Recruit at Nashville (2 VOL), Nashville KIC (1 VOL), Memphis KIC ( 1 VOL), Atlanta ( 1 VOL), Off board (2 VOL); K. Smith, withdraw Beauregard Replacements: Both players perform a Replacement Phase in April and July, 1862. Railroads: Each player controls the rail lines in his original territory. The Union player also controls the rail lines in Kentucky except for Columbus, Bowling Green, and hex 3412. Place railhead markers at hexes 2710 and 3611. The Union player has a rail capacity of 4 each turn and the Confederate player has a rail capacity of 2 each turn. Special Rules: 1. The Confederate Off Board area represents the part of the Confederacy, principally Montgomery and Jackson, that is out of play for the scenario. Off Board units may enter play from this area by using rail movement into hexes 2521, 2921, 3521, 4021, or 4121. Confederate units may rail through or stop in the Off Board area. Confederate leaders and replacements may also arrive in the Off Board area; place them in Montgomery or Jackson. The Confederate player may trace a rail Line of Supply/Line of Communications to this area through the above mentioned hexes and hex 4513. A LOS/LOC may also be traced along the Mississippi River to hexside 2121/2221. 2. The KICs do not produce RPs in the usual manner. The Confederate player receives 1 RP in 1/62 and 2 RPs in 4/62. One RP is lost in 4/62 for each KIC that has been captured by the Union player. 3. The maximum number of Confederate construction activities per turn is one. Victory Conditions: The number of Victory Points scored by the Confederate player at the end of the last turn (only those available in the area of play may be counted) determines the winner as tollows:
10 to 15: Union Operational victory 16 to 19: Draw 20 to 23: Confederate Operational victory 24 or more: Confederate Decisive victory For Victory Point purposes, the Supply Capacity value of Confederate controlled cities that cannot either trace a LOS or LOC to a Contederate Supply Source are halved (rounded down). Related Article Back to Art of War Issue #25 Table of Contents © Copyright 1996 by Clash of Arms Games. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |