Small Wars for the Union

American Civil War Scenario
for War for the Union

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

    2505: St. Louis: 6 MIL, 1 REG, Halleck
    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

    2514: 1 VOL (E), Bat (3) N/NW
    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

    1/62: 8 MIL, 1 MIL CAV; Army of Tenn. HQ (Cairo), Army of Ohio HQ (Louisville); Foote (St. Louis) Grant, Thomas, Sigel; I2R and T (St. Louis) 2/62: Pope, McClernand; I2R (Cairo) 3/62: McCook
    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
Confederacy
    1/62: 1 VOL, 1 VOL CAV; Army of Tenn. HQ (Nashville); Bragg; R2R (Memphis); Atlanta becomes a KIC
    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:

    9 or less: Union Decisive victory
    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


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© Copyright 1996 by Clash of Arms Games.

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