George McClellan's Peninsula Campaign

Variant for Lee Takes Command

Introduction

by Greg Myers

INTRODUCTION

The Peninsula Campaign game covers the critical period of McClellan's Richmond Offensive in the summer of 1862. This game uses all of the Exclusive Rules for Lee Takes Command, and the additional rules reproduced below. The Davis counter has unique rules for the Campaign game as described below. Any and all optional rules may be used.

SPECIAL RULES

The Union Observation Balloon

The balloon counter represents a hot air balloon and attendant wagons. It is only available during a Campaign Scenario. Set it up face down, stacked with McClellan. The balloon may move one Area per turn and may not Force March. The balloon never uses the Straggler Table. The balloon does constitute a unit for stacking purposes however. It may only travel between Areas connected by a road. Due to the small time scale of a turn, during the same turn, the balloon may not both move and ascend in the same turn. The balloon does not have to remain stacked with McClellan, but must always be stacked with him or a Union Officer. If more than one Officer occupies an area, the Union player may freely choose which Officer the balloon is attached to that turn. if stacked with an Officer, the balloon is subject to the Activation Rule of that Officer for the turn. If the Officer the balloon is attached to is not Activated that turn, the balloon may neither move or ascend. If the balloon is attached to McClellan, it does not have to be activated, it may move or ascend freely. In order to ascend, the Union player simply flips the balloon counter balloon side up and announces the balloon is ascending. The balloon may not ascend in a Swamp Area, nor may it do so after moving that turn. Once ascended, the balloon may be used to conduct a free Probe(s). If ascended the balloon may automatically Probe its own Area and all adjacent Areas. The number of Confederate units revealed is determined by the Terrain type the Confederate units are occupying.

    Clear - The top 3 units in every stack are revealed (including Dummies).

    Defensible - The top 2 units in every stack are revealed (including Dummies).

    Rough - The top unit in every stack is revealed (including Dummies).

The balloon may not Probe (or ascend) in Swamp Areas. Entrenchments do not hinder the balloon's ability to Probe. Any Dummies that are revealed are immediately removed. Real units remain face up until the balloon is no longer ascended, is destroyed, or the units are no longer in with/adjacent to the Area with the balloon. The balloon must always be placed in the Reserve Position during combat.

If caught alone in an Area without any friendly Union combat units, by a real Confederate unit, it is automatically eliminated. The Confederate player may attempt to "shoot down" an ascendant balloon. If the balloon has ascended but before any Probing is permitted, the Confederate player may roll a die twice for each artillery unit in the same Area as the balloon. If the total is "12" the balloon is shot down and may not be used the rest of the game. The Confederate player gets 2 VPs. On a score of "11", the aeronaut is sufficiently scared by a near miss and the balloon is immediately hauled down and may not be used until the next day. The balloon is worth no VPs to either side if saved or eliminated.

The Union Siege Guns

The Union player has two siege gun counters available during a Campaign Scenario only. One counter consists of light (relatively) siege guns, the other the heavies. Light siege guns are worth 3 VPs and heavy siege guns 5 VPs to the Confederate player if he eliminates them. In a Campaign Scenario, the light siege gun counter starts in Area 69 (Gaines Mill) face up. The heavy siege guns are placed in White House face down.

Siege guns must be Activated to move or fire. They may operate independently or be attached to a particular Corps Officer for activation purposes. To be attached they must be in the same Area as the Officer. If more than one Officer occupies an area, the Union player may freely choose which Officer the guns are attached to that turn. If attached to an Officer, the guns are subject to the Activation Rule of that Officer for the turn. If the Officer the guns are attached to is not Activated that turn, the guns may neither move or fire. If the guns are not attached to a particular corps Officer and the Union player wishes to operate them independently, they require one of McClellan's Activation points. McClellan may use the same point(s) to activate the guns as those used to activate the Supply Trains. If the guns are not somehow; Activated that turn, the guns may neither move or fire.

NOTE: Consider the Supply Trains and Siege Guns as part of a "provisional" corps. True McClellan devotees will always use his first point to activate these units to the exclusion of any other battlefield requirements.

Siege guns may not voluntarily enter an en. emy occupied Area, even if friendly units are already present. The may attempt to leave such Areas as per the Standard Rules or remain in place. Siege guns never use the Straggler Table. Due to the small time scale of a turn, during the same turn, the siege guns may not both move and fire in the same turn The light siege guns may move one Area per turn and may not Force March. It may only travel between Areas connected by a road. Light siege guns may also travel by water moving from any river arrow to any other river arrow or using the Naval Track (one box per turn). They may land/embark at any port.

In essence, consider them to have their own naval transport. Due to the small time scale of a turn, during the same turn, the light guns may not both move and fire in the same turn. The heavy siege guns may only move through by move one Area per turn and may not Force March. It may only travel between Areas connected by a rail line. Like the light siege guns, heavy siege guns may also travel by water, but may only move one river arrow on one Naval Track box per turn. They may land/embark at any port but may not move further inland except along a rail line. In essence, consider them to have their own naval and rail transport. Siege guns may remain "a sea" indefinitely.

NOTE: In reality, the heavy siege gun could travel any number of Areas by rail or river arrows in a single turn. The slow rate of movement above attempts to account for the agonizingly long time needed to physically set up and site such heavy guns once they arrived.

Positioned

Once a siege gun is properly positioned in a land Area at the end of its move, flip it over to the gun side. While flipped over, the gun may fire but not move. Reverse the procedure if the guns are to move again. Siege guns may only be used on land while attacking. Both siege gun counters have a range of one Area so they do not have to be in the Area where the combat is taking place. This includes "corner" shots so a siege gun sited in Area 69 (Gaines Mill) could fire at units located in Area 67 (Old Tavern).

Light siege guns firing during an attack nullify the effects of any entrenchment counters in an Area. They will also nullify the entrenchment effect of the Richmond Fortified Zone (one less SP lost per combat), but not the terrain effect (triple combat strengths when defending). They have no other effect. Heavy siege guns firing during an attack nullify the effects of any entrenchment counters and terrain benefits in an Area.

They will also nullify the entrenchment effects of the Richmond Fortified Zone and the terrain effect (triple combat strengths when defending). In effect, treat the defenders as if they were defending in Clear Terrain when heavy siege guns fire. They have no other effect. Union units must still withdraw from the Zone if they fail to drive off/render ineffective all defenders in a single combat round.

If defending, siege guns must always be placed in the Reserve Position during combat. They have no effect when defending. Siege guns may not use the Withdraw chit to retreat from an Area if they were not in mobile mode when the combat began. If caught alone in an Area without any friendly Union combat units, by a real Confederate unit, they are automatically eliminated. Unlike regular artillery units, siege guns do not exert Control in the Area they occupy.

Pinkerton Reports

The Union player at the start of a Campaign Scenario receives a single Pinkerton spy counter which he may deploy face side down in Area 77 (Richmond). The Pinkerton may not move any does not interact with enemy units in any way. Once a day (every two turns) at the start of the Union turn, the Pinkerton may be flipped face side up and the Union player may receive a Pinkerton report.

He may point to an Area containing Confederate units and ask how many SPs are in the Area. The Confederate player must answer him by giving him a number that falls in the range of no less than the true amount and no greater than twice the real number of SPs present. The units themselves are not revealed nor must he reveal what kind of SPs are present.

EXAMPLE: The Union player activates his Pinkerton and demands a report on an Area. Assume there are 10 infantry, 2 cavalry, and 2 artillery SPs in an Area. The Confederate player must state a number of SPs between 14 (the real number) and 28 (twice that amount).

After the report, the Confederate player may attempt to catch the Pinkerton by rolling one die. On a roll of a "6", the spy is caught and the Confederate player receives 1 VP. Otherwise flip the spy over until the next day when he is eligible to report again.

Alternatively the following variation may be used for Pinkerton. At the start of any (and every) Union AM turn, the Union player may place three counters in any 3 Confederate occupied area Pinkerton + 2 Union blanks), one counter per area. The Confederate player may then reveal one of the blanks. If the revealed blank is the Pinkerton counter then the spies are considered caught and the Pinkerton counter may not be used for the remainder of the game. If the revealed counter is blank, then the Union player reveals the true location of the Pinkerton counter, and may examine the counters in one (1) Confederate stack in that area.

The Confederate Railroad Gun

The Confederate railroad gun unit begins a Campaign Scenario face down in Area 77 (Richmond) The unit has unlimited movement each turn but may only move between Areas connected by a rail line. The gun does not count for stacking purposes. Note that the rail lines ifor Richmond do not connect, so once the unit moves out of Richmond, it must stay on that rail line the rest of the game. Like any normal artillery unit, upon entering an enemy occupied Area, the railroad gun must stop. Unlike normal artillery units, the railroad gun does not exert Control in an Rough Terrain Area or over a River Crossing.

In combat, the railroad gun may be placed in any Line Position and does not count towards the stacking limits. The railroad gun provides 1 Strength Point (maximum - do not use the Artillery Multiplier Chart) only when defending just like a Union gunboat). The gun may not be used to attack. Like cavalry, the railroad gun may Retreat Before Combat if attacked solely by infantry or artillery.

Cavalry may intercept it and force it to do combat. In this case, or it caught alone in an Area without any friendly combat units, by a real Union unit, it is automatically eliminated. The Confederate Player may voluntarily choose to reveal his railroad gun by flipping it face up. If revealed, the railroad gun exerts a special Zone of Influence (ZOI) along the rail line it is on. The Union siege guns may not approach closer than two Areas to the Area containing the Railroad Gun. If they are already too close, they must pack up and move away during their turns.

EXAMPLE: If the railroad gun is revealed to be in Area 78, the Union siege guns may not move closer than Area 81.

Davis:

The Jefferson Davis counter simultaneously represents both the government of the Confederacy and Jefferson Davis himself, and is treated exactly like a commander unit in all respects (e.g. Movement, combat, LOC) except as noted below:

Davis never has to trace a LOC to a Home Area (he is always in 'Command', per se). The area occupied by Davis is, by definition the Confederate Home Area. If Johnston is in command then Confederate officer's may trace their LOC to either Davis or Johnston. If Lee is in command, then Confederate officers may only trace a LOC to Lee.

If alone in an area with real enemy combat units (infantry, artillery, or cavalry) he is immediately captured. Remove the counter from the game. The Confederate Commander (Johnston or Lee) will be unable to trace a LOC to his Home Area from then on.

Prior to Richmond being evacuated, Davis may only move within the Richmond Fortified Zone or to any area adjacent to the Richmond Fortified Zone. After Richmond is evacuated, or if the Confederate government decides to not evacuate Richmond, Davis is free to move anywhere.

Lee Takes Command:

At any point in the game the Confederate player may replace Johnston as the Confederate Commander with Lee. This may occur in one of two ways; either by Johnston becoming a casualty, or by relieving Johnston of his command (basically firing him for political reasons).

Johnston may become a casualty if he is in an area where combat occurs (initiated by either side). If Johnston is in a area when combat occurs, then at the conclusion of all combat in that area the Confederate player rolls the die, if the result is a W, Johnston has become a casualty. If Johnston becomes a casualty then all Confederate units in the area must immediately make a straggler die roll, and suffer the indicated straggler losses. This simulates the breakdown of morale, when the news of Johnston's fate reaches the troops. These straggler losses may be recovered normally (except artillery).

To relieve Johnston of command and replace him with Lee, the Confederate player simply makes the announcement at the beginning of his turn. If the Confederate player relieves Johnston prior to turn 31 there is a chance that morale within the troops will suffer, (Lee did not have a good reputation with the troops prior to taking command). Roll the die, if the result is a 3, 4, 5, or 6, then every Confederate infantry and artillery unit must roll for stragglers (as described above). Any other die roll result means that political pressures have prevented the change of command, and Johnston may only be replaced if he becomes a casualty.

After Turn 30, if Johnston is relieved of command, the Confederate player again rolls the die at the beginning of his turn, but this time if the result is a 1, 2, 3, or 4 Lee assumes command without incident. A 5 or 6 means that each infantry unit must make a straggler die roll as described above (and Lee assumes command).

On the turn of Lee's assuming command (regardless of the method used), place him in the same area as Davis and remove the Johnston counter. Also remove the Longstreet and Smith counters; replace Smith with Magruder (historically, Smith, who was second in command to Johnston, became ill at the prospect of assuming such a critical command, and had to be relieved himself). Replace all LW and RW Infantry divisions and replace them with their corresponding Magruder division counters.

Command, from Confederate officers to the Commander, must henceforth be traced to Lee only (see Davis Special Rules). Two turns after Lee takes command (i.e. one full day), Confederate infantry units may build entrenchments. They may not build entrenchments if Johnston is in command. Six turns after Lee takes command the Richmond Fortified Zone rules become effective. Prior to Lee taking command the Richmond Fortified Zone rules do not apply. Four turns after Lee takes command, or anytime thereafter, the Confederate army may reorganize to form either or both Jackson's new divisions and Longstreet's command.

Entrenchments:

The Confederate player may only build entrenchments after Lee takes command. The Union player may build entrenchments at any time. To build an entrenchment an effective infantry unit must remain in place in its area throughout its Movement Phase without moving. Mark the building unit with an 'Under Construction' marker. The unit may not move, attack or be attacked while under the 'Under Construction' marker without losing the marker.

At the start of the next Movement Phase, the entrenchments may be completed by using the following procedure. Roll the die, if the result is less than the combat strength of the unit building the entrenchment then the entrenchment marker is flipped over to the 'Entrenched' side.

For Confederate entrenchment attempts, if Lee is in the area with the constructing unit, subtract one from the construction die roll. If the result is greater than or equal to the combat strength of the building infantry unit, then the entrenchment is not completed, but the 'Under Construction' marker may remain in place. Note however the same restrictions on movement and combat still apply. Another Infantry unit may take over for the original constructing infantry unit, provided it started the movement phase in the area and did not move.

Entrenchments benefit all defending units in a given area (in all line positions) equally. It is not necessary to build more than one entrenchment per area. Entrenchments may be maintained by artillery and cavalry units, as well as by any type of infantry unit.

Evacuation of Richmond: During each Confederate Victory Point Phase, the Confederate player must determine if the capital (Richmond) is to be evacuated. This represents a political decision to move the Confederate seat of government to a new location, due to the threat of capture by the north. The Confederate government is represented by the Jefferson Davis counter. If the capital is not evacuated by 21 June (AM turn), then it is assumed the government has committed to staying in Richmond and no evacuation will occur for the remainder of the game.

To determine if the capital is being evacuated, the Confederate player adds up all of thw evacuation points, based on the situation de scribed (see Victory Point Schedule, below and a die roll. If the resultant number is exactly 15 points, then the Confederate Capital is never evacuated during the course of the game, and no further checks are made. If the total is greater than 15 then the capital is evacuated, and the Union immediately receives 25 Victory Points. If the Union occupies Richmond at the end of the game, and the capital was never evacuated during the course of the game, then the Union receives double the Victory Points for occupying Richmond (i.e. 50 VPs).

If Richmond is evacuated the Davis counter may be exited off the southern edge of the mapboard. If the Davis counter is exited within 6 turns of the capital evacuation the Confederate player immediately receives 41 Victory Points.

Lines of Communication between the Commander and the Confederate Home Area are based on the area last occupied by Davis be fore exiting the map. Davis may NOT exit the map before the capital is evacuated. Davis may not exit and re-enter play.

Shifting the Union Supply Base

The Union player may opt to shift his supply base using the Lee Takes Command rules for that operation, but based on the following triggering events:

    1) 4 turns (or any time thereafter) after the discovery of Jackson's troops on the map Discovery may be by probe, or combat.

    2) 6 turns (or any turn thereafter) after the Union player verbally commits to NOT bringing McDowell's troops into play.

The Union player receives no Victory Points for shifting his supply base, however the Confederate player may receive Victory Points for destroying the supply wagons (either in their home base area or otherwise).

The Union player must complete his transfer of his supply base within 14 turns, assuming he opts to make the transfer. On every Confederate Victory Point Phase after the 14 turn limit, the Confederate player receives 1 Victory Point if either Supply Wagon is on the map but not in its home base. These Victotry Points are not awarded for destroyed wagons.

Arrival of Jackson:

The Confederate player may opt to bring in Jackson's troops as reinforcements starting on Game Turn 15.

Jackson's troops arrive at any north map edge area, with the first area entered counted as an area entered (for movement purposes). Jackson's arrival is completely voluntary, however the Confederate player must roll the die to determine if Jackson may arrive in a particular Game Turn:

Game Turn 151617 1819+
Die Roll Needed for Jackson11-2 1-31-4 1-5

Arrival of McDowell

The Union player may opt to bring McDowell's Corps and Bayard's Cavalry (considered part of the McDowell force for purposes of this rule), into the game at any time. McDowell's force may arrive either in area 1 (Verdon Station) or area 2 (Hanover Junction).

If McDowell's force is brought into the game before Jackson's force is brought into the game, then in each Confederate Victory Point Phase, the Confederate player rolls the die and is awarded the result in Victory Points. If McDowell is brought in after Jackson's arrival, the Confederate player is immediately awarded Victory Points per the following (these are awarded as soon as McDowell's first unit is placed on the map):

# of Turns after Jackson that McDowell Arrives Confederate Victory Points
110
2 to 49
5 to 78
8 to 107
11 to 156
16+5

Jackson's arrival is considered to occur as soon as Jackson or any one of his divisions first appears on the map.

Weather Table
MayJune
1-3: Rain1-2: Rain
4-5: Clear3-4: Clear
6: Heat5-6: Heat

McClellan's Peninsula Campaign Variant Introduction
McClellan's Peninsula Campaign Variant Scenario
McClellan's Peninsula Campaign Variant Game Turn Chart


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