George McClellan's Peninsula Campaign

Variant for Lee Takes Command

Scenario

by Greg Myers

First Turn: 17 May AM
Last Turn: 30 June PM (90 turns)

Victory Conditions

The side with most Victory Points at the end of the game wins. Points are awarded per Special Rules. 'Me Confederate player does not receive victory points for the 'Union units north of the Chickahominy River' condition. 'Mere is no automatic victory for the Union player capturing Richmond.

1st Player (Union)

HOME AREA: White House
COMMANDER: McClellan
INITIAL DEPLOYMENT: at New Kent Courthouse: II Corps + Sumner III Corps + Heintzel IV Corps + Keyes
at White House: V Corps + Porter VI Corps + Franklin McClellan 1st thru 4th Artillery Reserve Cooke's Brigade Army HQ Reserve Brigade Engineers Lt Siege Gun Hvy Siege Gun Observation Balloon
in any a Union occupied area: 6 Dummy Infantry + 1 Dummy Cavalry
anywhere on the James River south of Drewry's Bluff. 6 Gunboats

REINFORCEMENTS: Per the Special Rules, McDowell's force may appear in either area 1 (Verdon Station) or area 2 (Hanover Junction): I Corps + McDowell I Corps Artillery Bayard Cavalry

2nd Player (Confederate)

HOME AREA: area occupied by Davis
COMMANDER: Johnston INITIAL
DEPLOYMENT: at Old Tavern, Mechanicsville or in any adjacent area: Smith's Command (Left Wing) + Smith Longstreet's Command (Right Wing) + Longstreet F. Lee's Cavalry Rosser's Cavalry
at Richmond, Old Tavern or Mechanicsville: S.D. Lee's Artillery Washington's Artillery Garnett's Artillery
at Richmond: Richmond Infantry Garrison Richmond Artillery Reserve Railroad Artillery Unit Johnston Davis
in any area occupied by Confederate units: 6 Dummy Infantry + 2 Dummy Cavalry
at Drewry's Bluff and Chaffin's Bluff Shore Batteries
In James River beside Edgehill Riiver Obstacle

REINFORCEMENTS On or after the 24 May (AM) turn, the Confederate player may attempt to bring Jackson's Command into the game as reinforcements per the Special Rules. Jackson's Command may appear at any north map edge area: Jackson, Ewell's Division, Winder's Division.

VICTORY POINT SCHEDULE

Union Victory Points:

Each Turn:
Each Confederate Strength Point eliminated due to combat I VP
Each Union Gunboat and Siege Gun adjacent to Area 77 (Richmond) 1 VP
Johnston unable to trace LOC to Home Area (before Lee takes Command) 3 VPs
Lee unable to trace LOC to Home Are (after Lee takes Command) 1 VP
Once, during the Game (awarded immediately):
Evacuation of Richmond 25 VPs
Capture of Jefferson Davis 50 VPs

End of Game:
Possession of Area 77 (Richmond) 25 VPS
Possession of Richmond if not Evacuated 50 VPs
Each Confederate Straggler loss 1 VP
Each Ineffective Confederate Infantry Division 2 VPs

Confederate Victory Points:

Each Turn:
Each Union Strength Point eliminated due to combat 1 VP
McClellan unable to trace a LOC to his Home Area 2 VPs
Union Supply Wagons not in their Home Base after the 14 turn limit expires 2 VPs
Arrival of McDowell before Jackson 1-6 VPs (Roll a die)
Once, during the game (awarded immediately):
Arrival of McDowell after Jackson see Special Rules
Exiting Davis off South edge of map (after Richmond Evacuated) 40 VPs

End of Game:
Each Union Straggler loss 1 VP
Each Ineffective Union Infantry Division 3 VPs
Each Union Gunboat sunk 3 VPs
Each Union Supply Wagon destroyed 5 VPS

EVACUATION OF RICHMOND:

During Confederate Victory Point Phase (at end of Union Player Turn):
+ 1 point: for each Union Gunboat adjacent to Richmond
+2 points: for each area adjacent to Richmond occupied by Effective Union Infantry Divisions
+1 point: if the Lt Siege Gun is adjacent to Richmond (double if O.B. emplaced. in same area)
+2 points: if the Hvy Siege Gun is adjacent to Richmond (double if O.B. emplaced in same area)
+9 points: if Richmond is occupied by at least 1 Effective Union Infantry Division
+ die roll
(if TOTAL > 15, then Richmond Evacuated) (if TOTAL = 15, then Richmond NEVER Evacuated)

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


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