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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© Copyright 1997 by Clash of Arms Games.
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