by Paul Koch
My last scenario was a blueprint for a disaster. Continuing in that vein, this scenario explores the desperate attempts of a beaten army to escape under cover of a fresh rear guard. The American Civil War offers little in the way of hot pursuit of a defeated foe. Except the Thomas at Nashville, there is no Napoleonic rooting-up of a foe such as in the Jena campaign. Still it might have happened any number of times. This scenario explores that possibility. Aside from all that, it was really fun to play.
As can be seen by the, the table has two main features. First, it is bordered on the East by a River that is fordable only at the bridges or by pontoons carried with the retreating
main body. The second feature is the many roads. They are important as the entry points of the various retreating and pursuing units. These will be rolled for as explained later. The hills and woods have the usual terrain penalties and advantages.
The Main Body All units are between 2 and 4 stands in strength. Roll on the following chart:
Corps HQ - No morale passes left
1st Division HQ - 1 morale pass 2nd Division HQ - No passes left 3rd Division HQ - 1 morale pass 6th Division HQ (No Corp HQ, 1 pass) All units full strength 3rd Corps HQ 10th Division HQ 11th Division HQ All units full strength and full of fight.
Corps HQ 1st Division HQ 2nd Division HQ Cavalry Division HQ ORDER OF APPEARANCE
The turn upon which units enter the table and their location is critical to the game. The first part of the game will be little more than moving troops. NB: DUE TO THEIR EXHAUSTION "MAIN BODY" TROOPS MAY NOT DOUBLETIME OR USE 'SPECIAL MOVES." The main body should also dice for road as follows:
With each Division Card and the Corps HQ is separately rolled. The Rear Guard enters on Turn 7 and many Doubletime as well as choosing which road it will take for its entry. The Pursuers roll for roads on the above chart and for appearance as follows:
Each division and the Corps HQ roll separately, but the Cavalry Division rolls with a -2 Modifier.
All unit class and CO levels are as in OTR. The Pontoon Unit builds
its bridge as if it were a rebuilding unit. It must regain 3 "stands"
to complete the bridge. While it cannot engage in combat, it is rated as
elite. Two artillery hits will destroy the pontoon bridge. Fleeing units
may seek safety over river or try to rebuild. All Union Main Body units
roll for morale with the assumption that they were once 6 stand Brigades.
That is to say that a 3 stand Brigade would roll at a - 1 5 for lost stands,
etc.
I truly believe that this game is best worked out at the playing. How well did each General do his job? Try this one at your next club meeting. It is really different and very challenging.
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