The Cornfield
A Scenario for
In their Quiet Fields

American Civil War

by Dean N. Essig


As I alluded in the first issue of Operations when I gave the Bloody Lane scenario, here is the second installment. This scenario can be a lot of fun to play and is very quick. It does not, however, require a large amount of rules, etc. Set ups are done as per the normal initial game set up, with the following special rules:

This scenario actually consists of two parts: the First Corps Attack and the Twelfth Corps Attack. The two parts can be played from one to the other (First Corps, then Twelfth) but the Twelfth Corps version cannot be played alone (yet. If there is interest in such a thing I can come up with it later ... ) Note that there is some abstraction evident when played through to 10:00 am as the Union 2nd Corps does not make its appearance. Generally, if that causes a concern, I would have to direct you toward playing the entire game and not this scenario (or at least the 12th Corps addition to it.)

Map Area: The portion of the map used in this scenario consists of all map area to the North and West of the hex containing M/ DH/2 and Db(2) at the end of the Sunken Road. While the exact eastern edge of this zone is bluffed-because of the hex grainit can be determined exactly just prior to play to the satisfaction of the players. Note that the Db(1) in the Union First Corps area and Longstreet are both in play.

Set Up: Set up both sides as per the printed set up on the map (only those within the restricted area above.)

Game Length: Version A(The IstCorpsAlone) 5:30am to7:30 am. Version B (1 st and 12th Corps) 5:30 am to 10:00 am.

Artillery Ammunition: Both sides may fire as much as they want.

Reinforcements:

Union: The 12th Corps is the Union reinforcement (used in either version) and it is a variable entry. Roll one die each turn during the Union Corps Attack Stoppage Check Phase. If the number rolled is less than the number of the current turn (5:30 is 1, 7:00 is 4, etc.) then the 12th Corps (all) arrives at the hex where the Smoketown Road from Line's Farm exits the large hunk of woods. The hex is adjacent to the initial set up position for the Db(l) battery which lies along the eastern play boundary.

Confederate: During Version A-None.

During Version B: R.H. Anderson's Division arrives at 8:00 entering the south edge of the play area along the Hagerstown Pike.

Victory Conditions:

Union: The Union Player wins if, at the end of either version of play, if he holds both the Cornfield and the Dunker Church.

Confederate: The Rebel player wins if he holds both the Cornfield and the Dunker Church at the end of play.

Draw: The game is a draw if neither player can lay claim to both objectives. It is also a draw ifboth players claim to hold the Cornfield but neither has complete control over the feature's extent.

Obviously, historically version A ended in a draw and version B in a Union victory (of sorts.) A victory in these scenarios cannot be counted as more than a tactical success of the most precarious sort. The effect on the battle as a whole and (gasp!) the war itself must betaken with a major dose of salt! But, it's fun anyway...

Coming soon to a Gamer's mag near you-The Ninth Corps Attack Scenario...


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