by Robert Bottos
[Ed. Note: This scenario was submitted by an astute reader who noted that I never quite got around to the promised 9th Corps Scenario I hinted at when I did the Bloody Lane one in, oh, issue #1, two years ago. He took it upon himself to get it done and has my many thanks. This scenario uses the same notation system I devised in that original scenario to get around the lack of hex numbers on this early game's map. The original explanation is presented below in its entirely.] In order to work around the lack of hex numbers, and declining to have you mark up your maps yourselves, use the following method. From a given point on the map (usually a farm or other buildings; at times, other units or leaders already placed) you will be given a code such as "6h2" which means "direction six, two hexes." Directions are counted from I to 6 in a clockwise manner with direction one being due West. This is arrayed in the same manner as the Scatter Diagrams in TCS games, but with one pointing West. Burnside's Bridge: A Small ScenarioStart: 11am 9th Corps Special Rules are in effect. 9th Corps has been "partially" commited. McClellan Points: 16 (which includes the release of 9th Corps to the partial status) Boundaries: The scenario is bound by:
Set Up: Confederate: (Original Positions): lb(-2), P/JN/l, J/JN/l, D/JN/l, K/JN/l, Db(2), lb(-2), Db(2), R/Cav, Cb, ANVa Supply, ANVA HQ
Union: (Original Positions): Db(2), Burnside, Cox, 9 Corps HQ
Reinforcements:
Victory
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