Burnside's Bridge

A Scenario for ITQF

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 Scenario

Start: 11am
End: 6pm

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:
On the west side of Antietam Creek: All hexes south of the Boonsboro Pike from the Middle Bridge to Sharpsburg, inclusive. AH hexes east of the line running through the ANVa Supply Train, inclusive.
On the east side of Antietam Creek: AH hexes east of the Antietam Creek which are south of the Db(2) (1 hex north west of Burnside's Bridge), inclusive.

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
(New Positions): I Corps Supply (4 Supply Points): Lutheran Church 2h1 T/JN/1 w/i 2 Lower Bridge (west of the creek).
Longstreet, Jones, Stuart: with appropriate commands

Union: (Original Positions): Db(2), Burnside, Cox, 9 Corps HQ
(New Positions): 2/K/9 (attached to 2/9): Burnside/Cox
1/l/9: Burnside/Cox 4h2
2/l/9: 1/1/9 (above placement) 6h1
Wilcox: with either 1/1)9 or 2/l/9
1/2/9: from 2/1/9 above 6h1
2/2/9: from 1/2/9 above 6h1
Sturgis: with either 1/2)9 or 2/2/9
9b(-2):9 Corps HQ 1h1
9b: H. Rohrbach 5h3
Scammon, 1/K9:N. Rohrbach 1h1
9b: from 1/K/9 5h2
2/3/9: from last 9b 6hl
Rodman, 1/3/9 from 2/3/9 6h1

Reinforcements:
Union: None
Confederate: AP Hill, LD/2 (all) 2:30pm entry area A. Lee, Db(2) 3:00pm in any hex of Sharpsburg.

Victory
Union: The Union Player wins if he controls all hexes of Sharpsburg and retains control of Burnside's Bridge at the end of the game.
Confederate: Other than the above.


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