Michael Dye - Nov 18, 2004 7:40 pm (#310 Total: 317) My Grandson, Austin Michael Marsh, 1st birthday 1862, 1863 & 1864 Campaign Scenarios Ok folks, I think I've finally gotten the 1863 & 1864 campaign scenarios worked out. I also went back and added an historical option to the 1862 campaign scenario. So I'll post it again as well. To explain how I came up with the scenarios, I first started with the Ralph Loewen rules from 1980 which included 1862 and 1864 campaign scenarios. Using those as a basis, I made some minor modifications to each as necessary to bring them to what you have here. There was no 1863 scenario in the Ralph Loewen rules so I basically had to work it up on my own. Coming up with the Union info for the scenario was not difficult. I figured for their general supply it could be somewhere just below the middle of the 1862 & 64 levels. Their units in production was a simple matter of transferring what was on the 1863 scenario charts and it could easily be seen that they would be on the 2nd box of the first draft for the 7/63 strategic turn by the 28 militia & 5 garrison points that were built in the 6/63 strategic turn. The Confederate info was another matter. The units being shown as in production for the 1863 scenarios just didn't add up. Further, since the 1863 east scenario is only 8 game turns long and only covers one strategic turn, it was obvious that there needed to be additional units in production for a campaign game. The question was how much more of which units and when should they enter play. A comparison of strengths for the Union & CSA units in production for each of the 1862, 63 and 64 scenarios showed that in 1862 each side had nearly equal strength in production, while in 1864 the Union had an advantage of 45 strength points to 30 for the CSA. In the 1863 scenario the Union had 53 strength points in production while the CSA had only 28. Going with a line of thought that the Union gradually increases it size over the Confederacy I figured the CSA should have about 40-45 strength points in production for the scenario which would be somewhere between the 1862 & 64 differences. I then spread those extra points out over several cycles and you now have the CSA having 42 strength points in production for the 1863 campaign game. I was also not able to definately tell which draft box the CSA player should be on since there are units missing from production and what was there just didn't add up. I finally just decided that since the CSA had started the draft before the Union did to put them a couple boxes further along on the 1st draft. As for the 1863 CSA general supply level, you will note that it is nearly as high as the 1862 level while the 1864 level is quite a bit lower. The reason for this is that the 1862 and 64 scenarios both start near the end of winter where the amount of city supply coming in is still at zero. The 1863 scenario begins with the 6th cycle and supplies are starting to come in from the cities which gives the 1863 general supply a little boost. One might argue that it should be higher or lower, but, if I was going to complete the scenario, I had to make a decision and this seemed reasonable. You'll also note that on the 1863 & 64 scenarios I have listed a political point summary. They are not a necessity, but I wanted to show how I came about the political levels for those two scenarios just in case anyone wondered. I'll post one of the scenarios in each of my next three messages. If everyone thinks they look good, I'll go ahead and put them to pdf and will see if Ty can add them to the living rules. Mike Michael Dye - Nov 18, 2004 7:44 pm (#311 Total: 317) My Grandson, Austin Michael Marsh, 1st birthday 1862 Campaign Scenario 1862 Campaign Game: The game begins with the first Game Turn of the 3/62 Cycle. Do not perform the 3/62 Strategic Turn. Use the 1862 east and west scenario setups. Add the Union leader Curtis in hex A1410. Add the Confederate 1st Infantry Corps HQ on hex C2409. Add one CSA river transport in hex B5121, the leader Beauregard in hex B2802 and the naval leader Buchanan in hex C3119. The Political Point level is at (+2). The Confederacy has made two (2) failing political appeals and the union has made one (1) failing appeal. Kentucky and Missouri are Union states For the 4/62 Strategic Turn, the Union is on the 4th box of the second volunteer call. Their General Supply level is 175. For the 4/62 Strategic Turn, the Confederacy is on the 3rd box of the second volunteer call. Their General Supply level is 90. The Union has the following units in production on the production spiral which becomes available on the following strategic turns: 4/62: 10 Militia Strength Points and 1 Siege Train 5/62: 10 Garrison Strength Points 6/62: 28 Infantry Strength Points 7/62: 10 Cavalry Strength Points The Confederacy has the following units in production on the production spiral which becomes available on the following strategic turns: 4/62: 12 Militia Strength Points and 4 Garrison Strength Points 5/62: 6 Infantry Strength Points and 5 Garrison Strength Points 6/62: 16 Infantry Strength Points and 13 Cavalry Strength Points Headquarters Creation and Leader Entries: Union: Disregard the HQ creation procedure for the 4/62 Strategic Turn. Instead, on the 4/62 Strategic Turn place four Infantry Corps HQ’s in the same hex with the Army of the Potomac HQ and one Infantry Corps HQ with Buell who must be placed in command of it. On the 5/62 Strategic Turn place one Army HQ with Halleck who must be placed in command of it. This is in addition to the Corps HQ creation attempt for the 5/62 Strategic Turn. CSA: Disregard the HQ creation procedure for the 4/62 and 5/62 Strategic Turns. Instead, on the 4/62 Strategic Turn place one Infantry Corps HQ with Jackson and one Army HQ with A.S. Johnston. On the 5/62 Strategic Turn place three Infantry Corps HQ’s in the western theater each with an existing leader. If not already picked, the CSA player may automatically pick the leader R. E. Lee with one of his 6/62 leader picks. The Union leader Lyon has been killed and is out of play. OPTIONAL: If players wish to play the historical situation, or find additional balancing is necessary, apply the following rule: Halleck must remain in command of the Army HQ he is placed in command of through the 10/62 cycle. Grant must remain subordinate to Halleck during this time, only receiving movement and attack initiative through him. Grant may not be given a movement command individually nor roll for his own movement or attack initiative during this time. OPTIONAL: For those wishing to use the Historical Leader variant rule 27.0, make the following leader changes to the 1862 setup. All other parts of rule 27.0 are in effect including all leader promotions. Union: Replace the five star Grant counter with the four star Grant counter. Replace the three star McClernand counter with the two star McClernand counter. Replace the three star Crittenden counter with the two star Crittenden counter. Replace the three star Thomas counter with the two star Thomas counter. Add the 2 star Cavalry leader Stoneman to the setup in hex C2608. Add the 2 star leader Hooker to the setup in hex C2609. Add the 2 star leader Sedgewick to the setup in hex C2609. Add the 2 star leader Sherman to the setup in hex A3419. CSA: Replace the three star Buckner counter with the two star Buckner counter. Replace the three star Hardee counter with the two star Hardee counter. Replace the four star Bragg counter with the three star Bragg counter. Replace the three star A. Hill counter with the two star A. Hill counter. Replace the three star D. Hill counter with the two star D. Hill counter. Replace the three star Stuart counter with the two star Stuart counter. Replace the three star Magruder counter with the two star Magruder counter. Replace the three star Huger counter with the two star Huger counter. Add the three star leader Smith to the setup in hex A5721. Add the two star leader Floyd to the setup in hex A3723. Add the two star leader Ewell to the setup in hex C2409. Add the two star leader Cheatham to the setup in hex A3221. Add the two star leader Pemberton to the setup in hex C1640. Allow the Hardee and Buckner leaders to each command two of the infantry units they begin stacked with, dividing the forces up as evenly as possible until Hardee is promoted on the 4/62 Strategic Turn. Also allow Bragg to command the units he begins stacked with until he is promoted on the 4/62 strategic turn. Michael Dye - Nov 18, 2004 7:49 pm (#312 Total: 317) My Grandson, Austin Michael Marsh, 1st birthday 1863 Campaign Scenario 1863 Campaign Game: The game begins with the first Game Turn of the 6/63 Cycle. Do not perform the 6/63 Strategic Turn. Use the 1863 east and west scenario setups. Add one Union siege train in hex C2608. Add one CSA river transport in hex B5121, the CSA leader Gardner in hex B2125, the CSA leader Magruder in hex B0130, the CSA leader Price in hex A2025 and the CSA naval leader Buchanan in hex B3625. The Political Point level is at (+3). The Confederacy has made four (4) failing political appeals and the Union has made two (2) failing political appeals. Political Point Summary: Union: Capture CSA Fort: 1; Captured CSA Major Cities: 6; CSA Calls & Drafts: 6; CSA Political Appeals: 7; Total: 20 CSA: Union Calls & Drafts: 6; Union Political Appeals: 1; Emancipation Proclamation: 5; Replacement of Leaders, East: 4 (McClellan, Burnside); Replacement of Leaders, West: 1 (Buell); Total: 17 Kentucky and Missouri are Union States. The Emancipation Proclamation has been issued. For the 7/63 Strategic Turn, the Union is on the 2nd box of the first draft. Their General Supply level is 325. For the 7/63 Strategic Turn, the Confederacy is on the 4th box of the first draft. Their General Supply level is 85. The Union has the following units in production on the production spiral which becomes available on the following strategic turns: 7/63: 28 Militia Strength Points 8/63: 5 Cavalry Strength Points and 5 Garrison Strength Points 9/63: 10 Infantry Strength Points 10/63: 5 Cavalry Strength Points The Confederacy has the following units in production on the production spiral which becomes available on the following strategic turns: 7/63: 5 Infantry Strength Points, 3 Cavalry Strength Points and 4 Garrison Strength Points 8/63: 10 Infantry Strength Points and 4 Cavalry Strength Points 9/63: 6 Infantry Strength Points and 4 Garrison Strength Points 10/63: 4 Infantry Strength Points and 2 Cavalry Strength Points Headquarters are created and leaders picked as per the Cycle Turn Record Tracks. The following Union leaders are no longer in play: McClellan, Sumner, Porter (infantry leader), Lyon. The following CSA leaders are no longer in play: A.S. Johnston, Jackson, Van Dorn, Floyd. OPTIONAL: If players wish to play the historical situation, apply the following rules: Union forces that start the scenario within five hexes of Port Hudson and Vicksburg, respectively, may not move more than five hexes away from those points until they are captured by the Union. Confederate forces that begin the scenario in the state of Mississippi may not leave it until after Vicksburg falls to the Union. Union forces in the states of Arkansas, Louisiana and Mississippi at the time of the fall of Vicksburg may not leave those states until the first Game Turn of the 10/63 Cycle. The Union player may not freely allocate com-mand to Rosecrans until the first Game Turn of the 9/64 Cycle. Prior to this time Rosecrans may only move upon successfully rolling for his initiative. On the 7/63 Strategic Turn, replace Hooker as the commander of the Army of the Potomac with Meade and place Sykes in command of the Union 5th Corps HQ. Hooker is placed back in the leader pool and the CSA player receives two political points. Union units and leaders that begin the scenario on map C on or north of the xx12 hex row may not move south of there until the 8/63 Cycle. The Union movement restriction is only in effect so long as R. E. Lee remains on or north the xx12 hex row. OPTIONAL: For those wishing to use the Historical Leader variant rule 27.0, make the following leader changes to the 1863 setup. All other parts of rule 27.0 are in effect including all leader promotions. Union: Replace the three star Banks counter with the four star Banks counter. Replace the three star Hooker counter with the four star Hooker counter. Replace the five star Grant counter with the four star Grant counter. Replace the four star Sherman counter with the three star Sherman counter. Replace the four star Meade counter with the three star Meade counter. Add the two star leader Sheridan to the setup in hex A4325. Add the two star leader Steele to the setup in hex B2416. Add the three star leader Sykes to the setup in hex C2411. Add the two star leader Wright to the setup in hex C2512. Confederate: Replace the three star Magruder counter with the two star Magruder counter. Add the two star leader Cheatham to the setup in hex A4526. Add the two star leader Hindman to the setup in hex A4526. Add the two star leader Cleburne to the setup in hex A4526 Add the two star leader Walker to the setup in hex B2617. Add the two star leader Early to the setup in hex C2211. Add the two star leader Hood to the setup in hex C2312. Michael Dye - Nov 18, 2004 7:56 pm (#313 Total: 317) My Grandson, Austin Michael Marsh, 1st birthday 1864 Campaign Scenario 1864 Campaign Game: The game begins with the first Game Turn of the 4/64 Cycle. Do not perform the 4/64 Strategic Turn. Use the 1864 east and west scenario setups. Add one Union siege train in hex A4325 and two siege trains in hex C2608. Add the Union leaders Granger and Stoneman in hex A5625 and the Union leader Halleck in hex C2608 Add one CSA river transport in hex B5121, the CSA leader Magruder in hex B0132 and the CSA leader Walker in hex B5205. The Political Point level is at (+12). The Confederacy has made four (4) failing political appeals and the Union has made two (2) failing political appeals. Political Point Summary: Union: Capture CSA Fort: 1; Captured CSA Major Cities: 6; CSA Calls & Drafts: 10; CSA Political Appeals: 7; Replacement of Leader, West 1 (Bragg); Control of Mississippi River 12; Total: 37 CSA: Union Calls & Drafts: 10; Union Political Appeals: 1; Emancipation Proclamation: 5; Replacement of Leaders, East: 6 (McClellan, Burnside, Hooker); Replacement of Leaders, West: 3 (Buell, Rosecrans); Total: 25 Kentucky and Missouri are Union states. The Emancipation Proclamation has been issued. For the 5/64 Strategic Turn, the Union is on the 4th box of the 2nd draft. Their General Supply level is 500. For the 5/64 Strategic Turn, the Confederacy is on the 5th box of the 2nd draft. Their General Supply level is 25. The Union has the following units in production on the production spiral which becomes available on the following strategic turns: 5/64: 10 Infantry Strength Points 6/64: 20 Infantry Strength Points and 5 Cavalry Strength Points 7/64: 10 Infantry Strength Points The Confederacy has the following units in production on the production spiral which becomes available on the following strategic turns: 5/64: 8 Militia Strength Points 6/64: 4 Infantry Strength Points, 6 Garrison Strength Points and one Ironclad. The Ironclad is to be placed in hex B4117. 7/64: 4 Infantry Strength Points and 8 Cavalry Strength Points Each side may create HQ’s up to their counter limits. Red River Campaign: Union forces located in Mississippi, Louisiana and Arkansas may not leave that three state area until either Shreveport is captured or the third game turn of the 5/64 cycle, whichever comes first. Do not use leader pools for this scenario. Instead the remaining leaders enter as follows: Union: Wright is available on the 6/64 Strategic Turn. Wilson is available on the 11/64 Strategic Turn. CSA: Early, Hampton, S.D. Lee and Buckner are available on the 6/64 Strategic Turn. Place Buckner in the same hex as CSA leader Smith. Cheatham and Cleburne are available on the 8/64 Strategic Turn. Gordon is available on the 12/64 Strategic Turn. The following Union leaders are no longer in play: McClellan, Heintzelman, Buell, Curtis, McClernand, Sumner, Sykes, Crittenden, Porter (infantry leader), Rosecrans, Reynolds, Sickles, Lyon, McDowell. The following CSA leaders are no longer in play: A.S. Johnston, Huger, Van Dorn, Jackson, Gardner, Holmes, Floyd. OPTIONAL: If players wish to play the historical situation, apply the following rules: Replace the CSA leader J. Johnston as the commander of the Army of Tennessee with the leader Hood either 1) on the first strategic turn following the game turn the Union player first crosses to the southeast side of the Chattahoochee River, within two hexes of the city of Atlanta, or, 2) prior to the beginning of the second Game Turn of the 8/64 Cycle, whichever comes later. Temporarily remove Johnston from play. Replace the CSA leader Hood with the leader J. Johnston on the 2/65 Strategic Turn. Hood is permanently removed from play. OPTIONAL: For those wishing to use the Historical Leader variant rule 27.0, make the following leader changes to the 1864 setup. All other parts of rule 27.0 are in effect including all leader promotions. Union: Replace the three star Banks counter with the four star Banks counter. Add the two star leader Wright to the setup in hex C2210. Confederate: Replace the three star Magruder counter with the two star Magruder counter. Add the two star leader Cheatham to the setup in hex B3717. Add the two star leader Hindman to the setup in hex B5205. Add the two star leader Cleburne to the setup in hex B5205. Add the two star leader Early to the setup in hex C2212. The three star leader Buckner still enters play on the 6/64 Strategic Turn in the same hex as CSA leader Smith.