New Scenario:
GAINES MILL
a scenario for On to Richmond!
from the Great Campaigns of the American Civil War series
designed by Ed Beach
Changes in red represent modifications
since this scenario was published in Issue No. 1 of "The Skirmisher".
Players should incorporate these changes to improve the competitive balance of
the scenario.
Scenario 8: Gaines Mill
NOTES: During the second and third days
of the Seven Days, Lee unleashed a daring attack against Fitz John Porter's
V Corps on the Union right. Although repeated Rebel assaults finally broke
Porter's lines at Gaines Mill, the victory fell short of the opportunity
originally presented to Lee when Jackson's Valley Army first appeared on
the Union's exposed flank. In this scenario, the Union must hold their
position north of the river long enough to allow an orderly change of base
to the James. Ideally, McClellan will not have to divert many of the troops
from south of the river, who could instead press toward Richmond against
Lee's weakened line south of the Chickahominy.
MAP: Use north map only
GAME LENGTH: 2 turns; June 26 to June 27,
1862.
SETUPS: Click on the following text to
go to the appropriate setup: Union, Confederate
SPECIAL RULES
- Random Events: Random events are not determined
in this scenario.
- Destroyed Bridges/Ferries: Place destroyed
markers over the following bridge/ferry hexsides:
- N1929 to N2028 (Fisher's Bridge),
- N2130 to N2229 (Turner's Bridge),
- N2230 to N2330 (Long Bridge), and
- N2831 to N2832 (Forge Bridge).
- Union Bridges: Place Union minor river
Bridge markers over the following Chickahominy River hexsides:
- N1325 to N1326,
- N1325 to N1425,
- N1525 to N1526,
- N1625 to N1626.
- Movement Restrictions: No unit may cross
the Pamunkey or South Anna Rivers for the duration of the game. In addition,
no unit may enter any hex that is south of the Chickahominy River and whose
first two digits are "12" at any time during the game (i.e. hexes
1225 through 1233).
- Fords Impassable: All major and minor
rivers are unfordable throughout the game. Rivers may only be crossed at
undestroyed bridges and ferries. Both players may build bridges at the
end of Turn 1 (see 10.1).
- Union Gunboats: Gunboat rules are presented
in the Advanced Game (see 24.0). Players should read that section before
starting this scenario. The Union player has one Gunboat unit ("Gunboat-1"),
which remains in the "York River" box on the Gunboat Display
throughout the scenario on its "normal" side. Gunboat-1 may perform
"defensive support" and "bombardment" only in hexes
along the York-Pamunkey-Mattapony Rivers.
- Union Movement Restriction: The Union
brigade Naglee may not cross the Chickahominy River for the duration of
the game.
- Confederate Movement Restrictions: Units
from the following Confederate divisions are subject to a movement restriction:
Longstreet's division, AP Hill's division, and DH Hill's division. The
restriction is that no unit from these 3 divisions may move to a hex north
of Totopotomoy Creek. Since the headwaters of this creek are in the 08xx
hex column, there are no restrictions on these units' movement in hexes
west of this hex column. However, in this column and to the east, the units
are restricted (Example: in the 08xx column, they may move into hex 0819
but not 0818, 0817 or to the north; in the 09xx column, they may move into
0920, but not 0919). Units from these divisions may retreat over the creek.
If north of the creek due to a retreat, a unit may move freely until once
again on the south side of the creek. As soon as the unit is south of the
creek, this movement restriction is once again in effect.
- Start of Turn 1: The Confederate Player
automatically wins the first two initiatives on Turn 1. However, the following
movement restrictions apply to these two free actions:
- a Confederate unit may not enter a hex adjacent
to a Union unit, and
- a Confederate unit may not cross a Chickahominy
River hexside from any hex on the north map whose first two digits number
"05" or more.
NOTE: The Chickahominy River extends
from hex N0822 to N0117 even though that portion is categorized as a creek.
A normal initiative die roll is held for the third
Action Phase (and the remainder of the game). From this point on, these
two movement restrictions no longer apply.
- Night on June 26: The Confederate army
got a very late start on June 26. This special rule restricts both player's
ability to attack on Turn 1 accordingly. Players must keep track of how
many times the Confederate Player gains initiative on Turn 1. After the
second time that the Confederate Player wins the initiative roll, dusk
has fallen. Dusk has no effect on game play, but signals to both players
that night will soon fall, ending attacks for this turn. Note that the
initiative in which dusk falls will be the fourth Confederate action of
Turn 1 (due to the two free initiatives granted by Special Rule 9). Once
dusk has fallen, attacks can continue as usual until the first subsequent
initiative die roll in which a tie roll for initiative occurs. As soon
as this tie roll occurs, night has fallen. The Confederate Player still
wins the initiative per usual, but this action, and all subsequent Turn
1 actions, are under the following restrictions:
- Neither player may initiate an assault action
- Neither player may cavalry retreat
- Neither player may attack during a march action
Note that ZOC still function normally at night
and players can enter and exit ZOC as usual. Note that there are no such
night rules in effect for Turn 2.
- Control: The Union player controls the
following objective hexes at the start of the game:
- White House Station (N2823)
- Tunstall's Station (N2524)
- Summit's Station (N2126)
- Despatch Station (N1927)
- Old Cold Harbor (N1523)
- Watt (N1524)
- New Cold Harbor (N1423)
- Lee: The battles of Beaver Dam Creek
(June 26) and Gaines Mill (June 27) represented Lee's first two days of active
campaigning as the commander of the Army of Northern Virginia. For the
duration of this scenario, the General Lee bonus is not included when
calculating combat die roll modifiers.
- Porter: During an activate leader action, the
Union corps leader Porter may activate any Union infantry unit in this
scenario, whether or not they are actually affiliated with the V
Corps. All restrictions on the number of units activated based on the
initiative die roll (see 5.2) still apply normally.
VICTORY CONDITIONS
The Confederate player gains and loses Victory
Points (VP) for the following occurrences:
| VP |
Reason |
| +6 |
If the Confederate player controls
Watt (N1524) at the end of the game. |
| +3 |
If the
Confederate player controls Old Cold Harbor (N1523) at the end of the game. |
| +3 |
If the
Confederate player controls New Cold Harbor (N1423) at the end of the game. |
| +3 |
If the
Confederate player controls White House Station (N2823) at the end of the
game. |
| +2 |
If the
Confederate player controls Tunstall's Station (N2524) at the end of the
game. |
| +2 |
If the
Confederate player controls Summit's Station (N2126) at the end of the
game. |
| +2 |
If the
Confederate player controls Despatch Station (N1927) at the end of the
game. |
| +5 |
If Slocum's
infantry division crossed to the north side of the Chickahominy River on
Turn 1 |
| +5 |
If Richardson's
infantry division crossed to the north side of the Chickahominy River on
Turn 1 |
| +3 |
If Peck's
infantry division crossed to the north side of the Chickahominy River on
Turn 1 |
| +2 |
If Slocum's infantry division crossed
to the north side of the Chickahominy River on Turn 2 (and had not already
crossed on Turn 1) |
| +2 |
If Richardson's
infantry division crossed to the north side of the Chickahominy River on
Turn 2 (and had not already crossed on Turn 1) |
| +1 |
If Peck's infantry division crossed
to the north side of the Chickahominy River on Turn 2 (and had not already
crossed on Turn 1) |
| +1 |
For each
point of Union Manpower Value lost in combat, retreat, or cavalry retreat
(not in extended march, force march, or moving from one enemy ZOC
to another) |
| -1 |
For each
point of Confederate Manpower Value lost in combat, retreat, or cavalry
retreat (not in extended march, force march, or moving from one
enemy ZOC to another) |
At the end of the game, the Confederate
VP total is calculated and the players consult the chart below to determine
the winner.
| Winner |
Confederate
VP |
| Confederate
Decisive Victory |
26 or
more |
| Confederate
Substantive Victory |
22 to
25 |
| Confederate
Marginal Victory |
18 to
21 |
| Union
Marginal Victory |
14 to
17 |
| Union
Substantive Victory |
8 to 13 |
| Union
Decisive Victory |
7 or less |

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Great Campaigns of the American Civil War, Stonewall Jackson's Way, Here Come the Rebels, Roads to Gettysburg, Stonewall in the Valley, Stonewall's Last Battle and On to Richmond are trademarks of Avalon Hill Games, Inc. used with permission. Avalon Hill Games, Inc., a Hasbro affiliate. All rights reserved.
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