a scenario for Stonewall in the Valley (using counters from Grant Takes Command)
from the Great Campaigns of the American Civil War series
designed by Ed Beach
NOTES: Picking
up the Valley campaign after Sigel’s debacle at New Market, General David
Hunter marches south from
MAP: Stonewall in the Valley south map.
COUNTERS: All listed counters are available from Grant Takes Command.
GAME LENGTH: 3 turns; June 4 to 6, 1864
SPECIAL RULES:
5. TURN 1: The Union player automatically wins the first four initiatives of the game. They must be used in exactly this order:
· Tibbits must be activated first
· Wynkoop must be activated second
· Hunter must perform an activate leader action for the third and fourth initiatives
After these four initiatives, initiative is determined normally for the rest of the game. Note that these Union moves will probably cause hidden Confederate units to be revealed as more and more Union units move to within 2 hexes of the Confederate starting locations.
6. UNION PONTOON BRIDGE: The Union player may build minor river pontoon bridges normally in this scenario. However, the Union player may also build one major river pontoon bridge in this scenario, taking a shortcut from the usual procedure. One time only, the Union player may build a major river pontoon bridge by activating Moor or Thoburn for a march action while adjacent to a ford over a major river. (The destroyed bridge from S3921 to S4020 does count as a ford). That unit gains one fatigue level as usual. However, instead of marching, the unit remains in place and a pontoon bridge is extended from the unit’s hex across the major river ford (no die is rolled; this attempt is automatically successful). This bridge can never be moved and this ability can only be used once per scenario. This special bridge construction may occur as part of an Activate Leader action. The unit building the bridge does not need to make an extended march roll, even if the action brings him to Fatigue Level 3 or 4.
7. HEX
CONTROL: The Confederate Player controls all objectives at the start of the
scenario. A player gains control of
an enemy-controlled objective hex at the moment one of his infantry (not
cavalry) units enters that hex. A
player maintains control of an objective hex even if he does not have an
infantry unit occupying it, assuming the enemy player does not gain control of
that hex.
VICTORY CONDITIONS:
The Union player gains and loses Victory Points (VP) for the following occurrences.
+14
Union control of
+8 Union control of Fisherville (SIV S3133)
+6
Union control of
+6
If either of the two Union infantry brigades ends the game within 4 hexes
of
+3 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).
-2 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).
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
|
26 or more |
Union Decisive Victory |
|
21 to 25 |
Union Substantive Victory |
|
15 to 20 |
Union Marginal Victory |
|
10 to 14 |
Confederate Marginal Victory |
|
5 to 9 |
Confederate Substantive Victory |
|
4 or less |
Confederate Decisive Victory |
UNION SET-UP:
| Unit/Leader | Size | Cmd | Type | Manpower | Hex |
| Moor | Brig |
WV-1 |
Inf |
7 |
SIV S3612 (Tollhouse) |
| Tibbits | Brig |
Cav-1-WV |
Cav |
2 |
SIV S3712 (Harrisonburg) |
| Wynkoop | Brig | Cav-1-WV | Cav | 2 | SIV S3712 (Harrisonburg) |
| Hunter | Dist |
WV |
Ldr |
- |
SIV S3713 |
| Thoburn | Brig |
WV-1 |
Inf |
7 |
SIV S3713 |
CONFEDERATE SET-UP:
| Unit/Leader | Size | Cmd | Type | Manpower | Hex |
| W E Jones | Dist |
WV |
Ldr |
- | See special rule 4 |
| B H Jones | Brig |
WV |
Inf |
2 |
See special rule 4 |
| Browne | Brig | WV | Inf | 2 | See special rule 4 |
| VA Militia | Regt | WV | Inf | 1 | See special rule 4 |
| Vaughn | Brig | Cav | Cav | 1 | See special rule 4 |
| Imboden | Brig |
Cav |
Cav |
2 |
See special rule 4 |
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