As a result of some arm twisting by Alan Saunders I have been persuaded to post a fun scenario that may be of interest. We have played this twice with totally different results each time.
The scenario has 4 independent forces appearing from the four corners of the table with conflicting victory conditions, in some cases for forces on the same side!!
CONFEDERATE INFANTRY
Withers E
Anderson 9 7 5
Chalmers E 8 5 3
Loomis 12 9 6
Rains E 9 6 4
CONFEDERATE CAVALRY
Sandy
Wilson 7 5 3
Kepel 7 5 3
Beatty E 8 5 3
1 Horse artillery stand
UNION INFANTRY
Wood
Wagner 8 7 5
Fyffe 8 6 4
Harker 8 7 5
1 Artillery stand
Palmer
Cruft E 6 5 3
Hazen 7 5 3
1 Artillery stand
UNION CAVALRY
Hanson
Freman 10 8 5
Hardy 10 8 5
Willis 9 7 5
1 Horse artillery stand
Map
The terrain is not very critical, a cross-roads in the centre with with roads towards the corners, two of them in the SE corner. A railway from the NE corner through the town to the W edge. The hills and woods should cover the entry and exit points, and some defensive terrain between the town and SE corner are all that is required. An attempt at an ASCII map is included. (Editor's Note: The map below was created from the ASCII map provided.)
A table size of 8 feet by 6 feet is required for standard rules distances. Normal terrain rules apply, the railway can provide cover and defensible ground to units touching it when the enemy is on the other side.
PLAYERS SHEETS
CONFEDERATE INFANTRY
Your half starved division is on a grand raid to gather supplies. You have scraped together an assortment of transport to carry off the Yankee supplies you believe are in Boxville. The idea is to be in and out before the Federals have a chance to react, but you have a funny feeling that things might not be that easy.
Enter on turn 1 via roads in SE corner in march column in any order. Exit where you came on.
SPECIAL RULES
You are returning from a most unsuccessful cavalry raid which has achieved nothing of note except expending a lot of ammunition. The result of a combination of relatively green troops newly equipped with Spencer magazine carbines. Your object in passing through Boxville is to replenish supplies. If you can find and beat some decent size Confederate forces or better still capture some rebel equipment before returning home so much the better.
Enter in SW corner in any formation exit via NE corner arrive move 2
SPECIAL RULES
You are returning from a most successful raid with all the loot you can possibly carry. Your reason for returning via Boxville is to destroy the Union stores there.
Enter from NW corner on move 3 and exit via SE corner
SPECIAL RULES
Due to the all too familiar failure of Union forces elsewhere you are currently on a rescue mission to save some stores that look like falling into Rebel hands. These are currently at Boxville guarded by one of your brigades. You have scraped together enough rail transport to move a brigade and intend to use this to remove the stores. Any stores you cannot move are to be destroyed.
A second division is providing support but your corps commander considers this too minor an operation to be involved with.
SPECIAL RULES
| UNION CAVALRY RESUPPLIED | ||
|---|---|---|
| FREEMAN | HARDY | WILLIS |
| SUPPLIES IN BOXVILLE | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6 | 5.5 | 5 | 4.5 | 4 | 3.5 | 3 | 2.5 | 2 | 1.5 | 1 | 0.5 |
| STORES ON TRAIN | |||
|---|---|---|---|
| 1 | 2 | 3 | 4 |
| CONFEDERATE WAGONS LOADED | |||
|---|---|---|---|
| 1 | 2 | 3 | 4 |
| STORES DESTROYED BY CAVALRY | ||
|---|---|---|
| 1 | 2 | 3 |
| MOVE | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| C | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| U | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Umpire Notes
The second game had the Confederates not only failling to get any stores but actually had some wagons captured, they did destroy the train as a slight compensation.