The Battle of Boxville

Contributed by: Tony Cane (tcane@ww2rsg.u-net.com)

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!!


ORDER OF BATTLE
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

Wagons
Move at infantry road speed and must stay on roads Each wagon has a capacity of one unit of stores The wagons must be attached to a brigade, one brigade may have all 4 attached
Collecting Stores
4 stands from a non spent brigade per unit of stores for one move (both phases) must not be fired upon.
Victory Points
10 points for each unit of stores collected .

UNION CAVALRY

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

Low On Ammunition
This will occur on a throw of 8, 9 or 10 and be permanent until you have resupplied that brigade. To resupply takes half a move in contact with supplies. firing is possible while resupplying but there must be no combat during your phase or the adjacent Confederate phase. Half a unit of supplies is used per brigade resupplied.
CAPTURED WAGONS (10 VICTORY POINTS)
To capture a wagon you must get a part or all battery captured result on the brigade it is attached to.

CONFEDERATE CAVALRY

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

Destroying Stores
2 stands from an non spent brigade per unit of stores for one move (both phases) must not be fired upon.
Destroying Train
2 stands from a non spent brigade for a full move (both phases) parent brigade must have won any combats
Victory Points
10 points for train destroyed .
5 points for each unit of stores destroyed.

UNION INFANTRY

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

Railway Movement
Loaded with infantry at infantry road speed Empty or loaded with stores at cavalry road speed can turn around in Boxville or move in reverse at half speed. Leave train as for a change of formation from road column. While on the train if fired upon factors as per road column no cover.
Loading Stores
4 stands from a non spent brigade per unit of stores for one move (both phases) must not be fired upon. The train has the capacity for 4 units of stores.
Destroying Stores
2 stands from a non spent brigade per unit of stores for one move (both phases) must not be fired upon.
Victory Points
10 points for each unit of stores removed.

UMPIRE SHEET

UNION CAVALRY RESUPPLIED
FREEMANHARDYWILLIS

SUPPLIES IN BOXVILLE
65.554.543.532.521.510.5

STORES ON TRAIN
1234

CONFEDERATE WAGONS LOADED
1234

STORES DESTROYED BY CAVALRY
123

MOVE
C12345678910
U12345678910

Umpire Notes


Playtesting Results

The first run of this fun scenario was a classic example of things never going to plan. I agonised over putting more troops in Boxville, only to see the player of this brigade acually sally forth give the Confederates a very blody nose (moved too close in road column) retire through the town and do the same to the cavalry aproacheing from the other direction! It could only happen in Fire and Fury. The Confederate infantry looked like they would have little chance at collecting supplies when a single move oppertunity suddenly presented itself, and they were in, loaded and out before the Union could reorganise. The Union cavalry were playing true to type in that they rolled so badly on manouver dice that they spent most of the game trapped in road column.

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.


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