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

  1. Random Events: Random events are not determined in this scenario.
  2. Destroyed Bridges/Ferries: Place destroyed markers over the following bridge/ferry hexsides:
  3. Union Bridges: Place Union minor river Bridge markers over the following Chickahominy River hexsides:
  4. 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).
  5. 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).
  6. 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.
  7. Union Movement Restriction: The Union brigade Naglee may not cross the Chickahominy River for the duration of the game.
  8. 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.
  9. 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:
  10. 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.

  11. 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:
  12. 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.

  13. Control: The Union player controls the following objective hexes at the start of the game:
  14. 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.
  15. 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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