Antietam: 17. September 1862

 

American Civil War Scenario for the HWS DBA Extension

 

Map - The best wargaming maps for ACW are in Fire and Fury rules and scenario books. For DBA each grid should be 6" across.

 

 

The gaming table should extend 6" north of the cornfield (to the "Puffenberger" farm), 30" east of the cornfield (to Porterstown), 9" south of the Burnsides Bridge (to the Snively Farm) and 6" west of the Dunker's Church (to the Hauser Farm). The total table should measure 42" by 70"

 

Numbers in brackets are the number of recoils an element can take before it is destroyed.

 

Confederate Order of Battle

 

C-in-C - Lee (d10 command - may use roll to replace roll of subordinate, if within 6")

 

on table: at least 3" south of the cornfield and north of Sharpsburg: 

II Corps: Commander Jackson (d8 command; break point = 9 units lost) 

4x Rifle(4), 7x Rifle(3), 2x Rifle(2), 2x Artillery(3), 2x Artillery(2)

 

on table: not more than 6" from the west edge of the table and not more than 6" from the north edge of the table -

II Corps - 2x Artillery(3)

 

on table: in or south of Sharpsburg but not more than 24" from the west edge of the table

I Corps: Commander Longstreet (d10 command; break point = 7 units lost)

1x Rifle(5), 1x Rifle(4), 8x Rifle(3), 6x Rifle(2), 3x Artillery(3), 2x Artillery(2) 1x Artillery(1) 

 

Reinforcements

Turn 3 - on western edge of map within 6" of southern edge

II Corps - 2x Rifle(3), 3x Rifle(2), 1x Artillery(3)

 

Union Order of Battle

 

C-in-C - McClellan (d4 command - may NOT use roll to replace roll of subordinate)

 

On table - anywhere on north edge of table but not within 9" of western edge

I Corps: Commander Hooker ( d6 command; break point = 4 unit lost)

1x Rifle(4), 5x Rifle(3), 3x Rifle(2), 1x Artillery(4) , 1x Artillery(3), 1xArtillery(2)

 

on table - anywhere on north edge of table but not within 18" of western edge of table

XII Corps - Commander Mansfield (d4 command; break point = 3 units lost) 

2x Rifle(5), 2x Rifle(3), 1x Rifle(2), 3x Artillery(3)

 

on table: within 18" of the east edge of table, and within 12" of the north table edge

VI Corps - Commander Franklin (d4 command; break point = 3)

1x Rifle(5), 6x Rifle(4), 1x Artillery(4), 1x Artillery(3)

 

on table within 12" of the east edge of table, within 24" of the north table edge

II Corps - Commander Sumner (d6 command; break point = 4 units lost)

5x Rifle(5), 3x Rifle(4), 1x Rifle(3), 2x Artillery(3), 1x Artillery(2)

 

on table: within 12" of the east edge of the table and 18" of the south side of the table

IIX Corps - Commander Burnside (d6 command; break point = 6 units lost)

4x Rifle(5), 2x Rifle(4), 2x Rifle(3), 1x Artillery(3), 2x Artillery(2), 1x Artillery(1) 

 

Victory Conditions

 

When a Corps reaches its breakpoint it may not advance on the enemy. In addition, the PIP roll determines how many elements may hold their ground. All other elements in that Corps must retreat; Confederates towards the west edge of the table; Union troops to the east edge of the table.

At the end of 26 turns whichever side holds Dunker's Church, Piper's Farm and Sharpsburg wins a decisive victory. Holding two out of three of the objectives is considered a marginal victory. 

 

Special Rules

 

1. McClellan does not use his command roll to augment subordinate's rolls. instead he stays off table and attempts to activate Corps. A Corps cannot advance towards the enemy until it has been activated. Once activated it must advance at least 1" towards the enemy until it is within 4" of the enemy. This condition lasts for the rest of the game or until the Corps reaches its break point.

Hooker's Corps (I Corps) starts the game activated. Every time McClellan rolls a "6" on his command roll he may activate another Corps.

2. CinC's are treated as Lt. Horse elements, for movement, combat and fleeing. 

3. BUA are considered Bad Going give a +1 bonus, in fire and melee

4. The Bloody Lane just east of the Piper Farm is a sunken road and as such is considered Bad Going when entered from the east. It also gives a +1 bonus to fire and close combat.

5. Cornfields restrict line-of-sight to 1" until they are crossed over. In all other ways they are considered open ground.

6. Artillery units are really Horse Artillery, so they can fire in the enemy's bound

even, if they moved during the previous phase.

 


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