<strong>Seven</strong> <strong>Pines</strong> CWB #121.7 NorthNorth is toward the 1.xx hexrow ofeach map. Map D is in the west, Map F is inthe east.2.0 Union Special<strong>Rules</strong>2.1 Historical McClellanRestrictionsFor all of the restrictions listed below,note that they remain in effect even ifMcClellan becomes a casualty.2.1a Union Anti-initiative Ratings. Forany initiative that would require Uniontroops to attack, McClellan has an antiinitiativeof -2. For orders involvingmovement or defense (only), McClellanhas no anti-initiative. No Union corpscommander has anti-initiative.2.1b McClellan’s Paranoia. McClellanwas convinced that the Rebel army greatlyoutnumbered his own forces at all times.Therefore, he was extremely cautious aboutany aggressive move made by his ownforces, always alert to an enemycounterattack.To reflect this fear, subtract 2 fromany Corps Attack Stoppage Check (if usingthe defensive orders option, do not use thismodifier for defensive checks.)2.2 Attachments andDetachmentsNo Union Corps can attach units toanother corps. A corps can detach up to onedivision to operate on Divisional Goals.Brigades cannot be detached or givenDivisional Goals.2.3 Heintzelman inCommandFor scenarios 5.1 through 5.5,Heintzelman, not McClellan, is in commandof the Union troops on the map. A replleader—not one of the divisioncommanders—is commanding the 3rdCorps, and all orders from Heintzelman tothe 3rd Corps must go through the regularorder issue and acceptance procedures.2.4 Union options2.4a Grover’s Brigade. In any scenariothat calls for the arrival of Hooker’s Division(2-3) allow 1-2-3 to enter with it. Thisoption gives the CSA player 1 VPThis brigade was left behind to guardthe Union rear, where it proved unneeded.It was a fine unit, and could have been putto good use in the battleline.2.4b More rapid response of 3rd Corps.In any scenario that has 3rd Corps unitslisted as reinforcements, move the arrivaltime for Hooker’s Division (2-3) units up 4game-turns. This option gives the CSAplayer 5 VPThe Union army was alert to the peril4th Corps was in, and had taken steps tosupport it. 3rd Corps was specifically taskedwith supporting Keyes in the event of anattack. However, Hooker’s Division wasleft further from the battlefield, and couldhave been stationed much closer.2.4c McClellan Attacks! Ignore thehistorical McClellan restrictions listed in2.1a and 2.1b. This option gives theConfederate Player 2 VPThe historical McClellan restrictionsare pretty limiting for the Union player.This option simply assumes that McClellanshowed a little more aggressiveness thanwas the case historically.3.0 ConfederateSpecial <strong>Rules</strong>3.1 CSA CommandarrangementsThe CSA forces are organized intowings, which function exactly like corps inthe game. Huger’s Division (Hu Division)does not belong to any wing, and can onlybe given orders via Divisional Goal directlyfrom the Army HQ.3.2 CSA separate unitsThe CSA player has three separateartillery units, designated ANV. At anytime, each of these artillery units must tracecommand radii to any friendly divisioncommander, and can act upon any ordersthat division may have. Actual issued ordersare not needed to switch divisions, etc,simply tracing radii to another divisioncommander during the command phase isall that is needed.3.3 Attachments andDetachmentsNo unit can attach subordinate units.Divisions can detach individual brigades(or be detached themselves) to operate underDivisional Goals.3.4 ConfederateOptions3.4a The Longstreet Two-step. In allthe <strong>Seven</strong> <strong>Pines</strong> scenarios, Longstreet israted 0. The CSA player may exercise thevariant option of flipping Longstreet to his“4” rated side, instead. Exercising thisoption would give the Union player 5 VP.Somewhere between Johnston andLongstreet communications broke downentirely. What exactly happened will neverbe entirely clear, given the verbal nature ofJohnston’s orders, but the results weredisastrous for Johnston’s plan of attack.Usually, Longstreet had a gift for graspingthe details of a plan clearly, and here weallow him the benefit of the doubt.3.4b The rest of the Left Wing. In anyof the scenarios which include the LeftWing, under Smith, players may addMagruder’s Division (M-L) comprised of6 Brigades of infantry and 2 artillery units.These units may set up within 6 hexes ofthe Left HQ, but no closer than 5 hexes toany Union unit. This option awards theUSA player 10 VP.These troops were busy guarding thecrossings of the Chickahominy so that therest of the Union army did not cross thatriver and march directly on Richmond.Their use would be a much more daringgamble by Johnston, and require a swift,decisive victory to preclude just such acrossing. This option heavily favors theCSA Player.4.0 VictoryVictory is decided via theaccumulation of points by each side basedon their performances. Victory Points areawarded in four categories: for overall lossesinflicted on the enemy, for terrain capturedon the map, for structural damage inflictedon enemy organizations, and for use ofoptions. At the end of each scenario, totalup the Victory Points awarded to eachplayer based on the tables below. Subtractthe Confederate Victory Points from theUnion Victory Points, and using thisdifference, check the specific scenario todetermine the level of victory.Page 2
The <strong>Gamers</strong>, Inc.4.1 Victory Points Awarded for TerrainPoints are awarded for control of specific hexes on maps D and E. To control a hex,the player must have a unit occupying that hex, or have been the last player to pass a unitthrough that hex. Points are only awarded at the end of the scenario.Hex USA Award CSA AwardD27.19 5 0D29.11 5 0D10.15 5 0Each Urban Hex 10 0E5.06 3 0E28.01 3 0E45.16 3 1E26.20 2 3E19.16 2 3E27.35 0 10E8.32 0 5E8.23 0 54.2 Victory Points Awarded for CasualtiesThese awards are given only for permanent losses. Ignore stragglers and artillerylosses in this calculation. Then compare the total to the chart below, and give the opposingplayer that number of victory points. For instance, if the Union army lost 57 permanentcasualties, the CSA Player would get 10 VP.CSA Losses (with Optionals) USA Losses VP Award17 24 19 125 36 28 334 48 37 543 60 46 751 72 55 1068 96 74 1485 120 92 19102 144 111 25119 168 130 31136 192 148 39153 216 167 504.3 Victory Points Awarded for WreckedFormationsVictory points are also awarded for wrecking larger formations. Awards are made foreach division of either army that is permanently wrecked (do not count stragglers) at the endof the scenario. Each division is worth the number of points given on the chart below.CSA Divisions VP Award USA Divisions VP AwardL-R 6 1-2 3dH-R 4 2-2 3Hu Div 2 2-3 3S-L 5 3-3 3M-L (opt) 5 1-4 22-4 25.0 Scenarios5.1 Scenario 1: May 31st.This scenario covers the historical action onMay 31st, and as such is quite limited in scope.Despite the initial CSA advantage in numbers, playerswill quickly see how few troops were actually sentforward to engage the Federals; namely the fourbrigades of D H Hill’s division, virtually unsupportedby the vast force arrayed behind them.General Information:First Turn: 1:00 p.m. May 31stLast Turn: 8:00 p.m. May 31stScenario Length: 15 TurnsMaps used: D and EFirst Player: CSAUnion Information:Set Up:2-4, 4b—w/i 2 E22.131-4, 4b(3) 4b—w/i 1 E26.204 HQ and Supply, Keyes—E27.232-3-3, 3-3-3, 3b—w/i 2 E26.31Artillery Ammunition: 30Reinforcements:3 p.m. May 31stHeintzelman, 3 HQ and Supply E27.35Sumner, 2 HQ, Sedgwick, 1-2-2 E1.351-3-3 E25.353:30 p.m2-2-2 E1.35Richardson, 1-1-2 E6.344:00 p.m3-2-2, 2 Corps supply E1.352-1-2 E6.344:30 p.m.3-1-2 E1.355:00 p.m2b E1.356:00 p.mHooker, 2-3 Division, 3b E27.35Page 3