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Seven Pines Specific Rules - MMP Gamers Archive

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<strong>Seven</strong> <strong>Pines</strong> CWB #12Historically, the result was a draw, with a finalvalue of -1. The USA won 7 VP for CSA losses,4 for wrecking dH-R, and none for terrain. TheCSA won 5 VP for USA losses, and 7 for terrain5.4 Scenario 4: The Battleof <strong>Seven</strong> <strong>Pines</strong>This scenario recreates the full two days’battle of <strong>Seven</strong> <strong>Pines</strong>, warts and all. TheConfederate initial orders make it an especiallydifficult scenario for the CSA player.General Information:First Turn: 1:00 p.m. May 31st.Last Turn: 8:00 p.m. June 1st.Scenario Length: 55 Turns.Maps 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: 55Reinforcements:3 p.m. May 31stHeintzelman, 3 HQ and SupplyE27.35Sumner, 2 HQ, Sedgwick, 1-2-2 E1.351-3-3E25.353:30 p.m.2-2-2 E1.35Richardson, 1-1-2 E6.344:00 p.m.3-2-2, 2 Corps supply E1.352-1-2 E6.344:30 p.m3-1-2 E1.355:00 p.m.2b E1.356:00 p.m.Hooker, 2-3 Division, 3bE27.351:00 a.m. June 1st2x 2b E1.35Orders:4 Corps—defend the vicinity of <strong>Seven</strong><strong>Pines</strong>.3 Corps—move to the support of 4Corps, and help defend <strong>Seven</strong> <strong>Pines</strong>,counterattack if necessary to restore the<strong>Seven</strong> <strong>Pines</strong> position.3-3—has a divisional goal as statedfor 3 Corps order, above, reverts to theCorps command when its HQ arrives.2 Corps—move to vicinity of FairOaks and defend that position, and protectthe flank of the <strong>Seven</strong> <strong>Pines</strong> position.Any reinforcements that arrive out ofcommand range, have standing orders tomove to their join their HQ and becomesubject to any orders their command mayhave.Confederate Information:Set Up:G-dH-R—E24.08 ex E23.08Ro-dH-R—E26.08 ex E27.09Rs-dH-R—E26.07 ex E27.08F-dH-R—E24.06 ex E23.06dH-Rb, D H Hill—E25.07Hu Div—w/i 3 E48.10Right HQ and Supply—D27.20L-R—w/i 3 D27.20Hm-S-L, Ht-S-L—w/i 1 E2.10rest of S-L—w/i 2 E5.05Left HQ and Supply, ANV HQ and Supply,3x ANVb—w/i 2 E5.05Artillery Ammunition: 45Reinforcements: NoneOrders:dH-R—has a divisional goal to attackto capture <strong>Seven</strong> <strong>Pines</strong>, and then to continuethe attack to capture the crossroads atE26.31.L-R—P-L-R has a Divisional Goalto move to the Rail Road at D17.25 anddefend. W-L-R, C-L-R, and Pr-L-R havedivisional goals to move to join Huger’sDivison (Hu Div) and support it if attacked.No other units of the division have divisionalgoals.Hu Div—has a Divisional Goal todefend the Charles City Road.Right Wing—The RW has no orders.Left Wing—attack towards Fair Oaksin support of dH-R attack. Once Fair Oaksis captured, the attack will continue tocapture Orchard Station. These orders havea D2 status, and the CSA player may notstart rolling for delay removal until the2:00 p.m. turn command phase.VictoryUSA Massive Victory 10 or moreUSA Major Victory 7 to 9USA Minor Victory 3 to 6Draw -2 to 2CSA Minor Victory -3 to -6CSA Major Victory -7 to -9CSA Massive Victory -10 or lessHistorically, the result was a draw, with afinal value of 0. The USA won 10 VP forCSA losses, 4 for wrecking dH-R, andnone for terrain. The CSA won 7 VP forUSA losses, and 7 for terrain5.5 Scenario 5:Johnston’s OffensiveThis scenario presents Johnston’soriginal offensive scheme, a two prongedattack on Fair Oaks and <strong>Seven</strong> <strong>Pines</strong> by theconverging forces of the Right Wing,supported by Smith’s men of the Left Wing.It. more than any other, represents the battle<strong>Seven</strong> <strong>Pines</strong> should have been.General Information:First Turn: 6:00 a.m. May 31stLast Turn: 8:00 p.m. June 1stScenario Length: 69 TurnsMaps used: D and E (and F, if desired)First 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: 55Reinforcements:The following Union reinforcementsdo not have a specific appearance timelisted. Instead, they have a number—+2,for example. This number is the number ofturns following the first turn of any Unionunit being fired upon from a range of 3hexes or less that the listed units appear.For instance, if the first such fire occurs atNoon, then all units with the reinforcementcode of “+2” appear at 1:00 p.m.Page 6

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