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TEMPLATE EXAMPLE OF A COMMON [BOTH SIDES] BRIEFING FOR A TYPICAL KS
SCENARIO
v=
HISTORICAL BACKGROUND
&=
Oslash; It is July of 1861. The North Am=
erican
continent has slid into civil war, for which neither side is really prepare=
d.
&=
Oslash; Apart from Indian fighting in the
West, the last American war was the Mexican conflict 12 years ago. Many of =
the
participants have since left the armed services, though some have re-enroll=
ed,
on both sides, including many of the senior officers.
&=
Oslash; The lack of recent hostilities, =
and
the American aversion to standing peacetime armies of any real size, is
reflected in the obsolence of the weapons curre=
ntly
available, and the greenness of the troops and some officers.
v=
THE MAP
&=
Oslash; The map of the likely area of
operations is bisected from east to west by three railroad lines.
&=
Oslash; The northernmost line is unfinis=
hed
and consists only of embankments and cuttings, providing good defensive
positions for much of its length.
&=
Oslash; The southernmost line runs from =
the
important seaport of Norfolk to Manassas Junction, skirting to the north of
Richmond, the rebel capital.
&=
Oslash; At Manassas Junction, the line s=
plits
into two branches. One branch, the Orange & Alexandria, runs away to th=
e SW
and is the first stretch of a very long line running down to Knoxville,
Tennessee and thence to Vicksburg and the Mississippi valley. Many continge=
nts
of rebel troops are understood to have used this line on the way to join th=
eir
army in Virginia.
&=
Oslash; The second, more northerly, bran=
ch is
named the Manassas Gap Railroad and runs west to Piedmont, VA from whence it
gives access to the Shenandoah Valley, the breadbasket of the Confederacy. =
Here
the rebel Army of the Shenandoah has recently been more than holding its own
against the incursions of a superior Federal force under General Patterson.=
v=
TROOP & WEAPON CAPABILITIES<=
o:p>
&=
Oslash; INFANTRY
&=
sect; Although the factories are geari=
ng up
to produce rifled muskets, only a sprinkling have yet reached the armies in=
the
field. Most infantry are still armed with smoothbore muskets, many of the f=
lintlock
variety. These have a maximum effective range of only about 200 paces, and =
may
also have a problem in heavy rain.
&=
sect; There are only a few rifled musk=
ets in
each unit, but these can fire effectively over 500 paces.
&=
sect; Both kinds of weapon have integr=
al
bayonets, can only be fired effectively whilst standing, and once per minut=
e at
very best.
&=
Oslash; CAVALRY
&=
sect; For long range work, cavalry on =
both
sides carry relatively primitive and useless carbines, shotguns, hunting
pieces, etc.
&=
sect; For close range work, however,
revolving pistols are very useful, and sabres are also retained at present.=
&=
sect; Because the infantry are still m=
ainly
armed with obsolete smoothbores, and lack the training and morale to form
square, cavalry still stand a chance of charging home against infantry in
line [viz. JEB Stuart’s successful action against infantr=
y at
1st Bull Run]. This is especially so in the rain or where the fo=
ot
are disordered in some way.
&=
Oslash; ARTILLERY
&=
sect; Most of the guns on both sides a=
re at
this time relatively lightweight smoothbore 6 pounders; as such they could =
be
moved fairly quickly, though the teams lack
experience in doing this. Ammunition is carried in wheeled horse drawn limb=
ers
which accompany the guns.
&=
sect; Heavy anti-personnel Canister ca=
n be
fired effectively up to 500 paces; Light AP Canister up to 200 paces.
&=
sect; Spherical C=
aseshot
(shell) can have its fuse adjusted to explode after the desired time interv=
al;
the gun teams lack experience in measuring this at present. Maximum range c=
irca
2000 paces.
&=
sect; Roundshot=
span>, because of its weight and impe=
tus,
will bounce off hard (not soft) ground and can cut a s=
wathe
through standing troops. Maximum range circa 1500 paces. The gun teams lack
experience in placing the shot to maximum effect.
&=
sect; At this stage of the war, gun te=
ams
have neither high training nor high morale. Infantry can sometimes therefore
charge batteries with success [viz 33rd VA
and other units at 1st Bull Run]
&=
Oslash; MORALE
&=
sect; The recent fighting on the Shena=
ndoah
has suggested that, whatever the rebels may lack in equipment, their troops=
are
not short of fighting spirit, and may have an advantage in that regard.
v=
WEATHER & TERRAIN
&=
Oslash; The weather is overcast, but the=
roads
are still dry from recent sunshine.
&=
Oslash; Water levels are moderate, but
artillery and wagons will be unable to cross marked watercourses except at
fords or bridges. Horsed troops will have little difficulty negotiating wat=
ercourses,
and infantry will be delayed awhile only at the more substantial watercours=
es,
such as the main stream of Bull Run. Wheeled vehicles including artillery w=
ill
also be heavily delayed in woodland or by crossing railroad tracks.
<=
span
style=3D'font-size:7.0pt;line-height:120%'>UNIT TYPE & COST |
TACTICAL
MOVE |
COMBAT
VALUE |
MOVE
BONUS |
NOTES |
|
<=
span
style=3D'font-size:9.0pt;mso-bidi-font-size:7.0pt;line-height:120%'>SEQUE=
NCE OF
PLAY <=
span
style=3D'font-size:9.0pt;mso-bidi-font-size:7.0pt;line-height:120%'> <=
span
style=3D'font-size:9.0pt;mso-bidi-font-size:7.0pt;line-height:120%'>1 Phasing units move 2 Non-phasing (NP) horse moves if not pinned 3 Phasing units are pre-allocated targets & the=
n fire 4 NP units return fire [at units firing at them onl=
y] 5 Remove losses |
Gendarme 5 |
2 |
4 |
-1 |
Pinned
by any unit |
|
|
Leader 3 |
2 |
(+LV if stacked) Unaccompanied leader killed on 11 or 12 or if no adjac=
ent
unit to flee to. =
|
-1
per ‘+’ |
Can act as light horse unit |
|
|
Elite
horse 3 |
2 |
3 |
-1 |
Pinned
by any unit |
|
|
Elite
foot 3 |
1
½ |
3 |
0 |
|
|
|
Heavy
guns (HG) 3 |
1
½ ; cannot=
move
and fire in same phase |
2
(or if providing fire suppo=
rt to an
adjacent attacking unit, +1 to that unit) |
-1 |
Can
fire 4 boxes from a hill. |
|
|
Foot 2 |
1
½ |
2 |
0 |
|
|
<=
span
style=3D'font-size:7.0pt;line-height:120%'>OTHER NOTES: Diagonal
moves cost 1 ½ move. Firing & attacking can also be diagonal <=
span
style=3D'font-size:7.0pt;line-height:120%'> Scouting: he
with most horse (LC=3D2) deploys second, except storms, where stormer deploys 1st For
Storming,
place two bridges and a citadel in back row, + wagon in citadel. <=
span
style=3D'font-size:7.0pt;line-height:120%'>ROLL ONE D6 UNDER COMBAT VALUE=
TO
SCORE A HIT! |
Light
horse 2 |
2 |
1
(3 in pursuit) |
-2 |
Pinned
only by LH |
|
|
Reiters 2 |
2 |
2 |
-1 |
Pinned
by any unit |
|
|
Light
guns 1 |
1
½ |
1
(or if providing fire support to another unit they are stacked with, +1
to that unit) |
0 |
|
|
|
Wagons
0 |
0 |
0 |
0 |
[can
be stacked] |
|
|
<=
span
style=3D'font-size:7.0pt;line-height:120%'>TERRAIN +% INCIDENCE |
MOVEMENT
EFFECT |
COMBAT EFFECT |
<=
span
style=3D'font-size:8.0pt;mso-bidi-font-size:7.0pt;line-height:120%'>SEQUE=
NCE OF
PLAY <=
span
style=3D'font-size:8.0pt;mso-bidi-font-size:7.0pt;line-height:120%'> <=
span
style=3D'font-size:8.0pt;mso-bidi-font-size:7.0pt;line-height:120%'>1 Phasing units move 2 Non-phasing (NP) horse moves if not pinned 3 Phasing units are pre-allocated targets & the=
n fire 4 NP units return fire [at units firing at them onl=
y] 5 Remove losses |
|
Sunken
road 16% |
Guns
cross only at bridges |
-1
for foot and horse attacking across road |
|
|
Stream 16% |
Guns
cross only at bridges; others take full move to cross |
-1
for foot and horse attacking across stream |
|
|
River 16% |
Cross
only at bridges |
Attack
only at bridges |
|
|
Bridge 33% + second bridge 33% |
No
penalty |
No
penalty |
|
|
Village
33% + second village 33% |
Horse
may not enter. Acts as bridge if adjacent to river, stream or sunken road=
|
-1
to attack a villa=
ge |
|
|
Wood
[d6-2 to get #] |
Only
foot and light horse may enter. |
-1
to attack a wood |
<=
span
style=3D'font-size:9.0pt;mso-bidi-font-size:7.0pt;line-height:120%'>OTHER
NOTES: Diagonal moves cost 1 ½ move. Firing
& attacking can also be diagonal <=
span
style=3D'font-size:9.0pt;mso-bidi-font-size:7.0pt;line-height:120%'> Scouting: he with most horse (LC=3D2) de=
ploys
second, except storms, where stormer deploys =
1st
For Storming, place two bridges and a
citadel in back row, + wagon in citadel. <=
span
style=3D'font-size:7.0pt;line-height:120%'> |
|
Forest
[=3D 2 woods placed in same square] |
Impassable |
Cannot
be attacked |
|
|
Hills |
Takes
full move to enter |
[-1
to attack, except heavy guns] Heavy guns on a hill can attack anything within 4 move=
s,
regardless of intervening stuff. |
|
|
|
|
|
|
|
|
|
|