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First Manassas - The Historic Battle
The following is an updated scenario for the battle First Manassas, or 1st Bull Run, which is based about the "Historic Battle game" as described in the Volley & Bayonet rule book. The order of battle has been derived from an updated version supplied by Greg Novak, as part of his revised 1st Bull Run Campaign Game. Scenario errata and a revised map was supplied by Antonio Plasencia. Additional notes are provided by Keith McNelly or are from the original Volley & Bayonet scenario. Order of Battle: The Confederate artillery and most of the Union Artillery has been made into battalion guns. The few Union guns not serving as battalion guns are rifled weapons with regular army crews. They are therefore not rated as poorly trained. Army of the Potomac, Brig. Gen. P. G. T. Beauregard (AC), EX=10
Army of the Shenandoah, Brig. Gen. Joseph E Johnson (AC), Ex=9
Union Army, Brig. Gen. Irwin McDowell (AC) 1st Division, Brig. Gen. Daniel Tyler (DC), Ex = 7
2nd Division, Col. Hunter (DC), Ex = 3
3rd Division, Col. S. Heintzelman (DC), Ex=8
Confederate Command: Beauregard and Johnson act as army commanders for all Confederate troops. All Confederate troops moving to the front in march order do not have to be in command. In all other situations each Confederate stand that is out of command range rolls a die in the command phase. If 5 or 6 is rolled the stand is considered in command for that turn only. The only exception to this is Stuart's cavalry which is considered self ordering at all times. Deployment and Arrival: Troops on table are in field formation and may be stationary. All other troops arrive in road column.
Terrain: The Bull Run stream may only be crossed below, or on the right right when referencing the following map, Stone Bridge at the marked fords by infantry, cavalry and artillery at the usual movement costs. Infantry may cross anywhere above (left) of Stone Bridge. Artillery & cavalry however are only being able to cross at fords or bridges. Usual movement costs apply. The woods are considered open. Troops using movement columns and crossing streams, suffer a half move penalty. All other terrain movement penalties are as per the rules. Game Length: The battle starts at 8am and ends at the end of the 6pm turn. The Union player moves first. Victory: To hold at the end of the battle at least three of the following five objectives:
An objective is considered held if there are no enemy units in good order within short range of the objective in question and his troops in good order were the last to pass through the objective. Game Map: |

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