IRON & OAK Play Book Table of Contents

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2 IRON & OAK Play Book Table of Contents Scenario Format...2 Scenario 1: Two Times is the Charm June or November Scenario 2: Hampton Roads March Scenario 3a: Vicksburg Blockade July Scenario 3b: The Bluffs July Scenario 3c: Fate of CSS Arkansas July Scenario 4: Phantom January Scenario 5: New Carthage February Scenario 6: Wassaw Sound June Scenario 7: Battle of Plymouth April Scenario 8: Duel June Scenario 9a: Battle of Mobile Bay: The Gauntlet August Scenario 9b: Battle of Mobile Bay: Final Clash August Scenario 10: Trent s Reach January Scenario 11: Spanish River March 1865 (hypothetical)...19 Scenario 12: Design your own...20 Campaign Game Scenarios...21 Generating Battles...21 Campaign Maps...22 Engagement Battle...23 Passage Battle...24 Escort Battle...25 Defend Battle...26 Blockade Battle...27 Version 4

3 Scenario Format Iron & Oak Iron & Oak includes thirteen historical scenarios and one hypothetical scenario. Three (3a, 3b and 3c) may be combined into a mini campaign, and two (6a and 6b) are played as a campaign. There is also an outline for constructing a Design Your Own scenario. All of the scenarios have a similar format and are organized into the following sections; Reference Scenario #10: Trent s Reach January 1865 Scenario Name and Date Union Forces (10) The (10) indicates the number of Action Cards the Union player is dealt. The six ships and forts the Union player commands identified by letters A through F. *Confederate Forces (10) The asterisk (*) indicates that the Confederate player plays first. The (10) indicates the number of Action Cards the Confederate player is dealt. The seven ships the Confederate player commands identified by letters T through Z. Place an Elite Grade Marker on USS Onondaga, and Crack Grade Markers on USS Massasoit, CSS Fredericksburg, CSS Richmond, CSS Virginia II and CSS Drewry. Play Area Layout Indicates banks along the map edges (if any), the starting position of each unit, on or off the play area, torpedo/mines or obstructions (if any), and any other reference markers. Slow Current & Direction Forts Heavy Obstructions Union Side Ships starting on play area Ships starting off play area Confederate Side Exit side for Victory Conditions Bank Shoal Depth Ships start as indicated, on or off of the play area. Those starting off the play area must Maneuver to enter the play area. Note that Forts are typically positioned off the play area, but are considered to occupy the adjacent Grid Box for range purposes. Version 4 2

4 Special Rules Rules unique to just this scenario. Wind is always Normal unless a Special Rule indicates it is Fresh. Victory Conditions The condition(s) either side must meet to win the battle. If neither side meets the conditions, or if both sides meet the conditions, the battle is a draw. Some scenarios are played until one side achieves victory, for example Scenario #8. A ship is considered to have taken Light Damage once it has suffered sufficient Hits to use the second line of its Maneuver Chart. It has taken Heavy Damage if it has suffered sufficient Hits to use the bottom (third) line of its Maneuver Chart. Optional Rules While not the case with Scenario #10, some scenarios have optional rules that may be employed if all players agree, for example Scenario #2. Version 4 3

5 Scenario 1: Two Times is the Charm June or November 1861 Union Forces (6) (A) USS Brooklyn (Average) {June 1861} or (A) USS Iroquois (Average) {November 1861} *Confederate Forces (6) (Z) CSS Sumter (Crack) Special Rules Fresh Wind. Sumter Maneuvers to enter starting on Turn 1. Sumter may not be given a Maneuver 2 Order. Victory Conditions Union: Prevent the Confederate victory conditions. No turn limit. Confederate: Exit Sumter under power with less than Heavy Damage. No turn limit. Historical Notes Both in June 1861, when leaving the Mississippi Delta, and in November when departing St. Pierre, Martinique, Sumter successfully eluded the Union blockaders. Confederate Victory. Version 4 4

6 Scenario 2: Hampton Roads March 1862 *Union Forces (8) (A) USS Minnesota (Average) {Grounded in position} (B) USS Monitor (Crack) (C) USS Zouave (Average) Confederate Forces (8) (Y) CSS Virginia (Crack) (Z) CSS Patrick Henry (Average) Special Rules Place a Grounded marker on Minnesota. She may not be given a Refloat Order. Zouave Maneuvers to enter on any turn or may remain out of the action for the entire battle. Victory Conditions Union: Prevent the Confederate Victory Conditions. Confederate: Sink Minnesota by Turn 30 while Virginia suffers less than Heavy Damage. Optional Rules Minnesota may be given a Refloat Order (exception to the Special Rule above) to break free, but she suffers an automatic and permanent Engine-S critical hit and must still perform the Engine-D check to determine if there is a WL Critical Hit. She may be towed to exit by Zouave, but may not drift off the map. During action the previous day against the Union ships Congress and Cumberland, Virginia suffered damage to both her smokestack and ram: o At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; o Virginia may still initiate ram attacks, but if successful must apply a -2 modifier to the d10d6d4 ram damage roll. Planning to engage only the unarmored Minnesota, Virginia carried just explosive shell instead of solid shot for her guns. Virginia must apply a -2 modifier to combat die rolls against USS Monitor. Fearing her new guns would burst under a full-charge load; Monitor s 11 Dahlgrens were only using two-thirds of the designed powder load. Monitor must apply a -2 modifier to her combat die rolls. Historical Notes Surprised by the presence of Monitor, Virginia was unable to close on the beleaguered Minnesota. Instead forced to engage this never-before seen type of Union ship, Virginia was unable to reach her objective as Monitor battled her to a standoff. As the tide ran out, the Confederate ships were forced to withdraw. Union Victory. Version 4 5

7 Scenario 3a: Vicksburg Blockade July 1862 Union Forces (8) (A) USS Carondelet (Crack) (B) USS Tyler (Average) (C) USS Queen of the West (Average) *Confederate Forces (6) (Z) CSS Arkansas (Crack) Special Rules (None) Victory Conditions Union: Prevent the Confederate Victory Conditions Confederate: Exit Arkansas under power no earlier than Turn 20 or later than Turn 30 with less than Heavy Damage. Linked Scenarios Scenarios 3a, 3b and 3c may be played as a mini-campaign game. Queen of the West, Essex and Arkansas carry over damage from scenario to scenario. Arkansas may attempt repairs following scenarios 3a and 3b according to the Campaign Game repair rules [8.8], but must apply a -4 DRM to each category when determining Repair, Critical Hit and Crew Replacement Points. The Union ships may not attempt repairs. Historical Notes As the four ships engaged, Carondelet was quickly disabled and ran aground. Arkansas fought off the remaining two Union ships and escaped down river to the safety of Vicksburg. Confederate Victory. Version 4 6

8 Scenario 3b: The Bluffs July 1862 Iron & Oak *Union Forces (8) (A) USS Queen of the West (Average) (B) USS Essex (Crack) Confederate Forces (6) (Y) CSS Arkansas (Crack) (Z) Vicksburg Battery The Bluffs (Average) Special Rules Arkansas may not move from her starting position, however she is not considered anchored. She suffers no combat penalty and receives no combat bonus. She is not subject to drift. She rolls d10/d4 in response to Ram Attacks. Only Union ships are subject to Torpedo-Mine Hazards [5.4.3]. The Vicksburg Bluffs Battery may use Plunging Fire at Medium as well as Long Range. Victory Conditions Union: Sink or strike Arkansas and exit both ships under power by Turn 30. Confederate: Prevent the Union Victory Conditions. Optional Rules May be played as a mini-campaign game with Scenarios 3a and 3c. Historical Notes Essex first closed with Arkansas while Queen of the West remained safely out of range from the fort s guns. After exchanging fire with both the Confederate batteries and Arkansas, Essex did manage to damage Arkansas while suffering only minor damage herself. She then continued down river while Queen of the West attempted to ram the Confederate ship. She made contact with Arkansas, but inflicted little damage while suffering numerous hits for her efforts before retiring safely down river. Confederate Victory. Version 4 7

9 Scenario 3c: Fate of CSS Arkansas July 1862 *Union Forces (6) (A) USS Essex (Crack) Confederate Forces (6) (Z) CSS Arkansas (Crack) Special Rules Arkansas starts with an Engine-D CH marker that cannot be repaired. If the scenario is played as a mini-campaign, ignore the Engine-D damage and carry over all remaining damage from Scenario 3b instead. Victory Conditions Union: Prevent the Confederate Victory Conditions. Confederate: Inflict Heavy Damage on the Essex and exit Arkansas under power by Turn 25. Optional Rules May be played as a mini-campaign game with Scenarios 3a and 3b. Historical Notes Arkansas moved down river to engage the Union forces. There she met her old adversary Essex. After a brief exchange, the Confederate ship lost all power and drifted to shore where she ran aground. Not wanting his ship to fall into Union hands, her captain ordered her destroyed. Arkansas was set afire and later exploded. Union Victory. Version 4 8

10 Scenario 4: Phantom January 1863 Iron & Oak Union Forces (10) (A) USS Brooklyn (Crack) (B) USS Susquehanna (Crack) (C) USS Oneida (Average) (D) USS Kennebec (Average) *Confederate Forces (6) (W) Fort Morgan Fortress Battery (Average) (X) CSS Florida (Average) (Y) False Contact (Z) False Contact Special Rules Place Fort Morgan as indicated. Only Gunnery Sections B & C are active. Set up the Union ships first, one per Grid Box as indicated in any configuration desired. Set up Florida and the two False Contacts second (use any other two Confederate ship counters), facedown, one per Grid Box as indicated in any configuration desired. Night combat conditions apply [6.2.4]. o o Union ships are always identified (face up), while Florida and the False Contacts start hidden (face down). To identify Florida or a False Contact, each Union ship may search for one hidden Confederate target in the same Grid Box at the end of its Movement Segment. After designating the target, roll one d10: 1-6 Search unsuccessful 7-10 Target identified Once identified, Florida remains face up for the remainder of the scenario; False Contacts are permanently removed from play. Only an identified ship may be the target of fire, crossing the T or ramming attacks. Immediately identify Florida if she fires her guns or attempts to ram. Ships may not be given Maneuver 2 Orders. False Contacts use the same maneuver rating as Florida. Attempting to enter a Grid Box with any hidden ship is an Opposed Maneuver. Only Union ships are subject to Torpedo-Mine Hazards [5.4.3]. Version 4 9

11 Victory Conditions Union: Sink or strike Florida. Confederate: Exit Florida under power by Turn 20 with less than Heavy Damage. Historical Notes Florida successfully eluded the Union blockaders of Mobile making the run out to sea. Confederate Victory. Version 4 10

12 Scenario 5: New Carthage February 1863 Iron & Oak Union Forces (6) (A) USS Indianola (Average) {starts Anchored [see 4.1]} *Confederate Forces (8) (Y) CSS Webb (Average) (Z) CSS Queen of the West (Average) {captured Union ship use the USS Queen of the West card and ship counter} Special Rules Indianola starts at anchor; place an Anchored marker on her. She may not Weigh Anchor or engage the Confederate ships in combat during Turns 1-6 unless a Confederate ship enters her Grid Box or engages her in combat. Indianola may operate normally starting on Turn 7 or once triggered as described. Night combat conditions apply [6.2.4]. Ships may not be given Maneuver 2 Orders. Victory Conditions Union: Sink, strike or force either Confederate ship to retire or inflict Heavy Damage on both Confederate ships by Turn 30. Confederate: Sink, strike or force Indianola to retire by Turn 30. Historical Notes After suffering serious damage at the hands of the more agile and faster Confederate ships, Indianola sank in shallow water and was captured. Shortly thereafter, she was destroyed rather than let her be recaptured by the advancing Union Forces. Confederate Victory. Version 4 11

13 Scenario 6: Wassaw Sound June 1863 Iron & Oak Union Forces (6/8) (A) USS Nahant (Average) (B) USS Weehawken (Crack) {Enters on turn 10 or later} *Confederate Forces (6) (Z) CSS Atlanta (Crack) Special Rules Fresh Wind. The Union player starts with 6 action cards and then draws 2 additional action cards once Weehawken enters. Weehawken Maneuvers to enter starting on Turn 10. Victory Conditions Union: Sink, strike or force Atlanta to retire. Confederate: Atlanta must inflict Heavy Damage on or force one of the Union ships to retire and exit under power by Turn 25. Historical Notes After engaging Nahant and Weehawken, Atlanta ran aground mid-river and was captured by the two Union monitors. Union Victory. Version 4 12

14 Scenario 7: Battle of Plymouth April 1864 Union Forces (8) (A) USS Miami (Crack) (B) USS Southfield (Average) *Confederate Forces (6) (Z) CSS Albemarle (Crack) Special Rules (none) Victory Conditions Union: Prevent the Confederate Victory Conditions. Confederate: Exit Albemarle under power no earlier than Turn 20 or later than Turn 30 with less than Heavy Damage. Historical Notes Albemarle rammed and sank Southfield but became fouled with her hulk. Miami then attempted to capture Albemarle but was repelled by her crew. Once freed of her adversary, Albemarle drove off Miami and continued downriver. Confederate Victory. Version 4 13

15 Scenario 8: Duel June 1864 *Union Forces (8) (A) USS Kearsarge (Crack) Confederate Forces (8) (Z) CSS Alabama (Crack) Special Rules Fresh Wind. A ship may retire from any side of the map. Victory Conditions Union: Sink, strike or force Alabama to retire. No turn limit. Confederate: Sink or force Kearsarge to retire. No turn limit. Optional Rules Alabama was armed with defective ammo. She must roll an additional d6 with each d8 shot. On d6 result of 1 or 2 apply -1 modifier to combat die rolls. Historical Notes The two ships jockeyed for the best firing position for nearly an hour all the while exchanging fire. However, Kearsarge s measured gunnery from her two 11 Dahlgrens took its toll on the Confederate ship, finally forcing Alabama to strike her colors. The raider later sank due to her damage. Union Victory. Version 4 14

16 Scenario 9a: Battle of Mobile Bay: The Gauntlet August 1864 *Union Forces (12) (A) USS Tecumseh (Crack) (B) USS Manhattan (Crack) (C) USS Winnebago (Average) (D) USS Chickasaw (Average) (E1) USS Brooklyn (Crack) (E2) USS Octorara (Crack) (F1) USS Hartford (Elite) (F2) USS Metacomet (Crack) (G1) USS Richmond (Crack) (G2) USS Port Royal (Average) (H1) USS Lackawanna (Crack) (H2) USS Seminole (Green) (I1) USS Monongahela (Crack) (I2) USS Kennebec (Average) (J1) USS Ossipee (Average) (J2) USS Itasca (Average) (K1) USS Oneida (Average) (K2) USS Galena (Average) Confederate Forces (6) (T) Fort Morgan Water Battery (Average) (U) Fort Morgan Fortress Battery (Average) (V) Fort Gaines Fortress Battery (Average) Special Rules Play Scenario 9a as a mini-campaign with Scenario 9b. Union ships numbered 1 and 2 are grappled together and, therefore, must move in concert. They utilize the 1 ship for movement determination but must apply a -1 modifier to all Maneuver rolls. They must stay grappled together, except: o o They automatically release the grapple if one or the other sinks or must retire. If either ship suffers Engine-D or Engine-S Critical Hits, or suffers Heavy Damage, they may automatically release the grapple if so desired. If a 1 numbered ship suffers any movement penalties through critical hits or damage, the grappled 2 numbered ship may assume movement determination but must apply a -2 modifier to all Maneuver rolls. Version 4 15

17 All Union ships must enter in the order listed on the map, with only a single ship or grappled ships entering per Grid Box. Therefore, ships (A), (E1) and (E2) enter first. Union ships do not roll for entry; it s automatic. Union ships must roll to exit normally. Each lead Union ship must attempt to move forward one Grid Box per turn. As one ship moves forward, the next ship(s) in line may attempt to move forward. If the lead ship fails to move, the trailing ships must wait. Union ships may not be given Maneuver 2 Orders and must remain in the same horizontal Band throughout the game. If any Union ship is fouled, suffers Engine-D or Engine-S Critical Hits, or Heavy Damage, the next ship(s) in line may enter the Grid Box(es) to pass the stopped or damaged ships. In this case, there may be up to four Union ships in a Grid Box. If a Union ship must retire due to crew casualties, it may move through other ships in a Grid Box in excess of the fourship limit. The Fort Morgan Batteries (T and U) are on the boundary between two Grid Boxes. These forts are considered to occupy both adjacent Grid Boxes when determining firing ranges. Conduct fire by and against the Fort Morgan Water Battery (T) and Fort Gaines (V) at ranges shown on the layout. As long as the Union ships remain grappled, the Fort Morgan Fortress and Water Batteries may not fire at the '2' numbered ships and vice-versa. Fort Gaines may attempt to fire at grappled '1' numbered ships, but hit locations "1", "4" and "5" are instead applied against the grappled '2' numbered ship at the resulting hit location. Union ships grappled together do not suffer the 2 DRM on the Gunnery Dice Roll Modifiers Chart for being grappled. Do not reshuffle the Action Card deck before dealing the cards for scenario 9b. Union ships that fail to exit by the end of Turn 30 do not participate in Scenario 9b. Victory Conditions Not applicable. Note: Union ships sunk or retired in Scenario 9a do not count towards the victory conditions of Scenario 9b. Historical Notes The Union Force pushed their way past the guns of Fort Morgan and Fort Gaines. Tecumseh struck a submerged mine and quickly sank. It was at this point that Union Admiral David Farragut is credited for uttering his famous line, Damn the torpedoes, full speed ahead. Version 4 16

18 Scenario 9b: Battle of Mobile Bay: Final Clash August 1864 Union Forces (10) {May transfer action cards from Scenario 9a, otherwise must keep 9a and 9b hands separate} (*) Union ships exiting from Scenario 9a *Confederate Forces (10) {May not transfer action cards from Scenario 9a, must keep 9a and 9b hands separate} (W) CSS Tennessee (Crack) (X) CSS Morgan (Crack) (Y) CSS Selma (Average) (Z) CSS Gaines (Average) Special Rules Scenario 9b is played as a mini-campaign with Scenario 9a. They are a good setting for four players. Scenario 9b starts the moment the first Union ship enters from Scenario 9a. o The scenario starts immediately upon the entry of the first Union ship. Since the Union ships must roll to exit the scenario 9a map, they are not required to Maneuver to enter the 9b map; it s automatic. They enter along the same Band as they exited. o When the scenarios are played consecutively, the Union player must track the exit turn for each Union ship. The first exit turn becomes turn 1 of Scenario 9b. The Union ships then enter the Scenario 9b map in the exit turn order from Scenario 9a. The Union side may transfer any number of action cards from the Scenario 9a hand to start the Scenario 9b hand. Draw up the Scenario 9b hand as needed to the 10-card total. Union ships numbered 1 and 2 may automatically release their grapple upon entry or at the start of any turn. If the Union ships remain grappled, ships numbered 1 and 2 automatically release the grapple if one or the other sinks, strikes, suffers an Engine-S Critical Hit, suffers Heavy Damage, or must retire. Victory Conditions Union: Sink, strike or force all four Confederate ships to retire by Turn 25. Confederate: Sink, strike or force at least four Union ships to retire by Turn 25 (or all Union ships if less than four exited from the Scenario 9a map). Historical Notes The Confederate force was quickly dispersed by the Union s weight of numbers. Selma was captured by Metacomet. Gaines was battered and run aground, where she was destroyed by her own crew. Morgan fled to the protection of the guns of Fort Morgan. Tennessee bravely fought on but was overwhelmed by the Union Force. With several gun ports jammed, her smokestack holed, and her steering gear shot away, she was no longer able to answer the call. The arrival of the Union monitors Manhattan and Chickasaw sealed her fate, and Tennessee struck her colors. Union Victory. Version 4 17

19 Scenario 10: Trent s Reach January 1865 Union Forces (10) (A) USS Onondaga (Elite) (B) USS Hunchback (Average) (C) USS Massasoit (Crack) (D) USS Spuyten Duyvil (Average) (E) Battery Wilcox (Average) (F) Battery Parsons (Average) *Confederate Forces (10) (T) CSS Fredericksburg (Crack) (U) CSS Richmond (Crack) (V) CSS Virginia II (Crack) (W) CSS Drewry (Crack) (X) CSS Hornet (Average) (Y) CSS Scorpion (Average) (Z) CSS Wasp (Average) Special Rules Fresh Wind. Richmond, Virginia II, and Drewry are grounded at the start. Mark each ship with a Grounded marker. When resolving Refloat Orders, utilize Challenge dice of d10d8 and Response dice of d10d8. When determining if any of the ships suffer an Engine-D Critical Hit, roll normally. All four Union ships must Maneuver for entry starting on Turn 1. Hornet, Scorpion and Wasp may Maneuver to enter on any turn or may remain out of the action for the entire battle. Victory Conditions Union: Sink, strike or force one of Fredericksburg, Richmond or Virginia II to retire or prevent the Confederate Victory Conditions. Confederate: Exit two of Fredericksburg, Richmond or Virginia II under power no earlier than Turn 20 but by Turn 30 with less than Heavy Damage. Historical Notes The Confederates were unsuccessful in making their way past the Union ships. Drewry sank and Onondaga hit Virginia II with a series of devastating shots from her powerful guns. She and the remainder of the Confederate Force retired safely up river. Union Victory. Version 4 18

20 Scenario 11: Spanish River March 1865 (hypothetical) *Union Forces (8) (A) USS Osage (Crack) (B) USS Cincinnati (Average) Confederate Forces (8) (Y) CSS Huntsville (Average) (Z) CSS Tuscaloosa (Average) Special Rules (None) Victory Conditions Union: Exit Osage or Cincinnati under power no earlier than Turn 20 but by Turn 30 with less than Heavy Damage and inflict at least Light Damage on or force both Confederate ships to retire. Confederate: Sink, strike or force either Union ship to retire or prevent the Union Victory Conditions. Historical Notes After the Union Victory at the Battle of Mobile Bay, the few remaining Confederate warships were ordered to prevent the Union forces from passing up river. The sister ships Huntsville and Tuscaloosa were positioned to give battle. Both were destroyed on 12 March 1865 to prevent their falling into Union hands. Version 4 19

21 Scenario 12: Design your own Union Forces (cards based on the number of ships) Select force based on points or ship match-up Confederate Forces (cards based on the number of ships) Select force based on points or ship match-up Special Rules Determine the forces by mutual agreement or by pitting specific ships head-to-head. Select which side plays first. o The number of Action Cards available is based on the number of ships per force: 1: 6 2-3: 8 4-6: 10 7+: 12 Determine the current direction and speed, if any. Determine the position of the banks, if any. Determine shoal depth Determine the wind, if any. Determine standard or night combat conditions. Determine whether there are Torpedo-Mines and/or Obstructions present. Victory Conditions Union: As determined by mutual agreement Confederate: As determined by mutual agreement Version 4 20

22 Campaign Game Scenarios There are five possible scenarios: Engagement, Passage, Escort, Defend, and Blockade. Engagement scenarios are head-to-head battles. Passage, Escort, and Defend scenarios may have either the Union or Confederate sides as the Attacker and Defender. In all Blockade scenarios, the Confederate side is the Attacker as a single ship attempts to slip through a blockading Union force. For every battle in the Campaign Game, players use the procedure here to determine the scenario, forces, and conditions for that battle. Use the instructions for the specific scenario type on the following pages when setting up each battle. Generating Battles Roll one d10 to determine the battle scenario: 1-3: Engagement 4-6: Passage 7-8: Escort 9: Defend 10: Blockade Depending on the scenario, players then determine further conditions under which the battle will be fought: Attacker/Defender and Force Size Battle End and Victory Conditions Action Cards Finally, each side draws action cards according to the number of ships it has committed to battle, including any ships added through the play of OUT OF THE MIST cards, but excluding False Contacts: Ships Cards 1: 6 2-3: 8 4-6: 10 7+: 12 Make certain to deal the Action Cards last before starting the battle. In that way, no advantaged is gained by knowing what cards are available for play. First Player The Attacker always plays first. Battle Setup Other than for blockade runners, night battles were very rare due to the limited visibility and the impact that had on navigating the challenging rivers and shoals. To simulate this small chance for scenario types other than Blockade, each side rolls one d10 to determine if the battle is during the day or at night. On any doubles result, e.g., 2-2 or 7-7, night conditions apply. Players should note that it is a nighttime scenario on their Campaign Logs, and play according to night rules [8.6]. Then set up according to the scenario instructions: Map Configuration (see next page) Current, Shoals, and Wind Torpedo-Mines and Obstructions Ship Deployment Version 4 21

23 Campaign Maps Version 4 22

24 Engagement Battle Force Size: Roll one d10. On a result of: o 1: Each side may commit ship(s) totaling up to 500 Victory points or less o 2-3: Each side may commit ship(s) totaling up to 700 Victory points or less o 4-5: Each side may commit ship(s) totaling up to 800 Victory points or less o 6-7: Each side may commit ship(s) totaling up to 900 Victory points or less o 8-9: Each side may commit ship(s) totaling up to 1,000 Victory points or less o 10: Each side may commit ship(s) totaling up to 1,200 Victory points or less Attacker/Defender: After commitment, the side with the larger force based on Victory Points, including any additional ships added through the play of an OUT OF THE MIST cards, is the Attacker. If the Victory Points are equal, roll one d10 to determine which side is the Attacker: odd = Confederate, even = Union. Battle End: Battle length is a minimum of 8 turns. At that point, both sides may voluntarily retire from the battle as desired. There is no turn limit. The battle immediately ends if one side is eliminated or exits the gameboard. Victory Conditions: The side scoring the greatest number of Victory Points wins. If the Victory Point totals are tied, the side with the greatest number of ships scoring points for the opponent (captured, scuttled, sunk, forced to retire, or damaged [3.5.1]) loses. If no Victory Points are scored, the side occupying the gameboard at the conclusion of the scenario wins. Map: Use Map A, B or C. Select randomly or by mutual consent. Current: o For the current speed, roll one d10 and apply the indicated results from the Current Table. If None, skip the next step. o For the current direction, roll one d6 and assign 1 through 6 to each of the six possible results. Shoals: o o Start with Band 1 or Band 5. Roll one d10 and apply the indicated result from the Depth Table to all five grid boxes. Where bounded by a riverbank, apply a +2 die roll modifier for Bands 1 and/or 5. Continue with the next four Bands in order. Roll one d10 for each Band and apply the results to all five grid boxes. Do not increase or decrease the shoal depth by more than 2 from the previous Band. Wind: Roll one d10 and apply the indicated results from the Wind Table. Torpedo-Mines: None. Version 4 23 Obstructions: None. Deploy Ships: o The Attacker places one ship face up in any of the Band s five vertical grid boxes adjacent to their side Union Band A, Confederate Band E. o The Defender then places one ship face up in any of the Band s five vertical grid boxes adjacent to their side. o The two sides alternately place one ship at a time until all ships are set up. They may set up in any and all of the five grid boxes. A grid box may contain multiple ships. o If the battle is at night, place all ships face down [8.6.1].

25 Passage Battle Force Size: Each side may commit any number of ships totaling any number of Victory Points. Attacker/Defender: After commitment, the side with more ships numerically is the Attacker; this includes any additional ships added through the play of OUT OF THE MIST cards. If a tie, the side with more committed Victory Points is the Attacker; again, this includes any additional ships added through the play of OUT OF THE MIST cards. If that is also a tie, roll one d10 to determine which side is the Attacker: odd = Confederate, even = Union. Note that the Attacker could actually be the side with fewer Victory Points committed. Battle End: Ships may not exit or voluntary retire from the gameboard until Turn 8. At that point, both sides may exit or voluntarily retire from the battle as desired. There is no turn limit. The scenario immediately ends if the required number of the Attacker s ships exits or when one side is eliminated or exits the gameboard. Victory Conditions: The Attacker must exit off the opposing side of the gameboard a number of ships under power, with less than Heavy Damage [3.5.1], equal to the numerical advantage over the defending side. If the number of ships is equal, the Attacker must exit a single ship with less than Heavy Damage. Example: if the Union side commits 5 ships and the Confederate side commits 3 ships, the Union side must exit 2 ships. If both sides commit 4 ships, but the Confederate ships total more Victory Points, the Confederate side must exit 1 ship. If the Attacker is unable to exit the required number of ships, the Defender wins. Important: Any ship or ships exited do not count towards Victory Points. Map: Use Map A, B or C. Select randomly or by mutual consent. Current: o For the current speed, roll one d10 and apply the indicated results from the Current Table. If None, skip the next step. o For the current direction, roll one d6 and assign 1 through 6 to each of the six possible results. Shoals: o o Start with Band 1 or Band 5. Roll one d10 and apply the indicated result from the Depth Table to all five grid boxes. Where bounded by a riverbank, apply a +2 die roll modifier for Bands 1 and/or 5. Continue with the next four Bands in order. Roll one d10 for each Band and apply the results to all five grid boxes. Do not increase or decrease the shoal depth by more than 2 from the previous Band. Wind: Roll one d10 and apply the indicated results from the Wind Table. Torpedo-Mines: If any grid boxes have a shoal depth of 1 or 2, the Defender rolls one d10 [apply a -1 die roll modifier if the Union side is the Defender to reflect the Union s more limited use of Torpedo-Mines]. On a result of: o 1-8: No Torpedo-Mines are present. o 9-10: Torpedo-Mines may be present. The Defender may place up to two markers in any two adjacent grid boxes (not diagonal) with a shoal depth of 1 or 2. o Optional: During night battles, the Torpedo- Mines may be hidden. The Defender must plot the locations of the mines, before the Attacker places any ships, by noting the positions on the Campaign Log by cross-gridding the horizontal and vertical Bands. For example, Bands B/4 and B/5. Obstructions: The Defender rolls one d10. On a result of: o 1-7: No Obstructions are present. o 8-10: Obstructions may be present. Roll a second d10. On a result of: 1-6: Obstructions are present. 7-10: Heavy Obstructions are present. If Obstructions or Heavy Obstructions are present, the Defender may place up to two markers of the appropriate type in any two adjacent grid boxes (not diagonal). If both Torpedo-Mines and Obstructions are present, they may be placed in the same Grid Boxes. Deploy Ships: o The Defender places all ships face up, Union in any or all of Band A s five vertical grid boxes, Confederate in Band E. A grid box may contain multiple ships. o The Attacker then places all ships face up off the gameboard adjacent to any and all of the five vertical grid boxes on their side of the gameboard. The Attacker Maneuvers to enter starting on Turn 1. o If the battle is at night, place all ships face down [8.6.1]. Version 4 24

26 Escort Battle Attacker/Defender: Roll one d10 to determine which side is the Attacker: odd = Confederate, even = Union. Force Size: Each side may commit any number of ships totaling any number of Victory Points. In addition, the Attacker rolls one d10 and adds: 1-7: One Steamer. 8-10: One Barge. Battle End: Ships may not exit or voluntary retire from the gameboard until Turn 8. At that point, both sides may exit or voluntarily retire from the battle as desired. There is no turn limit. The scenario immediately ends if the Steamer or Barge exits or when one side is eliminated or completely exits the gameboard. In the case of the barge, the condition of the towing ship is of no consequence. Victory Conditions: The Attacker must exit the Steamer under power or the Barge off the opposing side of the gameboard with less than Heavy Damage [3.5.1]. If the Attacker is unable to exit the steamer or barge, the Defender wins. Important: The Steamer or the towing ship and Barge do not count towards Victory Points if exited. Map: Use Map A, B or C. Select randomly or by mutual consent. Current: o For the current speed, roll one d10 and apply the indicated results from the Current Table. If None, skip the next step. o For the current direction, roll one d6 and assign 1 through 6 to each of the six possible results. Shoals: o o Start with Band 1 or Band 5. Roll one d10 and apply the indicated result from the Depth Table to all five grid boxes. Where bounded by a riverbank, apply a +2 die roll modifier for Bands 1 and/or 5. Continue with the next four Bands in order. Roll one d10 for each Band and apply the results to all five grid boxes. Do not increase or decrease the shoal depth by more than 2 from the previous Band. Wind: Roll one d10 and apply the indicated results from the Wind Table. Torpedo-Mines: If any grid boxes have a shoal depth of 1 or 2, the Defender rolls one d10 [apply a -1 die roll modifier if the Union side is the Defender to reflect the Union s more limited use of Torpedo-Mines]. On a result of: o 1-8: No Torpedo-Mines are present. o 9-10: Torpedo-Mines may be present. The Defender may place up to two markers in any two adjacent grid boxes (not diagonal) with a shoal depth of 1 or 2. o Optional: during night battles, the Torpedo-Mines may be hidden. The Defender must plot the locations of the mines, before the Attacker places any ships, by noting the positions on the Campaign Log by cross-gridding the horizontal and vertical Bands. For example, Bands B/4 and B/5. Obstructions: The Defender rolls one d10. On a result of: o 1-7: No Obstructions are present. o 8-10: Obstructions may be present. Roll a second d10. On a result of: 1-6: Obstructions are present. 7-10: Heavy Obstructions are present. If Obstructions or Heavy Obstructions are present, the Defender may place up to two markers of the appropriate type in any two adjacent grid boxes (not diagonal). If both Torpedo-Mines and Obstructions are present, they may be placed in the same Grid Boxes. Deploy Ships: o The Defender sets up first, Union by placing all ships face up in any or all of Band A s and/or Band B s five vertical grid boxes, Confederate in Band D and/or Band E. A grid box may contain multiple ships. o The Attacker then places all ships face up in any of the Band A s or Band E s five vertical grid boxes on their side of the gameboard. A grid box may contain multiple ships. If desired, any ship, including the Steamer or the Barge and its towing ship, may start off map adjacent to any of its side s Grid Boxes. The off-map ships may Maneuver for entry on any turn. o If the battle is at night, place all ships face down [8.6.1]. Version 4 25

27 Defend Battle Attacker/Defender: Roll one d10 to determine which side is the Attacker: odd = Confederate, even = Union. Force Size: The Defender randomly picks one uncommitted ship, which will be designated the target ship. o Place the available ship counters in an opaque cup and draw and reveal one. o The target ship is unpowered; its engine may not be repaired during the scenario mark it with an Engine-S Critical Hit marker. However, it may be towed off the friendly side of the gameboard to safety. Depending on the current, it may also safely drift off the friendly side of the gameboard or the open water edges on Maps B and C, but not before Turn 8. If it drifts off the opposing side of the mapboard, it is captured. Each side may then commit any number of additional ships totaling any number of Victory Points. Battle End: Ships may not exit or voluntary retire from the gameboard until Turn 8. At that point, both sides may exit or voluntarily retire from the battle as desired. There is no turn limit. The battle immediately ends if the target ship is sunk, scuttled, or captured, or when one side is eliminated or completely exits the gameboard. Victory Conditions: The Attacker wins if the target ship is sunk, scuttled, or captured. Otherwise, the Defender wins. Map: Use Map A, B or C. Select randomly or by mutual consent. Current: o For the current speed, roll one d10 and apply the indicated results from the Current Table. If None, skip the next step. o For the current direction, roll one d6 and assign 1 through 6 to each of the six possible results. Shoals: o o Start with Band 1 or Band 5. Roll one d10 and apply the indicated result from the Depth Table to all five grid boxes. Where bounded by a riverbank, apply a +2 die roll modifier for Bands 1 and/or 5. Continue with the next four Bands in order. Roll one d10 for each Band and apply the results to all five grid boxes. Do not increase or decrease the shoal depth by more than 2 from the previous Band. Wind: Roll one d10 and apply the indicated results from the Wind Table. Torpedo-Mines: If any grid boxes have a shoal depth of 1 or 2, the Defender rolls one d10 [apply a -1 die roll modifier if the Union side is the Defender to reflect the Union s more limited use of Torpedo-Mines]. On a result of: o 1-8: No Torpedo-Mines are present. o 9-10: Torpedo-Mines may be present. The Defender may place up to two markers in any two adjacent grid boxes (not diagonal) with a shoal depth of 1 or 2. o Optional: During night battles, the Torpedo- Mines may be hidden. The Defender must plot the locations of the mines, before the Attacker places any ships, by noting the positions on the Campaign Log by cross-gridding the horizontal and vertical Bands. For example, Bands B/4 and B/5. Obstructions: The Defender rolls one d10. On a result of: o 1-7: No Obstructions are present. o 8-10: Obstructions may be present. Roll a second d10. On a result of: 1-6: Obstructions are present. 7-10: Heavy Obstructions are present. If Obstructions or Heavy Obstructions are present, the Defender may place up to two markers of the appropriate type in any two adjacent grid boxes (not diagonal). If both Torpedo-Mines and Obstructions are present, they may be placed in the same Grid Boxes. Deploy Ships: o The Defender sets up first by placing all ships face up. If Union, place the target ship anchored in either of the two grid boxes designated Union Defend and all remaining ships in any or all of Band A s five vertical grid boxes. If Confederate, place the target ship anchored in either of the two grid boxes designated Confederate Defend and all remaining ships in Band E. A grid box may contain multiple ships. o The Attacker sets up second by placing all ships face up off the gameboard adjacent to any and all of the five vertical grid boxes on their side of the gameboard. The Attacker Maneuvers to enter starting on Turn 1. o If the battle is at night, place all ships face down [8.6.1]. Post-Battle Repair: If the target ship survives the battle, immediately remove its Engine-S Critical Hit marker. Version 4 26

28 Blockade Battle Attacker/Defender: The Confederate side is always the Attacker. Force Size: The Attacker selects 1 uncommitted ship with a Victory Point value of 300 points or less, or may select the Steamer. The selected ship is the blockade runner. o Roll a d10. On a result of: 1-7: The scenario takes place at night [8.6]: The Attacker adds 2 False Contacts as decoys. Use any other Confederate ship counters that are currently not part of the Confederate Force. The Defender may commit up to 4 ships, each with a Victory Pont value of 350 points or less. 8-10: The scenario takes place during the day: The Defender commits 1 ship with a Victory Pont value of 350 points or less. o Neither side may play OUT OF THE MIST cards. Battle End: Both sides may exit or voluntarily retire from the battle as desired. There is no turn limit. The battle immediately ends if the blockade runner exits, or when one side is eliminated or completely exits the gameboard. Victory Conditions: The Attacker wins if the blockade runner exits with less than Heavy Damage [3.5.1]. Otherwise, the Defender wins. Map: Use Map D. Current: o For the current speed, roll one d10, apply a -1 modifier, and apply the indicated results from the Current Table. If None, skip the next step. o For the current direction, roll one d6 and assign 1-2, 3-4 and 5-6 to each of the three possible results. Note that blockade runners typically ran with the current. Shoals: Set shoal depths as pre-designated on Map D. Wind: Roll one d10 and apply the indicated results from the Wind Table. Torpedo-Mines: None. Obstructions: None. Deploy Ships: o If the battle takes place at night: The Defender places the selected ships face down in any of Band 4 s five horizontal grid boxes. A grid box may contain multiple ships. The Attacker then places the blockade runner and two False Contacts face down in any of Band 1 s five horizontal grid boxes. A grid box may contain multiple ships. o If the battle takes place during the day: The Defender places the selected ship face up in any of Band 5 s five horizontal grid boxes. The Attacker then places the blockade runner face up in any of Band 1 s five horizontal grid boxes. Movement: The blockade runner may not be given a Maneuver 2 Order during a day battle. Version 4 27

29 Confederate Ships Summary Name Points Tonnage Armament Combat Ram Spar Protect Hits Mn Draft Crew CSS Tennessee 620 1,273 2 x 7in BrR 10/8/6 10/6 No / x 6.4in BrR CSS Atlanta 595 1,006 2 x 7in BrR 10/8 10/6 Yes x 6.4in BrR CSS Virginia II 590 1,150 1 x 10in BrSB 10/8 10/6/4 Yes / x 7in BrR CSS Richmond x 7in BrR 10/8/4 10/6 Yes /6 2 8 CSS Fredericksburg x 11in DhSB 10/6 10/6 Yes / x 7in BrR 2 x 6.4in BrR CSS Virginia 460 4,636 6 x 9in DhSB 10/4 10/6/4 No x 7in BrR 2 x 6.4in BrR CSS Palmetto State x 9in DhSB 8/6 10/4 Yes / x 7in BrR CSS North Carolina x 7in BrR 10 10/6 Yes / x 6.4in BrR CSS Arkansas x 8in DhSB 8/4 10/8/6 No x 6.4in BrR 2 x 32pdr SB CSS Albemarle x 120pdr BlR 8 10/6 No x 6.4in BrR CSS Webb x 128pdr BnR 8 10/8/6 No /8/ x 32pdr SB 1 x 5.8in BnR CSS Morgan x 7in BrR 10/8 6 No / x 32pdr SB CSS Gaines x 8in BrR 10/4 4 No / x 32pdr SB CSS Huntsville x 6.4in BrR 6 10/4 No CSS Tuscaloosa 3 x 32pdr SB CSS Patrick Henry 290 1,300 1 x 10in DhSB 8/4 6 No / x 64pdr SB 6 x 8in DhSB 2 x 32pdr SB CSS Selma x 9in DhSB 8/4 6 No / x 8in DhSB 1 x 6.4in BrR 1 x 5.8in BnR CSS Florida x 120pdr BlR 6 x 100pdr BlR 8/6 4 No /6 2 8 CSS Alabama 245 1,050 1 x 110pdr BlR 8 6 No /6 2 7

30 Name Points Tonnage Armament Combat Ram Spar Protect Hits Mn Draft Crew 1 x 68pdr SB 6 x 32pdr SB CSS General Beauregard x 32pdr SB 4 8/6 No /6 1 5 CSS Sumter x 8in DhSB 6 4 No / x 32pdr SB CSS Drewry in BrR 8 6 No /6 1 4 CSS Hornet CSS Scorpion CSS Wasp 1 x 6.4in BnR x 12pdr SB 4 4 Yes /8/6 1 2 CSS Bombshell x 30pdr PrR 1 x 24pdr SB 1 x 20pdr PrR 4 4 No /6 1 4 CSS Steamer Unarmed Unarmed 4 No /6 1 5 CSS Barge Unarmed Unarmed Towed No 4 4 Towed 1 0 Note: Combat, Ram and Mn list the actual dice rolled for those actions. Hits, Draft and Crew are the actual values. The Protect values are numerical weights for comparison purposes only. The actual Hit Location dice are used for defensive rolls. Union Ships Summary Name Points Tonnage Armament Combat Ram Spar Protect Hits Mn Draft Crew USS Onondaga 650 2,592 2 x 15in DhSB 10/8/6 8 No / x 150pdr PrR USS Manhattan 615 2,100 2 x 15in DhSB 10/8/6 8 No /8 1 5 USS Tecumseh USS Chickasaw 550 1,300 4 x 11in DhSB 10/8/4 8 No /8 1 6 USS Winnebago USS Nahant 530 1,335 1 x 15in DhSB 10/6/4 8 No USS Weehawken 1 x 11in DhSB USS Monitor x 11in DhSB 10 8 No USS Spuyten Duyvil Unarmed Unarmed 10 Yes /6 1 3 USS Osage x 11in DhSB 10 8 No /8 1 5 USS Indianola x 11in DhSB 8/4 6 No x 9in DhSB USS Minnesota 360 3,307 2 x 10in DhSB 10/6/4 6 No x 9in DhSB 14 x 8in DhSB USS Essex x 11in DhSB 1 x 10in DhSB 1 x 32pdr SB 10 8 No /6 1 9 USS Hartford 325 2, x 9in DhSB 1 x 100pdr PrR 10 6 No /6 2 14

31 Name Points Tonnage Armament Combat Ram Spar Protect Hits Mn Draft Crew 1 x 50pdr PrR USS Lackawanna 320 1,553 2 x 11in DhSB 10/6 6 No / x 9in DhSB 1 x 150pdr PrR 1 x 6in DhR 2 x 24pdr SB USS Monongahela 320 2,078 2 x 11in DhSB 10/4 6 No / x 150pdr PrR 6 x 32pdr SB 2 x 12pdr SB USS Richmond 315 2, x 9in DhSB 10/4 6 No x 100pdr PrR 1 x 50pdr PrR USS Brooklyn 310 2, x 9in DhSB 10/4 6 No x 100pdr PrR 1 x 50pdr PrR USS Metacomet 300 1,173 4 x 9in DhSB 8/6 6 No /8/ x 100pdr PrR 2 x 24pdr SB 2 x 12pdr SB USS Susquehanna 300 2, x 9in DhSB 10 6 No x 100pdr PrR USS Carondelet x 8in DhSB 8 6 No /6 1 9 USS Cincinnati 6 x 32pdr SB 4 x 42pdr ArR USS Ossipee 280 1,240 1 x 11in DhSB 10 6 No / x 100pdr PrR 6 x 32pdr SB 3 x 30pdr PrR USS Iroquois 275 1,461 2 x 11in DhSB 10 4 No / x 9in DhSB 2 x 32pdr SB 1 x 6in DhR USS Kearsarge 270 1,550 2 x 11in DhSB 8/6 6 No / x 32pdr SB 1 x 30pdr PrR USS Oneida 270 1,488 2 x 11in DhSB 8/6 6 No / x 32pdr SB 3 x 30pdr PrR USS Galena (1864) x 9in DhSB 1 x 100pdr PrR 1 x 30pdr PrR 8/6 4 No USS Massasoit x 11in DhSB 2 x 100pdr PrR 10 4 No /6 1 7

32 Name Points Tonnage Armament Combat Ram Spar Protect Hits Mn Draft Crew 4 x 24pdr SB USS Seminole x 11in DhSB 8/4 6 No / x 32pdr SB 1 x 30pdr PrR USS Monarch x 30pdr PrR 4 10/6 No /6 1 6 USS Queen of the West 3 x 12pdr SB USS Miami x 9in DhSB 6 6 No /8 1 7 USS Port Royal 1 x 6in DhR 4 x 24pdr SB USS Octorara x 9in DhSB 6 6 No / x 6in DhR 4 x 24pdr SB USS Tyler x 8in DhSB 8 4 No / x 32pdr SB USS Hunchback x 9in DhSB 8 4 No / x 100pdr PrR USS Southfield x 8in Dh Sb 8 4 No x 100pdr PrR USS Torpedo Launch x 12pdr SB 4 4 Yes /8/6 1 2 USS Torpedo Launch 2 USS Itasca USS Kennebec x 11in DhSB 2 x 32pdr SB 2 x 20pdr PrR 8 4 No /6 1 4 USS Zouave x 24pdr SB 4 4 No / x 30pdr PrR USS Steamer Unarmed Unarmed 4 No /6 1 5 USS Barge Unarmed Unarmed Towed No 4 4 Towed 1 0 Note: Combat, Ram and Mn list the actual dice rolled for those actions. Hits, Draft and Crew are the actual values. The Protect values are numerical weights for comparison purposes only. The actual Hit Location dice are used for defensive rolls. Key to Armament ArR: Army Rifle BlR: Blakely Rifle BnR: Banded Rifle BrR: Brooke Rifle BrSB: Brooke Smoothbore DhR: Dahlgren Rifle DhSB: Dahlgren Smoothbore pdr: Pounder PrR: Parrot Rifle SB: Smoothbore

33 Campaign Log Confederate Union (circle one) Player: Date: Ship Points Ship Points Total Points: Replacements: Scenario 1: N W Scenario 6: N W Scenario 2: N W Scenario 7: N W Scenario 3: N W Scenario 8: N W Scenario 4: N W Scenario 9: N W Scenario 5: N W Scenario 10: N W Victory Points: Won: Lost: Draw: Winning Side:

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