Two Minutes to Noon!

[Locomotive]
Wherein the players determine whether Tecumseh Sherman gets his victuals shipped south to Nashville or not, being a nasty little affair between Rebels and Federals somewhere along the Louisville & Nashville Railroad in the fall of 1864.
 
This is an ACW scenario using Ed Allen's marvellous skirmish rules known as Rencounter. The general setting is derived from a chapter in an out of print book, The Story of American Railroads, by Stewart H. Holbrook, a breezy yet fascinating page turner covering a broad subject. The central inspiration, however, came in a matter of a few seconds. I extend great personal thanks to my friend Will Scarvie for encouragement and suggestions. If you give this scenario a try and/or have some suggestions, please send them to me and I'll incorporate them here for others to use.

Version Notes
1.3 Revised time and distance scale handling for the Widow Davis and the placement of the homestead and church on the tabletop; the action is now aligned conceptually for two action-packed minutes. 3/23/1999.
1.2 Addressed morale checks during tree trunk movement and added scenery notes. 3/19/1999.
1.11 Added public domain picture of typical locomotive. 3/19/1999.
1.1 Added map, notes on scale of trains, specified dismounted troopers, changed Federals to infantry only (ie, not dismounted cavalry), improved tree handling procedure. 3/18/1999.
1.0 Original created on 3/17/1999.


Setting the Scene
After Colonel Morgan was captured during his 1864 raid that reached Paducah, Kentucky, the efforts to stop the rising flow of railroad traffic southward to support Sherman's army amounted to little more than guerilla efforts. So it is that we look in on a small town in central Tennessee, north of Nashville, through which the fabled Louisville & Nashville Railroad ran. A band of sympathizers has gotten wind of the passage of a special supply train coming from Louisville, and after brooding most of the night long, have placed a pile of stout tree trunks across the tracks in hopes of derailing this hated "pork and bean" train driven by the hated "Billy Yank hisself." Unfortunately for the sympathizers, the local Federal garrison has learned of the stunt and is hastily charging to the scene to circumvent disaster.

Objective
The train either gets through to Nashville or it does not. If the locomotive and tender pass safely (no derailment or stoppage), the Federals win. Otherwise the Rebels win. For derailment to happen, there must be one or more tree trunks still across the tracks and a derailment DR check must succeed. For the train to be forced to a stop, both the engineer and the fireman must receive critical wounds.

Town and Environs

[Scenario Map]

Scenery Notes Trees and walls may be adjusted to suit the playing space and temperaments of the players involved. The critical scenery dimension is the distance from the Widow's homestead to the church: the distance from the porch of the homestead to just inside the church is 24". The Widow Davis will therefore walk this distance in one minute. The Federals will need to work fast to get one or more teams to begin pulling tree trunks off the tracks before the fateful church bells begin to ring.
Tabletop Size In 54mm scale (and its neighbors), the table size should be 6 to 8 feet long by 4 feet wide. In 25mm scale (and its neighbors), the table size could be 4 feet long by 4 feet wide (more square).
Scale of Train The Louisville & Nashville Railroad was a 5-foot gauge line, typical of Confederate lines. Unless you are very picky about scale and gauge, the following combinations will be reasonable. For true 1/72 or 1/87 scale figures, use either HO scale, or HOn30 scale on N scale track. For 1/60 scale figures, use S scale. For 1/32 scale figures, use 1/32 (a.k.a. No. 1 scale) or 1/29 scales on 45mm / 1-3/4" (G gauge) track. Since you'll likely need a 6-foot by 10- or 12-foot table to accomodate this very large train size, you may consider backing off and using something around O scale (anywhere from 1:43 to 1:48) or the "Lionel" 0-27 for something even more compact, ie toy trains running on 1-1/4" gauge track.

Special Rules
  1. Positions at Start At start, the band of sympathizers, led by the impetuous Smith are placed surrounding the woodpile, facing INWARD (because they have just finished heaving tree trunks into place). The Federal forces enter together on a board edge selected by a 1D6 as follows: Players assign 1 through 4 to edges, 5 the Rebels pick the edge, and 6 the Federals pick the edge. Place THREE 8" tree trunks across the tracks in the center. Use activation method number 1 with TWO cards per unit along with one shuffle-the-deck card.
  2. The Widow Davis Place the Widow Davis on the porch of her ancient homestead. At no time during play may she be detained, injured, persuaded, coerced, blocked, secured, trammeled, or treated in an ungentlemanly manner. Her sole activity is to walk with pious gravity from the porch of her homestead to the church to ring the noontime bell. She walks at the dignified speed of 2" per action (she is successful by definition with exp=6). When she gets fully inside the church door, follow the noontime bell instructions directly below.
  3. Fate (Bells and Whistles) Prepare 12 cards for the noontime bell and 3 cards for the whistle of the oncoming supply train. Shuffle these cards well. Once the Widow Davis enters the church, at the next shuffle of the action deck, include three of these cards into the action deck, reshuffle the action deck well but do not include the "shuffle-the-deck" card since everyone is desperate and highly motivated regarding the impending arrival of the train. Whenever one of these cards (bells and whistles) is played, remove it permanently from play. Each time the action deck is exhausted, include three more cards from this special deck. This way the bell will toll 12 times (in one minute, the second full minute of the scenario action).
  4. Rebel Comeback A small, roving Rebel troop, headed by the dandy Major Howell, has quietly billeted the previous night at a barn near the outskirts of town, having been on the run for weeks. Sorely in need of rest and out of horses, the men have slept the morning away, but the sound of gunfire in town has stirred the blood, and to battle they come. The arrival of the two groups of Rebel reinforcements occurs at the first stroke of the noontime bell. The Rebel player chooses which board edge his force enters.
  5. Trunk Hostling Moving a tree trunk takes manpower, the more the better. An entire group of men (must be at least two) is required to move one trunk at all. Here is the procedure which uses a special set of group orders.
    • At least two group members must touch the pile of trunks at some point. Only those in the group touching one of the trunks can participate.
    • The group leader must activate successfully (and may be butt-kicked by a better leader if necessary). Once activated, he issues the group command "ready ho". This commits the men in question to finding a grip around the trunk. Other men may join the group before the next command is issued. The men are committed to hostling the tree trunk until the "drop ho" group order is given (see below).
    • Next group activation, if the leader passes, he issues the group order "heave ho", and the trunk is hoisted.
    • Next activation, if the leader passes, he issues the group order "move ho," and the trunk can finally move! The trunk moves 2" (sideways) for each man contributing to the movement (+1" for each Pennsylvanian involved).
    • Repeat the previous step as long as desired. To be considered safely removed from the track, the trunk may touch neither rail nor ties.
    • One more activation is needed to drop the trunk. The order is "drop ho." The order to drop must be issued before the men can be released to perform any other action.
    • The normal morale check rules apply with the proviso that as long as at least two men involved with tree trunk movement pass the required morale check, the movement can continue. The instant only one man remains involved actively moving the tree trunk, it is dropped in place, and movement may only start again using the movement procedure from the very beginning. Special note: for morale checks during tree trunk movement only, a -1 DR modifier applies for each Pennsylvanian involved, that is, if 3 Pennsylvanians are hauling a trunk, each one receives a -3 modifier on his own morale DR due to this condition.
  6. The Train The train is represented by a locomotive, a tender, and baggage cars. The number of bagage cars should be sufficient to equal the width of the playing area (their purpose is solely to serve as the final scenic block at the fateful moment). Once the locomotive is placed on board, the remaining cars are placed as soon as there is room for them. The train arrives either upon the sounding of the third whistle or the 12th stroke of the church bell (noon). The train moves at a rate of 6" per action card flipped from the action deck.
  7. End of Game Once the train arrives, the Federals win if the locomotive and tender pass safely through the scene without derailing or if at least one of the two driving the train do not suffer a crippling wound. Otherwise, the Rebels wins.
    • If no tree trunks remain, the train will pass safely; but the game continues while the locomotive is still on scene. The rebels may try to kill the engineer/fireman as they pass by (moving target, snap shot, total armor, solid target, etc). Both must suffer crippling wounds before the locomotive leaves the scene (making the train uncontrollable).
    • If tree trunks remain, a D12 is rolled by the Rebels, and the To Hit number (for derailing) is determined by adding +3 for each trunk still on the track to a base value of 0, and a successful derailment occurs by rolling less than or equal to the To Hit number.


Rebel Forces

Special Note:All troopers are dismounted.
Group 1: Tennessee
This band of paroled, pious, tee-totalling rebels is led by the astounding, hard-drinking, fiery Lieutenant Smith, who by exploits at various venues across the continent was repeatedly stockaded for overexuberant antics and displays ("What in tarnation is going on here, Smith?"). With Bible in one hand, corn whiskey in the other, and "Secesh" all around, Smith leaves his indelible imprint.
Character Name Exp Fire Mel Arm Weapons
Lt. Smith (What in Tarnation Smith) 5 7 10 0 musket, dagger, pitchfork
Private Abimelech Jones 3 6 8 0 musket
Private Bildad Jones 3 6 8 0 musket
Private Caleb Jones 3 6 8 0 musket
Private Daniel Jones 3 6 8 0 musket


Reinforcement Group 1: Georgia
Chasing the stars of Stuart, Morgan and Forrest, the determined but unfortunate Major Howell has continued to organize his "glorious expeditions": he recruits men who have that glow of Chickamauga about themselves. But in the light of day, all he has ever managed to accomplish is momentary annoyance to the enemy and aggravated loss of friendly man, horse, and supply. This overinflated ego is trapped nevertheless in a competent fighting man's body. His motto: sic transit gloria yankee.
Character Name Exp Fire Mel Arm Weapons
Major Horace Howell 5 9 8 1 pistol, dagger, sword
Trooper Brotherton 4 7 7 1 rifle
Trooper Dyer 4 7 7 1 rifle
Trooper Snodgrass 4 7 7 1 rifle
Trooper Viniard 4 7 7 1 rifle


Reinforcement Group 2: Georgia
The constipated Captain Law gives the highly-strung old-plantation arrogance its full expression: withering stares, subtle movements of the drooping mustache, careful examination of his sword. Coolness under fire is his strength, imbued as he is with a predestinarian outlook and two ivory-handled pistols.
Character Name Exp Fire Mel Arm Weapons
Captain Samuel Law 5 8 8 1 2 x pistols, sword
Trooper Kelly 4 7 7 1 rifle
Trooper LaFayette 4 7 7 1 rifle
Trooper McFarlane 4 7 7 1 rifle
Trooper Rossville 4 7 7 1 rifle



Federal Forces
Group 1: New Hampshire
Ever since citizens of New Hampshire stoically voted to send soldiers to support the grasping New York Dutchmen in their fight against the invading Burgoyne down Lake Champlain, the brethren of the Granite State have suffered their weaker, imbecilic countrymen. Such an one is he, Captain Frederic Rowbotham. And here he is, stuck in a garrison assignment in the Tennessee backwater. Temperance, competence and forbearance are his, mercifully.
Character Name Exp Fire Mel Arm Weapons
Captain Frederic Rowbotham 5 9 8 1 pistol, sword
Private Abbott 4 7 8 1 rifle
Private Dunbar 4 7 8 1 rifle
Private Eliot 4 7 8 1 rifle
Private Soule 4 7 8 1 rifle


Group 2: Massachusetts
Stout of girth, loud of mouth, a heavy spitter, clearly a city dweller, Lieutenant Beadle seeks the nearest gambling opportunity, ought else motivates him. Even his hatred of the swinish Horrocks will not stay him from a game. He rates as an average overall menace.
Character Name Exp Fire Mel Arm Weapons
Lieutenant Beadle 4 6 8 1 pistol, dagger
Private Ashland 3 6 7 1 rifle
Private Bedford 3 6 7 1 rifle
Private Carlisle 3 6 7 1 rifle
Private Drummond 3 6 7 1 rifle


Group 3: Massachusetts
What spirits he has not imbibed were never yet distilled, this old horse flogger, Horrocks, but cards, cards, and the daily humiliation at cards of the detested Beadle are his lifeblood. Not more than an average Yankee threat on the field.
Character Name Exp Fire Mel Arm Weapons
Lieutenant Horrocks 4 6 8 1 pistol, dagger
Private Everett 3 6 7 1 rifle
Private Franklin 3 6 7 1 rifle
Private Groton 3 6 7 1 rifle
Private Hays 3 6 7 1 rifle


Group 4: Pennsylvania
When human mysteries are discussed, you may think of a group of soldiers such as these: tall, severely incapable of understanding orders, but incredibly strong. Once motivated, stand back and admire.
Character Name Exp Fire Mel Arm Weapons
2nd Lieutenant Fumbel 3 4 8 1 pistol
Private Schutzenfooten 2 5 9 1 musket
Private Spitzenbrenner 2 5 9 1 musket
Private Sternenbunsen 2 5 9 1 musket
Private Stoppenhitzen 2 5 9 1 musket


Local Personages of Note
The Widow Davis is a 100-year-old Daughter of the American Revolution who is inexorable and untouchable. In this little town in central Tennessee, if it doesn't please the Widow, it bears the Mark of Cain.
Character Name Exp Fire Mel Arm Weapons
The Widow Davis 6 0 0 0 The Shield of the Lord



Scenario © 1999 John A. Foley