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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.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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).
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Next group activation, if the leader passes, he issues the
group order "heave ho", and the trunk is hoisted.
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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).
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Repeat the previous step as long as desired.
To be considered safely removed from the track, the
trunk may touch neither rail nor ties.
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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.
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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.
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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.
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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.
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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).
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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.
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