The document outlines the rules for a game scenario, detailing how Victory Points (VPs) are awarded for various actions such as eliminating enemy units and capturing objectives. It specifies the conditions for victory, the reinforcement schedule, and the setup for different scenarios including the Assault on Devil's Den and Little Round Top. Additionally, it provides information on geographic objectives, penalties for early reinforcements, and the conditions under which brigades can be considered broken.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
0 ratings0% found this document useful (0 votes)
28 views3 pages
Devils Den Scenarios
The document outlines the rules for a game scenario, detailing how Victory Points (VPs) are awarded for various actions such as eliminating enemy units and capturing objectives. It specifies the conditions for victory, the reinforcement schedule, and the setup for different scenarios including the Assault on Devil's Den and Little Round Top. Additionally, it provides information on geographic objectives, penalties for early reinforcements, and the conditions under which brigades can be considered broken.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
You are on page 1/ 3
21.2 REINFORCEMENT SCHEDULE
22.0 VICTORY CONDITIONS
‘The winning Plyer of a scenario is determined by counting Vitory
Points (VPs). Points are aarded for the elimination of Sirength Points
find officers, the captute oF destruction of arilery, gaining control
‘of certain geographic objectives, the early use of reinforcements, and
breaking brigades, At the end ofthe soenario each Player counts the
number of Vietory Points he has seored. The player with the most
points wins
22.1 VICTORY POINT SCHEDULE
Victory Points are awarded forthe following in all scenarios:
1 VP: Stcength Point eliminated,
1 VP: Regimental officer eliminated.*
2 VP: Regimental officer captured.*
2VP: Gun captured and held at the end of the senari.
1 VP: Gun destroyed.
For the Major Bale Scenario only
10 YP: Each brigade broken due to casualties (see 22.4)
For the Advanced Game add
2 VP: Brigade office eliminated.
44 VP: Brigade officer captured.
16 VP: Eliminating or capturing «special officer.*
* Victory Points avarded for officers are based on thei command at
the beginning ofthe scenario. Regimental officers promote o brigade
command are counted as regimental oficers. Also, « brigade com
‘ander promoted to division command is counted as a brigade com-
‘ander. All regimental officer replacement ae eounted as regimental
officers
22.2 CONTROL OF GEOGRAPHIC OBJECTIVES
Tn each scenario certain hexex on the map are designated as geographic
‘objectives, The acenario description tells where they are and what points
fre awarded for controlling them. A Player controls ae for vetory
purpose if one of his combat unis that isnot nefectiv, out of com
fnard, or disordered is the last to occupy or pass through the bes.
‘The Union Player controls al geographic objecsive hexes a the star,
of each scenario
22.3 EARLY REINFORCEMENTS
Certain reinforcements listed on the Reinforcement Schedule may eter
the game one Turn earlier than called for. Entering early incurs Vie
tory Point penalties detaled in the footnote to the Reinforcement
Schedule.
22.4 BROKEN BRIGADES
Inthe Major Bate Scenario, Victory Points are awarded for breaking
cettin enemy brigades. (Breaking here means causing enough cas-
takes to require the brigade to rest, refit, and reorganize after the
bate inorder to regan fighting tim.) A brigade is broken whet
sifers about 30-40% loses, depending on its hstrieal performance.
A brigade suffere no additional penalty during the game for break
ing: Each brigade listed breaks ater taking the specified number of
losses, Only the brigudes listed in 22.41 and 22.42 ean be broken.
2241 Union Brigades break aftr suffering the following lowes: Ward
{not including the 2nd US Sharpehooters)~25, Vincent—33, and
Weed,
22,42 Confederate Brigades break afer suflerng the following losses:
Robertson—45, Lav—35, and Benning 85.
PART Ill: THE SCENARIOS
23.0 SCENARIOS
23.1 INTRODUCTION
“There are the base scenarios inthe game: the ullength Major Battle
Scenario and the wo shorter scenarios ofthe assaults on Devil's Den
and Lite Round Top. Each cenario has its own speciic Game-Turn
length, setup, reiforeements, and victory conditions. The shorter
scenatios retrietthe portion ofthe map in pla, and add special rules.
For the Advanced Game, information is provided for adding CSA
shaxpshooters and atilery, and anillery ammunition for both sides.
‘Various scenario variants ate also offered, o iustrate possible what
if siwations.
23.2 SCENARIO SET-UPS
23.21 When specific hxes ae listed fora regiment's set-up, the fst
Ihex number given corceyponds tothe fist unit in the regiment, the
socond number tothe second unit, and soon. Hex numbers in ales
identify the starting location of the regimental officer.
28.22 All Union atillery unite set pon the map, or enter the game,
‘with their erew units. (Inthe Advanced Game, Confederate atillery
Unis do not have erews, an remain in ther special offmap positions
Isee 42.0))
28.28 Unless otherwise specified, all units begin the game at their
full (printed) strength, and ll repitmons (and brigades in te Advanced
Game) are commanded by thei orginal officers. Note that all eg
iments have 5 unite, except for the Tst Texas and the 15th Alabama
{hich have 6) and the 2nd US Sharpshooter Regiment (which has)
28.24 Units may have thee facing indicated when they set ups
‘Werest, SE=southeast, and SW=southwest, The scenario instruc:
tions wl also indicate the formation ofall units atthe stat of the game.
uu
23.3 SCENARIO VICTORY CONDITIONS
In all scenarios, players receive the Victory Points Usted in 22.1 for
minting and capturing Enemy units. The Vietory Pint for broken
brigades are only awarded inthe Major Bate Scenario. Buch senario
leo ha its own geographic vitory conditions, and offers the players
the option to speed their reinforcements ata cost in Vietory Points.
24.0 ASSAULT ON DEVIL'S DEN
Game-Length: Game-Turns 1-15
Starting Unit Placement: The following Union units begin the game
on the map—
4th Me: 1735, 1882, 1982, 2031, 2132, 1932,
oth NY: 0232, 0385, 0432, 0638, 0733, 0432
124th NY: 0988, 1083, 1134, 1432, 1552, 1134
2nd USSS: 2233, 2538. Units #3 and #4 are not wed)
‘4h NY Bauery: 1233, 1333, 0125
For the Advanced Game ade
Brigadier General Ward: 0852
Infantry isin line formation and arillery i unlimbreds al face west.
Union Reinforcements: Only the 40th NY, 6th NJ, and the 99th PA
‘appear when called for on the Reinforcement Schedile.
Confederate Reinforcements: The fllowing enter when called for
on the Reinforeement Schedule—A4th and 8th AL (from Law's
Brigade); Ist TX and 3rd AK (fom Robertson's Brigade); 2nd, 15th,
1h, and 20ch CA (Benning’s Brigade); 1th and 9th GA (fom
Anderson's Brigade). No Confederate units begin this scenario on the
imap, (For the Advanced Game ad: Generals Benning and Robertson,
and the CSA off:map artillery.)
“Map Restrictions: Use only the area between the west map edge andthe 520 elevation lve of Lite Round Top. Unie may not move ou
side of this area
Antllery Ammunition: (Advaneed Game only) Union aillery see-
tions begin the scenario with 40 rounds of ammunition each. Con-
federate N artillery sections have 18 rounds each; R and P sections
Ihave 15 rounds each,
CSA Sharpshooters: (Advanced Game only) Sharpshooters from the
1st TX and 3rd AK regiments may appear at the sat of «friendly
Player-Turn if thei regimental officer is in or adjacent io & Rock hex
of Devil's Den (nour hex 1681). Place the sharpshooter withthe officer.
They automatically appear withthe officer on Turn 14 wherever he
‘if they haven't appeared earier
‘Geographic Ojeetiven: At the end ofeach Union Player-Tar the
GSxPiger ecenen 3 VPsif he contre bth illop heres of Houck’s
Ridge (0982 and 1032)
Special Victory Conditions: Unie of the Union Third Corps mast
titan contact wth the remainder of thee corps, leaed offmap
tothe noth and nohwest, iat th end of any Union Player-Trm
‘line of Union combat is anor ZOCs doesnot seth om any
ry ho of ara ht the ease west hexom fom 1082 t 1012 the
GX layrseceiven 5 VP: (Thin dos nat ppy othe 2nd US Shar
shootee} Thi ruiementenda the wart of Game-Turn 11. Als,
tnt ofthe CSA 1th and 39th GA mnt an ane of nite anlor
ZO} ee the wext map edge etry aren 3 he nother
‘edge This estaon may be jgnared hath player greet ai he
Union side
25.0 ASSAULT ON LITTLE ROUND TOP
Game Length: Gamo-Turns 8:20
‘Starting Union Unit Placement: The following Union units begin on
the map—
20th ME: 2905, 2610, 2511, 2411, 2812, 2511
3rd PA: 2212, 2212, 2113, 2213, 2213, 2713.
ath NY: 2014, 1915, 1915, 2114, 2114, 2014.
16th ME: 1616, 1616, 1815, 1815, 1716, 1716.
Unit -3, 2nd USSS: 3005 (Combat Strength of 2).
Colonel Vincent: 2112, (Advanced Game only)
All uit ae inline formation facing southwest (ln the Advanced Gare,
Breastworks may be placed inthe flowing hexes:2610, 2511, 2411,
2312, als facing southwest. Use ofthe Breastworks rule is recom:
‘mended with this scenario.)
Starting CSA Unit Placement: The following CSA wits begin onthe
aaa
15th AL (Unite 1-5 and Col. Oates): In any woods hex south of
the 2400 hex column end west ofthe 0017 hex row.
“4th AL (Unite 15 and Col Serugen: In any woods hex north of|
the 2500 column and west of the OOTE hex row.
47th AL Units 2-5 and Col, Bulger): Any woods hex south ofthe
2500 hex column and west of the 0020 hex row.
‘4th TX (Units 15 and Col. Key): Any woods hex set ofthe 0021
Ibex column and north of the 2500 hex row.
‘Sth TX (Units 1-5 and Col. Powell: Any woods hex west of the
(0023 hex column and north of the 2300 hex row
Allunits ar facing east. The 15th and 47th AL. are in column forma
tion, all others are inline. (For the Advanced Came, place General
Law withthe 47th AL.)
Reinforcements: Union reinforeements appear as shown on the Rein:
forcement Sehedale for Game-Turns 8-20. There are no Confederate
inforcements
Map Restrictions: This scenato is played on only the eastern por-
tion ofthe game map around the Round Tops. No units (except CSA.
‘sharpehooters in the Advanced Game) may enter any hex below the
520 elevation level
1s
CSA Sharpshooters: (Advanced Game only) Sharpshootes from the
Sed AK and 1st TX regiments may be placed (unspotted) in any Rock
hex of Devils Den at the begining of tse CSA Player-Turn of Turn
14. They may not leave the Rock hexes of Devi’s Den, but may ire
tnd be fied upon from there. The other two sharpshooter units do
not appear.
Geographic Objectives: The Player conclling hexes 1212 and 1313
atthe end of the scenario receives 15 VPs each, Hexes 1712, 1514,
1114, and 0912 are worth 5 VPs each.
Vietory Conditions: This sen
26.0 THE MAJOR BATTLE SCENARIO
Game-Length: Gare Turns 1-20
‘Starting Unit Placement: Union units st
lowing addiions—
‘nd USSS: Unit #3~8036 (W)-"
Brigadier General Warren: 1018 (Advanced Came only)
Alloffmap CSA avillery units start the game as indicated onthe map
‘edge. All other CSA units enter as scheduled reinforcements
* Major Stoughton and unt #4 ofthe 2nd US Sharpshooter historially
deployed on Big Round Top, offrmap tothe south. If both Players
‘agree, they may be inclided, Place Major Stoughton in hex 2834,
suit #4 in hex 3334.
Reinforcements: Reinforcements for both sides enter as scheduled
fon the Reinforement Schedule. For the Advanced Game, Major
General Hood does not appear in this scenario. Historically. he was
wounded (while off:map) at about 4:30 PM. Hood's Saif emers on
‘Turn 6, and the senior CSA brigade officer must immediately replace
Wood (See 31.11)
Historical Note: Players wishing to play the historic batle should (1),
‘not allow ealer reinforcement than scheduled and (2) enter 3rd AK
in area "3", 16 TX in hexes 1142 and 1342, and 4th and Sth TX
in hexes 1942, 2142, ond 2842.
jo has no special victory conditions,
sin 24.0 withthe fo.
Map Restrictions: This seenaro is played on the entice map.
Antllery Ammunition: (Advanced Game ons} Union arillery sec-
tions begin with 40 rounds of ammutition each. CSA'N setions have
25 rounds: R and P sections have 30.
(CSA Sharpshooters: (Advanced Came only) CSA sharpshooters may
appear atthe start of any friendly Player-Turn that thei regimental
oler is adjacent to a Rock hex of Devil's Den (centered near hex
1631). Otherwise, they automatically appear with the officer on Turn
14, wherever he is.
Geographic Objectives: The geographic objectives for both of the
shorter sconarios are objectives forthe Major Batle Scenario, and
valued the same.
itory Conditions:
1). The special Victory Point conditions applying tothe Assault on
Devil's Den Scenario (24.0) apply to the Major Bale Scenario also
2) Vielory Points are awarded for breaking enemy brigades (see
22.4).
'3) The units of the Thitd Corps historical exited towards the north
arhen they withdrew from Devil's Den. In addition, no units of the
‘Third Corps were committed tothe bat for Litle Round Top. Con
soquently, the Union Player loses § VPs for each Third Corps res
‘ment (any or all unis) moving eas ofthe 520 elevation level on Lite
ound Tep. Tie penalty x aisessed only once per enme, per regiment.
'4) The Union Player receives 6 VPs when the Hood Staff enters
play
5) Otherwise, Vietory Points are awarded normally.
27.0 DEVIL'S DEN SCENARIO VARIANTS
27.1 ROBERTSON’S BRIGADE STAYS TOGETHER
During the historical advance, the units of Robertson's Brigade be
«ame separated, with two regiments stacking Devil's Den andthe other—erT °° °° ° ° °° -.
two attacking Litle Round Top. This scenario assumes that all of
Robertson's Brigade has stayed together to attack Devil's Den,
Confederate: The Ath and 5th TX Regiments entor at the same time
ts the Tat TX and ded AK, Other reinforcements remtin the same
‘in 24.0 (with the addition of Roberson's Brigade sharpshooter units
from the 4th and 5th TX).
‘Union: Weed's whole brigade (146th NY, 91st PA, 155th PA, 140th
NY, and Brigadier General Weed) appears on Turn 11 in Area B
ro Victory Point coat othe Union Player. This is in addition to the
reinforcements in 24.0,
27.2 HOOD CONCENTRATES AGAINST DEVIL'S DEN
This scenario assumes that all of Robertson's Brigade plus Lew's
Brigade concentrate their attack against Devil's Den
Confederate: All of Robertson's and Law's Brigades appear as
scheduled on the Reinforeement Schedule,
Union: Three unite ofthe 2nd US Sharpshooters begin the game on
the map as for 26.0. Vincent's Brigade (20th ME, 26th MI. 44th NY,
{85rd PA, and Colonel Vincent) enter on Turn 2'in Entry Area A oF
Bat no Victory Point ens. Weed! Brigade (146th NY, 91st PA, 155th
PA, 140th NY, and Brigadier General Weed) enter on Turn 11 in
‘Area B at no Vietory Point cost
28.0 LITTLE ROUND TOP SCENARIO
VARIANTS:
28.1 LAW ATTACKS AT FULL STRENGTH
Confederate: Add to the set-up sted in 25.0 the following unit: 15th
AL unit ~6 and 47th AL unit 1 (these units got los or were left be
hind during Law's advance). On Game-Turn 9 add as reinforcements
sll units of the 44th AL and 48th AL (and Brigadier General Law
‘Advanced Game only), appearing in colurmn inthe same area the the
15th AL stare from
Union: Add as reinforcements the balance of Weed's Brigade which
appears on CameTurn 14 at no Vietory Point cost
28.2 HOODS FLANK ATTACK
‘Ths scenario represents the lanking attack that Major General Hood
‘wanted t employ. Instead ofthe se.up given in 25,0, use the following.
Confederate: All units enter the map Game-Turn 8, Law's Brigade
(th AL, 15th Al, 44th AL, 47th AL, 48th AL) enter in column from
hhexes 3101, 3201, 3901, 3902, and 3303. Robertson's Brigade Bed
AK, Ist TX, 4th TX, 5th TX) enters in column from hexes 3306,
‘3807, 3308, and 3309. Benning’s Brigade (2nd GA, 15th GA, 17h
GA, 20th GA) enters in column anywhere south of hex column 2800
and west of the 0019 hex row.
For the Advanced Game, Major General Hood (having the foresight
not to be wounded) enters with Benning’s Brigade. All brigade officers
tnier with their brigedes, The CSA sharpshootera may appear atthe
beginning of any Game-Turn in the hex containing the regimental
officer, Sections #2 and #3 of Rowan's Batery are the only off-map
tcilery and each have 22 rounds of ammunition
‘Union: Setup and reinforoements are ain 25.0 except Weed's whole
brigade (9lst PA, 155th PA, 140th NY, and 146th NY) enters along
‘with Battery D on Game-Turn 11 at no Vietory Point cost.
For the Advanced Game, General Weed enters with his brigade, and
ach section of Battery D has 40 rounds of ammunition.
PART IV: THE ADVANCED GAME
29.0 INTRODUCTION
Rules Sections 29.0 through 46.0 constite the Advanced Came. They
have been designed to make DEVIL'S DEN a more realistic simula
tion of Civil War combat. Players ean add nome or all of these rules
to the Basic Game as they choote. The most important rues to add
sre Spit Fire—36.0, Ammunition~40.0, CSA Antllery—42.0,
Breastworks—14.0, and Opportunity Fue—45.0. The Advanced Game
rules supercede the Basic Came rules where they contradict
30.0 BRIGADE OFFICERS
GENERAL RULE:
‘The element of a Civil War army's command structure above the rei-
iment is the brigade. A brigade usualy contains 3 10 5 regiments and
‘commanded by a brigadier general. Brigade officers are a second
type of officer included to represent the brignde commander and sa.
Brigade offices may increase the Command Point Toa ofthe brigne’s
regimental officers, and may also give orders diecly to combat units
‘ofthe brigade out of command. Brigade officers have a Commmand
Influence Bonus. They can apply influence to either an officer or &
unit oftheir brigade, Command infience simulates bath the increased
telfectveness « brigade commander brings to his oficees by confer
Fing with them, and the ability of brigade commanders to personally
Tead small bodies of troops. Brigade officers are always activated and
have a Movement Alowance of 12 Movement Points. They have the
same efiets es regimental offices, except where superceded by 30.0,
30.1 COMMAND INFLUENCE
30.11 Brigade officers may allocate their bonus during the Activation
Phase to an eligible officer or unit. Regimental officers receiving a
bonus from ther brigade officer increase theie Command Point Total
by J Command Points. Individual units receiving a bonus may ex:
pend up to 8 Command Poits for their own use.
16
30.12 Regimental oficers within three hexes oftheir brigade officer
(traced lke a Command Radius) are eligible for Command Influence.
Place a CP Bons marker on the receiving acer. A regimental officer
‘may never have his Command Point Total increased by more than
‘3 Command Points in a Player-Turn
30.13 Individual unite ar eligible for Command Influence when out
‘of command and stacked with or adjacent o their brigade officer, Place
‘Direct Orders marker on the unit
30.14 Rally by Brigade Officer: During the Rally sogment ofthe Ac
tivation Phase any divordered unit roceiving direct orders from a
brigade oficer ean use some of the CPs to rally.
30.2 BRIGADE OFFICER PROMOTIONS
30.21When a brigade officer becomes a casualty, ip his counter over
to the “Brigade Staff” side. Inthe nex friendly Command Phase the
Brigade Stlf marker is placed on the hex occupied by the highest
‘ated (in Command Points) surviving original regimental officer. This
‘ier isthe new brigade officer. He is removed from play, and is
thereafter represented by the Brigade Staff marker. Ifthe orginal
regimental oficers ae all casuals, there is no replacement brigade
‘oles and the Brigade Staff unit i eliminated. Note: An officer as
‘suming command ofa brigade must be replaced by anew regimental
lier (see 6.7)
Example: If Brigadier General Weed becomes a casualty, he is
replaced by Colonel O'Rorke ofthe 140th New Yark Regiment (the
highest ated regimental officer ofthe brigade); the 140th NY is then
commanded by Lt. Colonel Emit. General Weed's counter is lipped
to the Brigade Staff side and placed inthe hex occupied by Colonel
O'Rourke. Colonel O'Rourke's counter is fipped to Lt. Colonel Een’
side and is placed on a unit of the 140th NY.
30.22 Iftwo or more regimental officers have equally high command
ratings the owning Player may choose either t be the new brigade
commander,