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CHAPTER 13

Scenario: Heron's Creek

Scenario: Heron's Creek

10. INTRODUCTORY SCENARIO: "CLASH AT HERON'S CREEK" (AUTUMN 1862)

1.0 Historical Background & Tactical Context

  • [SCEN-10-1.1] Setting the Engagement: Late September 1862, Maryland Campaign. In the wake of major fighting along the Potomac, a Federal division advances to secure the vital road junction and stone bridge spanning Heron's Run Creek. Simultaneously, a Confederate rearguard division is ordered to seize the high ground and deny the crossing to cover the withdrawal of the army's wagon trains.
  • [SCEN-10-1.2] Tactical Parameters:
  • Table Dimensions: 4.0 ft (Deep) x 6.0 ft (Wide) (48" x 72").
  • Scale: 1 inch = 25 to 30 yards ground scale; 15mm miniatures.
  • Pacing & Duration: Exactly 7 Game Turns (Estimated playtime: 2.5 to 3.5 hours).
  • Player Allocation: Designed for 4 Players (2 Union: Left Wing & Right Wing; 2 Confederate: Left Wing & Right Wing) or 2 Players head-to-head.

2.0 Battlefield Map & Terrain Specifications

[UNION DEPLOYMENT ZONE: South Edge (Within 6.0" of Table Edge)]

  • [SCEN-10-2.1] Master Terrain Breakdown Table:
Terrain Feature Location on Table Movement Effect Cover Save Provided Tactical / Line of Sight (LOS) Impact
Heron's Run Creek Bisects table East-to-West (y = 24") -2.0" Penalty None Halts charges across waterbed .
The Stone Bridge Center of Creek (x = 36", y = 24") Road Speed (12") None Primary Objective (3 VP). Bottleneck defile.
The Shallow Ford East of Bridge (x = 52", y = 24") Normal Speed None Allows Line of Battle to cross without disorder.
Miller's Farm North-East Sector (x = 50"–64", y = 34"–42") -2.0" entering Heavy (4+) Objective (2 VP). Masonry walls grant +2 Melee.
Oak Ridge Woods North-West Sector (x = 8"–24", y = 32"–44") 4.0" Max Speed Light (5+) Blocks LOS beyond 6.0" .
The Cornfield South-West Sector (x = 12"–28", y = 8"–18") -2.0" Penalty Light (5+) Dense stalks: Blocks LOS beyond 4.0".
The Low Ridge South-East Sector (x = 48"–66", y = 8"–16") Normal None Objective (2 VP). Level 1 Crest: Downhill +1 Melee.
Split-Rail Fences Bordering Cornfield and Roads -2.0" to cross Light (5+) Linear obstacle; grants 5+ save against frontal fire.

3.0 Scenario Rules & Victory Objectives

  • [SCEN-10-3.1] Deployment Protocol:
  • Confederate Side (North): Deploys first, entirely within 6.0 inches of the North table edge.
  • Union Side (South): Deploys second, entirely within 6.0 inches of the South table edge.
  • First Turn Initiative: The Union player is designated the Active Side on Turn 1.
  • [SCEN-10-3.2] Game Length: The battle concludes at the end of Turn 7 (Phase 5 clean-up).
  • [SCEN-10-3.3] Victory Point Scoring: At the end of Turn 7, both sides calculate total Victory Points (VP):
Victory Point Objective Condition VP Award
The Stone Bridge (Primary) Held by controlling bridge and 4" area 3 VP
Miller's Farmstead (Secondary) Held by garrisoning farm or walls 2 VP
The Low Ridge Crest (Secondary) Held by occupying Level 1 crestline 2 VP
Brigade Casualty Awards Forcing Enemy Brigade into Hesitant State 1 VP each
Brigade Casualty Awards Forcing Enemy Brigade into Broken State 3 VP each
  • [SCEN-10-3.4] Determining the Outcome:
  • Major Victory: Lead by +4 or more VP.
  • Minor Victory: Lead by +1 to +3 VP.
  • Draw / Inconclusive: Equal VP totals.

4.0 Union Order of Battle (Army of the Potomac)

Total Force Strength: 8 Infantry Regiments, 2 Artillery Batteries (42 Total Stands / ~2,800 men).


Union 1st Brigade ("Western Volunteers") β€” Left Wing

  • Brigade Commander: Brig. Gen. Marcus Vance
  • Leadership Profile: Aggressive / Brilliant .
  • Staff Pip Roll: 1D3 + 1 Pips (2-4 Pips per turn).
  • Brigade Stand Strength: 21 Total Stands.
  • Faltering Thresholds: Hesitant at 7 Stands Lost (30%) | Broken at 11 Stands Lost (50%).

text ┐ 2nd WISCONSIN INFANTRY REGIMENT (Iron Brigade) Starting Stands: 6 Stands (Large) Troop Quality: Veteran (Discipline Check: 3+) Armament: Rifled Muskets (.58) Health Track: Fresh: 6–5 | Worn: 4–3 | Spent: 2 Special Trait: IRON DISCIPLINE : Ignores first natural 6.0" Disorder result each game turn. Rallies naturally on a 3+ on 1D6. β”˜

text ┐ 6th WISCONSIN INFANTRY REGIMENT Starting Stands: 5 Stands (Standard) Troop Quality: Regular (Discipline Check: 4+) Armament: Rifled Muskets (.58) Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 Special Trait: STEADY : +1 to Discipline Checks caused by Closing Defensive Volleys. May re-roll one failed cover save per game. β”˜

text ┐ 19th INDIANA INFANTRY REGIMENT Starting Stands: 5 Stands (Standard) Troop Quality: Regular (Discipline Check: 4+) Armament: Rifled Muskets (.58) Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 Special Trait: Standard Veteran Line . Baseline infantry. β”˜

text ┐ 7th WISCONSIN INFANTRY REGIMENT Starting Stands: 4 Stands (Small) Troop Quality: Regular (Discipline Check: 4+) Armament: Smoothbore Muskets Health Track: Fresh: 4 | Worn: 3 | Spent: 2 Special Trait: BUCK & BALL SPECIALISTS : Hits on 3+ at Short Range (0–6"). Incapable of firing beyond 14.0". β”˜

text ┐ BATTERY B, 4th US ARTILLERY Starting Stands: 1 Stand (Section) Troop Quality: Veteran (Discipline Check: 3+) Armament: 12-pdr Napoleons (M1857 Smoothbore Gun-Howitzer) Combat Profile: Canister (0–6"): 2+ Hit | Rolls 4D6 | Auto-Disorder Medium (6–18"): 4+ Hit | Rolls 2D6 | Solid Shot / Shell Long (18–30"): 5+ Hit | Rolls 1D6 | Lobbed Solid Shot Special Trait: CANISTER SPECIALISTS: Re-roll 1 missed die in canister range. β”˜


Union 2nd Brigade ("Keystone Brigade") β€” Right Wing

  • Brigade Commander: Brig. Gen. Arthur Potts
  • Leadership Profile: Reliable / Standard .
  • Staff Pip Roll: 1D3 Pips (1-3 Pips per turn).
  • Brigade Stand Strength: 21 Total Stands.
  • Faltering Thresholds: Hesitant at 7 Stands Lost (30%) | Broken at 11 Stands Lost (50%).

text ┐ 143rd PENNSYLVANIA INFANTRY REGIMENT Starting Stands: 6 Stands (Large) Troop Quality: Regular (Discipline Check: 4+) Armament: Rifled Muskets (.58) Health Track: Fresh: 6–5 | Worn: 4–3 | Spent: 2 Special Trait: Standard Full-Strength Line . Baseline infantry. β”˜

text ┐ 149th PENNSYLVANIA INFANTRY REGIMENT ("Bucktails") Starting Stands: 5 Stands (Standard) Troop Quality: Veteran (Discipline Check: 3+) Armament: Rifled Muskets (.58) Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 Special Trait: BUCKTAIL SKIRMISHERS : May detach 1 stand as a Skirmish Screen for free without expending half-move. Re-roll 1 missed shot at 6"–14". β”˜

text ┐ 150th PENNSYLVANIA INFANTRY REGIMENT Starting Stands: 5 Stands (Standard) Troop Quality: Regular (Discipline Check: 4+) Armament: Rifled Muskets (.58) Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 Special Trait: Standard Line Regiment . β”˜

text ┐ 121st PENNSYLVANIA INFANTRY REGIMENT Starting Stands: 4 Stands (Small) Troop Quality: Green (Discipline Check: 5+) Armament: Rifled Muskets (.58) Health Track: Fresh: 4 | Worn: 3 | Spent: 2 Special Trait: SEEN THE ELEPHANT : Must pass a 5+ Discipline Check the first time it sustains fire. Failure inflicts instant Disorder. β”˜ ┐ COOPER'S BATTERY B, 1st PENNSYLVANIA ARTILLERY Starting Stands: 1 Stand (Section) Troop Quality: Regular (Discipline Check: 4+) Armament: 3-inch Ordnance Rifles (Wrought Iron) Combat Profile: Canister (0–6"): 3+ Hit | Rolls 3D6 | Standard Canister Medium (6–20"): 4+ Hit | Rolls 2D6 | High Precision Shell Long (20–36"): 4+ Hit | Rolls 2D6 | Long Range Precision Sniper Special Trait: LONG RANGE COUNTER-BATTERY: Hits on 4+ out to 36.0" on elevated terrain. β”˜


5.0 Confederate Order of Battle (Army of Northern Virginia)

Total Force Strength: 8 Infantry Regiments, 2 Artillery Batteries (41 Total Stands / ~2,750 men).


Confederate 1st Brigade ("Stonewall Veterans") β€” Left Wing

  • Brigade Commander: Brig. Gen. Richard Garnett
  • Leadership Profile: Aggressive / Brilliant .
  • Staff Pip Roll: 1D3 + 1 Pips (2-4 Pips per turn).
  • Brigade Stand Strength: 21 Total Stands.
  • Faltering Thresholds: Hesitant at 7 Stands Lost (30%) | Broken at 11 Stands Lost (50%).

text ┐ 4th VIRGINIA INFANTRY REGIMENT (Stonewall Brigade) Starting Stands: 6 Stands (Large) Troop Quality: Veteran (Discipline Check: 3+) Armament: Rifled Muskets (.58) Health Track: Fresh: 6–5 | Worn: 4–3 | Spent: 2 Special Trait: REBEL YELL : +1 to Opposed Melee Rolls when charging or counter-charging. Forces defender Discipline Check on contact. β”˜

text ┐ 2nd VIRGINIA INFANTRY REGIMENT Starting Stands: 5 Stands (Standard) Troop Quality: Veteran (Discipline Check: 3+) Armament: Rifled Muskets (.58) Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 Special Trait: REBEL YELL : +1 to Melee Rolls in Assaults. β”˜

text ┐ 5th VIRGINIA INFANTRY REGIMENT Starting Stands: 5 Stands (Standard) Troop Quality: Regular (Discipline Check: 4+) Armament: Smoothbore Muskets Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 Special Traits: REBEL YELL + BUCK & BALL : Hits on 3+ at Short Range (0–6"). +1 Melee when assaulting. β”˜

text ┐ 33rd VIRGINIA INFANTRY REGIMENT Starting Stands: 4 Stands (Small) Troop Quality: Regular (Discipline Check: 4+) Armament: Smoothbore Muskets Health Track: Fresh: 4 | Worn: 3 | Spent: 2 Special Traits: REBEL YELL + BUCK & BALL . β”˜ ┐ ROCKBRIDGE ARTILLERY Starting Stands: 1 Stand (Section) Troop Quality: Veteran (Discipline Check: 3+) Armament: 10-pdr Parrott Rifles (Cast Iron w/ Wrought Band) Combat Profile: Canister (0–6"): 3+ Hit | Rolls 3D6 | Standard Canister Medium (6–20"): 4+ Hit | Rolls 2D6 | Heavy Rifled Shell Long (20–36"): 4+ Hit | Rolls 2D6 | High-Velocity Solid Shot Special Trait: COUNTER-BATTERY EXPERTS: +1 to hit enemy unlimbered batteries at >14.0". β”˜


Confederate 2nd Brigade ("Carolina Brigade") β€” Right Wing

  • Brigade Commander: Brig. Gen. Lawrence Branch
  • Leadership Profile: Reliable / Standard .
  • Staff Pip Roll: 1D3 Pips (1-3 Pips per turn).
  • Brigade Stand Strength: 20 Total Stands.
  • Faltering Thresholds: Hesitant at 6.0" Stands Lost (30%) | Broken at 10 Stands Lost (50%).

text ┐ 7th NORTH CAROLINA INFANTRY REGIMENT Starting Stands: 5 Stands (Standard) Troop Quality: Veteran (Discipline Check: 3+) Armament: Rifled Muskets (.58) Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 Special Trait: SHARPSHOOTERS : May re-roll one missed shooting die at Medium Range (6"–14"). REBEL YELL (+1 Melee). β”˜

text ┐ 18th NORTH CAROLINA INFANTRY REGIMENT Starting Stands: 5 Stands (Standard) Troop Quality: Regular (Discipline Check: 4+) Armament: Rifled Muskets (.58) Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 Special Trait: REBEL YELL . Standard disciplined Confederate line. β”˜

text ┐ 28th NORTH CAROLINA INFANTRY REGIMENT Starting Stands: 5 Stands (Standard) Troop Quality: Regular (Discipline Check: 4+) Armament: Rifled Muskets (.58) Health Track: Fresh: 5–4 | Worn: 3 | Spent: 2 Special Trait: REBEL YELL . Standard line regiment. β”˜

text ┐ 37th NORTH CAROLINA INFANTRY REGIMENT Starting Stands: 4 Stands (Small) Troop Quality: Green (Discipline Check: 5+) Armament: Smoothbore Muskets Health Track: Fresh: 4 | Worn: 3 | Spent: 2 Special Traits: SEEN THE ELEPHANT + BUCK & BALL + REBEL YELL . β”˜

text ┐ FLUVANNA ARTILLERY Starting Stands: 1 Stand (Section) Troop Quality: Regular (Discipline Check: 4+) Armament: 12-pdr Napoleons (Smoothbore Gun-Howitzer) Combat Profile: Canister (0–6"): 2+ Hit | Rolls 4D6 | Auto-Disorder Medium (6–18"): 4+ Hit | Rolls 2D6 | Solid Shot / Shell Long (18–30"): 5+ Hit | Rolls 1D6 | Spherical Case / Solid Shot Special Trait: POINT-BLANK DEFENSE: Auto-disorders any charging unit within 6.0". β”˜


6.0 Four-Player Command Assignments & Play Pacing

4-Player Table Protocol Left Wing Right Wing
Confederate Side (North Edge) Player A: Commands 1st Brigade (Garnett - Stonewall) Player B: Commands 2nd Brigade (Branch - Carolinas)
Union Side (South Edge) Player A: Commands 1st Brigade (Vance - Western Vols) Player B: Commands 2nd Brigade (Potts - Keystones)
  • [SCEN-10-6.1] Pacing Guidelines for 3-Hour Completion:
  • Turns 1–2 (Maneuver & Approach): 20 minutes per turn. Both sides advance rapidly toward the creek and high ground.
  • Turns 3–5 (The Clash at the Creek & Farm): 30 minutes per turn. Resolving closing volleys, firefights across Heron's Run, and assaults on Miller's Farm.
  • Turns 6.0"–7 (Climax & Collapse): 25 minutes per turn. Brigade faltering thresholds trigger; decisive bayonet charges and final objective control.
  • Total Playtime: ~ 180 minutes (3.0 hours).

7.0 Tactical Advice & Scenario Designer Commentary

Tactical Briefing for Union Commanders

Your primary goal is to force a crossing at the Stone Bridge and Shallow Ford while using the Low Ridge to anchor your right flank. * Deploy Cooper’s Battery B (3-inch Rifles) on the Low Ridge immediately; its long range (36") allows plunging counter-battery fire against the Rockbridge Artillery. * Advance the Iron Brigade (2nd Wisconsin) directly toward the Bridge. Their Iron Discipline trait ensures they will not stall easily under artillery fire. * Watch out for the Confederate smoothbore units (5th & 33rd Virginia) lurking near the woodsβ€”do not let them close to within 6.0" where their Buck & Ball hits on 3+.

Tactical Briefing for Confederate Commanders

You are defending strong natural features: Oak Ridge Woods on your right and Miller’s Farm on your left. * Rush the 7th & 18th North Carolina into Miller’s Farm. The stone walls provide Heavy Cover (4+ save) and +2 in Melee, making the farmstead virtually impregnable to frontal assault. * Place the Fluvanna Artillery (Napoleons) covering the Stone Bridge defile. Any Federal unit attempting to cross the bridge into canister range (6.0") will face 4D6 hitting on 2+ with automatic Disorder.

  • Keep General Garnett's Stonewall Brigade in reserve behind the creek to execute a devastating **Rebel Yell Counter-Charge ** when the Federals stumble crossing the water.