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PLAY B O O K

Scenario Format............................................................................. 2 Scenario 1: Two Times is the Charm June or November 1861........ 3 Scenario 2: Hampton Roads March 1862...................................... 4 Scenario 3a: Vicksburg Blockade July 1862................................... 5 Scenario 3b: The Bluffs July 1862.................................................. 6 Scenario 3c: Fate of CSS Arkansas July 1862................................. 7 Scenario 4: Phantom January 1863............................................... 8 Scenario 5: New Carthage February 1863..................................... 9 Scenario 6: Wassaw Sound June 1863......................................... 10 Scenario 7: Battle of Plymouth April 1864.................................. 11 Scenario 8: Duel June 1864......................................................... 12 Scenario 9a: Battle of Mobile Bay: The Gauntlet August 1864..... 13 Scenario 9b: Battle of Mobile Bay: Final Clash August 1864....... 15 Scenario 10: Trents Reach January 1865..................................... 16 Scenario 11: Spanish River March 1865 (hypothetical)................ 17

Table of Contents

Scenario 12: Design your own....................................................... 18 Campaign Game Scenarios........................................................... 19 Generating Battles........................................................................ 19 Campaign Maps........................................................................... 20 Engagement Battle....................................................................... 21 Passage Battle............................................................................... 22 Escort Battle................................................................................ 23 Defend Battle............................................................................... 24 Blockade Battle............................................................................ 25 Brief Notes................................................................................... 26 Example of Play............................................................................ 27 Countersheet Manifests................................................................ 30 Confederate Ship Summary.......................................................... 33 Union Ship Summary................................................................... 34 Campaign Log............................................................................. 36

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Iron & Oak Play Book

Scenario Format

Iron & Oak includes thirteen historical scenarios and one hypothetical scenario. Three (3a, 3b and 3c) may be combined into a mini campaign, and two (9a and 9b) 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: Trents Reach January 1865.

Scenario Name and Date


The (10) indicates the number of Action Cards the Union player is dealt. The six ships and forts the Union player commands are identified by letters A through F. Place an Elite Grade marker on USS Onondaga and a Crack Grade marker on USS Massasoit.

Union Forces (10)

Play Area Layout

The u indicates that the Confederate side plays first. The (12) indicates the number of Action Cards the Confederate player is dealt. The seven ships the Confederate player commands are identified by letters T through Z. Place Crack Grade markers on CSS Fredericksburg, CSS Richmond, CSS Virginia II and CSS Drewry.

u Confederate Forces (12)

Indicates sides and banks along the map edges (if any), shoal depths, the starting position of each unit (on or off the play area), torpedo-mines or obstructions (if any), and any other reference markers. Ships start as indicated, on or off of the play area. Those starting off the play area must Maneuver to enter the play area [5.0]. Note that Forts are typically positioned off the play area, but are considered to occupy the adjacent Grid Box for range purposes.
Forts Slow Current & Direction Union Side A D B C 2 2 2 2 F S 1 1 1 1 E U W Ships starting on play area Confederate Side V 2 Heavy Obstruction X Z
(not part of scenario 10 map layout)

H H

O
2

Ships starting off play area 1 Exit side for Victory Conditions
Exit

Obstruction Mine

M
1 0 1 0 1 0 1 0 Bank

(not part of scenario 10 map layout)

Shoal Depth

Special Rules

Victory Conditions

Rules unique to just this scenario. Wind is always Normal unless a Special Rule indicates it is Fresh.

Optional Rules

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. While not the case with Scenario #10, some scenarios have optional rules that may be employed if all players agree, e.g., Scenario #2.
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Iron & Oak Play Book

The Confederate cruiser Sumter, Cpt. Semmes, leaving New Orleans on June18, 1861.

Scenario 1: Two Times is the Charm June or November 1861


(A) USS Brooklyn (Average) { June 1861} or (A) USS Iroquois (Average) {November 1861}

Union Forces (6)

(Z) CSS Sumter (Crack)

u Confederate Forces (6)

S 2 2 2 2 2 Z 2 2 2 2 2

2 A 2
Exit

2 2

2 2

2 2

2 2

Special Rules

Victory Conditions Historical Notes

Fresh Wind. Sumter Maneuvers to enter starting on Turn 1. Sumter may not be given a Maneuver 2 Order.

Union: Prevent the Confederate victory conditions. No turn limit. Confederate: Exit Sumter under power with less than Heavy Damage. No turn limit.

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.
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Scenario 2: Hampton Roads March 1862


(A) USS Minnesota (Average) {Grounded in position} (B) USS Monitor (Crack) (C) USS Zouave (Average)
S 3 3 3 3 3

u Union Forces (8)

(Y ) CSS Virginia (Crack) (Z) CSS Patrick Henry (Average)

Confederate Forces (8)

Y Z

4 C 2 A B

4 2

4 2

4 2

4 2

Special Rules

Victory Conditions Optional 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. Union: Prevent the Confederate victory conditions. Confederate: Sink Minnesota by Turn 30 while Virginia suffers less than Heavy Damage Minnesota may be given a Refloat Order (exception to the Special Rule above) to break free, but she suffers an automatic and permanent Engine-Stopped critical hit (she does not suffer any associated hits) and must still perform the Engine-Damaged check [4.3.1] 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: 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; Virginia may still initiate ram attacks, but if successful must apply a 2 DRM 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 DRM to gunnery die rolls against USS Monitor. Fearing her new guns would burst under a full-charge load; Monitors 11" Dahlgrens were only using two-thirds of the designed powder load. Monitor must apply a 2 DRM to her gunnery die rolls.

Surprised by the presence of Monitor, Virginia was unable to close on the beleaguered Minnesota. Instead forced to engage this neverbefore 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.
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Historical Notes

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The Confederate ram Arkansas running the Union fleet at Vicksburg, July 15, 1862.

Scenario 3a: Vicksburg Blockade July 1862


(A) USS Carondelet (Crack) (B) USS Tyler (Average) (C) USS Queen of the West (Average)

Union Forces (8)

(Z) CSS Arkansas (Crack)

u Confederate Forces (6)

2 Z 3

2 A

3 B C

3 2

3 2

3 2

3 2

3 2
Exit

Special Rules Victory Conditions Linked Scenarios


(None) 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.

Historical Notes

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.

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.
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The Confederate ram Arkansas alongside the Union ironclad Carondelet.

Scenario 3b: The Bluffs July 1862


(A) USS Queen of the West (Average) (B) USS Essex (Crack)

u Union Forces (8)

(Y ) CSS Arkansas (Crack) (Z) Vicksburg Battery The Bluffs (Average)

Confederate Forces (6)

Exit

A 3 3 3 3 B

3 2

3 Y

M
Z

Special Rules

Victory Conditions Optional 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 [6.2.3.D]. Union: Sink or strike Arkansas and exit both ships under power by Turn 30. Confederate: Prevent the Union Victory Conditions. 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 forts 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.
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Destruction of the Confederate ram Arkansas, August 6, 1862.

Scenario 3c: Fate of CSS Arkansas July 1862


(A) USS Essex (Crack)

u Union Forces (6)

(Z) CSS Arkansas (Crack)

Confederate Forces (6)

3 2

3 2

3 2

3 2

3 2
Exit

Special Rules

Victory Conditions Optional Rules

Arkansas starts with an Engine-Damaged CH marker that cannot be repaired. She does not start the game with any associated hits. If the scenario is played as a mini-campaign, ignore the Engine-Damaged damage and carry over all remaining damage from Scenario 3b instead. Union: Prevent the Confederate victory conditions. Confederate: Inflict Heavy Damage on Essex and exit Arkansas under power by Turn 25. May be played as a mini-campaign game with Scenarios 3a and 3b.

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.
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Historical Notes

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Scenario 4: Phantom January 1863


(A) USS Brooklyn (Crack) (B) USS Susquehanna (Crack) (C) USS Oneida (Average) (D) USS Kennebec (Average)

Union Forces (10)

(W) Fort Morgan Fortress Battery (Average) (X) CSS Florida (Average) (Y ) False Contact (Z) False Contact

u Confederate Forces (6)

3 A C 3 B D

3 A C 3 B D

3 A C 3 B D

3 A C 3 B D

3 A C 3 B D

2 1

2 1

X Y Z

X Y Z

M
W

X Y Z

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]. 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].

Victory Conditions

Historical Notes

Union: Sink or strike Florida. Confederate: Exit Florida under power by Turn 20 with less than Heavy Damage.

Florida successfully eluded the Union blockaders of Mobile making the run out to sea. Confederate Victory.
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Exit

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Engraving of USS Indianola, published in Harpers Weekly, February, 1863

Scenario 5: New Carthage February 1863


(A) USS Indianola (Average) {starts Anchored [see 4.1]}

Union Forces (6)

(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}

u Confederate Forces (8)

A 1 1 1 1

2 Y 2 Z 2 1

2 1

2 1

2 1

2 1

Special Rules

Victory Conditions Historical Notes

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. 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.

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.
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The monitor Weehawken capturing the Confederate ironclad ram Atlanta, Wassaw Sound, Georgia, June 17, 1863

Scenario 6: Wassaw Sound June 1863


(A) USS Nahant (Average) (B) USS Weehawken (Crack) {Enters on turn 10 or later}
S 3 3 3 3 3

Union Forces (6/8)

(Z) CSS Atlanta (Crack)

u Confederate Forces (6)

2 A 1 B 2 3
Exit

2 3

2 3

2 3

2 3

Special Rules

Victory Conditions Historical Notes

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.

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.

After engaging Nahant and Weehawken, Atlanta ran aground mid-river and was captured by the two Union monitors. Union Victory.

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11

Building the Albemarle at Edwards Ferry

Scenario 7: Battle of Plymouth April 1864


(A) USS Miami (Crack) (B) USS Southfield (Average)

Union Forces (8)

(Z) CSS Albemarle (Crack)

u Confederate Forces (6)

Z 1 1 1 1 1

3 A B

3 1

3 1

3 1

3 1

3 1
Exit

Special Rules Victory Conditions Historical Notes


(none) 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.

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.

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Scenario 8: Duel June 1864


(A) USS Kearsarge (Crack)

Fighting in a circle: the USS Kearsarge vs. CSS Alabama, June 19, 1864

u Union Forces (6)

(Z) CSS Alabama (Crack)


A

Confederate Forces (6)

Special Rules

Fresh Wind. There are no Shoals in this scenario; rule 5.4.1 does not apply. A ship may retire from any side of the map.

Optional Rules

Union: Sink, strike or force Alabama to retire. No turn limit. Confederate: Sink or force Kearsarge to retire. No turn limit. 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 DRM to gunnery die rolls.

Victory Conditions

Historical Notes

The two ships jockeyed for the best firing position for nearly an hour, all the while exchanging fire. However, Kearsarges 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.
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Scenario 9a: Battle of Mobile Bay: The Gauntlet August 1864


(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)
T - Long Range

The Battle of Mobile Bay, looking south and eastward. From a wartime sketch.

u Union Forces (12)

(T) Fort Morgan Water Battery (Average) (U) Fort Morgan Fortress Battery (Average) (V) Fort Gaines Fortress Battery (Average)

Confederate Forces (6)

Scenario 9a information continued on next page.

T - Med. Range

T - Short Range

T - Long Range

T - Med. Range V - Long Range

U T - Short Range T - Med. Range T 1

A E E

B F F

C G G

D H H I I J J

T - Short Range V - Long Range

T - Short Range V - Long Range

T - Med. Range

1 2

K K

1 S 1 0
Exit

1 0

1 0

1 0
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1 0

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Special Rules

Victory Conditions Historical Notes

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 DRM to all Maneuver rolls. They must stay grappled together, except: They automatically release the grapple if one or the other sinks or must retire. If either ship suffers Engine-Damaged or Engine-Stopped 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 DRM to all Maneuver rolls. 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; its automatic. Union ships must roll to exit normally. Each Union ship must attempt to move forward one Grid Box per turn if possible. As one ship moves forward, the next ship(s) in line must attempt to move forward. If any 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-Damaged or Engine-Stopped 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 four-ship 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. Ranges to and from the Fort Morgan Fortress Battery (U) are normal. 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 modifier for being grappled. Do not reshuffle the Action Card deck before dealing the cards for scenario 9b. Reshuffle the Action Card deck, including any cards set aside from scenario 9a, after dealing the cards for scenario 9b. Union ships that fail to exit by the end of Turn 30 do not participate in Scenario 9b. Not applicable. Note: Union ships sunk or retired in Scenario 9a do not count towards the victory conditions of Scenario 9b.

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.

Ft. Gaines

Galena

Oneida

Itasca

Ossipee

Chickasaw Tennessee

Ft. Morgan

The Battle of Mobile Bay. From a wartime sketch.

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Scenario 9b: Battle of Mobile Bay: Final Clash August 1864


{May transfer action cards from Scenario 9a} (*) Union ships exiting from Scenario 9a
W Y X Z

Capture of the Confederate gunboat Selma by the Metacomet.

Union Forces (10)

(W) (X) (Y ) (Z)

CSS Tennessee (Crack) CSS Morgan (Crack) CSS Selma (Average) CSS Gaines (Average)

u Confederate Forces (10)

* *

1 S 1

1 1

1 1

1 1

1 1

Special Rules

Victory Conditions

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. 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; its automatic. They enter along the same Band as they exited. 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 EngineStopped Critical Hit, suffers Heavy Damage, or must retire. They do suffer the 2 DRM gunnery modifier for being grappled.

The Confederate force was quickly dispersed by the Unions 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.
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Historical Notes

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).

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Iron & Oak Play Book

Scenario 10: Trents Reach January 1865


(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)
F S 1 A D B C 2 2 2 2 2 1 1 1

The battle of Trents Reach, February 11, 1865. Portion of a sketch by Alfred R. Waud

Union 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)
E

u Confederate Forces (12)

H H

U W

V 2 T X Z

1
Exit

1 0

1 0

1 0

1 0

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-Damaged 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

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.
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Historical Notes

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.

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Sepia wash drawing of USS Osage by F. Muller, circa 1900.

Scenario 11: Spanish River March 1865 (hypothetical)


(A) USS Osage (Crack) (B) USS Cincinnati (Average)

u Union Forces (8)

(Y ) CSS Huntsville (Average) (Z) CSS Tuscaloosa (Average)

Confederate Forces (8)

Exit

2 Y 3 Z 3

3 A

3 B

3 2

3 2

3 2

3 2

3 2 M

Special Rules Victory Conditions


(None) 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.
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The side-wheel steamer USS Sassacus ramming the ironclad CSS Albemarle in Albemarle Sound, North Carolina, May 5, 1864.

Scenario 12: Design your own



Select force based on points or ship match-up

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)

Special Rules

Determine the forces by mutual agreement or by pitting specific ships head-to-head. Select which side plays first. The number of Action Cards available is based on the number of ships per force: Ships Cards 1: 6 2-3: 8 4-6: 10 7+: 12 Determine the current direction and speed, if any. Determine the Union and Confederate sides and 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. Note: Players may wish to use the tables for generating Campaign Game battles to determine these conditions. Union: As determined by mutual agreement. Confederate: As determined by mutual agreement.

Victory Conditions

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Campaign Game Scenarios


Action Cards
Shuffle the Attackers Day/Night determination cards back into the deck. Then, 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 1: 2-3: 4-6: 7+: Cards 6 8 10 12

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.

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.

Make certain to deal the Action cards last before starting the battle. In that way, no advantage is gained by knowing what cards are available for play.

First Player

The Attacker always plays first.

Campaign Maps
(see next page)

Generating Battles

Roll one d10 to determine the battle scenario: d10 1-3: 4-6: 7-8: 9: 10: Battle Type Engagement Passage Escort Defend Blockade

Depending on the scenario, players then determine further conditions under which the battle will be fought: Attacker/Defender and Force Size Day or Night Battle End and Victory Conditions

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, the Attacker draws two Action cards and reveals one. The scenario instructions and Day/Night symbol (if any) determine if night conditions apply. If so, players should note that it is a nighttime scenario on their Campaign Logs, and play according to night rules [8.6].

Day or Night

Battle Setup

Set up according to the scenario instructions: Map Configuration (see next page) Current, Shoals, and Wind Torpedo-Mines and Obstructions Ship Deployment

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Confederate Union Defend

1 Current 2 Band 4 6 5 Band 3 4 3

Exit

1-2

Current 3-4

5-6

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Confederate Union Defend

Confederate Union Defend

1 Current 2 6 5 3 4

1 Current 2 Band 4

6 Band 3

Campaign Maps

Band A

Band B

Band C

Band D

Band E

Map A

Band A

Band B

Band C

Band D

Band E

20

Map C

Confederate Union Defend

Confederate Union Defend

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Band A

Band B

Band C

Band D

Band E

Map B

Band A

Band B

Band C

Band D

Band E

Map D

Band 5 Band 4

Band 5

Band 3 Band 2
Confederate Union Defend

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Band 1 Band 5 Band 4 Band 3 Band 2 Band 1

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Force Size Roll one d10. On a result of: 1: Each side may commit ship(s) totaling up to 500 Victory points or less 2-3: Each side may commit ship(s) totaling up to 700 Victory points or less 4-5: Each side may commit ship(s) totaling up to 800 Victory points or less 6-7: Each side may commit ship(s) totaling up to 900 Victory points or less 8-9: Each side may commit ship(s) totaling up to 1,000 Victory points or less 10: Each side may commit ship(s) totaling up to 1,200 Victory points or less

Engagement Battle

Map Use Map A, B or C. Select randomly or by mutual consent. Current For the current speed, roll one d10 and apply the indicated result from the Current Table. If Slack, skip the next step. For the current direction, roll one d6 and consult the Current diagram on the chosen Campaign Map. Shoals 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 DRM 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 result from the Wind Table. Torpedo-Mines None. Obstructions None. Deploy Ships Determine if played Out of the Mist cards change which side is the Attacker. This will affect setup order and which is the first side. The Attacker places one ship face up in any of the Bands five vertical grid boxes adjacent to their sideUnion Band A, Confederate Band E. The Defender then places one ship face up in any of the Bands five vertical grid boxes adjacent to their side. 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. If the battle is at night, place all ships face down [8.6.1].

Attacker/Defender After commitment, the side with the larger force based on Victory Points is the Attacker. If the Victory Points are equal, roll one d10 to determine which side is the Attacker: odd = Confederate, even = Union. Day/Night The Attacker selects and reveals one of the two Action cards. If it has a Day/Night symbol, the battle occurs at night [8.6]. 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.

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Force Size Each side may commit any number of ships totaling any number of Victory Points.

Passage Battle

Attacker/Defender After commitment, the side with more ships numerically is the Attacker. If a tie, the side with more committed Victory Points is the Attacker. 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. Day/Night The Attacker selects and reveals one of the two Action cards. If it has a Day/Night symbol, the battle occurs at night [8.6]. 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 Attackers 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. Otherwise, the Defender wins.

Wind Roll one d10 and apply the indicated result 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 DRM if the Union side is the Defender to reflect the Unions more limited use of Torpedo-Mines]. On a result of: 1-8: No Torpedo-Mines are present. 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. 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.

Map Use Map A, B or C. Select randomly or by mutual consent. Current For the current speed, roll one d10 and apply the indicated result from the Current Table. If Slack, skip the next step. For the current direction, roll one d6 and consult the Current diagram on the chosen Campaign Map. Shoals 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 DRM 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.

Obstructions: The Defender rolls one d10. On a result of: 1-7: No Obstructions are present. 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 The Defender places all ships face up, Union in any or all of Band As five vertical grid boxes, Confederate in Band E. A grid box may contain multiple ships. 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. If the battle is at night, place all ships face down [8.6.1].

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Attacker/Defender Roll one d10 to determine which side is the Attacker: odd = Confederate, even = Union. Day/Night The Attacker selects and reveals one of the two Action cards. If it has a Day/Night symbol, the battle occurs at night [8.6]. Force Size After day/Night determination, 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.

Escort Battle

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]. Otherwise, the Defender wins. Map Use Map A, B or C. Select randomly or by mutual consent. Current For the current speed, roll one d10 and apply the indicated result from the Current Table. If Slack, skip the next step. For the current direction, roll one d6 and consult the Current diagram on the chosen Campaign Map. Shoals 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 DRM 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 result 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 Unions more limited use of TorpedoMines]. On a result of: 1-8: No Torpedo-Mines are present. 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. 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: 1-7: No Obstructions are present. 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 The Defender sets up first, Union by placing all ships face up in any or all of Band As and/or Band Bs five vertical grid boxes, Confederate in Band D and/or Band E. A grid box may contain multiple ships. The Attacker then places all ships face up in any of the Band As or Band Es 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 sides Grid Boxes. The off-map ships may Maneuver for entry on any turn. If the battle is at night, place all ships face down [8.6.1].

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Attacker/Defender Roll one d10 to determine which side is the Attacker: odd = Confederate, even = Union. Day/Night The Attacker selects and reveals one of the two Action cards. If it has a Day/Night symbol, the battle occurs at night [8.6].

Defend Battle

Force Size After Day/Night determination, the Defender randomly picks one uncommitted ship, which will be designated the target ship. If no uncommitted ships are available, the Defender may designate either the Steamer or Barge as the target ship.

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.

Place the available ship counters in an opaque cup and draw and reveal one. The target ship is unpowered; its engine may not be repaired during the scenario; mark it with an Engine-Stopped 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.

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 Unions more limited use of TorpedoMines]. On a result of: 1-8: No Torpedo-Mines are present. 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. 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.

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 For the current speed, roll one d10 and apply the indicated result from the Current Table. If Slack, skip the next step. For the current direction, roll one d6 and consult the Current diagram on the chosen Campaign Map.

Obstructions: The Defender rolls one d10. On a result of: 1-7: No Obstructions are present. 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 The Defender places the target ship anchored in one of the two Grid Boxes designated Defend. Place all remaining ships face up, Union in any or all of Band As five vertical grid boxes, Confederate in Band E. A grid box may contain multiple ships. 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. 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 EngineStopped Critical Hit marker; all other damage is repaired normally.

Shoals 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 result from the Wind Table.

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Attacker/Defender The Confederate side is always the Attacker.

Blockade Battle

Day/Night The Attacker selects and reveals one of the two Action cards. The battle will occur at night unless the card has a Day/Night symbol. Force Size The Attacker selects 1 uncommitted ship with a Blockade symbol, or may select the Steamer. The selected ship is the blockade runner.
If the battle 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 Blockade symbol. If the battle takes place during the day: The Defender commits 1 ship with a Blockade symbol. Neither side may play Out of the Mist cards.

Current For the current speed, roll one d10, apply a 1 DRM, and apply the indicated result from the Current Table. If Slack, skip the next step. For the current direction, roll one d6 and consult the Current diagram on Campaign Map D. 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 result from the Wind Table. Torpedo-Mines None. Obstructions: None. Deploy Ships If the battle takes place at night: The Defender places the selected ships face down in any of Band 4s 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 1s five horizontal grid boxes. A grid box may contain multiple ships. If the battle takes place during the day: The Defender places the selected ship face up in any of Band 5s five horizontal grid boxes. The Attacker then places the blockade runner face up in any of Band 1s five horizontal grid boxes.

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.

Movement The blockade runner may not be given a Maneuver 2 Order during a day battle.
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Nine months after being scuttled by Federal forces in the Gosport Navy Yard near Norfolk, Virginia, the charred hull of the former USS Merrimac has been re-shaped and re-christened as the all-new casemate ironclad CSS Virginia.

The American Civil War introduced the world to a new form of naval warfare on a large scalethe days of sail and even steam powered wooden first-line warships were at an end. The Europeans led the way in the construction of armored, steam-powered warships. The Union and the Confederacy followed close on their heels.

Brief Notes

The new ships took the form of broadside ironclads like the USS New Ironsides whose design and layout followed in the steps of the French La Gloire, the first ironclad warship, and the British HMS Warrior, the first iron-hulled warship. These more traditional designs were similar in look to wooden steam frigates and screw sloops of the era. More innovative designs were soon to follow in the form of a whole series of US monitors including the original namesake, while the Confederacy led the way in the construction of casemate ironclads with the CSS Virginia. Naval ordnance also saw much innovation with the development of massive smoothbore guns like the Dahlgren 15" and 20" monsters, the latter weighing in at 50 tons. Muzzleloading rifled-guns also saw extensive use, the larger pieces ranging in size from 6.4" firing a 100 pound shell, up to 8" guns firing 200 pound shells. While breech-loading naval guns were developed prior to the war, very few saw service.

The steam engines also consumed a great deal of coal, requiring armored ships to stay close to home. Most ocean going wooden ships retained sails to enhance their range. The Union utilized their wooden ships for blockade duty as the armored vessels were typically not suited to chasing down the Confederacys blockade runners.

Propulsion took the form of steam engines in various shapes, sizes and configurations. Ship architects were limited to the technology of the era since compound engines were just coming into use and the steam turbine would not appear until 1884. This resulted in many ships (especially on the Confederate side) being under powered, consequently lacking speed and maneuverability. The tactic of closing on your opponent and slugging it out was in many ways dictated by these limitations.

Sectional view of USS Monitor.


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What follows is an abbreviated replay of Scenario 2 fought between the CSS Virginia and her nemesis, the USS Monitor. To follow along, setup the gameboard as described for the scenario and place the Play Aid and the ship cards close at hand for quick reference. There is no need to deal out any Action cards. This replay did not employ any of the optional rules listed for Scenario 2.

Example of Play

For turn 5, as the side playing first, USA decided to close the range with Virginia by attempting to move Monitor to a new grid box with a Maneuver 1 Order. USA was not concerned with Patrick Henry at that point.

CSA rolled Virginias Gunnery dice (d10d4 from Virginias ship card). The results were a 4 on the d10, a 3 on the d4, and a 3 for the d8 Hit Location dice. The 4 was modified to a 5 because of the following modifiers: 2 for Long range, +1 for the Virginias Crack Grade, and +2 for an Immobile Target (2+1+2=+1). Minnesotas Bow was hit (a 3 Hit Location result from the Play Aid or the ship card). USA rolled Minnesotas Defensive dice (d8 from Minnesotas ship card). The result was a 3 on the d8. Since the CR (5) did not double the DR (3), the shot had no effect.

For the first 4 turns, the Union player (USA) held position waiting to see where the Confederate player (CSA) maneuvered his two ships. During turn 4, the Virginia moved into its current grid box, and took a Long Range shot at Minnesota. The Patrick Henry remained out of range.

Not interested in sitting idling by while the battle surged around her, Minnesota took a Long Range shot at Virginia. USA rolled Minnesotas Gunnery dice (d10d6d4 from the Minnesotas ship card). The results were a 4 on the d10, a 6 on the d6, and a 3 on the d4, and a 5 for the d8 Hit Location dice. The 6 was modified to a 2 because of the following modifiers: 2 for Long Range and 2 for being aground. Virginias Amidships was hit. Virginias result was a 7 on the d10 and 2 on the d6 Defensive dice. Since the CR (2) was less than the DR (7), the shot had no effect. CSA decided to close the range with Virginia and, for the moment, hold position with Patrick Henry, by assigning them Maneuver 1 and Maneuver 0 Orders, respectively. CSA announced that Virginia was going to attempt to enter Monitors Grid Box and rolled Virginias Maneuver dice (d8 from Virginias ship card). The result was a 6 on the d8. USA rolled the Response dice. The results were a 6 on the d8 and a 5 on the d6. Since 6 was not greater than 6, Virginias move was unsuccessful and she remained in her current Grid Box.

s Maneuver dice (d10 from MoniUSA rolled tors ship card). The result was a 7 on the d10. CSA rolled the Response dice (d8d6 from the Play Aid, attempted move to an adjacent Grid Box). The results were a 3 on the d8 and a 6 on the d6. Since 7 was greater than 6, Monitors move was successful. Monitor then took a Medium Range shot at Virginia . The result was a 7 on the Gunnery dice (d10 from Monitors ship card), and a 6 for the d8 Hit Location dice. The 7 was modified to a 8 because of the following modifier: +1 for Monitors Crack Grade. Virginias Stern was hit (a 6 Hit Location re sult from the Play Aid). Virginia s result was a 2 on the d10 and 4 on the d6 Defensive dice (d10d6 from Virginias ship card). Since the CR (8) doubled the DR (4), CSA placed a Shield -1 marker on Virginias Stern Hit Location on her ship card.

After failing to move, Virginia then took a Medium Range shot at Monitor. The results were a 5 on the d10 and a 2 on the d4 Gunnery dice, and a 2 for the d8 Hit Location dice. The 5 was modified to a 6 because of the following modifier: +1 for Virginias Crack Grade. Monitors Turret Front was hit. Note that the TF hit location was in effect since Monitor is a monitor-type ship. Monitors result was a 9 on the d10 and 3 on the d6 Defensive dice (from Monitors ship card). Since the CR (6) did not double the DR (9), the shot had no effect. All positions at the end of turn 5 are depicted in the gameboard image below (note the Zouave positioned off-map adjacent to Minnesotas Grid Box).

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Iron & Oak Play Book Patrick Henry was going to attempt to move down one Grid Box and rolled Patrick Henrys Maneuver dice (d10/d6 from Patrick Henrys ship card). The result was an 8 on the d10 and a 2 on the d6. USA rolled the Response dice. The results were a 4 on the d8 and a 5 on the d6. Since 8 was greater than 5, Patrick Henrys move was successful. CSA announced that Virginia was going to attempt to enter the Monitors Grid Box. Aiding the move, CSA played a Maneuver +1 Action card. The result was a 7 on the d8. The 7 was modified to a 6 because of the following modifiers: Action Card +1 and Fire 2. USA rolled the Response dice. The results were a 3 on the d8 and a 4 on the d6. Since 6 was greater than 4, Virginias move was successful.

Monitor again took a Medium Range shot at Virginia. The result was a 10 on the d10 Gunnery and a 1 for the d8 Hit Location dice. The 10 was modified to a 11 because of Monitors Crack Grade. Virginias Waterline was hit. Virginias result was a 3 on the d10 Defensive dice. Since the CR (11) tripled the DR (3), a Critical Hit was scored. CSA placed a Shield -2 marker on Virginias Waterline Hit Location and placed a 3 Hits on her ship card. Note that due to damage at the Waterline, Virginia suffered an additional Hit. USA placed a Light Smoke marker on Monitor since her unmodified gunnery die roll result was a 10.

For turn 6, USA was satisfied holding Monitors current position since she was in a good location between Virginia and Minnesota and Patrick Henry was out of range so played a Maneuver 0 Order..

Keenly aware of the threat of ship borne fires, CSA placed a Repair Party marker on Virginias ship card. Since Repair Parties are placed after checking Fire Status, it cannot assist in fighting the fire until CSAs turn 7.

At the start of his turn 6, CSA must first check the status of Virginias Fire by rolling a d10 and referencing the Fire Status Table on the Play Aid. The result was a 7, leaving the fire unchanged at Level 2. Fortunately, for Virginia it did not intensify.

Minnesota took another Long Range shot at Virginia. The results were a 9 on the d10, a 5 on the d6, and a 1 on the d4, and a 7 for the d8 Hit Location dice. The 9 was modified to a 5 because of the following modifiers: 2 for Long Range and additional 2 for being aground. Virginias Stern was hit. Virginias result was a 4 on the d10 and 3 on the d6 Defensive dice. The 4 was modified to a 3 because the Virginias Stern Hit Location had a Shield 1 marker. Since the CR (5) did not double the DR (3), the shot had no effect. Virginias Stern is an armored location so no hits were scored with a Shield 1 marker.

USA then rolled for the Critical Hit. The result was 3 on the first d6 and a 1 on the second d6 for a total of 4 (for Critical Hits, the two d6 results were added together). The Critical Hit created a Fire (from the WL column in Critical Hit Table on the Play Aid). USA rolled a 3 on the d10 to determine the Fire Level [6.3.9]. CSA placed a Fire 2 marker on Virginias ship card.

Virginia took a Short Range shot at Monitor. The results were a 7 on the d10 and a 3 on the d4 Gunnery dice, and a 6 for the d8 Hit Location dice. The 7 was modified to a 5 because of the following modifiers: +1 for the Virginias Crack Grade, +2 for Short Range, 2 for the Fire, 2 for the Repair Party, and 1 for Monitors Light Smoke. Monitors Turret Rear was hit. Monitors result was a 1 on the d10 and 2 on the d6 Defensive dice. Since the CR (5) doubled the DR (2), USA placed a Shield 1 marker on Monitors Turret Rear Hit Location on her ship card. All positions at the end of turn 6 are depicted in the gameboard image below.

Patrick Henry took a Long Range shot at Monitor. CSA rolled Patrick Henrys Gunnery dice (d8d4 from the Patrick Henrys ship card). The results were a 5 on the d8, a 4 on the d4, and a 2 for the d8 Hit Location dice. The 5 was modified to a 2 because of the following modifiers: -2 for Long range and 1 for the Monitors Light Smoke. Monitors Turret Front was hit. Monitors result was a 5 on the d10 and 4 on the d6 Defensive dice. Since the CR (2) did not double the DR (5), the shot had no effect.

CSA decided to press the action by moving both Virginia and Patrick Henry closer to the Union ships with Maneuver 1 Orders. CSA announced that
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Iron & Oak Play Book At the start of his turn 7, USA must first check the status of Monitors Light Smoke by rolling a d10 and referencing the Status Change and Orders Table on the Play Aid. The result was a 7, removing the Light Smoke. USA decided again to hold Monitors current position since she wanted to take advantage of Virginias fire situation so once again ordered Maneuver 0.

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lowing modifiers: 2 for Long range and +2 for an Immobile Target. Minnesotas Amidships was hit. Minnesotas result was a 3 on the d8 Defensive dice. Since the CR (7) doubled the DR (3), USA placed a Shield 1 marker on Minnesotas Amidships Hit Location on her ship card.

Virginia attempted to ram Monitor. The result was a 6 on Virginias Maneuver Dice. The 6 was modified to a 3 because of the following modifiers: Attempt Ram 2 and Fire 1. USA rolled Monitors Maneuver dice. The result was a 5 on the d10. Since 3 was not greater than 5, Virginia did not make contact. Monitor may fire at Point Blank range next turn. Patrick Henry took a Long Range shot at Minnesota. The results were a 7 on the d8, a 1 on the d4, and a 4 for the d8 Hit Location dice. The 7 remained unmodified because of the folArrival of the USS Monitor at Hampton Roads.

CSA decided to move just Patrick Henry with a Maneuver 1 Order, and selected Maneuver 0: Spar and/or Ram Attack for Virginia. Patrick Henry attempted to move down one Grid Box. The result was a 7 on the d10 and a 5 on the d6. USA rolled the Response dice. The results were a 5 on the d8 and a 2 on the d6. Since 7 was greater than 5, Patrick Henrys move was successful.

At the start of his turn 7, CSA must again check the status of Virginias Fire. The result was an 8, reducing the fire by 1 level. CSA replaced Virginias Fire 2 marker with a Fire 1 marker.

Minnesota took a Medium Range shot at Virginia. The results were a 5 on the d10, a 6 on the d6, and a 4 on the d4, and a 3 for the d8 Hit Location dice. The 6 was modified to a 4 because of the following modifier: 2 for being aground. Virginias Bow was hit. Virginias result was a 2 on the d10 and 3 on the d6 Defensive dice. The 3 was modified to a 2 because the Virginias Bow Hit Location had a Shield 1 marker. Since the CR (4) doubled the DR (2), CSA replaced the Bows Shield -1marker with a Shield 2 marker.

Monitor took a Short Range shot at Virginia. The result was a 7 on the d10 Gunnery and a 2 for the d8 Hit Location dice. The 7 was modified to a 10 because of the following modifiers: +1 for Monitors Crack Grade, +2 for Short Range. Virginias Bow was hit. Virginias result was a 5 on the d10 and a 4 on the d6 Defensive dice. Since the CR (10) doubled the DR (5), CSA placed a Shield 1 marker on Virginias Bow Hit Location on her ship card.

Virginia took a Short Range shot at Monitor. The results were an 8 on the d10 and a 2 on the d4 Gunnery dice, and a 3 for the d8 Hit Location dice. The 8 is modified to a 6 because of the following modifiers: +1 for the Virginias Crack Grade, +2 for Short Range, 1 for the Fire, 2 for the Repair Party, and 2 for Bow-On. Monitors Turret Front was hit. Monitors result was a 2 on the d10 and 3 on the d6 Defensive dice. Since the CR (6) doubled the DR (3), USA placed a Shield 1 marker on Monitors Turret Front Hit Location on her ship card. CSA placed a Light Smoke marker on Virginia since her unmodified gunnery die roll result was an 8.

All positions at the end of turn 7 are depicted in the gameboard image below.

Who won? Play Scenario 2 to determine your own outcome.

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Name Points Tonnage Tennessee 620 1,273 Atlanta 595 1,006 Virginia II 590 1,150 Richmond 545 650 Fredericksburg 505 700 Virginia 465 4,636 Palmetto State 445 850 North Carolina 430 600 Arkansas 405 900 Manassas 375 387 Albemarle 375 376 Webb 365 655 Morgan 360 863 Gaines 300 863 Huntsville; Tuscaloosa 300 600 Patrick Henry 265 1,300 Selma 260 260 Florida 250 700 Alabama 240 1,050 General Beauregard 225 625 Sumter 215 473 Drewry 195 250 Hornet; Scorpion; Wasp 185 75 Bombshell 140 127 Steamer 140 300 Barge 70 100

Confederate Ship Summary


Armament Gunnery 2x 7in BrR 10/8/6 4x 6.4in BrR 2x 7in BrR 10/8 2x 6.4in BrR 1x 10in BrSB 10/8 3x 7in BrR 4x 7in BrR 10/8/4 1x 11in DhSB 10/6 1x 7in BrR 2x 6.4in BrR 6x 9in DhSB 10/4 2x 7in BrR 2x 6.4in BrR 2x 9in DhSB 8/6 2x 7in BrR 1x 7in BrR 10 1x 6.4in BrR 4x 8in DhSB 8/4 4x 6.4in BrR 2x 32pdr SB 1x 32pdr SB 4 1x 120pdr BlR 8 1x 6.4in BrR 1x 128pdr BnR 8 4x 32pdr SB 1x 5.8in BnR 2x 7in BrR 10/8 4x 32pdr SB 1x 8in BrR 10/4 5x 32pdr SB 1x 6.4in BrR 6 3x 32pdr SB 1x 10in DhSB 8/4 1x 64pdr SB 6x 8in DhSB 2x 32pdr SB 2x 9in DhSB 8/4 1x 8in DhSB 1x 6.4in BrR 1x 5.8in BnR 2x 120pdr BlR 8/6 6x 100pdr BlR 1x 110pdr BlR 8 1x 68pdr SB 6x 32pdr SB 1x 32pdr SB 4 1x 8in DhSB 6 4x 32pdr SB 1x 7in BrR 8 1x 6.4in BnR 1x 12pdr SB 4 1x 30pdr PrR 4 1x 24pdr SB 1x 20pdr PrR Unarmed Unarmed Unarmed Unarmed Ram 10/6 10/6 10/6/4 10/6 10/6 10/6/4 10/4 10/6 10/8/6 10/6/4 10/6 10/8/6 6 6 10/4 6 Spar X X X X X X X

Protect Hits 23 13 21 21 17 17 16 16 15 14 14 15 9 4 4 13 3 10 13 10 11 14 10 9 10 7 9 9 9 9 9 12

Mn 8/6 10 8/6 8/6 8/6 8 8/6 8/6 10 10/8 10 10/8/6 10/6 10/6 8 10/6

Draft Crew Spcl* 2 8 2 2 2 1 3 2 2 2 1 1 1 1 1 2 2 9 8 8 8 12 8 8 10 2 8 6 6 7 6 8 B

10

10/6

4 6 8/6 4 6 4 4 4 Towed

3 4 6 3 2 1 1 1 4

10 11 7 8 6 3 4 6 4

10/6 10/6 10/6 10/8 10/6 10/8/6 10/6 10/6 Towed

2 2 1 1 1 1 1 1 1

8 7 5 8 4 2 4 5 0

B B

* Spcl-Special: B = Available for Campaign Blockade battles Note: Gunnery, 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.
2013 GMT Games, LLC

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Iron & Oak Play Book

Name Points Tonnage Onondaga 650 2,592 Manhattan; Tecumseh 615 2,100 New Ironsides 570 3,486 Chickasaw; Winnebago 550 1,300 Nahant; Weehawken 530 1,335 Monitor 430 987 Osage 400 523 Indianola 370 511 Minnesota 360 3,307 Spuyten Duyvil 360 207 Essex 340 640 Hartford 325 2,900 Monongahela 320 2,078 Lackawanna 315 1,553 Richmond 315 2,604 Brooklyn 310 2,532 Susquehanna 300 2,450 Carondelet; Cincinnati 290 512 Massasoit; Metacomet 290 1,173 Ossipee 280 1,240 Iroquois 275 1,461 Kearsarge 270 1,550

Armament Gunnery 2x 15in DhSB 10/8/6 2x 150pdr PrR 2x 15in DhSB 10/8/6 14x 11in DhSB 10/8/6 2x 150pdr PrR 2x 50pdr PrR 4x 11in DhSB 10/8/4 1x 15in DhSB 10/6/4 1x 11in DhSB 2x 11in DhSB 10 2x 11in DhSB 10 2x 11in DhSB 8/4 2x 9in DhSB 2x 10in DhSB 10/6/4 28x 9in DhSB 14x 8in DhSB Unarmed Unarmed 3x 11in DhSB 10 1x 10in DhSB 1x 32pdr SB 18x 9in DhSB 10 1x 100pdr PrR 1x 50pdr PrR 2x 11in DhSB 10/4 1x 150pdr PrR 6x 32pdr SB 2x 12pdr SB 2x 11in DhSB 10/6 4x 9in DhSB 1x 150pdr PrR 1x 6in DhR 2x 24pdr SB 18x 9in DhSB 10/4 1x 100pdr PrR 1x 50pdr PrR 20x 9in DhSB 10/4 1x 100pdr PrR 1x 50pdr PrR 12x 9in DhSB 10 2x 100pdr PrR 3x 8in DhSB 8 6x 32pdr SB 4x 42pdr ArR 4x 9in DhSB 8/6 2x 100pdr PrR 2x 24pdr SB 2x 12pdr SB 1x 11in DhSB 10 1x 100pdr PrR 6x 32pdr SB 3x 30pdr PrR 2x 11in DhSB 10 4x 9in DhSB 2x 32pdr SB 1x 6in DhR 2x 11in DhSB 8/6 6x 32pdr SB 1x 30pdr PrR

Union Ship Summary


Ram 8 8 8/6 8 8 Spar

Protect Hits 23 14 21 19 18 21 19 12 15 4 19 10 4 4 12 19 10 11 8 9 8 17 7 9 14 13

Mn 10/6 10/8 8/6 10/8 10 10 10/8 10 10 8 8/6 10/6 10/6

Draft Crew Spcl* 1 8 M 1 2 1 1 1 1 1 3 1 1 2 2 5 13 6 4 3 5 5 15 3 9 14 9 B B M B M M M

8 8 6 6 10 8 6 6 X

12

10/6

6 6

4 4 4 11 4

14 13 12 9 11

10 10 10 8/6 10/8

2 2 2 1 1

13 14 14 9 8

B B B

6 6 6

11

10/6

10

10/6

11

10/6

2013 GMT Games, LLC

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Name Points Tonnage Oneida 270 1,488 Galena (1864) 260 950 Seminole 240 801 Monarch; 235 406 Queen of the West Octorara 230 829 Miami; Port Royal 230 805 Tyler 230 575 Hatteras 220 1,126 Hunchback 220 512 Southfield 200 750 Torpedo Launch 1/2 185 75 Itasca; Kennebec 180 507 Black Hawk 170 902 Zouave 145 127 Steamer 140 300 Barge 70 100

Union Ship Summary, cont


Armament Gunnery Ram Spar 2x 11in DhSB 8/6 6 6x 32pdr SB 3x 30pdr PrR 8x 9in DhSB 8/6 4 1x 100pdr PrR 1x 30pdr PrR 1x 11in DhSB 8/4 6 6x 32pdr SB 1x 30pdr PrR 1x 30pdr PrR 4 10/6 3x 12pdr SB 1x 9in DhSB 6 6 1x 6in DhR 4x 24pdr SB 1x 9in DhSB 6 6 1x 6in DhR 4x 24pdr SB 6x 8in DhSB 8 4 2x 32pdr SB 4x 32pdr SB 6 4 1x 30pdr PrR 1x 20pdr PrR 2x 9in DhSB 8 4 1x 100pdr PrR 3x 8in Dh Sb 8 4 1x 100pdr PrR 1x 12pdr SB 4 4 X 1x 11in DhSB 8 4 2x 32pdr SB 2x 20pdr PrR 4x 32pdr SB 6 4 2x 30pdr PrR 1x 24pdr SB 1x 30pdr PrR 4 4 Unarmed Unarmed 4 Unarmed Unarmed Towed

Protect Hits 4 11 3 4 5 4 3 1 2 2 2 1 2 2 1 1 4 11 9 8 9 9 9 11 9 9 3 7 7 3 6 4

Mn 10/6 10 10/6 10/6 10/8 10/8 10/8 10/6 10/8 10 10/8/6 10/6 10/6 10/8 10/6 Towed

Draft Crew Spcl* 2 8 B 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 8 6 6 7 7 7 6 5 7 2 4 6 2 5 0 B B B B B B B B B

* Spcl-Special: B = Available for Campaign Blockade battles M = monitor-type Note: Gunnery, 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.

ArR BnR BlR BrR DhR

Army Rifle Banded Rifle Blakely Rifle Brooke Rifle Dahlgren Rifle

Key to Armament Data


PrR BrSB DhSB SB pdr

Parrot Rifle Brooke Smoothbore Dahlgren Smoothbore Smoothbore Pounder

Design: James M. Day

Iron & Oak Credits

Development: Chris Janiec

Art Director, Cover Art & Package Design: Rodger B. MacGowan Game Components: Charles Kibler Playtesters: Don Allen, Kirk Alton, Stan Buck, Emily Buetow, Mark Buetow, Scott Cameron, Josh Cannon, Michael Craighead, Ethan Edwards, Will Friend, Phil Fry, Chad Gilbert, Baxter Heflin, Michael Konwinski, Marc Melvin, Risdon Melvin, Brian Morris, Colin Radgoski, Rich Radgoski, Bill Ramsay, Alex Shydler, Tom Shydler, Daniel Sleber, Chris Starr, William Terdoslavich, and Jay Wissmann Producers: Tony Curtis, Rodger B. MacGowan, Andy Lewis, Gene Billingsley, and Mark Simonitch Production Coordination: Tony Curtis

2013 GMT Games, LLC

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GMT Games grants permission to photocopy this page for personal use.

2013 GMT Games, LLC

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