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Generic Module: Battle of Williamsburg (May 4-10 1862) Journal

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Entry # Time Turn Player Title Entry
2 9/27/2019 6:24:00 AM Master ID = 25014 Game Deleted
1 9/26/2019 10:09:00 PM Turn 1 Confederates (Longstreet) Message
A) BASIC SCENARIO CONDITIONS:

MAY 4-10, 7 day maximum length.(See B & C)
If 50 Confederate strength points have entered the northern 30xx hex row OR exited OR within one hex of NEW KENT CH (N3127) CONFEDERATE player may end game.
If 50 Union strength points are in New Kent County or within five hexes of BARHAMSVILLE (N3931) the UNION player may end game.
D) "ON TO RICHMOND SCENARIO #2 SET-UP and rules #4-7. (Rules 1-3 changed).
Bridges may be blown. NO entrenchment.
E) Both LONGSTREET' and SUMNER may activate any ONE additional infantry or cavalry unit UNTIL a friendly unit suffers a compulsory retreat. NO Grand Assault ability.
F) MCLELLAN' & JOHNSTON are rated 0 for the duration of the scenario.!
G) Confederates get ONE free initiative MOVE at start (not two).

B) GAME TURN LENGTH & WEATHER: RAIN (Current) occurs each turn on a roll of 5+.

IMPORTANT: During EACH TURN there will be at least one ASSAULT INTER-PHASE.
The player who won the preceding set of die rolls has INITIATIVE IMPETUS and when DOUBLES are rolled may choose from the following options :
1stt roll of DOUBLES: MORNING ASSAULT, or any MOVE.
2nd roll of DOUBLES: AFTERNOON ASSAULT or any MOVE or END TURN.
3rd roll of DOUBLES: EVENING ASSAULT THEN END TURN or any MOVE.
4th roll of DOUBLES: END TURN.

C) ASSAULT / ASSAULT / END INTERPHASE on a roll of initiative doubles.

D) PRECIPITOUS MOVEMENT (PM): (TWO dice add ONE to the HIGHEST and MARCH)

E) STRATEGIC MOVEMENT (SM): Multiple moves available in the one bound,

F) SUPPLY TRAIN: (WAGONS and RESERVE ARTILLERY)

G) 4 x Assaukt Divisions (+2 First attack only.

)=====VICTORY POINT SCHEDULE=====

TEN GEOGRAPHICAL OCATIONS (possible six extra)
BARHAMSVILLE
KENT &

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