PLAY BOOK - GMT Games

PLAY B O O K
Table of Contents
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: Trent’s Reach – January 1865..................................... 16
Scenario 11: Spanish River – March 1865 (hypothetical)................ 17
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
GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
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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: Trent’s Reach – January 1865.
Scenario Name and Date
u Confederate Forces (12)
Union Forces (10)
• 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.
• 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.
Play Area Layout
• 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
F
Slow Current
& Direction
Union Side
E
S
1
A
D
1
1
1
1
2
2
2
2
2
2
2
Ships starting off
play area
T
2
1
1
1
1
0
0
0
0
Exit
0
Heavy
Obstruction
X
Z
Obstruction
(not part of scenario
10 map layout)
M
1
Ships starting on
play area
Confederate Side
2
O
2
Y
V
H
B
C
Exit side for
Victory Conditions
H
U
W
Mine
(not part of scenario
10 map layout)
Shoal Depth
Bank
Special Rules
• Rules unique to just this scenario.
• Wind is always Normal unless a Special Rule indicates it is Fresh.
Victory Conditions
• 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.
Optional Rules
• While not the case with Scenario #10, some scenarios have optional rules that may be employed if all players agree, e.g., Scenario #2.
© 2013 GMT Games, LLC
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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
u Confederate Forces (6)
Union Forces (6)
(A) USS Brooklyn (Average) { June 1861} or
(A) USS Iroquois (Average) {November 1861}
(Z) CSS Sumter (Crack)
S
2
2
2
2
2
Z
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
A
2
Exit
2
Special Rules
• Fresh Wind.
• Sumter Maneuvers to enter starting on Turn 1.
• Sumter may not be given a Maneuver 2 Order.
Victory Conditions
• Union: Prevent the Confederate victory conditions. No turn limit.
• Confederate: Exit Sumter under power with less than Heavy Damage. No turn limit.
Historical Notes
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.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
Scenario 2: Hampton Roads – March 1862
u Union Forces (8)
Confederate Forces (8)
(A) USS Minnesota (Average) {Grounded in position}
(B) USS Monitor (Crack)
(C) USS Zouave (Average)
(Y ) CSS Virginia (Crack)
(Z) CSS Patrick Henry (Average)
S
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
2
2
2
2
C
2
A
B
Y
Z
Special 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.
Victory Conditions
• Union: Prevent the Confederate victory conditions.
• Confederate: Sink Minnesota by Turn 30 while Virginia suffers less than Heavy Damage
Optional Rules
• 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; Monitor’s 11" Dahlgrens were only using two-thirds of the designed
powder load. Monitor must apply a –2 DRM to her gunnery die rolls.
Historical Notes
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.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
The Confederate ram
Arkansas running the
Union fleet at Vicksburg,
July 15, 1862.
Scenario 3a: Vicksburg Blockade – July 1862
u Confederate Forces (6)
Union Forces (8)
(A) USS Carondelet (Crack)
(B) USS Tyler (Average)
(C) USS Queen of the West (Average)
2
(Z) CSS Arkansas (Crack)
2
2
2
A
Z
3
M
2
3
3
3
3
B
3
3
3
3
3
3
3
3
3
3
2
2
2
2
2
C
Exit
Special Rules
• (None)
Victory Conditions
• 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.
Linked Scenarios
• 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.
Historical Notes
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.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
The Confederate ram
Arkansas alongside the Union
ironclad Carondelet.
Scenario 3b: The Bluffs – July 1862
u Union Forces (8)
Confederate Forces (6)
(A) USS Queen of the West (Average)
(B) USS Essex (Crack)
(Y ) CSS Arkansas (Crack)
(Z) Vicksburg Battery – The Bluffs (Average)
Exit
3
A
S
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
2
M
2
M
M
Y
2
Z
2
M
2
B
M
Special 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].
Victory Conditions
• Union: Sink or strike Arkansas and exit both ships under power by Turn 30.
• Confederate: Prevent the Union Victory Conditions.
Optional Rules
• 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 fort’s 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.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
Destruction of the Confederate ram
Arkansas, August 6, 1862.
Scenario 3c: Fate of CSS Arkansas – July 1862
u Union Forces (6)
Confederate Forces (6)
(A) USS Essex (Crack)
(Z) CSS Arkansas (Crack)
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
2
2
2
2
2
3
Z
A
S
Exit
Special 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.
Victory Conditions
• Union: Prevent the Confederate victory conditions.
• Confederate: Inflict Heavy Damage on Essex and exit Arkansas under power by Turn 25.
Optional Rules
• May be played as a mini-campaign game with Scenarios 3a and 3b.
Historical Notes
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.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
Scenario 4: Phantom – January 1863
u Confederate Forces (6)
Union Forces (10)
(A) USS Brooklyn (Crack)
(B) USS Susquehanna (Crack)
(C) USS Oneida (Average)
(D) USS Kennebec (Average)
(W) Fort Morgan – Fortress Battery (Average)
(X) CSS Florida (Average)
(Y ) False Contact
(Z) False Contact
Exit
S
3
3
3
3
3
A
B
A
B
A
B
A
B
A
B
C
D
C
D
C
D
C
D
C
D
3
3
3
3
3
3
3
3
3
3
2
2
1
1
X
Y
Z
2
M
1
X
Y
Z
2
M
W
1
X
Y
Z
2
M
1
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
• Union: Sink or strike Florida.
• Confederate: Exit Florida under power by Turn 20 with less than Heavy Damage.
Historical Notes
Florida successfully eluded the Union blockaders of Mobile making the run out to sea. Confederate Victory.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
Engraving of USS Indianola,
published in Harper’s Weekly,
February, 1863
Scenario 5: New Carthage – February 1863
u Confederate Forces (8)
Union Forces (6)
(A) USS Indianola (Average) {starts Anchored [see 4.1]}
1
S
(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}
A
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
2
2
1
1
1
1
1
2
Y
2
Z
Special Rules
• 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.
Victory Conditions
• 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.
Historical Notes
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.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
The monitor
Weehawken
capturing the
Confederate ironclad
ram Atlanta,
Wassaw Sound,
Georgia,
June 17, 1863
Scenario 6: Wassaw Sound – June 1863
u Confederate Forces (6)
Union Forces (6/8)
(A) USS Nahant (Average)
(B) USS Weehawken (Crack) {Enters on turn 10 or later}
(Z) CSS Atlanta (Crack)
S
Z
3
3
3
3
3
2
2
2
2
2
1
1
1
1
1
2
2
2
2
2
3
3
3
3
A
B
3
Exit
Special Rules
• 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.
Victory Conditions
• 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.
Historical Notes
After engaging Nahant and Weehawken, Atlanta ran aground mid-river and was captured by the two Union monitors. Union Victory.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
Building the
Albemarle at
Edward’s Ferry
Scenario 7: Battle of Plymouth – April 1864
u Confederate Forces (6)
Union Forces (8)
(A) USS Miami (Crack)
(B) USS Southfield (Average)
(Z) CSS Albemarle (Crack)
Z
1
1
1
1
1
3
3
3
3
3
S
A
B
3
3
3
3
3
3
3
3
3
3
1
1
1
1
1
Exit
Special Rules
• (none)
Victory Conditions
• 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.
Historical Notes
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.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
Fighting in a circle:
the USS Kearsarge
vs. CSS Alabama,
June 19, 1864
Scenario 8: Duel – June 1864
u Union Forces (6)
Confederate Forces (6)
(A) USS Kearsarge (Crack)
(Z) CSS Alabama (Crack)
A
Z
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.
Victory Conditions
• Union: Sink, strike or force Alabama to retire. No turn limit.
• Confederate: Sink or force Kearsarge to retire. No turn limit.
Optional Rules
• 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.
Historical Notes
The two ships jockeyed for the best firing position for nearly an hour, all the while exchanging fire. However, Kearsarge’s 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.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
The Battle of Mobile
Bay, looking south
and eastward. From
a wartime sketch.
Scenario 9a: Battle of Mobile Bay: The Gauntlet – August 1864
u Union Forces (12)
Confederate Forces (6)
(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
O
1
T - Long Range
Scenario 9a information
continued on next page.
T - Med. Range
1
M
T - Med. Range
V - Long Range
2
2
1
(T) Fort Morgan – Water Battery (Average)
(U) Fort Morgan – Fortress Battery (Average)
(V) Fort Gaines – Fortress Battery (Average)
O
T - Short Range
1
O
T - Short Range
V - Long Range
U
T - Short Range T - Med. Range
T
1
M
T - Short Range
V - Long Range
O
1
T - Med. Range
2
2
2
1
1
1
1
1
1
1
1
0
0
0
0
S
1
0
Exit
V
© 2013 GMT Games, LLC
A
B
C
D
E
F
G
H
I
J
E
F
G
H
I
J
“1”
K
“2”
K
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Iron & Oak Play Book
Special Rules
• 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; it’s 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.
Victory Conditions
Not applicable. Note: Union ships sunk or retired in Scenario 9a do not count towards the victory conditions of Scenario 9b.
Historical Notes
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
© 2013 GMT Games, LLC
Chickasaw Tennessee
Ft. Morgan
The Battle of
Mobile Bay. From a
wartime sketch.
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Iron & Oak Play Book
Scenario 9b: Battle of Mobile Bay: Final Clash – August 1864
Union Forces (10)
{May transfer action cards from Scenario 9a}
(W)
(X)
(Y )
(Z)
(*) Union ships exiting from Scenario 9a
2
2
2
W
Y
X
Z
Capture of the
Confederate gunboat
Selma by the
Metacomet.
u Confederate Forces (10)
CSS Tennessee (Crack)
CSS Morgan (Crack)
CSS Selma (Average)
CSS Gaines (Average)
2
2
2
2
2
2
2
2
2
2
2
2
1
1
1
1
1
1
1
1
1
*
*
S
1
Special Rules
• 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; it’s 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.
Victory Conditions
• 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).
Historical Notes
The Confederate force was quickly dispersed by the Union’s 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.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
The battle of Trent’s
Reach, February 11,
1865.
Portion of a sketch by
Alfred R. Waud
Scenario 10: Trent’s Reach – January 1865
u Confederate Forces (12)
Union Forces (10)
(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)
(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)
F
E
S
1
A
D
1
1
1
H
1
2
2
2
Y
V
H
2
U
W
2
B
C
T
2
2
2
2
2
1
1
1
1
1
0
0
0
0
X
Z
Exit
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
• 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.
Historical Notes
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.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
Sepia wash drawing of
USS Osage by F. Muller,
circa 1900.
Scenario 11: Spanish River – March 1865 (hypothetical)
u Union Forces (8)
Confederate Forces (8)
(A) USS Osage (Crack)
(B) USS Cincinnati (Average)
(Y ) CSS Huntsville (Average)
(Z) CSS Tuscaloosa (Average)
Exit
2
2
2
2
2
3
3
3
3
Y
3
A
Z
3
3
3
3
3
B
3
3
3
3
3
2
2
2
2
2
M
Special Rules
• (None)
Victory Conditions
• 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.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
The side-wheel steamer USS Sassacus ramming the ironclad CSS Albemarle in Albemarle Sound, North Carolina, May 5, 1864.
Scenario 12: Design your own
Union Forces
(cards based on the number of ships)
• Select force based on points or ship match-up
Special Rules
Confederate Forces
(cards based on the number of ships)
• Select force based on points or ship match-up
• 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.
Victory Conditions
• Union: As determined by mutual agreement.
• Confederate: As determined by mutual agreement.
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Campaign Game Scenarios
Action Cards
Shuffle the Attacker’s 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:
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.
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.
First Player
The Attacker always plays first.
Campaign Maps
(see next page)
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
Day or Night
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].
Battle Setup
Set up according to the scenario instructions:
•
•
•
•
Cards
6
8
10
12
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.
Generating Battles
Ships
1:
2-3:
4-6:
7+:
Map Configuration (see next page)
Current, Shoals, and Wind
Torpedo-Mines and Obstructions
Ship Deployment
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Iron & Oak Play Book
Band A
Band B
Confederate
Union
Defend
Confederate
Union
Defend
Band C
Band D
3
4
1 Current 2
6
5
Band E
3
Band 2
Band 5
Band 1
Band 5
4
1 Current 2
6
5
Band E
Band 3
Band 1
Band D
Band 4
Band 2
Confederate
Union
Defend
Confederate
Union
Defend
Band C
Band 5
Band 3
Band B
Band A
Band A
4
4
3
4
3
3
4
3
3
2
5-6
3
3
2
Current
3-4
3
2
1
1-2
2
1
Band D
1
Band C
Confederate
Union
Defend
Confederate
Union
Defend
Band 4
Band 4
Band 3
Band 3
Band 2
Band 2
Band C
Band D
1
Band B
Band B
5
Band E
4
3
3
2
1
3
4
1 Current 2
6
Exit
Band E
© 2013 GMT Games, LLC
Band 4
Band A
Map D
Map C
Map B
Map A
Band 5
20
Campaign Maps
Band 1
Band 1
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21
Engagement Battle
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
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.
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 Band’s five
vertical grid boxes adjacent to their side—Union Band A,
Confederate Band E.
• The Defender then places one ship face up in any of the Band’s
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].
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Passage Battle
Force Size
Each side may commit any number of ships totaling any number
of Victory Points.
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 Attacker’s 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.
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 DRM if the Union side is the Defender
to reflect the Union’s 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.
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 A’s 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].
© 2013 GMT Games, LLC
Iron & Oak Play Book
23
Escort Battle
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.
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 Union’s 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 A’s and/or Band B’s 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
A’s or Band E’s 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 side’s 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].
© 2013 GMT Games, LLC
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Iron & Oak Play Book
Defend Battle
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, 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.
• 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.
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.
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.
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.
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 Union’s 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 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 A’s 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.
© 2013 GMT Games, LLC
Iron & Oak Play Book
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.
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.
25
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 4’s 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 1’s 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 5’s five horizontal grid boxes.
• The Attacker then places the ‘blockade runner’ face up in
any of Band 1’s five horizontal grid boxes.
Movement
The ‘blockade runner’ may not be given a Maneuver 2 Order during a day battle.
© 2013 GMT Games, LLC
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Iron & Oak Play Book
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.
Brief Notes
The American Civil War introduced the world to a new
form of naval warfare on a large scale—the 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.
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.
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.
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
Confederacy’s blockade runners.
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.
Sectional view of USS Monitor.
© 2013 GMT Games, LLC
Iron & Oak Play Book
27
Example of Play
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.
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.
CSA rolled Virginia‘s Gunnery dice (d10d4 from Virginia’s 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 Virginia’s Crack Grade, and +2 for an Immobile
Target (–2+1+2=+1). Minnesota’s Bow was hit (a 3 Hit Location result from the Play Aid or the ship card). USA rolled
Minnesota’s Defensive dice (d8 from Minnesota’s 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 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.
’s Maneuver dice (d10 from MoniUSA rolled
tor’s 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, Monitor’s move was successful.
Monitor then took
a Medium Range shot
at Virginia. The result
was a 7 on the Gunnery
dice (d10 from Monitor’s 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
Monitor’s Crack Grade.
Virginia’s Stern was hit
(a 6 Hit Location result from the Play Aid).
Virginia’s result was a
2 on the d10 and 4 on
the d6 Defensive dice
(d10d6 from Virginia’s
ship card). Since the
CR (8) doubled the DR
(4), CSA placed a Shield
-1 marker on Virginia’s
Stern Hit Location on
her ship card.
Not interested in sitting idling by while the battle surged
around her, Minnesota took a Long Range shot at Virginia.
USA rolled Minnesota’s Gunnery dice (d10d6d4 from the
Minnesota’s 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. Virginia’s
Amidships was hit. Virginia’s 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
Monitor’s Grid Box and rolled Virginia’s Maneuver dice (d8
from Virginia’s 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, Virginia’s move
was unsuccessful and she remained in her current Grid Box.
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 Virginia’s Crack Grade. Monitor’s Turret Front was hit.
Note that the TF hit location was in effect since Monitor is
a monitor-type ship. Monitor’s result was a 9 on the d10 and
3 on the d6 Defensive dice (from Monitor’s 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 Minnesota’s Grid Box).
© 2013 GMT Games, LLC
28
Iron & Oak Play Book
For turn 6, USA was satisfied holding Monitor’s 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..
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 Monitor’s
Crack Grade. Virginia’s Waterline was hit. Virginia’s 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
Virginia’s 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.
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 Virginia’s
ship card.
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. Virginia’s Stern was hit.
Virginia’s result was a 4 on the d10 and 3 on the d6 Defensive
dice. The 4 was modified to a 3 because the Virginia’s Stern
Hit Location had a Shield –1 marker. Since the CR (5) did not
double the DR (3), the shot had no effect. Virginia’s Stern is an
armored location so no hits were scored with a Shield –1 marker.
At the start of his turn 6, CSA must first check the status of
Virginia’s 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.
Patrick Henry was going to attempt to move down one Grid
Box and rolled Patrick Henry’s Maneuver dice (d10/d6 from
Patrick Henry’s 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 Henry’s move was successful.
CSA announced that Virginia was going to attempt to
enter the Monitor’s 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, Virginia’s move was successful.
Patrick Henry took a Long Range shot at Monitor. CSA
rolled Patrick Henry’s Gunnery dice (d8d4 from the Patrick
Henry’s 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 Monitor’s Light Smoke. Monitor’s Turret Front
was hit. Monitor’s 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.
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 Virginia’s Crack Grade, +2
for Short Range, –2 for the Fire, –2 for the Repair Party, and –1
for Monitor’s Light Smoke. Monitor’s Turret Rear was hit. Monitor’s 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 Monitor’s Turret Rear Hit Location on her ship card.
All positions at the end of turn 6 are depicted in the
gameboard image below.
Keenly aware of the
threat of ship borne fires,
CSA placed a Repair
Party marker on Virginia’s ship card. Since
Repair Parties are placed
after checking Fire Status, it cannot assist in
fighting the fire until
CSA’s turn 7.
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
© 2013 GMT Games, LLC
29
Iron & Oak Play Book
At the start of his turn 7, USA must first check the status
of Monitor’s 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 Monitor’s current position since
she wanted to take advantage of Virginia’s fire situation so once
again ordered Maneuver 0.
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 Monitor’s Crack Grade, +2 for Short Range. Virginia’s
Bow was hit. Virginia’s 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 Virginia’s Bow Hit Location
on her ship card.
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. Virginia’s Bow
was hit. Virginia’s result
was a 2 on the d10 and
3 on the d6 Defensive
dice. The 3 was modified to a 2 because the
Virginia’s Bow Hit Location had a Shield –1
marker. Since the CR
(4) doubled the DR (2),
CSA replaced the Bow’s
Shield -1’marker with a
Shield –2 marker.
lowing modifiers: –2 for Long range and +2 for an Immobile
Target. Minnesota’s Amidships was hit. Minnesota’s result was a
3 on the d8 Defensive dice. Since the CR (7) doubled the DR
(3), USA placed a Shield –1 marker on Minnesota’s Amidships
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 Virginia’s Crack Grade,
+2 for Short Range, –1 for the Fire, –2 for the Repair Party, and
–2 for Bow-On. Monitor’s Turret Front was hit. Monitor’s 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
Monitor’s 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.
At the start of his
turn 7, CSA must again
check the status of Virginia’s Fire. The result
was an 8, reducing the fire
by 1 level. CSA replaced
Virginia’s Fire 2 marker
with a Fire 1 marker.
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 Henry’s move was successful.
Who won? Play Scenario 2 to determine your own outcome.
Virginia attempted to ram Monitor. The result was a 6 on
Virginia’s Maneuver Dice. The 6 was modified to a 3 because
of the following modifiers: Attempt Ram –2 and Fire –1. USA
rolled Monitor’s 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 fol-
© 2013 GMT Games, LLC
Arrival of the USS Monitor at Hampton Roads.
30
Iron & Oak Play Book
© 2013 GMT Games, LLC
Iron & Oak Play Book
© 2013 GMT Games, LLC
31
32
Iron & Oak Play Book
© 2013 GMT Games, LLC
33
Iron & Oak Play Book
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
Spar
Protect Hits
23
13
Mn
8/6
Draft Crew Spcl*
2
8
10/6
X
21
10
10
2
9
10/6/4
X
21
13
8/6
2
8
10/6
10/6
X
X
17
17
10
11
8/6
8/6
2
1
8
8
10/6/4
16
14
8
3
12
10/4
X
16
10
8/6
2
8
10/6
X
15
9
8/6
2
8
10/8/6
14
10
10
2
10
10/6/4
10/6
X
14
15
7
9
10/8
10
1
1
2
8
10/8/6
9
9
10/8/6
1
6
6
4
9
10/6
1
6
6
4
9
10/6
1
7
10/4
13
9
8
2
6
6
3
12
10/6
2
8
6
4
10
10/6
1
6
4
3
10
10/6
2
8
B
6
4
11
10/6
2
7
B
8/6
4
6
3
7
8
10/6
10/8
1
1
5
8
B
6
2
6
10/6
1
4
4
4
X
1
1
3
4
10/8/6
10/6
1
1
2
4
4
Towed
1
4
6
4
10/6
Towed
1
1
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
34
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
Iron & Oak Play Book
Union Ship Summary
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
Ram
8
Spar
8
8/6
21
19
12
19
10/8
8/6
1
2
5
13
M
B
8
8
18
21
10
11
10/8
10
1
1
6
4
M
M
8
8
6
19
12
15
8
9
8
10
10/8
10
1
1
1
3
5
5
M
6
4
17
10
3
15
B
10
8
X
19
10
7
9
8
8/6
1
1
3
9
6
4
14
10/6
2
14
B
6
4
13
10/6
2
9
B
6
4
12
10/6
2
9
B
6
4
14
10
2
13
B
6
4
13
10
2
14
B
6
4
12
10
2
14
B
6
11
9
8/6
1
9
6
4
11
10/8
1
8
B
6
4
11
10/6
2
7
B
4
4
10
10/6
2
8
B
6
4
11
10/6
2
8
B
© 2013 GMT Games, LLC
Protect Hits
23
14
Mn
10/6
Draft Crew Spcl*
1
8
M
35
Iron & Oak Play Book
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, con’t
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
Mn
10/6
Draft Crew Spcl*
2
8
B
3
11
10
2
8
B
4
9
10/6
1
6
B
5
8
10/6
1
6
4
9
10/8
1
7
B
3
9
10/8
1
7
B
1
9
10/8
1
7
2
11
10/6
1
6
B
2
9
10/8
1
5
B
2
9
10
1
7
B
1
2
3
7
10/8/6
10/6
1
1
2
4
B
2
7
10/6
1
6
B
1
1
4
3
6
4
10/8
10/6
Towed
1
1
1
2
5
0
* 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
Key to Armament Data
Army Rifle
Banded Rifle
Blakely Rifle
Brooke Rifle
Dahlgren Rifle
PrR
BrSB
DhSB
SB
pdr
Iron & Oak Credits
Parrot Rifle
Brooke Smoothbore
Dahlgren Smoothbore
Smoothbore
Pounder
Design: James M. Day
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
Production Coordination: Tony Curtis
Producers: Tony Curtis, Rodger B. MacGowan, Andy Lewis,
Gene Billingsley, and Mark Simonitch
© 2013 GMT Games, LLC
36
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© 2013 GMT Games, LLC