Scenario
By Captain Nemo

Version 3.0 (10/23/98)

April 1861, the Southern States have seceded ,one by one, and now Fort Sumter sits alone,a festering sore in the heart of Charleston harbor.
Thus begins of the bloodiest conflict in American history. North against South,
Brother-against-Brother, Blue against Gray...

MAP

The map represents the Eastern United States, the Atlantic Ocean and parts of Western Europe and Africa. England, France & Spain have been introduced mainly as trading and diplomatic counterparts for the Union & Confederacy and an effort has been made to keepthem neutral as in the real conflict.

The map is not exactly to scale as areas of historical significance have been enlarged (Shenandoah valley, Washington-Richmond corridor, Mississippi river) and others have been scaled down (Width of Atlantic ocean, Western territories). The Missouri, Mississipi, and Ohio rivers have been made navigable (Ocean squares) to enable a realistic Western river campaign. Fortified Island No.10, Vicksburg and New Orleans should make for realistic siege- and battle-grounds along the Mississipi.The Southern countryside, mostly swamp and river terrain is designed to slow theadvance of the Union armies as it did during Sherman's march from Atlanta to the sea.

PROTAGONISTS

All the target cities in the scenario are in Confederate hands as the game begins, therefore a status quo will result in a decisive Confederate victory. This is consistent with history, as the Union fought to reunite the country and the Confederacy only to remain independent.

The Union starts the game more technologically advanced, with heavily industrialized cities, a solid railroad network, a greater population & a large conventional fleet. The Confederacy starts without industry, a more rural economy but with a veteran army &cavalry (Most of the professional pre-war officers were from the South). TheSouth also is close to achieving the "Armor plating" technology necessary to build ironcladsand rams. The bulk of the Southern fleet consists of Riverboats, blockade runners andold wooden ships captured from federal navyyards throughout the South.As the game starts, the Confederate side also has a few units that they do not yet havethe technology to produce (To reflect capture of US arsenals and naval yards at the beginningof the conflict). Use these wisely as it will a while before they are available again...


A Confederate blockade runner trying to escape from Federal warships

The Union side plays as a Democracy, having to contend with public opinion and the dreaded Senate. This should also mimic the actual political climate in the North during the war. The game starts with "Civil Unrest" in Baltimore just as did the Civil War when Union troops from Massachussetts were attacked by mobs of Southern sympathizers.

The Confederacy plays as a Fundamentalist regime, very similar to the Autocratic government
of Jefferson Davis: ideal for waging war but poor for the economy and scientific development.
The South however can overcome some of the deficit with it's special trade units (Cotton Traders) and the Cotton Field terrain squares which produce massive trade arrows.


SOME SPECIAL UNIT CAPABILITIES:


Slaves on the cotton fields

Special units have been created for each side and are enabled by Union & Confederacy developmentswhich are given to each side at the beginning of the game. This allows the union & confederatetroops to look more realistic.

Slaves:þ Same as Settlers, only available to the Confederates. When attacked these units are not- killed" but "freed", and freed slaves will often join the Union Army as "Black Regiments".--

Fortified Battery: Only defense capability, cannot attack, cannot move. Use to defend cities. Some are placed at the the beginning of the game in fortifications around cities to defend againstattacks.

Siege Mortar: Ignores city walls (1860's howitzer).

Rifled Cannon: Artillery with more punch, appeared later in the war. Breechloading system also allowed it to fire and reload more rapidly. Was used by the Union Army against Fort Pulaski (South Carolina) with devastating effects. This is also the only unit capable of shooting down the observation balloons

Artillery Shell: Missile unit with move capability of one, can hit units in squares adjacent to cities.

Mortar Schooner: Naval unit that can transport artillery shells for
shore/city bombardment


Riverboat: Transport duty on rivers, but sinks at sea.

Eads Ironclad: These ships were the backbone of the Union river fleet (USS Essex,
USS Cairo...)


Monitor: More power & speed! This Union development proved far superior to the ConfederateRam (Ironclad) although their historic first encounter (USS Monitor against CSS Virginia) was a technical draw. First war vessel to employ rotating gun turrets. It still sinks at sea. (USS Monitor, USS Weehawken, USS Montauk...)(Graphic is the USS Monitor)

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Ram: The Confederate .answer to the Monitor, mostly converted steamships with very heavy armor, an underwater steel point (ram) to sink enemy ships, and large caliber smoothbore guns arrangedin rows along each side. Due to the extra armor weight they were very slow and difficult to maneuver (CSS Virginia, CSS Alabama, CSS Tennessee)

Sloop: Steam/sailboat. Can attack, defend and serve as light transport: The Confederate
Raider / Union Sloop (USS Kearsage, USS Hatteras, CSS Alabama, CSS Florida etc...) Can (almost) keep up with the Clipper so it's the best for disrupting trade routes but don't try to engage real Warships...Confederate Sloops get "special" bonus for sinking Union Clippers.

Steam Warship: The open sea warship of the 1860's (Farragut's USS Hartford, USSMinnesota, USS Brooklyn...).Much more powerful than the sloop but slower and moreexpensive to build. (Graphic is the USS Minnesota)

Frigate: (or "Ship of the Line") A lot of these old warships left over from the early 1800's. Very vulnerable to ironclads (As seen at Hampton Roads in 1862). The South converted theirs to Ironclads and Rams at the beginning of the war.

Clipper: Very fast but merchant duty only: The basic trade vessel of 1860's.

Blockade Runner: Fast merchant steam ship used by the Confederacy. Should be used to bring lotsof "Cotton Traders" to Europe (Graphic is of the famous "Colonel Lamb" which survived the war uncaptured)

Gunboat: Coastal defense ship when you can't afford Ironclads, Rams and Monitors...
Converted-river steamer with light or no armor and whatever armement could be found.
Engage unarmed enemies but don't mess with the "Big Boys". And stay away from the open waters.

Torpedo: That is the Civil War name for the first floating mines. It moves slowly and is hidden.It was not likely to sink armored ships and was not very reliable, howeverthe USS Cairo was the first ship in history to sink after striking a mine on December 12, 1862and the monitor Tecumseh struck a mine at the battle of Mobile Bay and went down with 93 menon August 5, 1864.

Observation balloon: Only air unit of the Civil War, no attack but can't get hiteither (Except by Rifled Cannon fire). Can see 2 spaces. Helpful when you want to find out what the AI is up to. Has a long "hang time" but will eventually crash if not returnedto a city.

Fort: Strong, stationary defensive position. Located at strategic spots from the beginning of the game. Impossible to take with cavalry...

Traders/Cotton traders: The "Caravan" of 1860's America


STRATEGY:



Union and Confederate infantry battle for Knoxville


If you play the Union:

Follow history, blockade the Southern ports, sink their ships,cut the Confederacy in two by controlling the Mississipi, keep the Europeans out of the war, capture the South's economic engines: New Orleans, Mobile, Vicksburg, Louisville, Nashville, Atlanta, Charleston...one by one. And prevent Lee from raidingyour industrial centers. Develop Machinery to build Monitors against the South'sIronclads.

If you play the Confederacy:

Build trade routes to Europe, Protect the waterways, defend your cities and raid and burn the north (Pillaging their railroad tracks with dragoons really disrupts their strategy). Send diplomats
to Europe to try to draw in a European ally on your side (England has a large fleet that can seriously damage the Union AI). I have played this scenario a few times and find it very difficult especially as the Union player: Although you can maintain the strategic and technological advantage it's very difficult to conquer the Southern cities within the alloted 6 years.

Enjoy !
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