The situation is set is circa 1862 or so (around the time of McClellan's Peninsular Campaign and the Seven Days Battles). The situation is somewhat similiar.
The Union is a little strung out and awaiting while "Little Mac" screams out to Washington that he needs more troops. The Confederates, sensing that they have a chance to bleed Union, seek to do so.
The map is an area Southeast below Centerville, in the wooded, somewhat rough area.
|The Initial Map|
For the campaign rules, I am refereeing it by having the players move their forces on the map above, based on limited intelligence (some false, some true). I put the two plots together and calculate where and how the battles will be fought. They issue the orders and I determine how well they are carried out. This allows me (the referee) to spice things up a bit (like a stack of regiments without a named brigade leader taking the wrong turn on the road toward their objective).
For the battle rules, I am using a set I wrote that is regimental in scale (DSR ACW) and am playtesting. They emphasize the need to keep units supported and Brigade integrity.
Since I am limited with the forces I can put on the table (15 regiments or so a side), I scaled everything down to be small brigade size. The players are not fixed in their brigades, but have infantry regiments, artillery batteries and brigade leaders. They order the stacks around on the board above.
To help maintain my sanity, all regiments are 400 men at the start (it works out to 16 figures/ regiment) and all batteries are 4 gun types. Morale for the regiments and Brigade integrity are the same across the board for both sides. Any force on the field has an integral "Brigade Leader" for integrity purposes. A named Brigade leader is better than the unnamed, but each side only has a few of these at the start of the game (Confederates 4, Union 2). Both sides should receive reinforcements in the game.
Next up: Intial moves and Battles.