Setup
Each scenario has its own dedicated setup. Units are placed on specific hexes as listed in the scenario's Union and Confederate information sections. Reinforcements, if any, are noted with the turn/hex they enter on. Artillery ammunition limits are set per scenario (Unlimited or None). Orders are assigned to each side before play begins. Refer to each scenario's General Information for First Turn, Last Turn, and Game Length. Scenario 1.2 – Morning Fox: - First Turn: 8:30 a.m., Sept 14th | Last Turn: 11:30 p.m. | 12 turns - Union (1/K/9): 23 OH at 10.17, 12 OH/Scammon at 11.17, 30 OH at 12.16, 1st OH Lt (arty) at 11.15, Cox at 10.15. Artillery Ammo: Unlimited. Reinforcements: 9:15 at hex 11.14 — 2/K/9 (minus Chicago Dragoons, Simmonds Arty). Orders: Attack with right flank along the road, take Fox's Gap. - Confederate (G/dH): 5 Va Cav at 13.24 (Independent), Pelham a (2) at 14.23, 5 NC at 15.24, 12 NC/Garland at 16.22, 23 NC at 17.22, 20 NC at 20.23, 13 NC at 21.24, Bondurant (Arty/dH) at 18.22. Artillery Ammo: None. Reinforcements: None. Orders: Defend the road to Fox's Gap. - Victory: Side that controls hex 19.23. Scenario 1.3 – Forging Iron: - First Turn: 6:00 p.m., Sept 14th | Last Turn: 7:45 p.m. | 8 turns - Union (4/1/1): 19 IN at 27.21, 2 WI at 28.20, 7 WI at 29.20, 6 WI at 30.19, B/4th US Artillery at 27.18. Artillery Ammo: (not specified). Orders: Attack up the National Road towards Turner's Gap. - Confederate (C/dH): 13 AL at 32.24, 27 GA at 33.24, 6 GA at 33.23, 23 GA at 34.22, 28 GA at 34.21, Lane (Arty Res) at 36.24. Artillery Ammo: None. Reinforcements: None. Orders: Defend the road to Turner's Gap. - Victory: Side that controls hex 35.24.