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021 Belmont, Missouri - November 7, 1861

1 1 1 1 1 1 1 1 1 1 Rating 0.00 (0 Votes)
Victory Results:
 100 %
Record a victory for BOTTOM ARMY  0 %
Total plays 1 - Last reported by alecrespi on 2015-10-28 11:19:45

Belmont, Missouri

November 7, 1861

Historical Overview
The Confederates in the west tried to defend a huge area by establishing strong points along the borders. Ulysses S. Grant, unlike many of his contemporaries, was ready to take action. On November 6, he embarked on transports with the main body of troops, with the objective to capture Belmont, Missouri, across the river from Columbus.
The Union force disembarked the next morning about three miles from their objective and advanced quickly to capture the Confederate camp. Gen. Pillow's regiments were deployed in the fields and woods in front of the camp, but failed to slow Grant's advance. The Union regiments, believing the fight won, moved forward to take the Confederate camp. Cheatham, however, had crossed the river north of the camp and advanced through the woods and opened fire on the Union troops. Surprised that the Confederates still had some fight left, Grant withdrew.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

 

Set-Up Order

Woods 16
Fences 2 6
Homestead 1
Rough 2
Fieldwork 3

 

Union Army
Ulysses S. Grant
Take 5 Command Cards
You move first

Infantry  Cavalry  Artillery  General
5 2 2 3

Confederate Army
Gideon J. Pillow
Take 3 Command Cards

Infantry  Cavalry  Artillery  General
10 1 1 2

Victory
6 Flags

Special Rules
• At the start of the Union turn, if a Union unit occupies any fieldwork hex or the building, it counts as one Union victory flag. Place the flag token on Union victory stand. As long as the Union unit occupies the hex, it continues to count toward Union victory. If the unit moves off or is eliminated, remove the flag token tokens from the victory stand.

• All infantry units for both sides are “green” units. Green units must retreat 2 hexes when forced to retreat.

 

 Related FAQs

The Belmont scenario gives the Union player a victory banner for each Building or Fieldwork hex he occupies at the start of his turn. The Construct Fieldworks card allows the player to build Fieldworks in hexes they occupy. The Union player can therefore play this card and effectively gain 3 Victory banners. It seems to me that this was not the intent of the scenario. The solution could be to remove the Construct Fieldworks card at the game start.

Very sneaky idea indeed, but totally beyond the scope of the intent of the scenario. Only the 3 fieldworks and 1 building hex on the battlefield will count as objective hexes for the Union.

Tags: Banners: 6, Base Game, Army: Union, Army: Confederate, Units: Green Units, Special: Temporary VB Objective Hex

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