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Campaign Peninsula is a title which draws conflicting opinions. On one hand, it contains some very fun scenarios and challenges. On the other hand, you are fighting on the same map in each and every scenario. It can become very monotonous to fight over the same terrain over and over and over again. But I guess that reflects the same feelings the soldiers in 1862 had. This title has some cool setups and is worth checking out if you favor larger set-piece battles. If you are looking for grand maps with lots of room to maneuver, this title will be disappointing. 

CONTENT

16 Total Scenarios Recommended

   3 Rated "Excellent"

   2 Scenario Guides to Explore

NOTE: ALL NUMBERS HERE REFLECT THE ACTIVE STRENGTHS OF THE ARMIES. THESE NUMBERS DO NOT INCLUDE PERMANENTLY FIXED UNITS.

82 Turns

00a - Hist_Seven_Pines May 31 - June 1

My Rating: Good

47,977

42,090

2,887

3,000

120

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

47,590

44,625

440

2,525

101


Description - BATTLE OF SEVEN PINES (or Fair Oaks) - May 31 to June 1, 1862 --- HISTORICAL --- Though a morning attack was planned, the battle did not begin until 1pm due to road congestion and General Longstreet's disobeying of orders. The resulting traffic snarl meant that only a fraction of the available forces was used in the May 31 attack on Seven Pines. Though a tactical success, the Confederate assault petered out in the face of Union reinforcements. General Johnston was wounded late on the 31st and the brief fight the next day was similarly disorganized and inconclusive. This scenario begins early enough for the player to implement Johnston's original plan and ends at 11:20 am, the historical end of the battle. [NOTE: Due to constant rainfall and extensive flooding, movement (especially heavy wheeled traffic) is much more costly. See Parameter Data for the different MP costs for the Seven Pines scenarios]

Analysis - See the Guide to the Battle of Seven Pines with scenario 00b for more information. This scenario represents the historical of battle with weather effects. This will slow down movement and decrease visibility. 

 

00a.jpg

82 Turns

00b - Var_Seven_Pines May 31 - June 1

My Rating: Good

47,977

42,090

2,887

3,000

120

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

47,590

44,625

440

2,525

101


Description - BATTLE OF SEVEN PINES (or Fair Oaks) - May 31 to June 1, 1862 --- same as above, except this scenario assumes normal movement costs.

Analysis - See the Guide to the Battle of Seven Pines for more information.

 

00a.jpg

78 Turns

00g - Var_Seven_Pines May 31 - June 1

My Rating: Good

83,122

71,710

4,462

6,950

278

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

79,275

72,685

440

6,150

246


Description - BATTLE OF SEVEN PINES (or Fair Oaks) - May 31 to June 1, 1862 --- Variant --- All units from both armies are released an hour after the scenario begins. [NOTE: Due to constant rainfall and extensive flooding, movement (especially heavy wheeled traffic) is much more costly. See Parameter Data for the different MP costs for the Seven Pines scenarios]

Analysis - Releasing both armies by turn five changes EVERYTHING. Should you still attack? That's the real question. First, your left flank (Magruder and AP Hill) are opposite the Federal V and VI Corps. Both sides stare at one another over burned out bridges. It's a standoff. If either side tries to repair a bridge the other will move to blast them back from the Chickahominy River. The Yanks usually feel the need to attack so they may head east to cross over safely at the Grapevine Bridge. That is a long march though meaning they will not be in the fight at all until June 1. Keep a close eye on the "New Bridge" at (97, 85) as well as it poses a major issue should the Yanks repair it and cross unopposed. But the Yanks crossing downriver also leaves their own flank open to attack should you rush the Chickahominy crossings and rebuild a bridge. A fun game of chicken! Once night comes you need to watch out for units moving up to repair the bridges. Lots of fun "what ifs" here! Recommended for the "thinkers" who like a good chess match with their opponent. The reduced movement because of the weather always causes a scenario to lose a couple of points with me. Just my own preference. 

 

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78 Turns

00h - Var_Seven_Pines May 31 - June 1

 My Rating: Excellent 

83,122

71,710

4,462

6,950

278

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

79,275

72,685

440

6,150

246


Description - BATTLE OF SEVEN PINES (or Fair Oaks) - May 31 to June 1, 1862 --- same as above, except this scenario assumes normal movement costs.

Analysis - Releasing both armies by turn five changes EVERYTHING. Should you still attack? That's the real question. First, your left flank (AP Hill and Jones) are opposite the Federal V and VI Corps. Both sides stare at one another over burned out bridges. It's a standoff. If either side tries to repair a bridge the other will move to blast them back from the Chickahominy River. The Yanks usually feel the need to attack so they may head east to cross over safely at the Grapevine Bridge. That is a long march though meaning they will not be in the fight at all until June 1. Keep a close eye on the "New Bridge" at (97, 85) as well as it poses a major issue should the Yanks repair it and cross unopposed. But the Yanks crossing downriver also leaves their own flank open to attack should you rush the Chickahominy crossings and rebuild a bridge. A fun game of chicken! Once night comes you need to watch out for units moving up to repair the bridges. Lots of fun "what ifs" here! Recommended for the "thinkers" who like a good chess match with their opponent. Without the poor weather of scenario 00g this setup is a more playable alternative. 

 

00h.jpg

40 Turns

01a - Hist_Oak_Grove_June_25

 My Rating: Good

99,209

83,798

7,411

8,000

320

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

74,258

65,657

1,651

6,950

278


Description - BATTLE OF OAK GROVE (also known as the Battle of French's House or King's Schoolhouse) - (JUNE 25, 1862) --- HISTORICAL DAY 1 OF SEVEN DAYS BATTLES --- General McClellan ordered a probing attack against Richmond's outer fortifications astride the Williamsburg Road for the morning of the 25th.  Hooker's III Corps division dutifully stepped off into the intervening treeline and was immediately caught hip deep in a sticky morass that was a northern extension of White Oak Swamp. Confederate troops from Benjamin Huger's division quickly advanced to meet them. The resulting daylong fight ended in a draw. As nothing was really accomplished that was worth the lives spent, the fight was dubbed derisively as the "Battle of the Casualties". This scenario includes the entire front, giving players the option to escalate the historical battle.

Analysis - Forget the description they give you. All you need to know is that this battle is massive. The Federals are out in full force while you have about 10,000 men fixed in place. In the end this gives the Yanks quite the manpower advantage. Further, they are concentrated nicely around Fair Oaks while your own army is spread out manning the trenches. If you like to defend then this battle should be for you. Your area of opportunity to attack exists only on the left flank over the Chickahominy but there are no objective hexes there and you would be subtracting a large number of men from your main defenses in the effort. This is a behemoth battle in which the Yankees are given the initiative from the start. Can you respond?

 

01a.jpg

22 Turns

02b - Hist_Beaver_Dam_June_26

My Rating: Good

25,612

21,468

2,344

1,800

72

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

69,142

61,597

3,645

3,900

156


Description - THE BATTLE OF BEAVER DAM CREEK - (JUNE 26, 1862) --- HISTORICAL DAY 2 --- This version also encompasses the historical battle but uses a smaller map, confining the action to the Chickahominy River's north side. Off-map arrival times are historical as are the approximate times of the river crossings of the divisions of D.H. Hill and Longstreet.

Analysis - This battle looks very lopsided until you realize that Longstreet and DH Hill will not be able to take part in the battle because of time constraints. Only if the Union player fails to destroy the bridge in their front will they be able to factor in the fighting. Jackson and AP Hill will arrive with enough time to attack but not to maneuver much. Expect the Federals to reinforce McCall's Division with the rest of V Corps at the start. A good bloody matchup!

 

02b.jpg

81 Turns

02d - Hist_Beaver_Dam_June_26

My Rating: Good

41,093

35,348

2,495

3,250

130

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

74,736

65,816

3,870

5,050

202


Description - BEAVER DAM CREEK TO GAINES'S MILL - (JUNE 26-27, 1862) --- HISTORICAL DAY 2-3 --- (1:40 pm) --- This historical scenario encompasses General Lee's two day offensive north of the Chickahominy river that culminated in the victory at Gaines's Mill. 

Analysis - A really fun scenario if you are a Rebel. If you are a Yank it could potentially be a nightmare. But if your opponent loves a good challenge then recommend this one. The release of Fixed Units will alter the scenario as it progresses, and the Federals need to be on top of their game to even have a chance. If you need practice attacking then try this one. 

 

02d.jpg

331 Turns

02e - Camp_Beaver_Dam_to_Malvern_Hill

My Rating: Good

98,024

83,825

6,199

8,000

320

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

106,370

93,039

4,681

8,650

346


Description - BEAVER DAM CREEK TO MALVERN HILL - [6 Day Historical Scenario (331 Turns)] --- This scenario begins with the historical setup at midafternoon on June 26th and continues for six days. The Confederate Army of Northern Virginia must drive the Army of the Potomac from the outskirts of the capital. The capture of Richmond is the ultimate goal of the Federal campaign. (NOTE: This lengthy "campaign" scenario is particularly unsuited for human play against the AI--see Designer's Notes).

Analysis - This gigantic scenario runs from the start of Lee's offensive campaign. Both sides are unfixed (except for Richmond's militia and garrison soldiers) and allows both sides to determine their own fate outside of Richmond. The number of objectives on the map is large but you will notice almost all are south of the Chickahominy and on the Confederate side. There are 1,000 Victory Points for the Union to easily grab at Malvern Hill while there are 400 points for Stuart to ride for on the far eastern side of the map. My suggestion, for what its worth in such a huge scenario, is to attack Porter's V Corps north of the Chickahominy with Jackson while the rest of your army defends Richmond from an attack from the east. The Yanks have a large advantage in numbers east of the city and you need to move to block any offensive actions they take there. If they do not attack you can hold their center and left while Jackson outflanks them on the right. This campaign is massive in scope and you can expect a long, drawn-out, bloody affair. 

 

02e.jpg

331 Turns

02g - Camp_Beaver_Dam_to_Malvern_Hill

 My Rating: Good

98,024

83,825

6,199

8,000

320

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

106,370

93,039

4,681

8,650

346


Description - BEAVER DAM CREEK TO MALVERN HILL - [6 Day Historical Scenario (331 Turns)] --- This scenario begins with the historical setup at midafternoon on June 26th and continues for six days. The Confederate Army of Northern Virginia must drive the Army of the Potomac from the outskirts of the capital. The capture of Richmond is the ultimate goal of the Federal campaign. (NOTE: This lengthy "campaign" scenario is particularly unsuited for human play against the AI--see Designer's Notes).

Analysis - The same setup as 02e. Having the Federals fixed in place on the 26th allows Jackson to deal with Porter while he is still north of the Chickahominy and isolated. A good way to start the lengthy campaign!

 

02g.jpg

29 Turns

03b - Hist_Gaines_Mill_June_27

My Rating: Good

50,301

44,720

2,181

3,400

136

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

73,232

64,662

3,470

5,100

194


Description - BATTLE OF GAINES'S MILL - (JUNE 27, 1862) --- HISTORICAL DAY 3 ---  This version of the historical Gaines's Mill scenario uses a smaller map and increases the level of historical constraints on the player. The units south of the Chickahominy River begin the game fixed and are released in accordance with the historical timetable.

Analysis - This scenario is a deceptive one as the numbers strongly favor the Confederates. But the Federals are on good defensive ground and there are a limited number of turns available to get into position and attack the Yankees around Turkey Hill. The Federals will also be reinforced from the south once units are released by McClellan there. Will they be in time to help resist Jackson's overwhelming numbers? This is surprisingly good "little" scenario. 

 

03b.jpg

29 Turns

03c - Var_Gaines_Mill_June_27

My Rating: Good

54,409

46,528

2,731

5,150

206

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

83,437

73,717

3,870

5,850

234


Description - BATTLE OF GAINES'S MILL - (JUNE 27, 1862) --- HISTORICAL VARIANT DAY 3 ---  This variant of the historical Gaines's Mill scenario uses the same map and setup as the previous scenario but all fixed units are released on the first turn.

Analysis - Your opponent doesn't want to play scenario 03b because he has to wait for McClellan to release troops? Try this one. This greatly aids the Yanks while making it harder for the Rebs to smash up Porter north of the Chickahominy. You will have to attack south of the river as a diversion in favor of Jackson and it will get bloody. A tougher scenario for the Confederates than 03b. But still fun a fun "shorter" scenario. 

 

03c.jpg

174 Turns

05h - Camp_Savage_Station_to_Malvern_Hill

 My Rating: Excellent 

89,908

76,848

5,635

7,425

297

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

94,316

81,346

4,370

8,600

344


Description - SAVAGE STATION TO MALVERN HILL - [3 Day Scenario (174 Turns)] --- Same as Scenario 5d, except Jackson abandons efforts to repair the Grapevine and Alexander bridges. His command is released at 8:20 am on the 29th instead of 8 pm. (ALSO NOTE: This lengthy "campaign" scenario is particularly unsuited for human play against the AI--see Designer's Notes). 

Analysis - In this scenario the release of Jackson's Command greatly enhances the ability of the Confederates to make the end of the Seven Days Campaign a much more interesting affair. If you don't want to do the ENTIRE Seven Days Campaign than this is a pretty fair place to start an abbreviated version of the campaign. The number of turns allows you plenty of time to play without it lasting "forever" which the longer Seven Days scenarios might seem to last. Play this one for the best Seven Days experience. Be sure to pay attention to where and when Stuart arrives!

 

05h.jpg

40 Turns

06a - Hist_Glendale_June_30

My Rating: Good

89,152

76,098

5,629

7,425

297

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

91,215

80,994

1,946

8,275

331


Description - BATTLE OF GLENDALE (also known as Frayser's Farm, Nelson's Farm/ Crossroads, White Oak Swamp, Charles City Crossroads, New Market Road, Turkey Bridge, or Willis's Church) - (JUNE 30, 1862) --- HISTORICAL DAY 6 --- This represented the best chance for Lee to destroy a significant portion of the Army of the Potomac before it reached the safety of the James River. Converging columns along the Charles City, Darbytown, and River roads would be in position to cut off the large Union rear guard at Glendale and White Oak Swamp. Unfortunately for General Lee, the inactivity of the commands of Jackson and Huger, combined with the tenacious Union defense at Glendale, would once again thwart his plans for destroying the Army of the Potomac.  Another narrow escape would set the stage for a bloody final battle atop the gentle slopes of Malvern Hill.

Analysis - Mercy! The Federals have a strong position here at the start with interior lines, lots of men, and few objectives to defend which really "matter." Meanwhile, the Confederates are disorganized in pursuit and are really not in a good position to do very much for the first half of this scenario. But the second half of this scenario should shape up to be a lot of fun! Jackson has a number of crossing points over the White Oak Swamp which he can utilize while the other part of Lee's army can either head to support Jackson or move for Malvern Hill and attempt to take the objectives there. Lots of decisions to make here and a good, tough, one-day scenario. The display map shows the approximate positions of the Union army. They are so massed together that it is hard to even know where one corps ends and another begins. 

 

06a.jpg

407 Turns

08a - Hist_7_Days_Campaign

My Rating: Good

99,209

84,427

6,782

8,000

320

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

106,421

93,040

4,731

8,650

346


Description - THE SEVEN DAYS - (JUNE 25 through JULY 1, 1862) --- (407 Turns) --- HISTORICAL SETUP --- Beginning with the situation at the Richmond front just before the skirmish at Oak Grove, this lengthy scenario comprises the entire weeklong campaign. The Army of the Potomac's goal is the capture of the Confederate capital while the Confederate player must hold Richmond and defeat the besieging Federal army in order to claim victory. (NOTE: This massive "campaign" scenario is particularly unsuited for human play against the AI--see Designer's Notes. Also, the protection range for reinforcements is 15 hexes).

Analysis - See the Guide to the Seven Days Campaign for more info.

 

08a.jpg

103 Turns

08e - Var_7_Days_McDowell

 My Rating: Excellent 

128,394

110,120

8,374

9,900

396

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

106,421

93,040

4,731

8,650

346


Description - THE SEVEN DAYS - (JUNE 25 through JULY 1, 1862) --- (407 Turns) --- In this alternative of the "McDowell Arrives" variant scenario, Jackson arrives at Richmond instead of north of the Chickahominy. (NOTE: This massive "campaign" scenario is particularly unsuited for human play against the AI--see Designer's Notes. Also, the protection range for reinforcements is 15 hexes).

Analysis - If you want the greatest number of men possible on the battlefield than here you go. One of the largest battles in any WDS game - nearly 250,000 total men on the field. The arrival of Jackson at Richmond better consolidates the Confederate Army for the coming battle. Good luck! This setup here is a tough one for both sides and the subsequent battle likely to be one of the bloodiest in history. 

 

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