play b o o k...• at the start of the game, place a smokestack critical hit marker on virginia. she...

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PLAY BOOK GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com Scenario Format ............................................................................ 2 Scenario 1: Two Times is the Charm – June or November 1861 ....... 3 Scenario 2: Hampton Roads – March 1862..................................... 4 Scenario 3a: Vicksburg Blockade – July 1862 .................................. 5 Scenario 3b: e Bluffs – July 1862 ................................................. 6 Scenario 3c: Fate of CSS Arkansas – July 1862 ................................ 7 Scenario 4: Phantom – January 1863 .............................................. 8 Scenario 5: New Carthage – February 1863 .................................... 9 Scenario 6: Wassaw Sound – June 1863 ........................................ 10 Scenario 7: Battle of Plymouth – April 1864 ................................. 11 Scenario 8: Duel – June 1864........................................................ 12 Scenario 9a: Battle of Mobile Bay: e Gauntlet – August 1864 .... 13 Scenario 9b: Battle of Mobile Bay: Final Clash – August 1864 ...... 15 Scenario 10: Trent’s Reach – January 1865 .................................... 16 Scenario 11: Spanish River – March 1865 (hypothetical) ............... 17 Scenario 12: Design your own ...................................................... 18 Campaign Game Scenarios .......................................................... 19 Generating Battles....................................................................... 19 Campaign Maps .......................................................................... 20 Engagement Battle ...................................................................... 21 Passage Battle .............................................................................. 22 Escort Battle ............................................................................... 23 Defend Battle .............................................................................. 24 Blockade Battle ........................................................................... 25 Brief Notes .................................................................................. 26 Example of Play........................................................................... 27 Countersheet Manifests ............................................................... 30 Confederate Ship Summary ......................................................... 33 Union Ship Summary .................................................................. 34 Campaign Log ............................................................................ 36 Table of Contents

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Page 1: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

PLAY B O O K

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308www.GMTGames.com

Scenario Format ............................................................................ 2Scenario 1: Two Times is the Charm – June or November 1861 ....... 3Scenario 2: Hampton Roads – March 1862 ..................................... 4Scenario 3a: Vicksburg Blockade – July 1862 .................................. 5Scenario 3b: The Bluffs – July 1862 ................................................. 6Scenario 3c: Fate of CSS Arkansas – July 1862 ................................ 7Scenario 4: Phantom – January 1863 .............................................. 8Scenario 5: New Carthage – February 1863 .................................... 9Scenario 6: Wassaw Sound – June 1863 ........................................ 10Scenario 7: Battle of Plymouth – April 1864 ................................. 11Scenario 8: Duel – June 1864 ........................................................ 12Scenario 9a: Battle of Mobile Bay: The Gauntlet – August 1864 .... 13Scenario 9b: Battle of Mobile Bay: Final Clash – August 1864 ...... 15Scenario 10: Trent’s Reach – January 1865 .................................... 16Scenario 11: Spanish River – March 1865 (hypothetical) ............... 17

Scenario 12: Design your own ...................................................... 18Campaign Game Scenarios .......................................................... 19Generating Battles ....................................................................... 19Campaign Maps .......................................................................... 20Engagement Battle ...................................................................... 21Passage Battle .............................................................................. 22Escort Battle ............................................................................... 23Defend Battle .............................................................................. 24Blockade Battle ........................................................................... 25Brief Notes .................................................................................. 26Example of Play ........................................................................... 27Countersheet Manifests ............................................................... 30Confederate Ship Summary ......................................................... 33Union Ship Summary .................................................................. 34Campaign Log ............................................................................ 36

Table of Contents

Page 2: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book2

© 2013 GMT Games, LLC

Scenario FormatIron & Oak includes thirteen historical scenarios and one hypothetical scenario. Three (3a, 3b and 3c) may be combined into a mini campaign, and two (9a and 9b) are played as a campaign. There is also an outline for constructing a ‘Design Your Own’ scenario.All of the scenarios have a similar format and are organized into the following sections; Reference Scenario #10: Trent’s Reach – Janu-ary 1865.

Scenario Name and Date

Play Area Layout• Indicatessidesandbanksalongthemapedges(ifany),shoaldepths,thestartingpositionofeachunit(onorofftheplayarea),

torpedo-minesorobstructions(ifany),andanyotherreferencemarkers.• Shipsstartasindicated,onoroffoftheplayarea.ThosestartingofftheplayareamustManeuvertoentertheplayarea[5.0].• NotethatFortsaretypicallypositionedofftheplayarea,butareconsideredtooccupytheadjacentGridBoxforrangepurposes.

Special Rules• Rulesuniquetojustthisscenario.• WindisalwaysNormalunlessaSpecialRuleindicatesitisFresh.

Victory Conditions• Thecondition(s)eithersidemustmeettowinthebattle.Ifneithersidemeetstheconditions,orifbothsidesmeettheconditions,

the battle is a draw. Some scenarios are played until one side achieves victory, for example Scenario #8.• Ashipisconsideredtohavetaken‘LightDamage’onceithassufferedsufficientHitstousethesecondlineofitsManeuverChart.

Ithastaken‘HeavyDamage’ifithassufferedsufficientHitstousethebottom(third)lineofitsManeuverChart.Optional Rules

• WhilenotthecasewithScenario#10,somescenarioshaveoptionalrulesthatmaybeemployedifallplayersagree,e.g.,Scenario#2.

Union Forces (10)• The (10) indicates thenumberofActionCards theUnion

player is dealt.• ThesixshipsandfortstheUnionplayercommandsareidenti-

fiedbyletters“A”through“F”.• PlaceanElite GrademarkeronUSSOnondaga and a Crack

GrademarkeronUSSMassasoit.

u Confederate Forces (12)• Theu indicates that the Confederate side plays first.• The(12)indicatesthenumberofActionCardstheConfeder-

ate player is dealt.• ThesevenshipstheConfederateplayercommandsareidenti-

fied by letters “T” through “Z”.• PlaceCrack Grade markersonCSSFredericksburg, CSS Rich-

mond, CSS Virginia II and CSS Drewry.

Slow Current& Direction

Forts

Ships starting off play area

Exit side for Victory Conditions Shoal Depth

Mine(not part of scenario

10 map layout)

Bank

Union Side Confederate Side

Heavy Obstruction

Obstruction(not part of scenario

10 map layout)

Ships starting on play area

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Exit

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A

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UW

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F E

Page 3: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book 3

© 2013 GMT Games, LLC

Scenario 1: Two Times is the Charm – June or November 1861

Special Rules• FreshWind.• Sumter Maneuvers to enter starting on Turn 1.• Sumter may not be given a Maneuver 2 Order.

Victory Conditions• Union: PreventtheConfederatevictoryconditions.Noturnlimit.• Confederate: Exit SumterunderpowerwithlessthanHeavyDamage.Noturnlimit.

Historical NotesBothinJune1861,whenleavingtheMississippiDelta,andinNovemberwhendepartingSt.Pierre,Martinique,Sumter successfully eludedtheUnionblockaders.ConfederateVictory.

Union Forces (6)(A)USSBrooklyn (Average) { June 1861} or(A)USSIroquois(Average){November1861}

u Confederate Forces (6)(Z) CSS Sumter(Crack)

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Exit

A

Z

The Confederate cruiser Sumter, Cpt. Semmes, leaving New Orleans on June18, 1861.

Page 4: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book4

© 2013 GMT Games, LLC

Scenario 2: Hampton Roads – March 1862

Special Rules• PlaceaGroundedmarkeronMinnesota. She may not be given a Refloat Order.• Zouave Maneuvers to enter on any turn or may remain out of the action for the entire battle.

Victory Conditions• Union: Prevent the Confederate victory conditions.• Confederate: SinkMinnesota by Turn 30 while VirginiasufferslessthanHeavyDamage

Optional Rules• MinnesotamaybegivenaRefloatOrder (exception to theSpecialRuleabove) tobreak free,but she suffersanautomaticand

permanent Engine-Stoppedcriticalhit(shedoesnotsufferanyassociatedhits)andmuststillperformtheEngine-Damagedcheck[4.3.1]todetermineifthereisa“WL”CriticalHit.ShemaybetowedtoexitbyZouave,butmaynotdriftoffthemap.

• DuringactionthepreviousdayagainsttheUnionshipsCongress and Cumberland, Virginiasuffereddamagetobothhersmokestackandram:• Atthestartofthegame,placeaSmokestackcriticalhitmarkeronVirginia. She does not start the game with any associated hits, and;• Virginiamaystillinitiateramattacks,butifsuccessfulmustapplya–2DRMtothed10d6d4ramdamageroll.

• PlanningtoengageonlytheunarmoredMinnesota, Virginiacarriedjustexplosiveshellinsteadofsolidshotforherguns.Virginia mustapplya–2DRMtogunnerydierollsagainstUSSMonitor.

• Fearinghernewgunswouldburstunderafull-chargeload;Monitor’s 11" Dahlgrens were only using two-thirds of the designed powder load. Monitor must apply a –2 DRM to her gunnery die rolls.

Historical NotesSurprised by the presence of Monitor, Virginia was unable to close on the beleaguered Minnesota.Insteadforcedtoengagethisnever-beforeseentypeofUnionship,VirginiawasunabletoreachherobjectiveasMonitorbattledhertoastandoff.Asthetideranout,theConfederateshipswereforcedtowithdraw.UnionVictory.

u Union Forces (8)(A)USSMinnesota (Average) {Grounded in position}(B)USSMonitor(Crack)(C)USSZouave (Average)

Confederate Forces (8)(Y) CSS Virginia(Crack)(Z) CSS Patrick Henry (Average)

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Page 5: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book 5

© 2013 GMT Games, LLC

Scenario 3a: Vicksburg Blockade – July 1862

Special Rules• (None)

Victory Conditions• Union: Prevent the Confederate victory conditions.• Confederate: Exit Arkansas under power no earlier than Turn 20 or later than Turn 30 with less than Heavy Damage.

Linked Scenarios• Scenarios3a,3band3cmaybeplayedasamini-campaigngame.• Queen of the West, Essex and Arkansas carry over damage from scenario to scenario.• Arkansasmayattemptrepairsfollowingscenarios3aand3baccordingtotheCampaignGamerepairrules[8.8],butmustapplya

–4 DRM to each category when determining Repair, Critical Hit and Crew Replacement Points. • TheUnionshipsmaynotattemptrepairs.

Historical NotesAs the four ships engaged, Carondeletwasquicklydisabledandranaground.ArkansasfoughtofftheremainingtwoUnionshipsandescapeddownrivertothesafetyofVicksburg.ConfederateVictory.

Union Forces (8)(A)USSCarondelet(Crack)(B)USSTyler (Average)(C)USSQueen of the West (Average)

u Confederate Forces (6)(Z) CSS Arkansas(Crack)

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Exit

Z

The Confederate ram Arkansas running the Union fleet at Vicksburg, July 15, 1862.

A

B

C

Page 6: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book6

© 2013 GMT Games, LLC

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Scenario 3b: The Bluffs – July 1862

Special Rules• Arkansasmaynotmovefromherstartingposition,howeversheisnotconsideredanchored.Shesuffersnocombatpenaltyand

receivesnocombatbonus.Sheisnotsubjecttodrift.Sherollsd10/d4inresponsetoRamAttacks.• OnlyUnionshipsaresubjecttoTorpedo-MineHazards[5.4.3].• TheVicksburgBluffsBatterymayusePlungingFireatMediumaswellasLongRange[6.2.3.D].

Victory Conditions• Union: SinkorstrikeArkansas and exit both ships under power by Turn 30.• Confederate: PreventtheUnionVictoryConditions.

Optional Rules• Maybeplayedasamini-campaigngamewithScenarios3aand3c.

Historical NotesEssex first closed with Arkansas while Queen of the West remained safely out of range from the fort’s guns. After exchanging fire with both the Confederate batteries and Arkansas, Essex did manage to damage Arkansaswhilesufferingonlyminordamageherself.Shethencontinued down river while Queen of the West attempted to ram the Confederate ship. She made contact with Arkansas, but inflicted little damagewhilesufferingnumeroushitsforhereffortsbeforeretiringsafelydownriver.ConfederateVictory.

u Union Forces (8)(A)USS Queen of the West (Average)(B)USSEssex(Crack)

Confederate Forces (6)(Y) CSS Arkansas(Crack)(Z)VicksburgBattery–TheBluffs(Average)

The Confederate ram Arkansas alongside the Union ironclad Carondelet.

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Exit

Y

AB

M M M M M

Z

Page 7: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book 7

© 2013 GMT Games, LLC

Scenario 3c: Fate of CSS Arkansas – July 1862

Special Rules•Arkansas starts with an Engine-Damaged CHmarkerthatcannotberepaired.Shedoesnotstartthegamewithanyassociatedhits.If

the scenario is played as a mini-campaign, ignore the Engine-Damaged damage and carry over all remaining damage from Scenario 3b instead.

Victory Conditions• Union: Prevent the Confederate victory conditions.• Confederate: InflictHeavyDamageonEssex and exit Arkansas under power by Turn 25.

Optional Rules• Maybeplayedasamini-campaigngamewithScenarios3aand3b.

Historical NotesArkansasmoveddownrivertoengagetheUnionforces.ThereshemetheroldadversaryEssex. After a brief exchange, the Confederate shiplostallpoweranddriftedtoshorewheresheranaground.NotwantinghisshiptofallintoUnionhands,hercaptainorderedherdestroyed. Arkansaswassetafireandlaterexploded.UnionVictory.

u Union Forces (6)(A)USSEssex(Crack)

Confederate Forces (6)(Z) CSS Arkansas(Crack)

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Exit

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Destruction of the Confederate ram Arkansas, August 6, 1862.

A

Page 8: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book8

© 2013 GMT Games, LLC

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Scenario 4: Phantom – January 1863

Special Rules• PlaceFortMorganasindicated.OnlyGunnerySectionsB&Careactive.• SetuptheUnionshipsfirst,oneperGridBoxasindicatedinanyconfigurationdesired.• SetupFloridaandthetwoFalseContactssecond(useanyothertwoConfederateshipcounters),facedown,oneperGridBoxas

indicated in any configuration desired. • Nightcombatconditionsapply[6.2.4].

• Unionshipsarealwaysidentified(faceup),whileFloridaandtheFalseContactsstarthidden(facedown).ToidentifyFlorida or aFalseContact,eachUnionshipmaysearchforonehiddenConfederatetargetinthesameGridBoxattheendofitsMove-ment Segment. After designating the target, roll one d10:

1-6 Search unsuccessful 7-10 Target identified

Once identified, Floridaremainsfaceupfortheremainderofthescenario;FalseContactsarepermanentlyremovedfromplay.• Onlyanidentifiedshipmaybethetargetoffire,crossingthe‘T’orrammingattacks.ImmediatelyidentifyFlorida if she fires

her guns or attempts to ram.• ShipsmaynotbegivenManeuver2Orders.FalseContactsusethesamemaneuverratingasFlorida. Attempting to enter a Grid

Box with any hidden ship is an Opposed Maneuver.• OnlyUnionshipsaresubjecttoTorpedo-MineHazards[5.4.3].Victory Conditions• Union: SinkorstrikeFlorida.• Confederate: Exit Florida under power by Turn 20 with less than Heavy Damage.

Historical NotesFloridasuccessfullyeludedtheUnionblockadersofMobilemakingtherunouttosea.ConfederateVictory.

Union Forces (10)(A)USSBrooklyn(Crack)(B)USSSusquehanna(Crack)(C)USSOneida (Average)(D)USSKennebec (Average)

u Confederate Forces (6)(W)FortMorgan–FortressBattery(Average)(X) CSS Florida (Average)(Y)FalseContact(Z)FalseContact

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Exit

A BC D

A BC D

A BC D

A BC D

A BC D

YX

ZMY

X

ZM Y

X

ZM

W

Page 9: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book 9

© 2013 GMT Games, LLC

Scenario 5: New Carthage – February 1863

Special Rules• Indianola starts at anchor; place an Anchoredmarkeronher.ShemaynotWeighAnchororengagetheConfederateshipsincombat

during Turns 1-6 unless a Confederate ship enters her Grid Box or engages her in combat. Indianola may operate normally starting on Turn 7 or once triggered as described.

• Nightcombatconditionsapply[6.2.4].• ShipsmaynotbegivenManeuver2Orders.

Victory Conditions• Union: Sink,strikeorforceeitherConfederateshiptoretireorinflictHeavyDamageonbothConfederateshipsbyTurn30.• Confederate: Sink,strikeorforceIndianola to retire by Turn 30.

Historical NotesAftersufferingseriousdamageatthehandsofthemoreagileandfasterConfederateships,Indianolasankinshallowwaterandwascaptured.Shortlythereafter,shewasdestroyedratherthanletherberecapturedbytheadvancingUnionForces.ConfederateVictory.

Union Forces (6)(A)USSIndianola(Average){startsAnchored[see4.1]}

u Confederate Forces (8)(Y) CSS Webb (Average)(Z) CSS Queen of the West (Average) {capturedUnionship;usetheUSSQueen of the West

card and ship counter}

Engraving of USS Indianola, published in Harper’s Weekly, February, 1863

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AS

Page 10: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book10

© 2013 GMT Games, LLC

Scenario 6: Wassaw Sound – June 1863

Special Rules• FreshWind.• TheUnionplayerstartswith6Actioncardsandthendraws2additionalActioncardsonceWeehawken enters.• Weehawken Maneuvers to enter starting on Turn 10.

Victory Conditions• Union: Sink,strikeorforceAtlanta to retire.• Confederate: AtlantamustinflictHeavyDamageonorforceoneoftheUnionshipstoretireandexitunderpowerbyTurn25.

Historical NotesAfter engaging Nahant and Weehawken, Atlantaranagroundmid-riverandwascapturedbythetwoUnionmonitors.UnionVictory.

Union Forces (6/8)(A)USSNahant (Average)(B)USSWeehawken(Crack){Entersonturn10orlater}

u Confederate Forces (6)(Z) CSS Atlanta(Crack)

The monitor Weehawken capturing the Confederate ironclad ram Atlanta, Wassaw Sound, Georgia, June 17, 1863

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Exit

Page 11: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book 11

© 2013 GMT Games, LLC

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AB

Scenario 7: Battle of Plymouth – April 1864

Special Rules• (none)

Victory Conditions• Union: PreventtheConfederateVictoryConditions.• Confederate: Exit Albemarle under power no earlier than Turn 20 or later than Turn 30 with less than Heavy Damage.

Historical NotesAlbemarlerammedandsankSouthfieldbutbecamefouledwithherhulk.Miami then attempted to capture Albemarle but was repelled by her crew. Once freed of her adversary, AlbemarledroveoffMiamiandcontinueddownriver.ConfederateVictory.

Union Forces (8)(A)USSMiami(Crack)(B)USSSouthfield (Average)

u Confederate Forces (6)(Z) CSS Albemarle(Crack)

Building the Albemarle at Edward’s Ferry

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Exit

Page 12: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book12

© 2013 GMT Games, LLC

Scenario 8: Duel – June 1864

Special Rules• FreshWind.• TherearenoShoalsinthisscenario;rule5.4.1doesnotapply.• Ashipmayretirefromanysideofthemap.Victory Conditions• Union: Sink,strikeorforceAlabamatoretire.Noturnlimit.• Confederate: SinkorforceKearsargetoretire.Noturnlimit.

Optional Rules• Alabama was armed with defective ammo. She must roll an additional d6 with each d8 shot. On d6 result of “1” or “2” apply –1

DRM to gunnery die rolls.Historical NotesThetwoshipsjockeyedforthebestfiringpositionfornearlyanhour,allthewhileexchangingfire.However,Kearsarge’s measured gun-neryfromhertwo11”DahlgrenstookitstollontheConfederateship,finallyforcingAlabamatostrikehercolors.Theraiderlatersankduetoherdamage.UnionVictory.

u Union Forces (6)(A)USSKearsarge(Crack)

Confederate Forces (6)(Z) CSS Alabama(Crack)

Fighting in a circle: the USS Kearsarge vs. CSS Alabama, June 19, 1864

Z

A

Page 13: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book 13

© 2013 GMT Games, LLC

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B C D

Scenario 9a: Battle of Mobile Bay: The Gauntlet – August 1864

Confederate Forces (6)(T)FortMorgan–WaterBattery(Average)(U)FortMorgan–FortressBattery(Average)(V)FortGaines–FortressBattery(Average)

The Battle of Mobile Bay, looking south and eastward. From a wartime sketch.

u Union Forces (12)(A)USSTecumseh(Crack)(B)USSManhattan(Crack)(C)USSWinnebago (Average)(D)USSChickasaw (Average)(E1)USSBrooklyn(Crack)(E2)USSOctorara(Crack)(F1)USSHartford (Elite)(F2)USSMetacomet(Crack)(G1)USSRichmond(Crack)(G2)USSPort Royal (Average)(H1)USSLackawanna(Crack)(H2)USSSeminole (Green)(I1)USSMonongahela(Crack)(I2)USSKennebec (Average)( J1)USSOssipee (Average)( J2)USSItasca (Average)(K1)USSOneida (Average)(K2)USSGalena (Average)

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“2”

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Exit

T - Long Range

T - Long Range T - Med. RangeV - Long Range

T - Short RangeV - Long Range

T - Short RangeV - Long Range

T - Med. Range

T - Med. Range T - Med. RangeT - Short Range T - Short RangeTU

V

OO

O O

M M

Scenario 9a informationcontinued on next page.

Page 14: PLAY B O O K...• At the start of the game, place a Smokestack critical hit marker on Virginia. She does not start the game with any associated hits, and; • Virginia may still initiate

Iron & Oak Play Book14

© 2013 GMT Games, LLC

Special Rules• PlayScenario9aasamini-campaignwithScenario9b.• Unionshipsnumbered‘1’and‘2’aregrappledtogetherand,therefore,mustmoveinconcert.Theyutilizethe‘1’shipformovement

determination but must apply a –1 DRM to all Maneuver rolls. They must stay grappled together, except:• Theyautomaticallyreleasethegrappleifoneortheothersinksormustretire.• IfeithershipsuffersEngine-Damaged or Engine-StoppedCriticalHits,orsuffersHeavyDamage,theymayautomaticallyrelease

the grapple if so desired. Ifa‘1’numberedshipsuffersanymovementpenaltiesthroughcriticalhitsordamage,thegrappled‘2’numberedshipmayassume

movement determination but must apply a –2 DRM to all Maneuver rolls.• AllUnionshipsmustenterintheorderlistedonthemap,withonlyasingleshiporgrappledshipsenteringperGridBox.Therefore,

ships (A), (E1) and (E2) enter first. • Unionshipsdonotrollforentry;it’sautomatic.Unionshipsmustrolltoexitnormally.• EachUnionshipmustattempttomoveforwardoneGridBoxperturnifpossible.Asoneshipmovesforward,thenextship(s)in

linemustattempttomoveforward.Ifanyshipfailstomove,thetrailingshipsmustwait.• UnionshipsmaynotbegivenManeuver2OrdersandmustremaininthesamehorizontalBandthroughoutthegame.• IfanyUnionshipisfouled,suffersEngine-Damaged or Engine-Stopped Critical Hits, or Heavy Damage, the next ship(s) in line may

entertheGridBox(es)topassthestoppedordamagedships.Inthiscase,theremaybeuptofourUnionshipsinaGridBox.• IfaUnionshipmustretireduetocrewcasualties,itmaymovethroughothershipsinaGridBoxinexcessofthefour-shiplimit.• TheFortMorganBatteries(TandU)areontheboundarybetweentwoGridBoxes.Thesefortsareconsideredtooccupyboth

adjacentGridBoxeswhendeterminingfiringranges.• ConductfirebyandagainsttheFortMorganWaterBattery(T)andFortGaines(V)atrangesshownonthelayout.Rangestoand

fromtheFortMorganFortressBattery(U)arenormal.• AslongastheUnionshipsremaingrappled,theFortMorganFortressandWaterBatteriesmaynotfireatthe‘2’numberedships

andvice-versa.FortGainesmayattempttofireatgrappled‘1’numberedships,buthitlocations“1”,“4”and“5”areinsteadappliedagainst the grappled ‘2’ numbered ship at the resulting hit location.

• Unionshipsgrappledtogetherdonotsufferthe–2DRMonthegunnerymodifierforbeinggrappled.• Do not reshuffletheActionCarddeckbeforedealingthecardsforscenario9b.ReshuffletheActionCarddeck,includinganycards

set aside from scenario 9a, after dealing the cards for scenario 9b.• UnionshipsthatfailtoexitbytheendofTurn30donotparticipateinScenario9b.

Victory ConditionsNot applicable. Note: Union ships sunk or retired in Scenario 9a do not count towards the victory conditions of Scenario 9b.

Historical NotesTheUnionForcepushedtheirwaypastthegunsofFortMorganandFortGaines.Tecumsehstruckasubmergedmineandquicklysank.ItwasatthispointthatUnionAdmiralDavidFarragutiscreditedforutteringhisfamousline,“Damnthetorpedoes,fullspeedahead.”

The Battle of Mobile Bay. From a wartime sketch.

Ft. Gaines Ft. MorganGalena Oneida Itasca Ossipee Chickasaw Tennessee

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*

*

Scenario 9b: Battle of Mobile Bay: Final Clash – August 1864

u Confederate Forces (10)(W) CSSTennessee(Crack)(X) CSS Morgan(Crack)(Y) CSS Selma (Average)(Z) CSS Gaines (Average)

Capture of the Confederate gunboat Selma by the Metacomet.

Union Forces (10){May transfer action cards from Scenario 9a}

(*)UnionshipsexitingfromScenario9a

2

2

2

1

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2

2

1

1

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WY

XZ

Special Rules• Scenario9bisplayedasamini-campaignwithScenario9a.Theyareagoodsettingforfourplayers.Scenario9bstartsthemoment

thefirstUnionshipentersfromScenario9a.• ThescenariostartsimmediatelyupontheentryofthefirstUnionship.SincetheUnionshipsmustrolltoexitthescenario9a

map,theyarenotrequiredtoManeuvertoenterthe9bmap;it’sautomatic.TheyenteralongthesameBandastheyexited.• Whenthescenariosareplayedconsecutively,theUnionplayermusttracktheexitturnforeachUnionship.Thefirstexitturn

becomesturn1ofScenario9b.TheUnionshipsthenentertheScenario9bmapintheexitturnorderfromScenario9a.• TheUnionsidemaytransferanynumberofactioncardsfromtheScenario9ahandtostarttheScenario9bhand.Drawupthe

Scenario 9b hand as needed to the 10-card total.• Unionshipsnumbered‘1’and‘2’mayautomaticallyreleasetheirgrappleuponentryoratthestartofanyturn.IftheUnionships

remaingrappled,shipsnumbered‘1’and‘2’automaticallyreleasethegrappleifoneortheothersinks,strikes,suffersanEngine-StoppedCriticalHit,suffersHeavyDamage,ormustretire.Theydosufferthe–2DRMgunnerymodifierforbeinggrappled.

Victory Conditions• Union: Sink,strikeorforceallfourConfederateshipstoretirebyTurn25.• Confederate: Sink,strikeorforceatleastfourUnionshipstoretirebyTurn25(orallUnionshipsiflessthanfourexitedfromthe

Scenario 9a map).Historical NotesTheConfederateforcewasquicklydispersedbytheUnion’sweightofnumbers.Selma was captured by Metacomet. Gaines was battered and run aground, where she was destroyed by her own crew. MorganfledtotheprotectionofthegunsofFortMorgan.Tennessee bravely foughtonbutwasoverwhelmedbytheUnionForce.Withseveralgunportsjammed,hersmokestackholed,andhersteeringgearshotaway,shewasnolongerabletoanswerthecall.ThearrivaloftheUnionmonitorsManhattan and Chickasaw sealed her fate, and Tennessee struckhercolors.UnionVictory.

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Scenario 10: Trent’s Reach – January 1865

Special Rules• FreshWind.• Richmond, Virginia II, and Drewryaregroundedatthestart.MarkeachshipwithaGroundedmarker.WhenresolvingRefloatOr-

ders,utilizeChallengediceofd10d8andResponsediceofd10d8.WhendeterminingifanyoftheshipssufferanEngine-Damaged Critical Hit, roll normally.

• AllfourUnionshipsmustManeuverforentrystartingonTurn1.• Hornet, Scorpion and Wasp may Maneuver to enter on any turn or may remain out of the action for the entire battle.Victory Conditions• Union: Sink,strikeorforceoneofFredericksburg, Richmond or Virginia IItoretireorpreventtheConfederateVictoryConditions.• Confederate: Exit two of Fredericksburg, Richmond or Virginia II under power no earlier than Turn 20 but by Turn 30 with less than

Heavy Damage.Historical NotesTheConfederateswereunsuccessfulinmakingtheirwaypasttheUnionships.DrewrysankandOnondaga hit Virginia II with a series of devastatingshotsfromherpowerfulguns.SheandtheremainderoftheConfederateForceretiredsafelyupriver.UnionVictory.

Union Forces (10)(A)USSOnondaga (Elite)(B)USSHunchback (Average)(C)USSMassasoit(Crack)(D)USSSpuyten Duyvil (Average)(E)BatteryWilcox(Average)(F)BatteryParsons(Average)

u Confederate Forces (12)(T) CSS Fredericksburg(Crack)(U)CSSRichmond(Crack)(V)CSSVirginia II (Crack)(W)CSSDrewry(Crack)(X) CSS Hornet (Average)(Y) CSS Scorpion (Average)(Z) CSS Wasp (Average)

The battle of Trent’s Reach, February 11, 1865. Portion of a sketch by Alfred R. Waud

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Exit

A

B X

Y

D

C Z

UW

V

T

H

H

F E

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Scenario 11: Spanish River – March 1865 (hypothetical)

Confederate Forces (8)(Y) CSS Huntsville (Average)(Z) CSS Tuscaloosa (Average)

u Union Forces (8)(A)USSOsage(Crack)(B)USSCincinnati (Average)

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Y

Z

Special Rules• (None)

Victory Conditions• Union: Exit Osage or Cincinnati under power no earlier than Turn 20 but by Turn 30 with less than Heavy Damage and inflict at

leastLightDamageonorforcebothConfederateshipstoretire.• Confederate: Sink,strikeorforceeitherUnionshiptoretireorpreventtheUnionVictoryConditions.

Historical NotesAftertheUnionVictoryattheBattleofMobileBay,thefewremainingConfederatewarshipswereorderedtopreventtheUnionforcesfrom passing up river. The sister ships Huntsville and Tuscaloosa were positioned to give battle. Both were destroyed on 12 March 1865 to preventtheirfallingintoUnionhands.

Exit

M

A

B

Sepia wash drawing of USS Osage by F. Muller, circa 1900.

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Scenario 12: Design your own

Confederate Forces (cards based on the number of ships)

• Selectforcebasedonpointsorshipmatch-up

Union Forces (cards based on the number of ships)

• Selectforcebasedonpointsorshipmatch-up

Special Rules• Determinetheforcesbymutualagreementorbypittingspecificshipshead-to-head.Selectwhichsideplaysfirst.

• ThenumberofActionCardsavailableisbasedonthenumberofshipsperforce: Ships Cards 1: 6 2-3: 8 4-6: 10 7+: 12

• Determinethecurrentdirectionandspeed,ifany.• DeterminetheUnionandConfederatesidesandthepositionofthebanks,ifany.• Determineshoaldepth.• Determinethewind,ifany.• Determinestandardornightcombatconditions.• DeterminewhetherthereareTorpedo-Minesand/orObstructionspresent.Note: Players may wish to use the tables for generating Campaign Game battles to determine these conditions.

Victory Conditions• Union: As determined by mutual agreement.• Confederate: As determined by mutual agreement.

The side-wheel steamer USS Sassacus ramming the ironclad CSS Albemarle in Albemarle Sound, North Carolina, May 5, 1864.

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There are five possible scenarios: Engagement, Passage, Escort, Defend,andBlockade.Engagementscenariosarehead-to-headbattles. Passage, Escort, and Defend scenarios may have either the UnionorConfederatesidesastheAttackerandDefender.InallBlockadescenarios,theConfederatesideistheAttackerasasingleshipattemptstoslipthroughablockadingUnionforce.ForeverybattleintheCampaignGame,playersusetheprocedurehere to determine the scenario, forces, and conditions for that battle. Usetheinstructionsforthespecificscenariotypeonthefollowingpages when setting up each battle.

Generating BattlesRoll one d10 to determine the battle scenario: d10 Battle Type 1-3: Engagement 4-6: Passage 7-8: Escort 9: Defend 10: BlockadeDepending on the scenario, players then determine further condi-tions under which the battle will be fought:

• Attacker/DefenderandForceSize• DayorNight• BattleEndandVictoryConditions

Day or NightOtherthanforblockaderunners,nightbattleswereveryrareduetothe limited visibility and the impact that had on navigating the chal-lengingriversandshoals.Tosimulatethissmallchance,theAttackerdraws two Action cards and reveals one. The scenario instructions andDay/Nightsymbol(ifany)determineifnightconditionsap-ply.Ifso,playersshouldnotethatitisanighttimescenarioontheirCampaignLogs,andplayaccordingtonightrules[8.6].

Battle SetupSet up according to the scenario instructions:

• MapConfiguration(seenextpage)• Current,Shoals,andWind• Torpedo-MinesandObstructions• ShipDeployment

Action CardsShuffletheAttacker’sDay/Nightdeterminationcardsbackintothe deck.Then, each side drawsAction cards according to thenumber of ships it has committed to battle, including any ships added through the play of Out of the Mist cards, but excluding FalseContacts: Ships Cards 1: 6 2-3: 8 4-6: 10 7+: 12Make certain to deal theAction cards last before starting thebattle.Inthatway,noadvantageisgainedbyknowingwhatcardsare available for play.

First PlayerTheAttackeralwaysplaysfirst.

Campaign Maps(see next page)

Campaign Game Scenarios

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Map a

Map C

Map B

Map DBand 5Band 4Band 3Band 2

Band ABand B

Band C

Confederate

Union

Defend

Confederate

Union

Defend

Band DBand E

Band 1

12

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Current

Band 5Band 4Band 3Band 2

Band ABand B

Band C

Confederate

Union

Defend

Confederate

Union

Defend

Band DBand E

Band 1

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Current

Band 5Band 4Band 3Band 2

Band ABand B

Band C

Confederate

Union

Defend

Confederate

Union

Defend

Band DBand E

Band 1

12

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Current

Band 5Band 4Band 3Band 2

Band A

33

33

3

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33

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11

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44

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Band BBand C

Band DBand E

Band 1

1-23-4

5-6C

urrent

Exit

Campaign Maps

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Force SizeRoll one d10. On a result of:

1: Each side may commit ship(s) totaling up to 500Victorypointsorless

2-3: Each side may commit ship(s) totaling up to 700Victorypointsorless

4-5: Each side may commit ship(s) totaling up to 800Victorypointsorless

6-7: Each side may commit ship(s) totaling up to 900Victorypointsorless

8-9: Each side may commit ship(s) totaling up to 1,000 Victorypointsorless

10: Each side may commit ship(s) totaling up to 1,200 Victorypointsorless

Attacker/DefenderAftercommitment,thesidewiththelargerforcebasedonVictoryPoints is theAttacker. If theVictoryPoints are equal, roll oned10todeterminewhichsideistheAttacker:odd=Confederate,even=Union.

Day/NightTheAttackerselectsandrevealsoneofthetwoActioncards.IfithasaDay/Nightsymbol,thebattleoccursatnight[8.6].

Battle EndBattle length is a minimum of 8 turns. At that point, both sides may voluntarily retire from the battle as desired. There is no turn limit. The battle immediately ends if one side is eliminated or exits the gameboard.

Victory ConditionsThesidescoringthegreatestnumberofVictoryPointswins.IftheVictoryPointtotalsaretied,thesidewiththegreatestnumberofshipsscoringpointsfortheopponent(captured,scuttled,sunk,forcedtoretire,ordamaged[3.5.1]) loses. IfnoVictoryPointsare scored, the side occupying the gameboard at the conclusion of the scenario wins.

MapUseMapA,BorC.Selectrandomlyorbymutualconsent.

Current• Forthecurrentspeed,rolloned10andapplytheindicated

resultfromtheCurrentTable.If“Slack,”skipthenextstep.• Forthecurrentdirection,rolloned6andconsulttheCurrent

diagram on the chosen Campaign Map.

Shoals• StartwithBand1orBand5.Roll oned10 and apply the

indicated result from the Depth Table to all five grid boxes. Whereboundedbyariverbank,applya+2DRMforBands1and/or5.

• ContinuewiththenextfourBandsinorder.Rolloned10foreach Band and apply the results to all five grid boxes. Do not increase or decrease the shoal depth by more than “2” from the previous Band.

WindRolloned10andapplytheindicatedresultfromtheWindTable.

Torpedo-MinesNone.

ObstructionsNone.

Deploy Ships• DetermineifplayedOut of the Mist cards change which

sideistheAttacker.Thiswillaffectsetuporderandwhichisthe first side.

• TheAttackerplacesoneshipfaceupinanyoftheBand’sfivevertical grid boxes adjacent to their side—UnionBandA,Confederate Band E.

• TheDefenderthenplacesoneshipfaceupinanyoftheBand’sfiveverticalgridboxesadjacenttotheirside.

• The two sides alternatelyplaceone ship at a timeuntil allships are set up. They may set up in any and all of the five grid boxes. A grid box may contain multiple ships.

• Ifthebattleisatnight,placeallshipsfacedown[8.6.1].

Engagement Battle

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Force SizeEach side may commit any number of ships totaling any number ofVictoryPoints.

Attacker/DefenderAfter commitment, the side with more ships numerically is the Attacker.Ifatie,thesidewithmorecommittedVictoryPointsistheAttacker.Ifthatisalsoatie,rolloned10todeterminewhichsideistheAttacker:odd=Confederate,even=Union.NotethattheAttackercouldactuallybethesidewithfewerVictoryPointscommitted.

Day/NightTheAttackerselectsandrevealsoneofthetwoActioncards.IfithasaDay/Nightsymbol,thebattleoccursatnight[8.6].

Battle EndShips may not exit or voluntary retire from the gameboard until Turn 8. At that point, both sides may exit or voluntarily retire from the battle as desired. There is no turn limit. The scenario immedi-atelyendsiftherequirednumberoftheAttacker’sshipsexitsorwhen one side is eliminated or exits the gameboard.

Victory ConditionsTheAttackermustexitofftheopposingsideofthegameboardanumberofshipsunderpower,withlessthanHeavyDamage[3.5.1],equaltothenumericaladvantageoverthedefendingside.Ifthenumberofshipsisequal,theAttackermustexitasingleshipwithless than Heavy Damage.

Example: If the Union side commits 5 ships and the Confederate side commits 3 ships, the Union side must exit 2 ships. If both sides commit 4 ships, but the Confederate ships total more Victory Points, the Confederate side must exit 1 ship.

Otherwise, the Defender wins.

MapUseMapA,BorC.Selectrandomlyorbymutualconsent.

Current• Forthecurrentspeed,rolloned10andapplytheindicated

resultfromtheCurrentTable.If“Slack,”skipthenextstep.• Forthecurrentdirection,rolloned6andconsulttheCurrent

diagram on the chosen Campaign Map.

Shoals• StartwithBand1orBand5.Roll oned10 and apply the

indicated result from the Depth Table to all five grid boxes. Whereboundedbyariverbank,applya+2DRMforBands1and/or5.

• ContinuewiththenextfourBandsinorder.Rolloned10foreach Band and apply the results to all five grid boxes. Do not increase or decrease the shoal depth by more than “2” from the previous Band.

WindRolloned10andapplytheindicatedresultfromtheWindTable.

Torpedo-MinesIfanygridboxeshaveashoaldepthof“1”or“2”,theDefenderrollsoned10[applya–1DRMiftheUnionsideistheDefendertoreflecttheUnion’smorelimiteduseofTorpedo-Mines].Onaresult of:

1-8: NoTorpedo-Minesarepresent.9-10: Torpedo-Mines may be present. The Defender may

placeuptotwomarkersinanytwoadjacentgridboxes(not diagonal) with a shoal depth of “1” or “2”.

• Optional:During night battles, the Torpedo-Mines may be hidden. The Defender must plot the locations of the mines, beforetheAttackerplacesanyships,bynotingthepositionsontheCampaignLogbycross-griddingthehorizontalandvertical Bands. For example, Bands B/4 and B/5.

Obstructions:The Defender rolls one d10. On a result of:

1-7: NoObstructionsarepresent.8-10: Obstructions may be present. Roll a second d10. On a

result of:1-6: Obstructions are present.7-10: Heavy Obstructions are present.

IfObstructionsorHeavyObstructionsarepresent,theDefendermayplaceuptotwomarkersoftheappropriatetypeinanytwoadjacentgridboxes(notdiagonal).IfbothTorpedo-MinesandOb-structions are present, they may be placed in the same Grid Boxes.

Deploy Ships• TheDefenderplacesallshipsfaceup,Unioninanyorallof

Band A’s five vertical grid boxes, Confederate in Band E. A grid box may contain multiple ships.

• TheAttackerthenplacesallshipsfaceupoffthegameboardadjacenttoanyandallofthefiveverticalgridboxesontheirside of the gameboard.TheAttackerManeuvers to enterstarting on Turn 1.

• Ifthebattleisatnight,placeallshipsfacedown[8.6.1].

Passage Battle

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Attacker/DefenderRolloned10todeterminewhichsideistheAttacker:odd=Con-federate,even=Union.

Day/NightTheAttackerselectsandrevealsoneofthetwoActioncards.IfithasaDay/Nightsymbol,thebattleoccursatnight[8.6].

Force SizeAfterday/Nightdetermination,eachsidemaycommitanynumberofshipstotalinganynumberofVictoryPoints.Inaddition,theAttackerrollsoned10andadds:

1-7: One Steamer.8-10: One Barge.

Battle EndShips may not exit or voluntary retire from the gameboard until Turn 8. At that point, both sides may exit or voluntarily retire from the battle as desired. There is no turn limit. The scenario immediately ends if the Steamer or Barge exits or when one side is eliminatedorcompletelyexits thegameboard. In thecaseofthebarge,theconditionofthetowingshipisofnoconsequence.

Victory ConditionsTheAttackermustexittheSteamerunderpowerortheBargeoffthe opposing side of the gameboard with less than Heavy Damage [3.5.1].Otherwise,theDefenderwins.

MapUseMapA,BorC.Selectrandomlyorbymutualconsent.

Current• Forthecurrentspeed,rolloned10andapplytheindicated

resultfromtheCurrentTable.If“Slack,”skipthenextstep.• Forthecurrentdirection,rolloned6andconsulttheCurrent

diagram on the chosen Campaign Map.

Shoals• StartwithBand1orBand5.Roll oned10 and apply the

indicated result from the Depth Table to all five grid boxes. Whereboundedbyariverbank,applya+2DRMforBands1and/or5.

• ContinuewiththenextfourBandsinorder.Rolloned10foreach Band and apply the results to all five grid boxes. Do not increase or decrease the shoal depth by more than “2” from the previous Band.

WindRolloned10andapplytheindicatedresultfromtheWindTable.

Torpedo-MinesIfanygridboxeshaveashoaldepthof“1”or“2”,theDefenderrollsoned10[applya“–1”dierollmodifieriftheUnionsideistheDefendertoreflecttheUnion’smorelimiteduseofTorpedo-Mines].Onaresultof:

1-8: NoTorpedo-Minesarepresent.9-10: Torpedo-Mines may be present. The Defender may

placeuptotwomarkersinanytwoadjacentgridboxes(not diagonal) with a shoal depth of “1” or “2”.

• Optional:During night battles, the Torpedo-Mines may be hidden. The Defender must plot the locations of the mines, beforetheAttackerplacesanyships,bynotingthepositionsontheCampaignLogbycross-griddingthehorizontalandvertical Bands. For example, Bands B/4 and B/5.

Obstructions:The Defender rolls one d10. On a result of:

1-7: NoObstructionsarepresent.8-10: Obstructions may be present. Roll a second d10. On a

result of:1-6: Obstructions are present.7-10: Heavy Obstructions are present.

IfObstructionsorHeavyObstructionsarepresent,theDefendermayplaceuptotwomarkersoftheappropriatetypeinanytwoadjacentgridboxes(notdiagonal).IfbothTorpedo-MinesandOb-structions are present, they may be placed in the same Grid Boxes.

Deploy Ships• TheDefender setsupfirst,Unionbyplacingall ships face

upinanyorallofBandA’sand/orBandB’sfiveverticalgridboxes,Confederate inBandDand/orBandE.Agridboxmay contain multiple ships.

• TheAttackerthenplacesallshipsfaceupinanyoftheBandA’s or Band E’s five vertical grid boxes on their side of the gameboard.Agridboxmaycontainmultipleships.Ifdesired,any ship, including the Steamer or the Barge and its towing ship,maystartoffmapadjacenttoanyofitsside’sGridBoxes.Theoff-mapshipsmayManeuverforentryonanyturn.

• Ifthebattleisatnight,placeallshipsfacedown[8.6.1].

Escort Battle

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Attacker/DefenderRolloned10todeterminewhichsideistheAttacker:odd=Con-federate,even=Union.Day/NightTheAttackerselectsandrevealsoneofthetwoActioncards.IfithasaDay/Nightsymbol,thebattleoccursatnight[8.6].Force SizeAfterDay/Nightdetermination,theDefenderrandomlypicksoneuncommittedship,whichwillbedesignated the‘target’ ship. Ifno uncommitted ships are available, the Defender may designate either the Steamer or Barge as the ‘target’ ship.

• Placetheavailableshipcountersinanopaquecupanddrawand reveal one.

• The‘target’shipisunpowered;itsenginemaynotberepairedduringthescenario;markitwithanEngine-Stopped Critical Hitmarker.However,itmaybetowedoffthefriendlysideof the gameboard to safety. Depending on the current, it may alsosafelydriftoffthefriendlysideofthegameboardortheopenwateredgesonMapsBandC,butnotbeforeTurn8.Ifitdriftsofftheopposingsideofthemapboard,itiscaptured.

Each side may then commit any number of additional ships totaling anynumberofVictoryPoints.Battle EndShips may not exit or voluntary retire from the gameboard until Turn 8. At that point, both sides may exit or voluntarily retire from the battle as desired. There is no turn limit. The battle immediately endsifthe‘target’shipissunk,scuttled,orcaptured,orwhenoneside is eliminated or completely exits the gameboard.Victory ConditionsTheAttackerwinsifthe‘target’shipissunk,scuttled,orcaptured.Otherwise, the Defender wins.MapUseMapA,BorC.Selectrandomlyorbymutualconsent.Current

• Forthecurrentspeed,rolloned10andapplytheindicatedresultfromtheCurrentTable.If“Slack,”skipthenextstep.

• Forthecurrentdirection,rolloned6andconsulttheCurrentdiagram on the chosen Campaign Map.

Shoals• StartwithBand1orBand5.Roll oned10 and apply the

indicated result from the Depth Table to all five grid boxes. Whereboundedbyariverbank,applya“+2”dierollmodifierforBands1and/or5.

• ContinuewiththenextfourBandsinorder.Rolloned10foreach Band and apply the results to all five grid boxes. Do not increase or decrease the shoal depth by more than “2” from the previous Band.

WindRolloned10andapplytheindicatedresultfromtheWindTable.

Torpedo-MinesIfanygridboxeshaveashoaldepthof“1”or“2”,theDefenderrollsoned10[applya“–1”dierollmodifieriftheUnionsideistheDefendertoreflecttheUnion’smorelimiteduseofTorpedo-Mines].Onaresultof:

1-8: NoTorpedo-Minesarepresent.9-10: Torpedo-Mines may be present. The Defender may

placeuptotwomarkersinanytwoadjacentgridboxes(not diagonal) with a shoal depth of “1” or “2”.

• Optional:During night battles, the Torpedo-Mines may be hidden. The Defender must plot the locations of the mines, beforetheAttackerplacesanyships,bynotingthepositionsontheCampaignLogbycross-griddingthehorizontalandvertical Bands. For example, Bands B/4 and B/5.

Obstructions:The Defender rolls one d10. On a result of:

1-7: NoObstructionsarepresent.8-10: Obstructions may be present. Roll a second d10. On a

result of:1-6: Obstructions are present.7-10: Heavy Obstructions are present.

IfObstructionsorHeavyObstructionsarepresent,theDefendermayplaceuptotwomarkersoftheappropriatetypeinanytwoadjacentgridboxes(notdiagonal).IfbothTorpedo-MinesandOb-structions are present, they may be placed in the same Grid Boxes.

Deploy Ships• TheDefenderplacesthe‘target’shipanchoredinoneofthe

two Grid Boxes designated “Defend”. Place all remaining ships faceup,Union in anyor all ofBandA’sfive verticalgrid boxes, Confederate in Band E. A grid box may contain multiple ships.

• TheAttackerthenplacesallshipsfaceupoffthegameboardadjacenttoanyandallofthefiveverticalgridboxesontheirside of the gameboard.TheAttackerManeuvers to enterstarting on Turn 1.

• Ifthebattleisatnight,placeallshipsfacedown[8.6.1].

Post-Battle RepairIfthe‘target’shipsurvivesthebattle,immediatelyremoveitsEngine-StoppedCriticalHitmarker;allotherdamageisrepairednormally.

Defend Battle

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Attacker/DefenderTheConfederatesideisalwaystheAttacker.

Day/NightTheAttackerselectsandrevealsoneofthetwoActioncards.ThebattlewilloccuratnightunlessthecardhasaDay/Nightsymbol.

Force SizeTheAttackerselects1uncommittedshipwithaBlockadesymbol,ormayselecttheSteamer.Theselectedshipisthe‘blockaderunner’.

• Ifthebattletakesplaceatnight[8.6]:• TheAttackeradds2FalseContactsasdecoys.Useany

other Confederate ship counters that are currently not partoftheConfederateForce.

• TheDefendermay commit up to 4 ships, eachwith aBlockadesymbol.

• Ifthebattletakesplaceduringtheday:• TheDefendercommits1shipwithaBlockadesymbol.

• Neithersidemayplay Out of the Mist cards.

Battle EndBoth sides may exit or voluntarily retire from the battle as desired. Thereisnoturnlimit.Thebattleimmediatelyendsifthe‘blockaderunner’ exits, or when one side is eliminated or completely exits the gameboard.

Victory ConditionsTheAttackerwins if the ‘blockade runner’ exitswith less thanHeavyDamage[3.5.1].Otherwise,theDefenderwins.

MapUseMapD.

Current• For thecurrent speed, rolloned10,applya–1DRM,and

applytheindicatedresultfromtheCurrentTable.If“Slack,”skipthenextstep.

• Forthecurrentdirection,rolloned6andconsulttheCurrentdiagram on Campaign Map D.

Notethatblockaderunnerstypicallyranwiththecurrent.

ShoalsSet shoal depths as pre-designated on Map D.

WindRolloned10andapplytheindicatedresultfromtheWindTable.

Torpedo-MinesNone.

Obstructions:None.

Deploy Ships• Ifthebattletakesplaceatnight:

• TheDefenderplacestheselectedshipsfacedowninanyof Band 4’s five horizontal grid boxes. A grid box may contain multiple ships.

• TheAttackerthenplacesthe‘blockaderunner’andtwoFalseContactsfacedowninanyofBand1’sfivehorizontalgrid boxes. A grid box may contain multiple ships.

• Ifthebattletakesplaceduringtheday:• TheDefenderplacestheselectedshipfaceupinanyof

Band 5’s five horizontal grid boxes.• TheAttackerthenplacesthe‘blockaderunner’faceupin

any of Band 1’s five horizontal grid boxes.

MovementThe‘blockaderunner’maynotbegivenaManeuver2Orderdur-ing a day battle.

Blockade Battle

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TheAmericanCivilWarintroducedtheworldtoanewformofnavalwarfareonalargescale—thedaysofsailandeven steam powered wooden first-line warships were at an end. The Europeans led the way in the construction of armored, steam-poweredwarships.TheUnion and theConfederacyfollowed close on their heels.

ThenewshipstooktheformofbroadsideironcladsliketheUSS New Ironsides whose design and layout followed in thestepsoftheFrenchLa Gloire, the first ironclad warship, and the British HMS Warrior, the first iron-hulled warship. Thesemoretraditionaldesignsweresimilarinlooktowoodensteam frigates and screw sloops of the era. More innovative designs were soon to follow in the form of a whole series of USmonitorsincludingtheoriginalnamesake,whiletheCon-federacy led the way in the construction of casemate ironclads with the CSS Virginia.

Navalordnancealsosawmuchinnovationwiththede-velopmentofmassivesmoothboregunsliketheDahlgren15"and 20" monsters, the latter weighing in at 50 tons. Muzzle-loading rifled-guns also saw extensive use, the larger pieces ranging in size from 6.4" firing a 100 pound shell, up to 8" guns firing 200 pound shells.While breech-loading navalguns were developed prior to the war, very few saw service.

Propulsion took the form of steam engines in variousshapes, sizes and configurations. Ship architects were limited tothetechnologyoftheerasincecompoundengineswerejustcoming into use and the steam turbine would not appear until 1884. This resulted in many ships (especially on the Confeder-ateside)beingunderpowered,consequentlylackingspeedandmaneuverability. The tactic of closing on your opponent and slugging it out was in many ways dictated by these limitations.

The steam engines also consumed a great deal of coal, requiringarmoredships tostayclose tohome.Mostoceangoing wooden ships retained sails to enhance their range. The Unionutilizedtheirwoodenshipsforblockadedutyasthearmored vessels were typically not suited to chasing down the Confederacy’sblockaderunners.

Nine months after being scuttled by Federal forces in the Gosport Navy Yard near Norfolk, Virginia, the charred hull of the former USS Merrimachas been re-shaped and re-christened as the all-new casemate ironclad CSS Virginia.

Brief Notes

Sectional view of USS Monitor.

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What follows is an abbreviated replay of Scenario 2fought between the CSS Virginiaandhernemesis,theUSSMonitor. To follow along, setup the gameboard as described for the scenario and place the Play Aid and the ship cards close athandforquickreference.ThereisnoneedtodealoutanyAction cards. This replay did not employ any of the optional rules listed for Scenario 2.

Forthefirst4turns,theUnionplayer(USA)heldpositionwaiting to see where the Confederate player (CSA) maneu-vered his two ships. During turn 4, the Virginia moved into itscurrentgridbox,andtookaLongRangeshotatMinnesota. The Patrick Henry remained out of range.

CSA rolled Virginia‘s Gunnery dice (d10d4 from Vir-ginia’s ship card). The results were a 4 on the d10, a 3 on the d4,anda3forthed8HitLocationdice.The4wasmodifiedtoa5becauseofthefollowingmodifiers:–2forLongrange,+1fortheVirginia’sCrackGrade,and+2foranImmobileTarget(–2+1+2=+1).Minnesota’sBowwashit(a3HitLoca-tionresultfromthePlayAidortheshipcard).USArolledMinnesota’s Defensive dice (d8 from Minnesota’s ship card). The result was a 3 on the d8. Since the CR (5) did not double theDR(3),theshothadnoeffect.

Forturn5,asthesideplayingfirst,USAdecidedtoclosethe range with Virginia by attempting to move Monitor to a newgridboxwithaManeuver1Order.USAwasnotcon-cerned with Patrick Henry at that point.

USA rolled ’s Maneuver dice (d10 from Moni-tor’s ship card). The result was a 7 on the d10. CSA rolled the Response dice (d8d6 from the Play Aid, attempted move to an adjacentGridBox).Theresultswerea3onthed8anda6onthed6. Since 7 was greater than 6, Monitor’s move was successful.

Monitor then tooka Medium Range shot at Virginia. The result was a 7 on the Gunnery dice (d10 from Moni-tor’s ship card), and a 6 forthed8HitLocationdice. The 7 was modified to a 8 because of the fol-lowingmodifier:+1forMonitor’sCrackGrade.Virginia’s Stern was hit (a 6 Hit Location re-sult from the Play Aid). Virginia’s result was a 2 on the d10 and 4 on the d6 Defensive dice (d10d6 from Virginia’s ship card). Since the CR (8) doubled the DR (4), CSA placed a Shield -1markeronVirginia’s SternHit Location onher ship card.

Notinterestedinsittingidlingbywhilethebattlesurgedaround her, Minnesota tookaLongRangeshotatVirginia. USA rolled Minnesota’s Gunnery dice (d10d6d4 from the Minnesota’s ship card). The results were a 4 on the d10, a 6 onthed6,anda3onthed4,anda5forthed8HitLocationdice. The 6 was modified to a 2 because of the following modi-fiers:–2forLongRangeand–2forbeingaground.Virginia’s Amidships was hit. Virginia’s result was a 7 on the d10 and 2 on the d6 Defensive dice. Since the CR (2) was less than the DR(7),theshothadnoeffect.

CSA decided to close the range with Virginia and, for the moment, hold position with Patrick Henry, by assign-ing them Maneuver 1 and Maneuver 0 Orders, respectively. CSA announced that Virginia was going to attempt to enter Monitor’s Grid Box and rolled Virginia’s Maneuver dice (d8 from Virginia’sshipcard).Theresultwasa6onthed8.USArolled the Response dice. The results were a 6 on the d8 and a 5 on the d6. Since 6 was not greater than 6, Virginia’s move was unsuccessful and she remained in her current Grid Box.

After failing to move, VirginiathentookaMediumRangeshot at Monitor. The results were a 5 on the d10 and a 2 on thed4Gunnerydice,anda2forthed8HitLocationdice.The 5 was modified to a 6 because of the following modifier: +1forVirginia’sCrackGrade.Monitor’sTurretFrontwashit.NotethattheTFhitlocationwasineffectsinceMonitor is a monitor-type ship. Monitor’s result was a 9 on the d10 and 3 on the d6 Defensive dice (from Monitor’s ship card). Since theCR(6)didnotdoubletheDR(9),theshothadnoeffect.

All positions at the end of turn 5 are depicted in the gameboard image below (note the Zouavepositionedoff-mapadjacenttoMinnesota’s Grid Box).

Example of Play

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Forturn6,USAwassatisfiedholdingMonitor’s current position since she was in a good location between Virginia and Minnesota and Patrick Henry was out of range so played a Maneuver 0 Order..

Monitor again took aMediumRange shot at Virginia. The result was a 10 on the d10 Gunnery and a 1 for the d8 Hit Locationdice.The10wasmodifiedtoa11becauseofMonitor’s CrackGrade.Virginia’sWaterlinewashit.Virginia’s result was a 3 on the d10 Defensive dice. Since the CR (11) tripled the DR (3), a Critical Hit was scored. CSA placed a Shield -2markeronVirginia’sWaterlineHitLocationandplaceda‘3’Hitsonhershipcard.NotethatduetodamageattheWaterline,Virginia sufferedanadditionalHit.

USAplacedaLight SmokemarkeronMonitor since her unmodified gunnery die roll result was a 10.

USAthenrolledfortheCriticalHit.Theresultwas3onthe first d6 and a 1 on the second d6 for a total of 4 (for Criti-cal Hits, the two d6 results were added together). The Critical HitcreatedaFire(fromtheWLcolumninCriticalHitTableonthePlayAid).USArolleda3onthed10todeterminetheFireLevel[6.3.9].CSAplacedaFire 2markeronVirginia’s ship card.

Minnesota took another LongRange shot at Virginia. The results were a 9 on the d10, a 5 on the d6, and a 1 on the d4,anda7forthed8HitLocationdice.The9wasmodifiedtoa5becauseofthefollowingmodifiers:–2forLongRangeand additional –2 for being aground. Virginia’s Stern was hit. Virginia’s result was a 4 on the d10 and 3 on the d6 Defensive dice. The 4 was modified to a 3 because the Virginia’s Stern HitLocationhadaShield –1marker.SincetheCR(5)didnotdoubletheDR(3),theshothadnoeffect.Virginia’s Stern is an armored location so no hits were scored with a Shield –1marker.

Atthestartofhisturn6,CSAmustfirstcheckthestatusofVirginia’sFirebyrollingad10andreferencingtheFireStatusTable on the Play Aid. The result was a 7, leav-ing the fire unchanged atLevel 2. Fortunately,for Virginia it did not intensify.

Keenly aware of the threat of ship borne fires, CSA placed a Repair Party marker on Vir-ginia’s ship card. Since Repair Parties are placed aftercheckingFireSta-tus, it cannot assist in fighting the fire until CSA’s turn 7.

CSA decided to press the action by mov-ing both Virginia and Patrick Henry closer to the Union ships withManeuver 1 Orders. CSA announced that

Patrick Henry was going to attempt to move down one Grid Box and rolled Patrick Henry’sManeuverdice (d10/d6 fromPatrick Henry’s ship card). The result was an 8 on the d10 and a2onthed6.USArolledtheResponsedice.Theresultswerea 4 on the d8 and a 5 on the d6. Since 8 was greater than 5, Patrick Henry’s move was successful.

CSA announced that Virginia was going to attempt to enter the Monitor’s Grid Box. Aiding the move, CSA played a Maneuver +1 Action card. The result was a 7 on the d8. The 7 was modified to a 6 because of the following modifiers: Action Card+1andFire–2.USArolledtheResponsedice.Theresultswere a 3 on the d8 and a 4 on the d6. Since 6 was greater than 4, Virginia’s move was successful.

Patrick HenrytookaLongRangeshotatMonitor. CSA rolled Patrick Henry’s Gunnery dice (d8d4 from the Patrick Henry’s ship card). The results were a 5 on the d8, a 4 on the d4,anda2forthed8HitLocationdice.The5wasmodifiedtoa2becauseofthefollowingmodifiers:-2forLongrangeand –1 for the Monitor’sLightSmoke.Monitor’sTurretFrontwas hit. Monitor’s result was a 5 on the d10 and 4 on the d6 Defensive dice. Since the CR (2) did not double the DR (5), theshothadnoeffect.

VirginiatookaShortRangeshotatMonitor. The results were a 7 on the d10 and a 3 on the d4 Gunnery dice, and a 6 for thed8HitLocationdice.The7wasmodifiedtoa5becauseofthefollowingmodifiers:+1fortheVirginia’sCrackGrade,+2forShortRange,–2fortheFire,–2fortheRepairParty,and–1for Monitor’sLightSmoke.Monitor’s Turret Rear was hit. Moni-tor’s result was a 1 on the d10 and 2 on the d6 Defensive dice. SincetheCR(5)doubledtheDR(2),USAplacedaShield –1 markeronMonitor’sTurretRearHitLocationonhershipcard.

All positions at the end of turn 6 are depicted in the gameboard image below.

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Atthestartofhisturn7,USAmustfirstcheckthestatusof Monitor’sLightSmokebyrollingad10andreferencingtheStatus Change and Orders Table on the Play Aid. The result wasa7,removingtheLightSmoke.

USAdecidedagaintoholdMonitor’s current position since shewantedtotakeadvantageofVirginia’s fire situation so once again ordered Maneuver 0.

MonitortookaShortRangeshotatVirginia. The result was a7onthed10Gunneryanda2forthed8HitLocationdice.The 7 was modified to a 10 because of the following modifiers: +1forMonitor’sCrackGrade,+2forShortRange.Virginia’s Bow was hit. Virginia’s result was a 5 on the d10 and a 4 on the d6 Defensive dice. Since the CR (10) doubled the DR (5), CSA placed a Shield –1markeronVirginia’sBowHitLocationon her ship card.

MinnesotatookaMediumRangeshotatVirginia. The re-sults were a 5 on the d10, a 6 on the d6, and a 4 on the d4, and a 3forthed8HitLocationdice.The6wasmodifiedtoa4becauseof the following modifier: –2 for being aground. Virginia’s Bow was hit. Virginia’s result was a 2 on the d10 and 3 on the d6 Defensive dice. The 3 was modi-fied to a 2 because the Virginia’sBowHitLo-cation had a Shield –1 marker. Since the CR(4) doubled the DR (2), CSA replaced the Bow’s Shield -1’markerwith aShield –2marker.

At the start of his turn 7, CSA must again check the statusofVir-ginia’s Fire.The resultwas an 8, reducing the fire by 1 level. CSA replaced Virginia’s Fire 2markerwith a Fire 1marker.

CSA decided to movejustPatrick Henry with a Maneuver 1 Or-der, and selected Ma-neuver0:Sparand/orRamAttackforVirginia.PatrickHenryattempted to move down one Grid Box. The result was a 7 on thed10anda5onthed6.USArolledtheResponsedice.Theresults were a 5 on the d8 and a 2 on the d6. Since 7 was greater than 5, Patrick Henry’s move was successful.

Virginia attempted to ram Monitor. The result was a 6 on Virginia’s Maneuver Dice. The 6 was modified to a 3 because ofthefollowingmodifiers:AttemptRam–2andFire–1.USArolled Monitor’s Maneuver dice. The result was a 5 on the d10. Since 3 was not greater than 5, Virginiadidnotmakecontact.MonitormayfireatPointBlankrangenextturn.

Patrick HenrytookaLongRangeshotatMinnesota. The results were a 7 on the d8, a 1 on the d4, and a 4 for the d8 Hit Locationdice.The7remainedunmodifiedbecauseofthefol-

lowingmodifiers:–2forLongrangeand+2foranImmobileTarget. Minnesota’s Amidships was hit. Minnesota’s result was a 3 on the d8 Defensive dice. Since the CR (7) doubled the DR (3),USAplacedaShield –1markeronMinnesota’s Amidships HitLocationonhershipcard.

VirginiatookaShortRangeshotatMonitor. The results were an 8 on the d10 and a 2 on the d4 Gunnery dice, and a 3 forthed8HitLocationdice.The8ismodifiedtoa6becauseofthefollowingmodifiers:+1fortheVirginia’sCrackGrade,+2forShortRange,–1fortheFire,–2fortheRepairParty,and–2 for Bow-On. Monitor’sTurretFrontwashit.Monitor’s result was a 2 on the d10 and 3 on the d6 Defensive dice. Since the CR(6)doubledtheDR(3),USAplacedaShield –1markeronMonitor’sTurretFrontHitLocationonhershipcard.

CSA placed a Light SmokemarkeronVirginia since her unmodified gunnery die roll result was an 8.

All positions at the end of turn 7 are depicted in the gameboard image below.

Whowon?PlayScenario2todetermineyourownout-come.

Arrival of the USS Monitor at Hampton Roads.

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Name Points Tonnage Armament Gunnery Ram Spar Protect Hits Mn Draft Crew Spcl*Tennessee 620 1,273 2x7inBrR 10/8/6 10/6 23 13 8/6 2 8 4x 6.4in BrRAtlanta 595 1,006 2x7inBrR 10/8 10/6 X 21 10 10 2 9 2x 6.4in BrR Virginia II 590 1,150 1x10inBrSB 10/8 10/6/4 X 21 13 8/6 2 8 3x 7in BrR Richmond 545 650 4x7inBrR 10/8/4 10/6 X 17 10 8/6 2 8Fredericksburg 505 700 1x11inDhSB 10/6 10/6 X 17 11 8/6 1 8 1x 7in BrR 2x 6.4in BrR Virginia 465 4,636 6x9inDhSB 10/4 10/6/4 16 14 8 3 12 2x 7in BrR 2x 6.4in BrR Palmetto State 445 850 2x9inDhSB 8/6 10/4 X 16 10 8/6 2 8 2x 7in BrR North Carolina 430 600 1x7inBrR 10 10/6 X 15 9 8/6 2 8 1x 6.4in BrR Arkansas 405 900 4x8inDhSB 8/4 10/8/6 14 10 10 2 10 4x 6.4in BrR 2x 32pdr SB Manassas 375 387 1x32pdrSB 4 10/6/4 X 14 7 10/8 1 2Albemarle 375 376 1x120pdrBlR 8 10/6 15 9 10 1 8 1x 6.4in BrR Webb 365 655 1x128pdrBnR 8 10/8/6 9 9 10/8/6 1 6 4x 32pdr SB 1x 5.8in BnR Morgan 360 863 2x7inBrR 10/8 6 4 9 10/6 1 6 4x 32pdr SB Gaines 300 863 1x8inBrR 10/4 6 4 9 10/6 1 7 5x 32pdr SB Huntsville; Tuscaloosa 300 600 1x6.4inBrR 6 10/4 13 9 8 2 6 3x 32pdr SB Patrick Henry 265 1,300 1x10inDhSB 8/4 6 3 12 10/6 2 8 B 1x 64pdr SB 6x 8in DhSB 2x 32pdr SB Selma 260 260 2x9inDhSB 8/4 6 4 10 10/6 1 6 1x 8in DhSB 1x 6.4in BrR 1x 5.8in BnR Florida 250 700 2x120pdrBlR 8/6 4 3 10 10/6 2 8 B 6x 100pdr BlR Alabama 240 1,050 1x110pdrBlR 8 6 4 11 10/6 2 7 B 1x 68pdr SB 6x 32pdr SB General Beauregard 225 625 1x32pdrSB 4 8/6 6 7 10/6 1 5Sumter 215 473 1x8inDhSB 6 4 3 8 10/8 1 8 B 4x 32pdr SB Drewry 195 250 1x7inBrR 8 6 2 6 10/6 1 4 1x 6.4in BnR Hornet; Scorpion; Wasp 185 75 1x12pdrSB 4 4 X 1 3 10/8/6 1 2Bombshell 140 127 1x30pdrPrR 4 4 1 4 10/6 1 4 1x 24pdr SB 1x 20pdr PrR Steamer 140 300 Unarmed Unarmed 4 1 6 10/6 1 5 BBarge 70 100 Unarmed Unarmed Towed 4 4 Towed 1 0* Spcl-Special: B=AvailableforCampaignBlockadebattles Note: Gunnery, Ram and Mn list the actual dice rolled for those actions. Hits, Draft and Crew are the actual values. The Protect values are numerical weightsforcomparisonpurposesonly,theactualHitLocationdiceareusedfordefensiverolls.

Confederate Ship Summary

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Name Points Tonnage Armament Gunnery Ram Spar Protect Hits Mn Draft Crew Spcl*Onondaga 650 2,592 2x15inDhSB 10/8/6 8 23 14 10/6 1 8 M 2x 150pdr PrR Manhattan; Tecumseh 615 2,100 2x15inDhSB 10/8/6 8 21 12 10/8 1 5 MNew Ironsides 570 3,486 14x11inDhSB 10/8/6 8/6 19 19 8/6 2 13 B 2x 150pdr PrR 2x 50pdr PrR Chickasaw; Winnebago 550 1,300 4x11inDhSB 10/8/4 8 18 10 10/8 1 6 MNahant; Weehawken 530 1,335 1x15inDhSB 10/6/4 8 21 11 10 1 4 M 1x 11in DhSB Monitor 430 987 2x 11in DhSB 10 8 19 8 10 1 3 MOsage 400 523 2x11inDhSB 10 8 12 9 10/8 1 5Indianola 370 511 2x11inDhSB 8/4 6 15 8 10 1 5 2x 9in DhSB Minnesota 360 3,307 2x10inDhSB 10/6/4 6 4 17 10 3 15 B 28x 9in DhSB 14x 8in DhSB Spuyten Duyvil 360 207 Unarmed Unarmed 10 X 19 7 8 1 3Essex 340 640 3x11inDhSB 10 8 10 9 8/6 1 9 1x 10in DhSB 1x 32pdr SB Hartford 325 2,900 18x9inDhSB 10 6 4 14 10/6 2 14 B 1x 100pdr PrR 1x 50pdr PrR Monongahela 320 2,078 2x11inDhSB 10/4 6 4 13 10/6 2 9 B 1x 150pdr PrR 6x 32pdr SB 2x 12pdr SB Lackawanna 315 1,553 2x11inDhSB 10/6 6 4 12 10/6 2 9 B 4x 9in DhSB 1x 150pdr PrR 1x 6in DhR 2x 24pdr SB Richmond 315 2,604 18x9inDhSB 10/4 6 4 14 10 2 13 B 1x 100pdr PrR 1x 50pdr PrR Brooklyn 310 2,532 20x9inDhSB 10/4 6 4 13 10 2 14 B 1x 100pdr PrR 1x 50pdr PrR Susquehanna 300 2,450 12x 9in DhSB 10 6 4 12 10 2 14 B 2x 100pdr PrR Carondelet; Cincinnati 290 512 3x8inDhSB 8 6 11 9 8/6 1 9 6x 32pdr SB 4x 42pdr ArR Massasoit; Metacomet 290 1,173 4x9inDhSB 8/6 6 4 11 10/8 1 8 B 2x 100pdr PrR 2x 24pdr SB 2x 12pdr SB Ossipee 280 1,240 1x11inDhSB 10 6 4 11 10/6 2 7 B 1x 100pdr PrR 6x 32pdr SB 3x 30pdr PrR Iroquois 275 1,461 2x11inDhSB 10 4 4 10 10/6 2 8 B 4x 9in DhSB 2x 32pdr SB 1x 6in DhR Kearsarge 270 1,550 2x11inDhSB 8/6 6 4 11 10/6 2 8 B 6x 32pdr SB 1x 30pdr PrR

Union Ship Summary

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Name Points Tonnage Armament Gunnery Ram Spar Protect Hits Mn Draft Crew Spcl*Oneida 270 1,488 2x11inDhSB 8/6 6 4 11 10/6 2 8 B 6x 32pdr SB 3x 30pdr PrR Galena(1864) 260 950 8x9inDhSB 8/6 4 3 11 10 2 8 B 1x 100pdr PrR 1x 30pdr PrR Seminole 240 801 1x11inDhSB 8/4 6 4 9 10/6 1 6 B 6x 32pdr SB 1x 30pdr PrR Monarch; 235 406 1x30pdrPrR 4 10/6 5 8 10/6 1 6Queen of the West 3x 12pdr SB Octorara 230 829 1x9inDhSB 6 6 4 9 10/8 1 7 B 1x 6in DhR 4x 24pdr SB Miami; Port Royal 230 805 1x9inDhSB 6 6 3 9 10/8 1 7 B 1x 6in DhR 4x 24pdr SB Tyler 230 575 6x8inDhSB 8 4 1 9 10/8 1 7 2x 32pdr SB Hatteras 220 1,126 4x32pdrSB 6 4 2 11 10/6 1 6 B 1x 30pdr PrR 1x 20pdr PrR Hunchback 220 512 2x9inDhSB 8 4 2 9 10/8 1 5 B 1x 100pdr PrR Southfield 200 750 3x 8in Dh Sb 8 4 2 9 10 1 7 B 1x 100pdr PrR Torpedo Launch 1/2 185 75 1x12pdrSB 4 4 X 1 3 10/8/6 1 2Itasca; Kennebec 180 507 1x11inDhSB 8 4 2 7 10/6 1 4 B 2x 32pdr SB 2x 20pdr PrR Black Hawk 170 902 4x32pdrSB 6 4 2 7 10/6 1 6 B 2x 30pdr PrR Zouave 145 127 1x 24pdr SB 1x30pdrPrR 4 4 1 3 10/8 1 2Steamer 140 300 Unarmed Unarmed 4 1 6 10/6 1 5Barge 70 100 Unarmed Unarmed Towed 4 4 Towed 1 0* Spcl-Special: B=AvailableforCampaignBlockadebattlesM=monitor-typeNote: Gunnery, Ram and Mn list the actual dice rolled for those actions. Hits, Draft and Crew are the actual values. The Protect values are numerical weightsforcomparisonpurposesonly,theactualHitLocationdiceareusedfordefensiverolls.

Union Ship Summary, con’t

ArR Army Rifle PrR Parrot RifleBnR Banded Rifle BrSB BrookeSmoothboreBlR BlakelyRifle DhSB Dahlgren SmoothboreBrR BrookeRifle SB SmoothboreDhR Dahlgren Rifle pdr Pounder

Key to Armament Data Iron & Oak CreditsDesign: James M. DayDevelopment: Chris JaniecArt Director, Cover Art & Package Design: Rodger B. MacGowanGame Components: Charles KiblerPlaytesters: Don Allen, Kirk Alton, Stan Buck, Emily Buetow, Mark Buetow, Scott Cameron, Josh Cannon, Michael Craighead, Ethan Edwards, Will Friend, Phil Fry, Chad Gilbert, Baxter Heflin, Michael Konwinski, Marc Melvin, Risdon Melvin, Brian Morris, Colin Radgoski, Rich Radgoski, Bill Ramsay, Alex Shydler, Tom Shydler, Daniel Sleber, Chris Starr, William Terdoslavich, and Jay WissmannProduction Coordination: Tony CurtisProducers:TonyCurtis,RodgerB.MacGowan,AndyLewis,GeneBillingsley,andMarkSimonitch

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