Deck Two Scenario:
Confederate Openings
In this scenario the Confederate player does not draw nine cards at random to begin the game, like the Union player. Instead, he chooses any five cards he wishes, then draws four at random. This is for play-balance purposes, for it is assumed that in a Campaign Game a good Confederate player would save some of the cards for his second deck. 

The choice of cards available to the Confederate in this scenario allows a wide variety of strategies that greatly affect the first two turns of the game. Below are eight openings, with the five chosen cards presented, with comments on strategy.  Letters beside each card indicate: S=Strategic Movement, R=Resource, SE=Special Event, B=Battle Event. 

The Union begins with these Battle Cards in his possession: Corinth, Shiloh, Stones River, Manassas, and Fredericksburg.
Western Offense
1. Strategic OffenseS
2.  Hold the LineS
3.  Steal a MarchS
4.  That Devil ForrestR
5.  Trans-Mississippi Reinforcements   SE
This opening is a first-turn offensive in the West, aimed at Stones River because it blocks both Vicksburg and Chattanooga. This prevents the play of Vicksburg this turn, but more importantly it provides the Rebel with the cards needed to win and acquire another blocking card in the West. Do not hurl everything into the battle if it means giving up good Defense cards. This opening allows a maximum draw of cards, pretty much assuring you will draw much-needed Defense cards for later. Plus, it provides a second-turn defense of Vicksburg with the "That Devil Forrest" card.
Hit and Run
1.  Strategic OffenseS
2.  Holly Springs RaidS
3.  Steal a MarchS
4.  That Devil ForrestR
5.  Trans-Mississippi Reinforcements   SE
The only change here is to substitute "Holly Springs Raid" for "Hold the Line." The object is the same--go for Stones River. You draw two fewer cards this way, but it gives you an excellent third-turn defensive card for Vicksburg. Note that "Steal a March" is used in every opening where I take the offensive; that's because drawing two cards by Strategic Movement can't be affected by "Command Failure."  You hit fast, then scurry back to the Vicksburg defenses.
One-Two Punch
1.  Strategic OffensiveS
2.  Lee is Audacity PersonifiedS
3.  Steal a MarchS
4.  That Devil ForrestR
5.  Trans-Mississippi Reinforcements   SE
This opening is for a bold player willing to take a chance. It was also my favorite until my friend Richard began to anticipate and defend against it. Turn one you launch your offensive against Stones River. On turn two, while "That Devil Forrest" prevents an attack upon Vicksburg, you unleash the Army of Northern Virginia. If your opponent has one-half or fewer cards than you in the East, you might take a chance on an Invasion. The safer play, which I now prefer, is to take back either Manassas or Fredericksburg. No severe CP loss if you fail at Antietam or Gettysburg, and you get to draw all your cards, further solidifying your cache of Defense cards for the Middle and End game.
Eastern Offense
1.  Lee is Audacity PersonifiedS
2.  Steal a MarchS
3.  A Case of the SlowsSE
4.  Hold the LineSE
5.  Bobby LeeSE
Ok, these next two openings require boldness and, well, audacity. The immediate object of this opening is to invade in the East. Even if you face all of the Union's CPs in the East, you still should have the edge. If that is the case, then you go up 1CP, your opponent goes down 1CP. If he has everything in the East, Vicksburg should be safe anyway. Plus, the cards you draw give you a good chance for a second-turn defense of Vicksburg. If the Union places Vicksburg along with the CPs to take it, then you need a Major Victory on your invasion. This will offset the CP loss of Vicksburg and still give you a good draw of cards. The weakness, however, is evident. You are not guaranteed any good Battle Events---you go north just hoping you draw them.
Eastern High Tide
1.  Lee is Audacity PersonifiedS
2.  Steal a MarchS
3.  Hood's Division EnfiladesB
4.  Early's Division EnfiladesB
5.  Rolled up Like a Wet BlanketSE
The premise of this opening is to invade in the East and overwhelm your opponent, even if he has all his CPs there. On the upside, he probably will not have everything there to meet you. Just be sure you begin by playing both Enfilade cards, the +3 "Rolled up like a wet blanket" card, and one more Batte Event to "support" your enfilade attacks.  Looks powerful, huh? The downside is that you do not draw as many cards as in the previous four openings---possibly fatal if you fail to draw good defense cards for the West. You better get a Major Victory if you come with this opening, and pray that Yankee "Massed Artillery" is not lining Cemetery Ridge.
Vicksburg Defense
1.  That Devil ForrestR
2.  Holly Springs RaidR
3.  Trans-Mississippi Reinforcements   SE
4.  Entrenchments/Field WorksSE
5.  Entrenchments/Field WorksSE
These next two openings are purely defensive , and perhaps not to everyone's taste. In this opening you have absolutely got to hold at Vicksburg against a first-turn Union attack on the city. You can see why--the two Resource cards will be effective only if you hold the city on Turn One. You won't draw many cards either--you are just hoping that Gen. Pemberton can hold the city for three turns, by which time you will have drawn the cards you need for the rest of the scenario. Risky.
Chattanooga--Vicksburg Defense
1.  That Devil ForrestR
2.  Trans-Mississippi ReinforcementsSE
3.  Entrenchments/Field WorksSE
4.  Entrenchments/Field WorksSE
5.  Strategic Concentration in the West   SE
What happens if your opponent ignores Vicksburg on Turn One and instead places Chattanooga? If he wins there, he can continue the drive to Atlanta, or turn to hit Vicksburg. An early win at Chattanooga gives him great flexibility in the West---that's what this opening attempts to prevent. Don't forget, "Entrenchment/Field Works" played in Deck Two are worth -3 if played at any battle, not just at Victory Condition cities. So these are available to defend both cities. Plus, the added attraction of this opening is the use of the "Strategic Concentration" card if a battle is fought at either Chattanooga or Chickamauga. I would bring Longstreet from the East, along with the three cards you get to draw.
Western Theater Defense
1.  Strategic OffenseS
2.  Trans-Mississippi ReinforcementsSE
3.  Hold the LineSE
4.  Strategic Concentration in the West   SE
5.  Entrenchments/Field WorksSE
This is a hybrid opening that tries to do a little of everything in the West. It opens with an offensive at Stones River, while it allows you to draw four much-needed extra cards. The weakness is that there is no instant defense of Vicksburg on Turn Two. All you have is the Entrenchments card, or the Strategic Concentration card for Chattanooga. The hope here is that all the cards you draw on Turn One will provide the cards you need to defend Vicksburg on Turn Two. This is a boom or bust opening, no doubt submitted by Gen. Beauregard, who was so fond of grand strategic, unrealistic, plans.
Deck One Scenario: Sudden-Death Rules


Those of you who have looked at the Deck One scenario know that it can end in a tie, unlike the Campaign Game or Deck Two scenario. Here is how the Victory Conditions work at present:

Both sides have two objectives in Deck One:

First, maintain a Command Point lead of two or more.

Second, for the Union Player: Capture of Victory Point cities; for the Confederate Player: win a Major Victory in Invasions.

Ex. I'm the North and I have a 1 CP lead at game's end, but my opponent won a Major Victory at Perryville. He wins because he fulfilled an objective and I did not.

Ex. I'm the North. I have a 3 CP lead at game's end and I captured Vicksburg. My opponent won a Major victory at Antietam. I win because I fulfilled two objectives to his one.

Ex. I'm the North. I am 1 CP behind at game's end. I did not capture a VP city; my opponent did not win a Major Victory in an Invasion. It's a tie.

Now here is where we change things for tournament action:

First, maintain a Command Point lead of one or more.

Second, a geographical objective (VP City or Major Victory in Invasion) has precedence over a CP lead.

Ex. I am the North. I have a CP lead. My opponent won a Major Victory at Gettysburg. Instead of a tie, my opponent wins because of his territorial objective.

Now the final tiebreaker: If territorial objectives are tied, and the scenario ends with both sides equal in Command Points----the Union player wins.




Deck Two Scenario:
Union Initial CP Placement

For the first two turns of the scenario the Union is probably limited to reacting to Confederate initiative. Let's assume two experienced players are trying this scenario----or at least two who have played the game, and have both studied the Confederate openings above.  The key points for the Union are : What should be my CP placement on Turn One, and where should my battle placement be?

If your opponent takes a purely defensive mode, he may still be a tough nut to crack, but at least no imminent disaster looms for you. However, you must assume that you are facing an offensive-minded Confederate player (hope for the best, but prepare for the worst).  Let's count on a first-turn Confederate invasion. What do you do? Well, there are two main options: (1) make your initial one-half CP placement in the West, then place two battles, Vicksburg and either Wilderness or Peninsula (Amphibious). Ok, your Peninsula expedition is a bluff, but he doesn't know that (oh, right, he's read this article....sorry);
(2) make your initial one-half CP placement in the East and place two battles, Vicksburg and either Wilderness or Peninsula.

Truthfully, the safest play is to place your initial CPs in the East. Sure, he may go on the offensive in the West, but at least you are in your best deck, and most importantly, you have far more cards that cripple the Southern player in the West than in the East.  If he wins in the West, say at Stones River on Turn One, you still have plenty of time to get it back.  Plus, he is now out of offensive cards that can be used in the West in Deck Two. But be careful, because he may use the One-Two Punch opening above, and Lee may be launching an invasion in Turn Two (or Turn Three).  But don't let the threat of an invasion by the Army of Northern Virginia keep restricting you turn after turn.

Now look at this situation: You make your initial CP placement in the West, but he invades the north in the East. Do you see your dilemma? You must choose between sending your discretionary CPs to the East, or use them in the West against Vicksburg. Suppose you send them to the East: Worst case: the Confederate still wins a Major Victory at Antietam and you lose at Vicksburg. Not a happy prospect. Then leave them in the West. The Confederate will probably gain a Major Victory in the invasion, but you will probably win at Vicksburg.  Stephen Sears, in his new book, Gettysburg, states that Lee assumed Vicksburg would be lost, but the general believed that a major victory in an invasion in the East would more than offset it.  My solution to this situation? I say place in the West, chance the major loss in the East, but be sure you take Vicksburg on Turn One.

But now the Confederate has a trick up his sleeve. He has studied the openings above, but has decided to add a wrinkle of his own. On Turn One he launches an offensive in both East and West, placing Stones River and Gettysburg!  You are still better off if your CP placement has been in the West---ignore the East and let Grant and Sherman keep pounding.