This is a hypothetical scenario as Stuart encountered little opposition in the actual raid.
1 MD (MP Value 1) S2109 (Foxville)
4 NY (MP Value 1) S2007 (White Sulfur Springs)
F. Lee (MP Value 3) S1913
Stuart stacked with F. Lee
The rules for this scenario state that F. Lee may not enter a hex within four hexes of Rappahannock Station nor into a hex adjacent to Fox's Mill or Foxville. Also Union units cannot perform any actions on Turn 1.
F. Lee can only march due north due to the movement restrictions and he has nine movement points. He spends five to reach the hex adjacent to 4 NY, and spends the remaining four on a Normal attack. Now, F. Lee gets a +2 ratio mod (3-to-1) and a +3 tactical mod for a +5 to his roll. 4 NY gets a +2 for defending across a ford. Dice hate me!! Union rolls a 6! F. Lee rolls a 3. So now we're on the zero row on the combat chart.
With a "D" for both units, F. Lee fails to force 4 NY out of the hex. The turn is over since F. Lee is now at Fatigue level 4. What a bummer.
4 NY wins initiative and rather than attack F. Lee (with a -5 to his roll) he marches NE along the pike and then along Warrenton Branch RR towards the objectives.
Union wins iniative again. 1 MD begins to march toward Warrenton Junction. Both the Union regiments are able to reach the objectives (Catlett's Station and Warrenton Junction) before F. Lee. I don't even bother to play turn 3 because F. Lee is exhausted and disorganized and I figure I could (maybe) only burn one of the RRs. Union Decisive Victory.
Thinking back to the attack, I don't think an assault would have helped much. It is a +1 bonus but it would have cost me valuable time plus increased F. Lee's fatigue by one. It's frustrating sometimes when I single die roll affects the whole outcome. But it's also what makes it fun in that it's a challenge to try to overcome.
A very nice little scenario that covers the major points in the game. I remember I played the scenario back when the game was released...still having the fun of the moment.