This is a fictional scenario designed to present both sides with some fog-of-war possibilities. Players may substitute ships or ship names as they please.
Order of Battle:
Confederates:
Union:
Preparation:
Set up gaming table according to diagram below. The Union player must make a list of his ships, and designate them A-F. The player must cut eight ship-shape outlines (ovals or pogs will do), and letter them A-H on one side. The first six represent their appropriate counterparts in actual models. The remaining two are decoys.
Setup:

1. The Confederates set up first. The Confederate player privately designates one 4" stretch of obstructions that have been removed. The player writes this down on a sheet of paper, specifiying how far from the left bank this stretch lies.
2. The Union player now preshuffles all eight of his blanks, number-side-down, so the numbers are not visible. The player then lays the blanks out, number-side-down, in the positions shown. The ship in position A may be placed anywhere along the obstructions. This ship is steaming along the obstructions, in the direction of the controlling player's choice, at 1/3 that ship's maximum speed.
3. The confederate player then places one gunboat at the opening in the obstructions, ready to move through the opening. The player then orders the remaining ships according to his choice. They are steaming behind the gunboat, 6" apart.
Setup rules:
1. This action is at night. Use whatever night sighting rules are in effect for the rules being used.
2. The Union ships in positions B and C are tied up and do not have steam ready. Once these ships sight enemy ships, or hear gunfire, roll 2D6. The result is the number of turns it will take before these ships are capable of moving. They may fire when possible.
3. The Union ships in positions D and E are part of the distant blockade. They may not react until gunfire is heard. Once gunfire is heard, roll 1D6. The result is the number of turns before they are actually at the postions indicated on the map. They may not engage prior to that time.
4. If, upon revealing, ships in postions A, B, or C are actually Ossipee or Rhode Island, immediately swap that blank for one of the distant blockade blanks. The player may then activate the ship revealed by the new blank in whichever position was revealed.
5. There is a possibility Milledgeville may "hang" in the obstructions. As she passes through, roll 1D6. If she rolls a 1, she hangs, and stops immediately. On each subsequent turn, roll 1D6. On a 1-3 she frees herself.
6. If the union player reveals a decoy, then no ship is actually in that position.
Objectives:
Confederate:
Primary: Get the cruiser and the blockade runner to the open sea without significant damage.
Secondary: Destroy the dock
Union:
Primary: Prevent any Confederate ship from leaving the table
Secondary: Sink any Confederate Ironclad(s)
Victory Conditions:
Major Confederate Victory
The blockade runner and the cruiser exit into open sea, the dock is destroyed, and the ironclad retires through the obstructions
Confederate Victory
Both ships exit, or one exits and the dock is destroyed, and the ironclad retires
Marginal Confederate Victory
One ship exits, or the dock is destroyed
Marginal Union Victory
No ships exit
Union Victory
No ships exit, and the Ironclad is sunk
Major Union Victory
No ship exits, the Ironclad and all gunboats are sunk
Increase Confederate victory one level per each of these:
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