KINGSTON IRREGULARS

KINGSTON IRREGULARS
US Support Teams take up positions in Chain of Command Wargame
Showing posts with label American Civil War. Show all posts
Showing posts with label American Civil War. Show all posts

Sunday, April 15, 2012

JOHNSTON’S FORK
A Fire and Fury Battle

Our third attempt at pre game map moving via internet was more ambitious in terms of unit numbers. It was deemed an unmitigated success by all participants and will be, most likely, our method for completing F & F games in the time allotted for weekday games. The situation was as follows:

TERRAIN/VICTORY CONDITIONS
Terrain effects are described at the bottom of the map. The river is very low and counts as broken. There are 3 VP sites. Each is valued at 3 points. In order to secure a VP site, you must have 1 unspent unit (infantry, cavalry or arty) on the site for 1 complete turn, in any formation. If that site is uncontested, the securing unit may move from that site. Whenever an enemy unit is within 1 square of that site, it again becomes contested.

If both sides each hold a VP site, and the 3rd VP site is contested, a decisive victory is awarded when 2 friendly, unspent units hold the 3rd VP site for 2 complete turns. If unable to hold that position, there will be a tactical victory decided by casualty totals per game rules.


UNION
Your scouts have identified a large Rebel force approaching from the west. Your cavalry has been sent out with your orders. You are tasked with locating and destroying that force.

On your 1st move the Union can place their Divisional Commander (MG) anywhere on the board. They can place their cavalry and the horse arty on any of the numbered squares 1, 2, 3, 16, 4, 5, 6, 7, 8, 9, 40, 10, or 11. The MG, cavalry BG, and/or horse arty need not be in the same square(s). The cavalry and horse arty can be in any formation.

Union infantry brigades enter on turn #1 oat the board edge of squares 2 or 3. They can come on in any formation. The Union field arty arrives on turn #2 at double-quick, and through point "B" in square #1.

UNION OOB (HEAVY CASUALTIES = 15)
Division Commander---MG Schoepf---(able) (Dick Bryant)

1st Brigade. Col. Garrard (green) (Rick Bryant)
33rd IN----crack – 10/7/4 - RM
7th KY--- veteran 8/5/4 - SM
Laurel Home Gd--- trained 10/8/5 - RM

1st Ohio Lt Btry
Crack - HR / LR / HS / HS

2nd Brigade Col. Steedman (able) (Rich Bryant)
14th Ohio---trained - 8/5/4 - RM
17th Ohio---green - 10/9/7 - SM
38th Ohio---crack - 8/5/3 - SM

2nd Ohio Light Btry
Green - HR / HR / HS / HS

Cavalry Regiment---BG Wolford (able) (Dick Bryant)
1st KY Veteran – 12/8/6 - RC

3rd Ohio Lt Btry
Horse Artillery--- Veteran LR / LR / LH



CONFEDERATE OOB (HEAVY CASUALTIES = 14)
Division Commander ---MG Zolligoffer –(able) (Dick Messier)

1st Brigade Col Stratham – (Green) (Dick White)
15th MS—Crack—10/7/4 – RM
11th TN---Veteran---8/5/4—SM
17th TN---Trained---10/6/4—RM

1st Btry TN arty
Crack – HR/HS/HS

2nd Brigade Col. Battie – (able)(Dick Messier)
20th TN---Trained---8/6/4—RM
29th TN---Green---10/9/7—SM
30th TN --Crack----8/5/3-- SM

2nd Btry TN arty
Green – HR/HS/HS

2nd TN Cavalry – Lt. Col Beaulieu (able) (Dick White)
12/8/6—Veteran—RC

4th Btry TN Arty
Horse Artillery--- Veteran LR / LR / LH

On their 1st move the Confederates can place their Divisional Commander (MG) anywhere on the board. They can place their cavalry and the horse arty on any of the numbered squares 35,34,25,23,26,23,22,37,32,38,31,39,30. The MG, cavalry BG, and/or horse arty need not be in the same square(s). The cavalry and horse arty can be in any formation.

Confederate infantry brigades enter on turn #1 at the board edge of squares 34 or 35. They can come on in any formation. The Confederate field arty arrives on turn #2 at double-quick, and through point "A" in square 35.



TURN 1: Both sides place on and Union first move
   The Union moved its horse artillery and cavalry up on the left to defend against any quick move by the Rebs to move agains the Union left.

 
TURN 2: Union and Reb Arty arrives.  Rebs continue their advance as Union prepares to assault central 3VP Hill.
 
 In turn 2, the Union Horse Arty was able to fire on the passing Reb Cav Column causing the loss of a stand and disordering them.


TURN 3: Union moves towards its right and moves the cav into cover. Rebels move to their left.
Turn 3, the Union became wary of the Rebekls Horse Arty moving up to the ridge and pulled theirCavalry back into cover. They also formed thier Rgts into line. The Rebs continued the advance.

TURN 4: The Rebels have moved their cav to occupy the central 3VP hill and the Union assault column is in place in the center. Union arty and Bdes are occupying the ridge line on their left.
Turn 4 saw the Union Horse Arty fall back as they had two Rebel arty batteries arrayed against them.  This is the position when the umpire, Jack Breen, decided that the sides were in a position to go to the game board.

Union set-on as per the map of TURN 4


Rebel set up as per the map of TURN 4


  
The Union pushed on to the ridge line occupying the 3VP hill in the center of the ridge. The Rebels had already taken the 3VP hill in the center of their ridge but their caavalry also occupied the central 3 VP hill. As the Union center advanced on the hill held by the cavalry, the Rebs abandoned it and moved the Cavalry to their right. The Union moved quickly to take the central hill with a Bde. 

Rebel Cavalry occupies hill between the ridges. The Union Brigade can be see advancing from the ridge line on the left


A Rgt. of the Union Bde reaches the 3VP hill as the Rebel cavalry abandons it.

The Union Cavalry (Lower Right) prepares to charge the limbered Rebel Horse Arty and Cavalry (Lower Left) as the Union Bde fully occupies the central hill. This was broken up by the Rebel Arty on the ridge.
The major Rebel push was on their left, but they ran into the massed fire power of 8 Union Batteries as well as the Infantry brigade deftly handled by Rick Bryant.


The Union guns (upper and lower right) decimated the Rebel charge of 3 Rgts and then the Union Bde came out of the Rough to meet them. It was at this point that the Rebels passed the "Heavy Casualties" level.

The Union breaks through against the decimated Confederate left.

The 3VP center hill still contested at game end
The Rebs went over the "Heavy Casualties" level in this charge and decided to hold and even the score - forcing the Union across that level. They almost succeeded but fell short. The central hill was deemed as still unsettled, so did not count in the VP tally. It ws the elvel of Rebel casualties that fianlly decided the affair in the Union favor.
This is the 3rd attempt at pre-positioning a battle via e-mail so as to finish it in the time alloted in an evening. I beleive that it has shown the efficacy of the process and we will continue to use the system for Fire & Fury as well as for other rule systems that can benefit by the technique. See Kreig V readily comes to mind.







Monday, March 19, 2012

THE BATTLE OF CHAP HILL


We have been having problems with completing Fire & Fury games, never getting to the point that the attacker could meet (or not) his win requirement. We are reluctant to extrapolate a probable outcome as that leaves a lousy taste in everyone, mouth. We do not have the luxury of leaving the game set up for the next week as our gaming venue is the treatment room of Jack Breen, Physical Therapist. One of the problems is the time it takes to brief the subordinate players, set up and determine a plan. We have tried to shortcut this by choosing two side commanders and having them do several map moves to contact, the gamemaster then sets up the terrain and troops based on the contact map.

Our first test of the system was successful. We used only one or two Rgts. per player to keep things simple, using Fire & Fury Regimental Rules.

The gamemaster, Jack Breen, chose the two sides and generated a map with the two opposing sides initial placement show. Before the start each side commander was allowed to change the location of their units, but could not change the formation of initial placement. I.e. one could place the artillery as the 2nd unit on the road rather than the lead unit, etc.. The Union (Dick Bryant) had first move , marked his map scanned it, and sent it to the gamemaster and to the Reb commander. The Reb commander then made his moves on the map, scanned it and returned it. This went on until both sides agreed that it was a good point to go to the game table.

FIRST MOVES ON THE MAP
 The Union advanced a unit toward the fork in the road and the guns toward Chap hill. The remaining units advanced in column toward the hill. Note: The objective that had to be held at game end was the copse of woods on top of Chap Hill. The Rebs (Dick White) responded by moving toward their right to advance to the hill. The next moves are easily seen in the 3 maps below:

SECOND MOVES

THIRD MOVES
 THE FINAL MOVES
The final moves showed up the Union Commander's (Dick Bryant) mistake of letting some of his units get "out of command". The Rebs moved one arty piece into the sield and completely outgunned the Union 3 gun battery on the hill, silencing two of them! Then the Reb GREEN unit attacked the Union GREEN unit in the wood and broke them(!) with help of musketry from15th Ga(Tr).  The 17th GA (Cr) ran into a stiff defense by Cory OConners's 95th PA (Gr) but pushed them back to the base of the hill.

The Rebs now had control of the copse of trees (the victory condition) and the Union was down 2 guns and 1 Rgt. Another Rgt which was green wa hunkering down in cover and another ws out of command and out of position. A definite Rebel victory.

The map marking reduced our table playing time to a very reasonable 2 hours - a bit of that looking ups some rules, a very successful first try. Next time a bigger game and try to finish in the 3 hours available.

Saturday, January 21, 2012

THE BATTLE OF SAILOR’S CREEK

THE BATTLE OF SAILOR’S CREEK
A REGIMENTAL FIRE AND FURY GAME



Jack Breen latest F and F game was taken from the battle at Sailor’s Creek. A longer game time was anticipated so it was played on a Saturday (6 hours available), rather than our usual Thursday evening (3 hours available. Note to “Rivet Counters”: The scenario is loosely based on the actual battle. The unit strengths and ratings were randomly determines using the method found in an early issue of The Zouave http://fireandfury.com/rffsupport/ZouaveArticles.pdf

THE SCENARIO
A synopsis of the preamble for both sides reveals that a Confederate Corps is holding high ground protecting the flank of Lee’s position near Appomattox Court House.
Union Victory conditions: 3VP's for getting 2 or more non-worn brigades behind the knoll for 2 turns, and 1VP for causing "Heavy Casualties" to the Rebels (36 of 104 total stands) and 1VP for causing greater number of casualties than Rebels.

Rebel Victory conditions: Prevent the Union from reaching behind the knoll, and 1VP for causing "Heavy Casualties" to the Union (40 of 148 total stands) and 1VP for causing greater number of casualties than Rebels.

To win the Union must occupy a position behind the Rebel held hill with unworn units for two turns. Both sides diced for reinforcement entry points and turn of entry.


UNION ORDER OF BATTLE
Corps Commander: Gen’l Humpheries (poor)
Division Commander: Gen’l Wheaton (poor)

Hamblin’s Bde(All RM)                 Gen’l Hamblin(poor)
2nd Ct 12/10/8 (green)    65th NY12/8/5(crack)    95th PA8/7/6(Green)    121st PA10/7/4(crack)

Edward’s Bde:(All RM)                Gen’l Edwards (able)
37th MA16/11/7(vet)      82nd PA12/8/5(crack)    49th PA8/6/4(trained)    2nd RI8/6/4(Trained)

Stagg’s Cavalry;                            Gen’l Stagg(poor)
7th 10/9/7(crack) (RC)

Battery A: Sec. 1: (green) 2LR, 1 HS             Sec. 2: (green) 2LR, 1 HS
Battery B: Sec. 1: (Trained) 2HS, 1 LR          Sec. 2: (Crack) 2HS, 1 LR

Reinforcements. Arrive Turn 1 at Position D (note a discrepancy here in the report!

Truex’s Bde: (All RM)                 Col Truex(able)

14thNJ 12/10/8(green)    10th VT 12/9/6(veteran)       6th MD 16/13/10(green)



CONFEDERATE ORDER OF BATTLE
Corps Commander: Gen’l Kershaw (Gallant)

DeBose’s Bde:                            Gen’l DeBose (Gallant)
26th GA(Vet) 10/8/5(SM)         18th GA(Trained) 10/8/5(SM)                 23rd GA(Trained) 8/6/4(RM)

Fitzgerald’s Bde:                         Gen’l Fitzgerald (poor)
13th MS(Trained) 12/9/6(SM)   17th MS(Trained) 8/6/4((RM)                 18th MS(Trained) 8/6/5(RM)


Lee’s Cavalry:                            Gen’l Custis Lee(poor)
Trained 10/8/5 (SG)                 Trained 10/8/5(pistols)

Reinforcements: Arrive turn 2 at extreme right behind Confederate lines.
Sims’s Bde:                               Gen’l Sims (able)
10th GA(Crack) 12/8/5(SM)    50th GA(Crack) 12/8/5 (SM)                    51st GA( Green) 12/10/8(SM)

Artillery:
Btry A: Sec.1 (crack) 2LR             Sec2 (green) 1LR, 1HS
Btry B: Sec. 1 (trained) 2LR           Sec. 2 (Veteran) 2LR


THE GAME



The Union started off on the wrong foot! Having misunderstood the Union reinforcement entry point as point “E”, not point “D”, Dick Bryant planned a different approach than what had to actually occurred . Once that was corrected, some catching up had to be done (blue arrows of Map 1).


MAP 1 UNION PLAN

The plan was to send the artillery to each flank, 4” behind the small hills at each flank. From there they were to destroy the artillery on the Rebel flanks and then decimate the flank infantry supporting them. A strong Brigade would demonstrate before the enemy position on the knoll(Dick White), while the two remaining brigades would attack each flank. The cavalry orders were to counter the Rebel cavalry where ever it showed up.
THE REBEL FORTIFIED KNOLL

The confusion as to where they came on had the reserve- Truex(Clough)- coming on before the center holding force(Hamblin). Since they were late to come up the Union artillery on the left took a beating while in column from the Rebel artillery on the knoll. On the right, the Union guns managed to get into position unscathed and took the Rebel artillery under fire. Later these pieces moved onto the hill proper and continued the destruction of the Rebel artillery. The Rebels(Jack Breen) ended up with only one gun not silenced which they moved to their left to counter Edward’s (Dick Bryant) attack around their flank. The Union guns continued to do damage to the Rebel infantry moving to their left as well.

MAP 2 ACTUAL MOVES


The Union cavalry under Spencer Clough, though outnumbered two to one, decimated the Rebel cavalry and forced it back off the small hill on the Rebel left. The rebels (armed with pistols and shotguns, only) dismounted and traded fire with a crack Union infantry Rgt., a sure no-win proposition and one of the Reb Rgts. went to “Spent”.
UNION RIGHT FLANK - TURN 5

In the center, Dick Bryant (the author of this piece)did not align his troops very well, putting the “crack” units in front to catch the brunt of the Rebel fire and driving them to “Spent” status. With only green troops to continue the attack in the center, the Union holding attack lost its believability and the Rebs under Dick White started moving troops from the center to their left.
UNION ADVANCES TOWARD THE REBEL CENTER

On the Union left, Rebel reinforcements (Dick White) came in on turn 2 and caused the Union Left (Clough) to counter without attacking the Reb. flank as planned. These two forces never came into contact for more than a few ineffective volleys.

UNION LEFT: TOP REBEL REINFORCEMENTS ENTER. RIGHT: TRUEX MARCHES TOWARDS HIS
FLANK ATTACK

The game ran out of time at about turn 6 with the Rebels declared the victor!


Sunday, December 11, 2011

PLEASANT VALLEY - A Regimental Fire and Fury Game

PLEASANT VALLEY
A Regimental Fire and Fury Game

Jack Breen has moderated several “what-if” battles based on the Union trying to force the passes through Stone Mountain which eventually will culminate in the battle of Antietam. The troops available as reinforcements in each game are a function of the result of the previous game in the series. In the original battle at Turner’s Gap, the Union was able to capture the gap and moved up troops to pass through it into Pleasant Valley. It’s this action that results in the present battle. The previous games were all played with Brigade Fire and Fury, this one was fought with Regimental.



The overall map and first moves

U.S.
You have successfully pushed through Turner’s Gap. Reconnaissance confirms at least 1 Division of Longstreet’s Corps in the valley beyond supported by rebel cavalry. You are to push into the valley and hold the crossroads leading to Sharpsburg and Boonsboro.

Forces:
Gen Hooker (able) Corps Commander







1st PA Light Btry
Section “A” 2 Hvy Smoothbores (veteran)
Section “B” 2 Light Rifles (veteran)
Section “C” 2 Hvy Smoothbores (veteran)

From 2nd US Horse Arty.
Section “A” 3 Hvy Smoothbores (veteran)
Gen. Doubleday (poor) Division Commander

Gen Phelps (able) Bde
22nd NY (green) 7/6/5
24nd NY (green) 7/6/5
30nd NY (green) 7/6/5
54nd NY (green) 7/6/5
2nd US Sharpshooters (crack) 6/4/2

Gen Pleasanton(able) Cavalry
Col Farnsworth (brave) Rgt. 17/13/9 (trained) enters turn 6
Btry B 3 Light Rifles (trained) Horse Arty.


CONFEDERATES
We have held all but Turner’s Gap on South Mountain. The enemy has broken through with at least 1 Division and is near Pleasant Valley. You are to intercept him and push him back. Hold the crossroads to Sharpsburg and Boonsboro. Gen Stuart is in the valley, south. Kershaw and Cobb are on Fox road. Semmes and Barksdale are on Harper’s Ferry road. Use all haste.

Forces:
Gen. Longstreet(gallant) Corps Commander
Gen. McLaws (able) Division Commander






Manley’s Artillery: LR – LR – LH (crack)
Pulaski’s Artillery: HR – LR - LR (trained)

Gen. Stuart (gallant) Cavalry Commander
Col Hampton (brave) Rgt. (veteran) 13/9/6
Horse Artillery
Pelham’s Horse (veteran) 2-LR
Virginia Howitzers (veteran) 2-LH

THE GAME

The game started with Seymour(Union) marching through Turner’s gap with the brigades of Magliton, Anderson and General Doubleday’s Division (Rich Bryant) in column behind him. (See map at beginning of report). Hooker’s Division guns were between Seymour(Dick White) and Magliton (Rick Bryant). Pleasanton’s Btry A of 3 Heavy Smoothbores had been attached to Hookers artillery. A faulty survey of the field by the Union engineering staff suggested that the wet area to the left of the Turner’s Gap road was impassible when it only would have slowed the movement of the troops. Also the area on the mountain to the immediate left of the road exit into the valley could not take an artillery position as first supposed.

Moves 3-7
The Confederate cavalry under Stuart (Spencer Clough)was moving quickly along the road toward Turner’s Knoll and Kershaw (Dick Messier) moved to flank the Union position in the field before Turner’s Farm. Seymour properly decided to drop Gen Hooker’s (Dick Bryant) plan to provide a strong position on the left flank while Magliton attacked the farm and the knoll and instead provided a weak flank guard and assaulted the Farm driving the rebels off the hill. He was helped by Sections A and B of the artillery (Dick Bryant) who silenced all the Confederate guns in the vicinity of the knoll.
Union Infantry moves through Turner's Gap toward Turner's Gap. Note onfederate Cavalry and Horse Artillery racing for the other side
Union holds desperately to Turner's Farm and Knoll

Seymour was sorely pressed on his left as the Rebels brought up several guns but Magliton could make little progress to help as the entry roads were blocked, not by terrain or troops or rough ground, but by the Union engineers misreading of the ground to the right!
Rebel guns and infantry assail the Union Left.


Magliton pushed on down Turner’s Gap road with one Rgt and worked to get the rest of his units up. The rebel Brigades under Cobb (Messier) and those of Semmes and Barksdale under Clough) were all pressing the left flank of the Union army, struggling to get more troops through the gap. The Bdes under Semmes and Barksdale moved to support what was left of Stuart on the knoll while Cobb and Kershaw and all the Confederate guns moved to attack Seymour’s left.

Union Reinforcements Await Their Turn - Rich Bryant
The old saying “ here comes the cavalry” is no more a-propos than it was at this battle. When things looked bleakest for the Union, Col Farnsworth’s (Dick Bryant) Cavalry Rgt with 3 Light Rifle Horse guns appeared on the Rebel rear having managed to ride from Harper’s Ferry without the enemy detecting them – of course, Stuart was attacking the knoll!
Union Cavalry and Guns arrive into a "Target Rich Environment"

The Union cavalry immediately caused havoc in the long columns of Confederate infantry on the road towards Seymour’s flank. With the loss of the 3 artillery, the Union Cavalry rolled up Cobb’s Brigade and some of Kershaw’s. This put them in position to the rear of the Rebel guns without infantry support. One more turn would have destroyed those guns – but a Union victory (1 Bgde and 1 Rgt against the Rebels' 3 Bde’s and 1 Rgt) was called and the game ended.


Monday, September 26, 2011

CRAMPTON'S GAP

CRAMPTON'S GAP
A Fire and Fury game

Beginning Positions - terrain and unit placement by the Gamemaster


The third game in the series leading up to Antietam was Crampton's Gap. The forces deployed and their instructions were as follows:

C.S.A. General Howell Cobb
You must take command of our forces in and around Crampton's Gap. You must deny the enemy passage through the gap until nightfall. Only then can our army re-unite to meet the Federal's coming attack. I have information from Gen. Stuart that Harper's Ferry will fall and that he might be available to assist you if he can pass his cavalry through Pleasant Valley without meeting the Yankees.

You will have the advantage of choosing your defensive ground somewhere east toward Burkitsville. You will have at your assistance Gen. Semmes and Col. Patham with Col. Munford's cavalry. Munford will have his horse battery, and Semmes will have at least one battery to support your position. If Gen. Stuart or Robertson's cavalry becomes available, you will be notified.

You must hold Crampton's Gap and the lesser Brownsville Gap to the south. These are your forces:

Gen Semmes (E) Bde 4/2/1
2 guns
Gen. Parham's Bde.
2 Guns

Munfords Cavalry 5/3/2
2 Guns

Robertson (E) Cavalry 6/4/2

Victory Points: Crampton's Gap = 5Pts
Brownsville Pass = 1 Pt
Hold Gap past 6PM + 1 Pt/ turn

U.S.A. Gen. Franklin
You are to proceed with the 1st Corps to Burkittsville and pass through Crampton's Gap by nightfall. Our scouts confirm the Rebels forming down South Mountain to block the gaps. Push him back through the gap. If possible disrupt the enemy forces west of the mountain. Press hard and get through the gap by day's end.
Your Forces:
Gen. Slocum 1 sr Division
Bartlett (E) 8/6/4
Newton 8/6/3
Torbart 7/6/4
3 batteries

Gen. Smith
Brook 8/6/5
Hancock (E) 8/6/5
Irwin 7/6/4
3 batteries
Victory Points: Crampton's Gap = 5Pts
Brownsville Pass = 1 Pt
1 VP for every Bde through Gap by 6PM


THE GAME


The process of the battle
 Slocum(Dick Bryant) upon seeing the Rebel arty posted on South Mtn., immediately closed the 1st Div up to the center of Burkitsville to afford his men some protection from the town's buildings, while moving up his 3 batteries to take the nearest rebel guns under fire. Unfortunately Bartlett didn't get the word and marched his Bde. into the open where it was essentially decimated by the Rebel guns. Slocum's guns managed to silence Semmes' guns (Dick Messier) for a while then switched to Mumford's guns (Dick Messier)in the center. Meanwhile Smith's 2nd Div. (Rich Bryant) had arrived and deployed its guns behind the stone walls of the town to take Semmes' guns under fire as well. The first part of the battle was essentially an artillery duel with the Union getting the better part of the exchange, eventually damaging several of the Rebel batteries. But not before they fired a blast that required them to pull back to re-supply ammo.

Smith's guns take Rebels under fire - note decimated Union Bde near the ford!

Smith advanced against the Rebel right where they were busily building hasty works in the woods on the slope of South Mtn. Smith's volleys supported by his arty soon disorganized the Rebels and his attack into the works and up the hill pushed them out of those works. As the battle came to a close, Rebel Cavalry attacked Smith's 2 left most Bdes while in Rte column and paid the price.

Smith envelopes the rebel Right



On the Union right, The remaining 2 Bds of Slocum's Division moved into line and prepared to assault the weak Rebel unit near Crampton's gap. With 2 Bde's  and 3 batteries firing, it was expected that there was a very good chance of the Union taking the pass. Unfortunately, at this point, the Gamemaster called "time" and awarded all the VPs for holding the gaps to the Rebels. As he left the field General Slocum was heard muttering "this is no way to run a war".



Sloacum prepares the final attack


Thursday, July 7, 2011

FOX'S GAP

FOX’S GAP

A follow on game to the defeat of the Union and General Banks at Jack’s Crossing was caused by the Union moving toward South Mtn. and Fox’s gap. Jack Breen designed the scenario.

CSA:
You have received a courier from Gen Lee. stating that the US arsenal at Harper’s Ferry was taken earlier today. Gen. Stuart reports that a Union force of greater than 75,000 men are approaching South Mtn. in pursuit of the South’s divided army.

South Mtn. has 3 gaps that allow an army to pass through unhindered. You are to tasked to hold Fox’s Gap and deny the passage of the enemy. You are to hold this vital area for the remainder of this day. If allowed to pass, Gen McClelland’s army will find our army divided and unable to defend itself.

You will be outnumbered, but with available reinforcements from Longstreet released to you as needed (at a cost of holding the other 2 gaps) you must hold at all costs.

If the Union’s march is delayed through this day, Gen Lee expects to meet and defeat Mclellans somewhere west on the Sharpsburg road.

Game Start is 1300 hrs.

The force at your command:
General Longstreet 1 Corps. (not at the battle)
D.H. Hill Division Commander
Garland (E)                 9/7/5
G.T. Anderson            5/3/2
Ripley                         6/4/2
Law(E)                       6/4/2 (enters from Turner’s gap at 1430 hrs)

Pelham’s Battery 2 Guns

Reserves
G.B. Anderson           5/4/2
Hood(E)                    9/6/4 (can enter at 1600hrs)

Set on as shown on map.

Victory Conditions:
Hold Fox’s Gap at game end: 5VP
Use G.B. Anderson before 1500 hrs -1VP
If use Hood -2VP
Other VP as per rules.



UNION
Gen. Reno – Great News! General Lee’s orders were intercepted last night. Gen. Pleasonton and his advance Calvary have learned the location and deployment of the Rebel army. Lee has split his forces at Harper’s Ferry and again divided at South Mtn.. We know he is under strength at each of the 3 mountain passes.
You are ordered to attack and pass through Fox’s Gap today. You will have superior numbers, four Divisions against perhaps 3000 rebel defenders. Securing Fox’s Gap and the other 2 passes will put this army between parts of Lee’s army and drive them from Maryland, and perhaps end the rebel cause once and for all.

Game Start is 1300 hrs.

Your Forces:
General Reno (E) Corps Commander
Battery(2 guns)

Cox’s Division
1st Bde.                                 6/5/2
2nd Bde.                                5/4/3

Sturgis Div.
Nagle                                     6/5/4
Ferrero(E)                              6/4/2



Wilcox Div
Christ                                     6/4/3
Welch                                    6/4/3
Battery (2 guns) Arrive 1400hrs

Rodman(E) Div.
Fairchild                                 6/4/2
Harland                                  6/4/2

Special conditions for turn 1:
All Union troops can charge except Rodman
Rodman, Ripley and G.A. Anderson move at ½ speed.
Drayton and G.T. Anderson move pro-rated ½ speed and while in woods < 2”/turn

Set On as shown on map.

Victory Conditions:
Hold Fox’s Gap at game end: 5VP
Other VP as per rules.
The Battle report is by the game Master Jack Breen:

Initially Cox's Div. (Rich Bryant) moved into contact with Garland's Brigade. He was badly repulsed( Rolled a 1 to their 9!) and was forced to retreat to the woods SE of the gap. Garland then reforms behind the south stone wall. While this attack faltered, Sturgis' Div. (Messier) assaulted G.T. Anderson who had moved up to the wall north of Garland and was soundly driven back with many losses (2 stands ). All this time, Pelham's Guns (Cory) were maintaining a steady fire to both of Wilcox's Div. on/near the Sharpsburg Rd. and the Corps guns on the road with good success. At least 1/2 the guns were silenced, and the Div' suffered sustained losses while attempting to remain in good order for their attack to the junction/gap. They were slow to the attack.

overall view showing start positions

On the Union right, Rodman's Div (Dick Bryant) were steadily making their way through the north wood and trying to engage Drayton's Brigade (Spencer) behind the north stone wall. After Cox was repulsed on the Union left, Cox attempted to turn the flank but was stubbornly held back by Garland. Crook's Brigade (Cox's Div.) was able to level a flanking fire along the back side of the wall, but with few casualties.

Rodman starts to turn the rebel Left

Law arrives on the Union rear!
Garland tightened up his lines and Cox lost the advantage. Meanwhile, Sturgis was repairing for another attack upon the wall, but was halted by a fierce volley from Anderson's brigade that stopped his attack. Wilcox's Div was having difficulties rallying his brigades and they blocked the road on the upcoming guns of Rodman. By this time, Rodman's brigades had cleared the woods and had gotten up over the north stone wall only to have their guns jam and exact a less than effective fire upon Drayton. Nearing his flanking attack, by the wall, Rodman was met by Ripley's Div (Cory) who had formed an unseen line in the woods and held back only to find Law's Brigade entering from Turner's gap behind him and force a hasty retreat back down South Mountain towards the base and closer to McClelland (sp) . Decisive Confederate victory....!

Wednesday, June 15, 2011

THE BATTLE AT JACK'S CROSSING

Jack Breen enjoyed the Cedar Mtn. scenario so much that he wanted to do a sequel. Careful readers will know that Jackson, as opposed  to the historical outcome, was forced to retreat from the battle at Cedar Mtn. This is Jack’s take on a possible sequel.

THE UNION
The recent victory at Cedar Mountain has given General Pope new hopes of victory and dominance in northern Virginia. With Stonewall Jackson and his rebel 2nd Corps pushed back, he has ordered General Nathanial banks to “finish the job” and drive Jackson’s forces back into the valley.
For the last several days, Union scouts have tracked Jackson north, across a branch of the Rapidan River. Reports, however, suggest that he has slowed his retreat and he has halted his march at Jack’s Crossing, a small village that provides easement west through the mountains, or eastward toward the Manassas rail junction. There is rumor that the rebels have begun a telegraph line linking these vital regions.
Banks knows he can defeat Jackson. He has had him retreating for over a week now. It  is believed that Jackson is re-supplying his troops and preparing for battle.
General Pope has ordered the destruction of Jackson’s forces and the holding of Jack’s Crossing. General Banks senses that he has the momentum and that morale among his army and commanders is excellent. He is ready to attack!



Union Order of Battle
Banks Corps CO (E)
1st Div. Williams (E)2nd Div. GreeneCav. Bayard (E) 6/4/3
Crawford (E) 9/7/5Sclaudeker  8/5/3Beardley             6/4/3
Gordon (E)     8/6/4Candy (E)    7/4/3      2 Horse Batteries
3 BatteriesTait              6/4/3(arrives turn 2)
3 Batteries   
THE REBELS
Confederate Order of Battle
Stonewall Jackson Corps (E)
Ewell’s Div.A.P.Hill Div (E)Cav. Stuart (E)*
Early (E)  7/5/3Branch      5/3/2Roberton (E)   6/3/2    
Lawton     6/4/3Gregg (E)  5/3/2 2 Horse Batteies
Hays         5/3/2Taliferro    5/3/2
Trimble     5/3/2
4 Batteries
*Stuart's Cavalry and guns arrive when Stuart spots US Cavalry
Victory conditions
Hold Jack’s Crossing +5VP; additional VP as per F&F rules

Special Conditions
 Some special conditions, or rules.
  1. Behind the Rebel line in the fields before Jack’s Crossing was a lot of cut down timber. The rebs could use that to build hasty works if within 2” and not moving or firing for one turn. The defense modifier of the works was 2.
  2. Bridge Crossing: The Bridge can be crossed in attack or march column(only 1 Bde at a time). If there are no enemy troops within 2 “ of the bridge the column may re-deploy into any form of line. If the bridge is defended by enemy within 2” the attacking column will receive enfilade fire and will count as outflanked and unsupported.. If it wins the ensuing melee by >1, it forms a line and refuses the flanks touching the river bank.
  3. Union artillery on the top contour has a +2 on fire and can see over all obstacles.
  4. The Confederates received what was essentially a free move. Before the Union made its first move.
EDITOR’S NOTE: in my opinion, the Rebel hasty works should get no more than a 1 defense factor. The river crossing rule is unnecessary and overly complicated. There is ample maneuver in the regular rules for an attack column to attack across a bridge if properly supported. Finally, I can accept the union guns seeing over all obstacles from the top contour, but as their fire would be “plunging” fire rather than the “grazing” fire that all artillerists of the period were trying to achieve should receive a -1 to their firing dice. #4 compensated for the Union starting off in road column within easy march of the Rebel left. Without this the Rebs would be outflanked on the first turn! We could have avoided this by starting the sides further apart.

THE GAME
The map shows the starting positions. Being unable to reach a forward defensive position before the Union column outflanked them the Rebels under Ewell (Ben Clough and Dick Bryant ) drew back toward the Northern Hill and deployed their 4 Batteries on the road south of the village. The Union columns under Williams (Spencer Clough)marched over the bridge as per special rule 2 and sent a Bde into the rocky area to the Union right of the bridge.

Union troops under Spencer Clough move toward the bridge. Note the infamous 3 contour hill on the right.
 3 artillery pieces started climbing the high hill on the union left. Greene (Dick Messier advanced over the clear ground to their right and crossed the two fords.

The Union moves across the bridge and deploys
The cavalry brought up the rea. The Union Bde on the far right advanced by itself into the Rebel defense and was essentially decimated.

Ewell's Division (Ben Clough & Dick Bryant) Dig in behind hasty fortifications
The Rebel artillery did some execution but the Union arty on the 3 contour hill with its +2 soon silenced 2 batteries and destroyed another. By now Stuart had moved up and seeing the Union cav, called up Robertson. Robertson’s artillery advanced across the fields to support Ewell’s batteries but met the same fate.The rebs managed to destroy one Union gun for the loss of 3 of their own.

By now, it was getting late, the Rebels had pulled into their breastworks and except for guns the  Union had had the most casualties. The score was as follows:
                                                      Rebs                                       Union
Hold Jack’s Crossing                      5VP                                           _
1 Union Spent Bde.                        2 VP                                          _
Destroyed Guns                              1 VP                                        3VP
TOTAL                                          8VP                                         3VP

A clear Rebel Victory! Will Jackson meet banks again in the near future? Only time and Jack Breen will tell.