KINGSTON IRREGULARS

KINGSTON IRREGULARS
US Support Teams take up positions in Chain of Command Wargame

Sunday, November 11, 2012

KINGSTON IRREGULARS HOUSE GAME RULES


The Kingston Irregulars have decided to formally incorporate the following rules for games under our auspices:
1. The game table layout governs the scenario, not the map of the table. In the real world maps are an approximation of the terrain, the terrain governs. In real life many a surprise has occurred to units assuming the map was a perfect rendition of the terrain. If he did not set up the table, the scenario designer must approve the table layout before game play starts.

2. Any space between the edge of the table and a terrain piece of 3” or less is considered “impassable” to any troops unless otherwise designated by the scenario designer.

3. Once play starts, no terrain feature or its character may be changed by the scenario designer. He/she had ample time to get it right and nothing should change once the game is in play.

4. Once a player’s turn is completed, we may never go back because of a missed rule or other mistake.

5. If any die of a roll goes off the table, all the dice are rolled again.

Tuesday, August 28, 2012

A NEW GAME ROOM

I haven't published anything on the Blog since just before Historicon. Since historicon I have accrued a large gaming area where i can build a fixed table where we can meet every week on Thursday and on som Saturdays. The main advantage is that we can leave games set up for as many nights as it takes to come to a conclusion. In  our previous venue, we had to  tear the table down each  night and had only about 3 hours to set up, play and tear down. This led to a lot of experiments on how to get into action fast so as to try to come to a conclusion in that short a time. Needless to say, many games became uninterestin shootin matches devoid of manuver except via e-mail with it attendant errors, and inconsistencies..."what I meant to do was........".  The new location, on the outskirts of Brockton, MA near the intersections of Rte 14 and 27, is only 1/2 hour driving time from the previous one in Kingston MA. We will not be chaning our name, just the Venue.


THE NEW TABLE IS 8' X 5' - NOTE THE BEVERAGE REF. TO THE RIGHT OF THE PICTURE

PLENTY OF STORAGE ON BOTH SIDES OF THE TABLE



AT LAST!  MY OWN DEDICATED PAINTING AND MODELLING TABLE

PLENTY OF STORAGE FOR FIGURES AND PRIZED BUILDINGS - NOT TO MENTION A TROPHY WALL!



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, April 2, 2012

I WAS AT ….HAVOC!

Havoc is a small local convention - now being held at Maironis Park, Shrewsbury MA – that has been in continuous existence for 28 years! I have not missed this Friday evening to Sunday afternoon venue but 2 or 3 times.
I usually put on one game, at least, and this year was no exception as I ran a slightly different version of the BUNA Cross Fire battle that is described earlier in this BLOG. The changes were a reduction in the strength of the Japanese from 4 sqds/platoon to 3 and a loss of 2 bunkers. I think that this was a more balanced game. Among the attendees signed up for BUNA I identified two to play the Japanese and American commanders and e-mailed them the necessary info so that they could pre-convention plan their defense and/or attack. Mike Tribou of NH took the Japanese command and Cory O’Connor took the Americans. A first for me, was a mother-son team on the Japanese side. When asked , Kim Caren told me that she was the wargamers and her son, Alfred was her support. This was the opposite of what I expected Both played an excellent game. Bob Yates was the other US commander and won the award that each game master was given to pass out as best player. He did very well for someone who had never seen the CF before.
BUNA II

The US won by 1 VP but a small win is still a win and many kudos go to Cory for his well thought out plan and execution under what were, at time, some trying conditions.

Mike Tribou took several photos of this game as well as of others that I will publish here.

Kim and Alfred ponder the next move

The highlight of the convention for me was to play a couple of Day of Battle Medeval battles against the author, Chris Parker. I was defeated in the first game but won a crushing victory in the second, having thrown 9 hits against him vs. his 3 in the final melee! I hope that puts an end to my dice curse at the club.

Chris Parker' awaits Bryant's onslaught
The Final Melee

The low point of the weekend was to discover that a long anticipated Seekrieg game that I had signed up for on Friday night had been changed to Sunday morning by its game master without any notification by either him of the convention organizers – they probably didn’t know about it.

I don’t know how many attended – its usually small, in the 300 range and I found that the Friday night events seemed more sparsely attended than in previous years. But Saturday was crowded with some 20 games going on and several dealers present.

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.

Sunday, February 26, 2012

BUNA, NEW GUINEA

This game was LOOSLY based on the actions around BUNA in New Guinea. The historical battle lasted weeks, we tried to capture the last day of the battle.
NOTE: The huts in the game were made using the techniques of Matakishi's Tea House  http://www.matakishi.com/  . Great Stuff!
Japanese Forces
REGULARS
ALL UNITS START DUG IN AND HIDDEN
ALL UNITS START NORTH OF RED DOTTED LINE

1 Machine gun Company with 3 x HMG*
(A CC(+1) is available IF you want to keep them as a Company)
1 81 mm mortar 12 FM - 4 smoke W/FO
1 x 75 mm Howitzer 12 FM -4 smoke W/FO
1 37mm AT Gun w/truck
3 snipers

2 Infantry Companies ea. with
Company Commander (+1)
1 Weapons Platoon
1 PC(+1)
1 HMG*
2 20 mm AT**
3 Rifle Platoons with

1 Platoon Commander
4 Rifle squads
1 60mm Mortar***

5 Bunkers and 2 trenches set to connect up to 4 bunkers allows troops to move from Bunker to Bunker without being seen unless enemy on edge – just like CF depressions. Cannot fire out of trenches. Bunkers hold 2 combat stands.

2 Tunnels between two ADJACENT terrain pieces. ONE squad can pass from one to another feature through the tunnel, appearing behind US forces or in their midst (Handle like a suprise encounter).

* 2D6 , can initiate Close Combat, not counting as crew served weapons.

**Also have 2D6 fire capability as riflemen in addition i.e can do both in an initiative. But only at +/-45 Deg . and can initiate Close Combat, not counting as crew served weapons.

*** 3 D6/0 Kill potential; 2 hits is still only a suppress; 1 stand of smoke.. Can fire as riflemen, but max of 2D6. But only at +/-45 Deg . and can initiate Close Combat, not counting as crew served weapons. PC cannot spot – all fire must be direct.

United States Forces
REGULARS
ALL UNITS EXCEPT TANKS MAY START HIDDEN – TANKS CAN START OFF BOARD AND BE BROUGHT ON WHEN DESIRED
ALL UNITS START SOUTH OF RED DOTTED LINE

126th Infantry Btn
1 BC(+1)
1 81 mm Mortar 12 FM -4 smoke W/FO
1 4.2” Mortar 10FM 3 smoke w/FO
2 HMG
1 57mm AT Gun w/Truck
2 M3 Light Tanks

A Company
1 CC(+1)
1 60mm Mortar
1 HMG
3 Rifle Platoons ea. w/
1 PC(+1)
3 Rifle Squads

B Company
1 CC(+1)
1 60mm Mortar
1 HMG
3 Rifle Platoons
1 PC(+1)
3 Rifle Squads

D Company
1 CC(+1)
1 60mm Mortar
1 HMG
3 Rifle Platoons ea. w/
1 PC(+1)
3 Rifle Squads

Engineers
1 PC(+2)
2 Rifle/Eng Sqds.

TERRAIN INFORMATION
Grass Huts hold 1 combat stand and don’t have the -1D6 protection from mortars. The Mission is a standard building and holds 2 combat units.

All terrain has bog down potential. Bog Down on 1,2,3,4. Un Bog on a 6. A 1 on un-bogging means permanent bog down.
Water areas are impassible.


VICTORY CONDITIONS
Game starts at 0600 and ends at 2200 hours. Clock advances ½ hour when initiative changes IF it changed by a Suppress or a Kill. NOTE: This is Dick White's idea and worked very well.


VP                                         US                                            JAPANESE
+1                             ea. jap kill/Sup game end
+1.5                                                                                ea. US kill/Sup game end      
+2                             ea. “small “ Bldg occupied
+7                             Occupies Mission complex

THE BATTLE

The Americans spread their 3 companies across the entire front of their set-on. and started advancing from their right. Cory Conner, command ing the US Right ran into a stiff defense by Rich Bryant and lost several initiatives for the US before he could force them back to cover. B company started an advance against light oposition but then Rick Bryant attacked the US left with one his Japanese platoons in his, now patented, attack from the defense. This attack, however, met a spirited defense by Jack Breen's D Company and bogged down, much reduced, just in front of the US lines.
American Right pushes the Japanese back, using close assault through smoke.

The M3 (Chafee) Tank platoon advanced up the road toward Pong, but found that their 37mm gun was ineffective against troops in cover. Eventually, one of the Japanese 20mm AT Rifles took one of them out.
Chafee brews up!

The US kept advancing but with high casualties and managed to capture one of the buildings in Pong. The Japanese never took advantage of their tunnels, their 3 snipers missed their shots and their last line of defense (the bunker complex) was just glimpsed by the US at the end of the game.  The US lost 21 stands to the Japanese 7 but took one objective point. Japanese VP=31Pts; US VP = 8Pts, an essential rout of the US force!

Over all view showing end game with the position of the maximum US advance

Thursday, February 2, 2012

MYITKYINA, NORTH BURMA

MYITKYINA, NORTH BURMA
A CROSSFIRE SCENARIO





Dick White designed this scenario loosely based on one he found on the internet. I tried to contact the original site at: frenchwargamer@yahoo.fr but have had no response. So I hope that if he sees this and contacts us – Dick Bryant.

In this scenario, the Marines are attempting to dislodge a Japanese force holding the three building village near the pond in the southern area of the map.

Fields are in season; All green terrain is Jungle except for the swampy areas which are swamps (what a surprise!). Buildings are wood and may hold up to two combat units plus one command unit and one photo observer.

SET UP
Japanese forces start hidden and dug in. Bunkers and/or barbed wire if set up clear terrain must be placed on the table. Japanese forces set up anywhere south of the dotted line. Terrain features which overlap the dotted line are deemed to be on the side which as majority of the feature, and the set on will be adjusted so that there are no overlaps on the table.

Marine forces set up north of the dotted line. Marine forces which are set up in fields woods and swamps start hidden. This includes vehicles. Vehicles do not require Bog checks for movement in fields. Vehicles may not move in marshes.

VICTORY CONDITIONS
the Marines win if they have at least one unsuppressed unit in each of the three buildings at the end of the game. In all other circumstances, the Japanese win. The Marine advance begins at 0600 hrs. The battle ends at 0300 hrs. the game clock advances one half hour each time a unit or vehicle is killed, suppressed, or destroyed.

NOTE: this is a new method that was tried by Dick White to mark the advance of game time. It worked fairly well, BUT WAS TOO FAST. We will try it again where at the loss of either side’s initiative, if any unit or vehicle is killed, suppressed, or destroyed, the clock will advance one increment.



FORCES
Marine Battallion (-)                                    Morale: veteran

1 BC (+1) Lt. Col. Dickie Puller (Chesty's Brother) Dick Bryant
1 SMG Sq.
1 M4 Sherman
2 81 mm mtrs. (Off Bd) 2 FO (12 FM 4 may be smoke)
2 HMG's

Engineer Platoon w/
PC +1
3 Eng. Sq. (One SQ with FlameThrowers)

2 Infantry Companies (-) each with:
1 CC (+1)
1 60 MM (CC may act as FO)(12 FM's/4 may be smoke)
2 HMG

2 Inf Plts ea. w/
1 PC (+1) (PC's fight as squads in close combat)
3 Rifle sqds
Bn Reserve
2 Inf Plts ea. w/
1 PC(+1)
3 Rifle sqds


Japanese                             Morale: regulars

1 BC(+1) Col. Mifune Wakabak - Jack Breen
2 81 mm (off Board) 2 FO(12 FM 4 may be smoke)
2 57mm AT Guns
2 Bunkers, 2 Wire, 2 Mine
2 HMG (3 Dice only – does not count as crew served weapon in close combat)

1CC(+1)
1 Rifle Sqd.
1 HMG(3 Dice only – does not count as crew served weapon in close combat)
2 ATR Sqds

3 Rifle Platoons ea. w/
1 PC(+1)
3 Rifle Sqds. One w/ATR
1 Knee Mortar (PC may function as FO or may direct fire. 2” smoke, 3 D6)

Japanese Relief Force
Amphibious Company
1 CC(+1)
1 Rifle Sqd.
1 HMG (effects as above)
2 ATR squads

3 Rifle Platoons ea. w/
1 PC(+1)
3 Rifle Sqds. One w/ATR
1 Knee Mortar (PC may function as FO or may direct fire. 2” smoke, 3 D6)


THE GAME
The Americans started out hidden with Company A on the right with the reserve and Company B on the left of the road. The Engineers and the M$ were kept in local reserve at the baseline on the left. The American plan by “Dickie” Puller (Dick Bryant) was to have Company B attack toward the house at the crossroads and set up a fire line to support the main attack by Company A into the town. The Engineers and the M4 with up to one platoon of Company B (Rich Bryant) were to be the left flank defense should the enemy try an attack from that quarter.

The watchword was to reconnoiter by fire then move up. That was successful and advanced Company A to the East-West road, where they took an enemy platoon under fire and decimated it, suppressing a mortar in the vicinity.
This blurry photo shows the Japanese flank move, one stand is pinned (upper Right) and they are about to charge the engineers just to the left of thepipe cleaner marking the set-on. You can see that the Japanese postion protecting the main objective has been suppressed and easy pickings until the Japanese maneuver on teh left flank. Apoogies for the photo - I have since had my camera fixed! Dick Bryant

Company B was preparing to advance when a Japanese platoon under the command of Rick Bryant swept around the American left, unopposed until it reached a point were it could be seen by the Engineer Platoon and the M4. Despite flamethrower attacks and shots by the M4, this platoon managed to attack the now suppressed engineers in hand to hand and beat them by 1 pip, destroying them.

The Americans rushed to regroup. Rich Bryant was to consolidate a defense of the left flank, while the main attack would move against the town. On the next initiative, however, a complete Japanese Amphibious Company under Jack Breen swept around the American left, following the path of the first platoon’s attack. Once again, the Americans couldn’t lay a hand on them and as they locally outnumbered the U.S. by almost 3:1, Chesty decided to pull out to try another day.

It has been pointed out that with all this force on the U.S. left, the Japanese must be very thin in the village. Chesty did give consideration to pressing the attack but recognizing that there were as yet unobserved mine fields (2) and bunkers (2), it would be a costly operation that the Japanese force on the left could then counterattack when the Americans were at their weakest.

A good scenario and fun to game. The idea of using the loss of a stand to a suppress or a kill for the clock to change is interesting but must be limited to only one such change per initiative or only one such change per one side’s initiative.

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!