KINGSTON IRREGULARS

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

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


Friday, September 23, 2011

ISLAND #10

ISLAND #10
ACW Naval game using Age of Iron rules
By Spencer Clough

 The end of the game: CSS Livingston (upper left) attempting to back downstream to avoid futher contact with the USS Pittsburg (center). Confederate battery (bottom of photo) hoping for a shot at the Pittsburg

“We were greatly surprised when we arrived above Island Number Ten and saw on the bluffs a chain of forts extending for four miles along the crescent-formed shore, with the white tents of the enemy in the rear. And there lay the island in the lower corner of the cresent, with the side fronting the Missouri shore lined with heavy ordnance, so trained that with the artillery on the opposite shore almost every point on the river between the island and the Missouri bank could be reached at once by all the enemy's batteries.” Henry Walke, Rear Admiral, U.S.N., Battles and Leaders of the Civil War, vol. I

Following the capture of Forts Henry and Donelson by General Grant in February, 1862, Union forces in Missouri under General John Pope began to concentrate on Confederate forces in New Madrid in early March. Island Number Ten arose in the river at a hair pin bend between Kentucky and Tennessee just a few miles from New Madrid. This would be where Confederate forces stood the best chance to prevent a link up between Union forces on the upper Mississippi and those in Missouri. Once Pope occupied New Madrid he appealed to Rear Admiral Henry Foote commanding the Union naval units to send a couple of ironclads to assist him in keeping Rebels bottled up below his position. Foote had been warned by Secretary of War Halleck to keep his forces safe from needless risks as they would be needed on the advance to the lower Mississippi, so he was reluctant to send any of his fleet.

This scenario poses a hypothetical situation in which Foote sends 2 ironclads and 4 tugboat driven mortar barges to Pope. This flotilla would need to pass the island and a hastily assembled Confederate fleet. Rules for the engagement are Age of Iron, 2d edition, by Leo Walsh. These utilize a split move system in which side A moves ½, side B moves full, side A moves ½ again. Walsh lays out two scenarios for these actions on April 6th and April 14th. These scenarios and forces were combined so that forces involved here were:

Confederate: CSS Ponchartrain, CSS Maurepas, CSS Polk, CSS Ivy, CSS McRae, CSS Livingston, a floating battery with 9 guns, and 3 island batteries with a total of 15 guns.

Union: USS Carondelet, USS Pittsburg, and 4 unarmed tugs with 1 mortar barge each.

Both ironclads, tugs and mortars, would be making way down stream adding to their speed. Conversely, the Confederate navy would be laboring upstream against the current thereby subtracting from their speed. All Confederate vessels were wooden without any additional armor or cotton-clading.

Union mortars were restricted to firing only if tied to shore; tying up or casting off required a turn a piece. The Rebel forces were under the command of Rear Admiral Dick White, ably assisted by Captain Dick Bryant and Lieutenant Ben Clough. Rear Admiral Jack Breen of the U.S.N., was ably assisted by Captain Dick Messier. Game length was to be 10 turns. Game points were awarded as: 1 or less Union vessels exits board = major Confederate victory, 3 union vessels = minor Confederate victory, 4 vessels = minor Union victory, 6 Union vessels = major union victory. Unlike the historical reality, the scenario was played in full daylight under a clear sky. Historically, it rained heavily and the Union ships sailed at night.

Rear Admiral White, from the shore batteries, held his fleet in line across the river as the Rear Admiral Breen launched his attack down the north side of the river at the helm of the Pittsburg. When the smoke cleared two and a half hours later much carnage had been wreaked upon the Rebel fleet. The Union had succeeded in sinking the CSS Maurepas, CSS Ivy, CSS Polk, and the flag ship, the CSS McRae. The CSS Pontchartrain had taken severe damage and the CSS Livingston was attempting to back downstream to avoid futher contact with the USS Pittsburg. However, the USS Pittsburg had taken severe damage and was nearly a hulk. The USS Carondelet was in good condition as she had been slower to engage. All Union tugs and mortars were in one piece. When the game was called it seemed evident that the Union would be able to escape with at least 4 pieces by turn 10 thereby awarding the boys in blue a minor victory over the forces in gray.

After battle chatter concluded that Age of Iron made for an enjoyable “beer and pretzels” game in a genre often overlooked by gamers.



Saturday, September 17, 2011

CHRIS PARKER DEMONSTRATES DAY OF BATTLE RULES TO THE KINGSTON IRREGULARS

Chris kindly offered to give our group a hands-on tutorial of his new DOB rules at the club this past Thursday. We had played the 3rd edition many times and enjoyed it but had some major problems  in trying to play the 4th edition on our own. I think that it was because of us unconsiously reverting back to 3rd ed interpretations.

Chris Parker, center, explains a fine point to Spencer Clough, left, and Dick Messier
The 4th edition has simplified the game considerably and makes for quicker determination of a winner. We had two players (Dick White and Dick Bryant) who had played 3rd a lot, two players(Jack Breen and Spencer Clough) who had played 3rd 2 or 3 times and one (Dick Messier) who had never played the period in any manifistation.

Chris played a spot in the game to balance it 3 to a side and we played to a conclusion in 2.5 hours - in a learning game!

Spence Cloug and Dick Messier remain engaged in a tough series of melees on the German Left
I highly recommend these rules to anyone who wants to game the Medeival period from Vikings and Fuedal England/France to the 100 years war and the Crusades. Once you have learned the tactics and the play of the game, you can get into campaigns where one's ranking, and thus the size of the army he can field, changes with his fortunes on the battle field. I especailly like the individual feel that the 28mm figures and the inclusion of Pages, Heralds, Squiires Champions and other features give a "you are actually there" feel to the game.

The Germans escort The French King and his banner into ignomonous captivity
The game was especially satisfying as I (Dick Bryant) managed to capture my opponent, Dick White - The French King, and his banner. We decided that out of respect for his bravery we let him work in the stables, pending his ransom, rather than cleaning the chamberpots.

For more info see the DOB Web site at http://www.dayofbattle.com/

TURNER'S GAP

TURNER'S GAP
A Fire & Fury Scenario

Report by Jack Breen

In the early afternoon, Gen. D.R. Jones (Dick Messier) C.S.A., commanding, awaits the coming of Union forces at Turner's Gap. There has been much gunfire heard from Fox's Gap to the south. Jones has 6 brigades to hold back what appears to be an entire Federal Corps led by Gen. "fighting" Joe Hooker(Dick White). Straddling the National Road just east of the gap with 2 batteries Jones has built hasty works with the Colquitt, Evans and Garnett brigades. Gen. Jenkins is in reserve with his South Carolinians. Gen. Kemper and Rodes (Rich Bryant) hold the confederate left anchored in the high woods and rocky hills to the north. They are using the deep woods and rocks as cover.


The area is mostly wooded - the clear area near the 3 boulder filds is also wooded

At 2PM a broad Union front presents in the woods. Hooker is in command of the better part of 3 divisions from Gen. Hatch (Doubleday), Ricketts & Meade. Hatch and Meade bring up 2 batteries each for support. The Union left is commanded by Dick Bryant pushing the brigades of: Phelps, Hofmann, Patrick & Gibbon. Dick White commands Duryea,Hartsuff, Christian, Magilton, Seymour & Anderson deploying to the right (north).
Union Columns move agains Rebel Left



Dick White's Forces moves agains the Rebel Left under Rich Bryant

The artillery open up early and exchange fire, with the Union getting the best of the duel silencing several confederate batteries. This allowed Dick Bryant's 2 brigades (Patrick & Gibbon) to attempt a flanking maneuver around the Rebel right. Just in time, Gen. Hood's reinforcements enter from Fox's Gap in behind the Union left flanking attempt causing them to halt. Dick Bryant reactively "refuses the line" and holds the Hood attack.

Bryant moves against the Rebel extreme Right, blocking Hood
With this end of the battlefield essentially fought to a draw, Dick White presented the Rebel left, north of the gap and Rich Bryant with a most dire challenge. He has formed 6 assault (field) columns and is aggressively pressing the Confederate left with the brigades of: Duryea, Hartsuff, Christian, and the Meade Division of Seymour, Magilton and Anderson. Rich Bryant immediately calls for help from Gen. Jenkins, unfortunately, Jenkins is caught in column and is hammered by Dick White's left and is broken.


Dick White catched Jenkins Bde in column and destroys it
They attempt to regroup and hold but too much damage is done and they are forced to retire from the field. With Rodes(Rich Bryant) attempting to connect with Kemper to tighten up the Rebel left, the 3 Union columns slam into him, completely dissolving the brigade and then advancing toward Kemper's rear.


The final Union push in th ecenter

At this point (3:30PM), 6 strong Union attack columns were about to descend on two weakened Rebel brigades who had retreated through the gap towards Sharpsburg and Gen. Lee.
This was the 2nd of 3 South Mountain scenarios played by the group with Fox's Gap held by the Confederates and Turner's taken by the Union. All eyes are to the south on Crampton's Gap which could be the deciding battle in the series leading to auch larger action somewhere near the Antietam River and Sharpsburg, MD.

Saturday, July 30, 2011

SOMEWHERE NEAR FOGGIA

SOMEWHERE NEAR FOGGIA
(Scenario by Jack Breen)

AMERICANS
The Germans have occupied the small town of Nocapito to slow the US advance on their MLR.

American Forces:
1st Btn
1 Btn CO(+1)
1 HMG
1 81mm Mortar w/ FO and 12 FM.
A Co. (Veteran)
     1 CC
     1 60mm Mortar (10FM)
         3 Platoons ea. with:
         1 PC(+1)
         3 Rifle Sqds

B Co. (Veteran)
     1 CC
     1 60mm Mortar(10FM)
        3 Platoons ea. with:
        1 PC(+1)
        3 Rifle Sqds

1 Section of M4 Sherman tanks
2 M4 Tanks
1 Section of A10 Tank Destroyers
2 M10 Tanks

Mission: Take at least 3 of the buildings of Nocapito by 1100 hrs

You have the initiative.
Time line: 0600 Coy A enters from line FG.
        0630 M4 Section enters from FG
        0700 Coy B enters at FG
        0800 M10 Section enters from FG



GERMANS
Mission: Prevent the Americans from taking any of the building in Nocapito. Untill expected reinforcemnts arrive at about 1100 hrs.

9th Infantry Co. *(Regulars)
1 CC(+2)
1 HMG
1 120mm Mortar w/FO and 10 FMs
1 81 mm Mortar w/FO and 12 FMs
1 Pak 40 AT Gun w/truck
2 Infantry Platoons ea. with:
     1 PC(+1)
     2 Rifle Squads
     1 Sqd w/ Panzerfaust(late)

1 Infantry Platoon ea. with:
     1 PC(+1)
     2 Rifle Squads
     1 SMG Sqd

You have 2 barbed wire sections to help with the defense.

Deploy first, hidden, anywhere North of line AB

Special Rules:
The river may be crossed only at the bridge and 3 fords (see Map). Vehicles attempting to cross at the fords are subject to a “Bog-Down” Check. Bog Down on 5+, Un-Bog on 4-. Permanently Bog on a 1 when trying to Un-Bog. Bogged vehicles block the ford.
The Moving Clock is in effect and advance 30 minutes 0n a 4+.
CLICK ON MAPS TO ENLARGE
THE GAME

The Germans under the command of Rick Bryant used the few assets at their disposal. I Barbed wire went to deny the US an end run around the river at table edge. The other to deny them easy access to the one undefended building in the town. Rich Bryant had an advance spoiling force in the woods covering the next ford north on the river and Dick Messier had a delaying force hidden on the German right. The “Ace in the Hole” was the Pak 40 effectively hidden in some hedges near the foremost building of the town.

The first moves of the Americans was A Company under Dick Bryant . As they advanced toward the fords, they came under withering fire from Rich Bryant’s unit and soon went to ground – this cost them one platoon. Not being born yesterday, Dick decided to try the left side and advanced cautiously, trying to get his 81mm observer up to where he could use smoke to shield the advance. A try at Recon-by-fire yielded no result except a lost intiative. The Germans used this to complete the destruction of the 3 Platoon of A co. Additional rounds of fire causing initiative losses, advancing the Clock very quickly. At 0700 Dick White brought on B company to a similar reception from Rich Bryant, loosing all but a PC from one of his platoons. At the next opportunity, Dick Bryant brought in the M4s (He had held them back at 0730) and they joined the M10 section to arrive en masse at 0800.


American Armor comes on - Remnants of a Company B Platoon is seen near the river and Americans have moved into the German position across the River.


The M4 Brews up - see the PAK 40 behind the hedge at the top of the picture!

The shock of all that armor had the desired effect on the Germans, but not for long. Several Panzerfaust rounds bounced of the lead M4 as it took out most of Rich Bryant’s platoon. Dick White advance to occupy Bryant’s position and game under fire from the town. The Americans were never able to effectively use their smoke because of the lack of LOS to the German defense positions and the inability to move up observers without loosing them! Just as the Americans are starting to lick their lips over the promise of Cianti Wine and Pizza in Nocapito, Rick Bryant uncovers his PAK 40 and destroys one of the Pattons. Another shot missed and the Americans took the initiative and moved up on the German Left to be confronted by Messier’s force. The Fire fight there was in the US favor, but several exchange of initiatives moved the clock and a couple of bouncing hits caued the second Patton to back away and look for another avenue of attack as were the M10s. One M10 attempted a river crossing an, of course, got Bogged Down! It was realized at this point that it was 1100 hours and the expected German reinforcements would show up very soon. The Americans pulled back to reinforce and try again the next day.


The American Left A Company moves into the woods and fields -The german position is in the field on the other side of the two boulder fields
Should we play this scenario again or if any of you out there want to try it, I would adjust the Moving clock to change only ½ hr on a 5+ or by 1/3 hr on a 4+. The table width should be reduced to 4 feet as well. – Dick Bryant






Tuesday, July 12, 2011

COUNTER ATTACK AT QUAK POT


COUNTER ATTACK AT QUAK POT
(Based on Sadzot, a scenario in Hit The Dirt©)

I only have one company of Germans based for CF but a lot of North Koreans and Chinese, so, as usual, when I am not designing an actual Korean War Scenario See: http://www.mgluteus.blogspot.com/ , I recast a Hit The Dirt scenario as a Korean War game.

NORTH KOREANS
The North Korean have taken the town of Quak Pot and it must be held at any cost.

1 Btn ALL VETERAN
1-BC (+1)
1-Commissar (+1)

Machinegun Company
3-HMGs

Anti-Tank Platoon
2-57mm ATG with Truck

301st-Infantry Company, (55/37/44pts) with:
     1CC(+1)
     1-SMG Sqd.
   Company Heavy Weapons
       1 HMG
   3-Rifle Platoons; each with:
       1-PC(+1)
       2-Rifle Squads
       1-SMG Squad

451st-Infantry Company, (55/37/44pts) with:
     1CC(+1)
     1-SMG Sqd.
   Company Heavy Weapons
     1 HMG

3-Rifle Platoons; each with:
      1-PC(+1)
      2-Rifle Squads
      1-SMG Squad

216th-Infantry Company, (55/37/44pts) with:
      1CC(+1)
      1 SMG Sqd (N/A)
  Company Heavy Weapons
      1 HMG
  3-Rifle Platoons; each with:
      1-PC(+1)
      2-Rifle Squads
      1-SMG Squad
Deploy first. Two squads must be placed in ea. building within Quak Pot or in the vehicle park, hidden. The balance of the NKPA force deploys hidden south of the line A-A.
Objective: Hold Quak Pot

Special Rules:

a. The vehicle park and the tank park block LOS and provides cover to their occupants from all fire.
b. Special Rules, Crests, from Hit The Dirt© is in use.
c. Fields and Orchards are out of season and do not block LOS. Fields provide cover against direct fire only and the orchards count as rough terrain.
d. The mortar pits function as entrenchments.

NOTE: due to the rapid advance and the lousy terrain, the NKPA had no indirect fire capability and communication problems hindered their even asking for reinforcements.

Victory Conditions: The American player must occupy at least 4 buildings in Quak Pot at the end of an American initiative and suffer less than 20 casualty points. Otherwise the NKPA player wins. Sqds, HMG, CC, BC is one casualty point, AFV are 2 casualty points.


AMERICANS
The North Koreans have taken the town of Quak Pot and it must be regained at any cost.
1 Battalion, U. S. Marines VETERANS
  1 BC(+1)
  1 SMG Sqd

   A Company with:
    1 CC(+1)
    1 SMG Sqd
    60mm OT w/ FO 12 FM
    1 HMG
    1 Rifle Platoon, ea. with:
      1 PC(+1)
      2 Rifle Sqds
   2 Rifle Platoons, ea. with:
      1 PC(+1)
      3 Rifle Sqds

  B Company with:
   1 CC(+1)
   1 SMG Sqd
   60mm OT w/ FO 12 FM
   1 HMG
   2 Rifle Platoon, ea. with:
     1 PC(+1)
     2 Rifle Sqds
   1 Rifle Platoons, ea. with:
     1 PC(+1)
     3 Rifle Sqds

1 attached Tank destroyer platoons(regular) ea. with:
  3 M-10 Tank destroyers

1 Squad of Pershing tanks
  1 Pershing Tank

Deploy second north of the line B-B



Victory Conditions: The American player must occupy at least 4 buildings in Quak Pot at the end of an American initiative and suffer less than 20 casualty points. Otherwise the NKPA player wins. Sqds, HMG, CC, BC is one casualty point, AFV are 2 casualty points.


Special Rules:

a. The vehicle park and the tank park block LOS and provides cover to their occupants from all fire.
b. Special Rules, Crests, from Hit The Dirt© is in use.
c. Fields and Orchards are out of season and do not block LOS. Fields provide cover against direct fire    only and the orchards count as rough terrain.
d. The mortar pits function as entrenchments.

The M-10s and the Pershing were only armed with armor piercing rounds Their main guns suffer a -1 die conducting direct fire against buildings and a -2 die fire penalty against other targets to a minimum of 2 dice.

THE GAME




The Americans did not take advantage of the ability to put on all their troops in the terrain between the road (dotted line B-B) and the North end of the board (see underlined phrase just before the American victory Conditions above), electing to come on the table edge piecemeal and paid the price.



The map does not show all the defensive positions of the NKPA (commanded by Dick White)as they were never tested during the game. The Americans (commanded by Jack Breen) started with initiative and moved A Company to the Western Ridge almost to a line of hedges along its edge. A platoon of B Company moved on just to the west of the river. Then an M10 was moved down the road with an observer on foot, on the road, behind the M10. A NKPA platoon on the Eastern side of the river was able to get some fire on the B company platoon, pinning and suppressing some of its stands. An anti-tank gun lurking in a wood near the road junction picked off the M10, and the U.S. made no attempt at getting the observer into cover.


Maximum advance of A Company. Note observer stand on road behind tree at top left. M10 on road is about to "bite it".

The NKPA pltoon under the command of Rick Bryant made an end around sweep of the U.S. left and took out the remainder of the B Company platoon under the command of Cory Oconnor.

Rick's NKPA reinforced platoon about to make its end run

Rick’s next move was a classic – he moved into the building in the rear of the American positions with a couple of squads and a HMG. Where he lost the initiative. However, the Americans were so enthralled by this small nuisance in their rear that they spent several initiatives in trying to eliminate the force- to no avail. Their FO was picked off in the open and, though they exchanged fire with the NKPA in the town and pinned a few, they were never able to maintain initiative long enough to mount an attack. Cory did manage to flank the enemy held town on the right but it was too little, too late. The Americans had too many losses, and were unable to get all their forces on the table before time was up – a DECISIVE NKPA victory.

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....!