Above : Union Parade (see site footer)
I have probably seen off any potential readership with the level of detail in respect of deliberations around the rules for my campaign thus far. As a simplification I have discussed evolution of a system for using the minor monster board war game "War Between the States 1861-65" to run an American Civil War campaign with individual combats being generated for the tabletop using Volley and Bayonet from each weekly move. I have worked out over the last week the broad strokes for interaction between the game mechanics themselves and the tabletop. The translation in particular of divisional strength counters on the tabletop into the brigade manoeuvre units for the tabletop and the interaction of leader counters and how to account for things like artillery typically not represented in the Board Game but just modelled in.
This post will deal with a final rules point on attrition and then we can get stuck in to describing some of the forces on the map both in terms of counters on the strategic map and potential tabletop brigades and placing them under command. I have had to be a little flexible to make it work.
Attrition of Units
I can still see a number of potential problems but not enough to delay starting to play with my current draft ruleset. One issue I am wary of is that casualty levels in battles could be too high or too low between the two systems to balance the production and attrition of force levels. This is crucial for the confederacy who should be troop starved over time but not initially.
I think mathematically the modelling should work. On the tabletop individual divisions have an exhaustion point dependent on their "mean" experience (Green through to Veteran and Crack) of between 40-60 % Once the total number of strength point casualties have been incurred on the tabletop a division will melt away and be unable to take further part in the action. If this happened on average at a 50 % level for a division and then a decent percentage of casualties were recovered overnight ( perhaps on average 50 % of the actual strength point losses dependent on whether you retain the battlefield) then total battlefield casualties (which could include dead, wounded and injured) could total c. 25 % of a total division strength for a major encounter. This might seem high but there were other killers in Civil War field armies - disease could account for a full 5-10 % of all the troops over time. You were more likely to die of the measles than of a mini-ball on campaign. Equally desertion was a problem on both sides. The Army of Northern Virginia suffered a loss of 40-50 % of its potential troop numbers from desertion and sheer straggling from exhaustion in its first invasion of Maryland prior to the battle of Antietam in the Autumn of 1862. At those that reached the battlefield were resilient. If the attrition levels appear far too high I will simply increase by a small increment e.g. 10 % the post battle recovery rates. Ultimately this is a game and not a simulation and there or thereabouts is good enough.
Above : Civil War Hospital
Opening Forces for the Union
My Civil War campaign will begin in July 1861. There is a detailed deployment for the Union's opening positions with counter strength and location. As well placement of counters I will need to keep a separate master roster for each counter of its component battalions and artillery. I have read that for V&B campaign rules divisional artillery can either remain as independent battalions or be embedded within the individual brigades as dedicated guns at a rate of 2 stands being augmented DG for each strength point of Divisional artillery removed. I will play it by ear but the main point is that an artillery battalion should be provided to each substantial division from the outset and in some circumstances corps artillery where that headquarters component exists as a counter on the map. The V&B campaign rules give a good indication of artillery types dependent on the stage of the war.
The Union forces and resources then begin the game as follows :-
- The Union has a supply level of 350 points initially but receives an additional supply amount of 25 points for the cycle 7/61 through to 1/62 in addition to those points provided by Cycle Turn Record Track.
- The Union Missouri Depot is located at St. Louis near to the confluence of the Missouri and Mississippi Rivers.
- Brigadier General Nathanial Lyons ** (4-2) begins the game at St Louis arriving there in command of the 2nd US infantry Regiment at the outset of the war to ensure that Missouri remained in the Union by force if necessary and in particular to deny the arsenal to the local confederate troops.
- On the map at St Louis is positioned XX 3-3 which we can roster as a Regular Infantry Brigade 6-5 (a higher morale and not PT/Poorly trained NE/No Elites deisgnation to represent battalions of the 2nd US Infantry Regiment/Regular US troops. The confederates will also get some stiffer troops at the outset and one or two early upgrades to create units such as Hood's crack Texans. I have ordered a bonny blue flag in 10 mm. Coming back to US army regulars there were at the outset of the war 16,000 regulars, most of them stationed in the West to deal with frontier issues with the indigenous population of the region. While some officers resigned to join the confederacy the rank and file Federal US Army mostly just took up the Union cause. Only commissions could be "resigned" as such. I am not aware of how many private soldiers might have absconded to take up the confederate cause. The V&B campaign allows the Union side 12 strength points spread across 3 separate 4 strength point brigades with morale 5. Given the counter mix I will model these as 2 brigades of 6-5 troops - one in the East and one in the West,
- The other troop points at St Louis are all Militia (12 points of them) so 12 x Militia 1-2 points. For Militia as with all "green" troops I have decided that these will not automatically lose their PT/NE designation which is usually dropped after 6 months for new infantry brigades (i.e. those raised at the outset as regular infantry). Militia will only lose the PT/NE status once augmented through the Campaign Production process to become regular volunteer regiments. This is a cheaper way to produce masses of volunteer infantry battalions and the delay as the counter is paroled back onto the production spiral to re-emerge in a few months will represent the training in camp. I can decide whether those units should emerge without PT/NE status. That might seem sensible although they would still be "Green" for the purpose of Divisional organisation (i.e. operate on 40 % exhaustion levels). For now the counters will represent collections of Militia units from across Missouri, Iowa and Kansas.
- So this totals a further 12,000 troops. Once Militia counters are "Placed" they retain integrity. The total troop numbers in St Louis were historically around 15,000 troops for the Union at the outset. I will split the points into three Militia 4-2 counters. Should they get caught in battle as Militia troops one counter can produce two brigades 4-4 PT NE and the remaining two counters a further four similar understrength brigades representing collections of volunteer militia regiments. Militia do not attach to Corps headquarters as "divisions" in the strategic game and it is likely that the points will simply get augmented to form regular volunteer infantry divisions in due course.
- There is also an X 1-4 cavalry counter which probably represents elements of the 1st US Cavalry which appeared in the theatre shortly before the battle of Wilson's Creek. On the St Louis Corps which is described for the start of the V&B campaign has a small 2-5 cavalry brigade attached as Corps troops. These will operate as Light Cavalry under the rules and dismount as a linear base. With one point they can operate as skirmishers. In any event they begin equipped with rifled carbines which roll 3 dice at a long range of 3 ".
- Finally as we have the equivalent of around two divisions in troop numbers (15,000) we can assign a 2-5 SB-H PT (heavy smoothbore - probably Napoleon 12 lbs) and 2-5 SB-F PT (Field smoothbore) to the XX 3-3 counter and the remainder of the militia counters respectively.
- Further West in Jefferson City at the confluence of the Missouri and Osage Rivers sits an XX 3-3 counter which I will model on the battlefield as a single 6-4 PT NE Brigade for now but without attached divisional artillery unless I took an option to split out the 2-5 SB-F PT attached to the St. Louis based Militia as dedicated guns. I could add a DG to the the XX 3-3 in Jefferson City and a further 3 sets of DG designations to the Militia brigades. Or I could just add a single DG to one of the Militia and retain a divisional 1-5 SB-F PT battery (each strength point breaking down into two DG.
- Other resources at St Louis include an RT 40 counter. Unarmed riverine transport which can ferry troops or affect a crossing point acting as a ferry. There is also a mobile supply train counter stocked with 2 on board supply points. The rules for the supply web are faily complex. Essentially supply can be broadcast by rivers and rails lines but as soon as an army strikes away from those arteries even by road they will require local supply with them in order to prevent attrition and to give meaningful combat. I will need to provide a battlefield effect to model being out of supply having regard to the board game rules.
Above : Wilson's Creek
Historically Lyons is heading for a run in with the Missouri State Guard under Sterling Price at the battle of Wilson's Creek on August 10 1861 leading the Union's "Army of the West". Quite a moniker for what was around 5,000 volunteers at that point. The 2nd US Infantry was despatched to the East as it fought at First Bull Run.
Lyons did not survive the battle was an early and rare success for the confederates in the West. If he lives beyond the end of the August 1861 turn we are already in the realms of the A-historical and counter factual. "What if Lyons survives ?". He has an initiative of 4 and a combat modifier of + 2 making him a very useful divisional leader both on the map and tabletop. A ** general can lead a division and a separate brigade - so two counters only I believe under the map rules. In this situation I expect that Lyons would command the higher cohesive infantry XX 3-3 counter as well as the cavalry X 1-4 unit. That's useful in the Western theatre in any event.
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