Thursday 31 August 2023

Week 1 July 1861 - "You are all Green Alike" - Lyons and Price lock horns in Missouri


Above : Abraham Lincoln (see site footer) 

"You are green, it is true, but they are green, also; you are all green alike" 

Abraham Lincoln to Irvin McDowell July 1861.

The first step is to draw initiative chits for each side for the turn. Each side will have a guaranteed number of force moves (which might include a leaders command) and then is able to roll against an individual leader's "initiative" to determine whether additional forces can move. A division or other counter not directly controlled by a leader counter will need to use one of the chit moves in order to get about. Naval movement does not require initiative and Naval transports (River or Blue Water) can transport up to ten strength points for 40 hexes on the rivers and 50 hexes at sea. 

From 7/61 to 6/62 the initiative chit pool each turn is very small - 0,1, (2) & 3. It does increase through the war but fluctuates during e.g. Winter.  There is an option for the confederates to always take the number in parenthesis rather than risk a blind pick. I think I will adopt that rule which models a somewhat sclerotic Union strategic command. If the confederates take "2" at the start of a phase they will usually (2/3 of the time) move first with the union having 1 guaranteed initiation or none at all. Rarely (1/3 of the time) the union will move first with 3 guaranteed chit force moves - representing finally say McDowell or Burnside deciding to succumb to pressure and get on with it. The initiative then of individual leader counters then becomes very important. Planning and the resources for it are very finite. It took the Union four years to conquer in effect an area the size of Western Europe and eventually required 2.2 million men at arms  to be called up or volunteer for the Union over that period. 

Confederate Initial Strategy 

I do not think at this stage that the confederates have sufficient strength to attempt to "invade" the North. While Kentucky is a strategic prize for the confederacy the price of breaching Kentucky neutrality is probably too high. The Union would receive fully three times as many Personnel points from the State population as the confederacy in that instance. In some ways Kentucky can act as a "buffer" and the Union  faces the same jeopardy of gifting the confederacy a large amount of additional Personnel points. 

It might be useful for the confederates to bring any straggling units into supply as best they can and to look to shore up the defences of the Mississippi in particular and other "borders" and seaports.  New Orleans needs more than its small garrison to defend itself. In addition some forward deployment of units to Union City in Tennessee might be useful. Historically the confederates entered  Kentucky expecting the local population to rise up which it failed to do in any large numbers. I will leave well alone for now and let the Union make the mistake of disaffecting the Kentucky legislature. Missouri though and St. Louis remain a tempting target. 

In many ways the confederates can adopt a strategy of seeking to hold what they have and perhaps to "dig in" in as many places as are possible for the longer term defence of the new nation. Things are not going to unfold with any great pace even with 2 guaranteed force initiations a week across the 4 turn cycle of the month. Are we heading inexorably to a repeat of first Manasasses (with all the painting that requires !). 

Union Initial Strategy and Logistics 

The victory/political point clock (see my description here) begins ticking for the Union which has a year to capture 4 key confederate cities East of the Mississippi failing which the Confederates will begin to accumulate political points which could allow recognition or even an outright victory. A continuous assault will need to be maintained on Richmond tying down large numbers of troops of the Confederacy in the Virginia theatre. Rather than maintain a single point of pressure it might be useful to attack both frontally on Richmond as well as down the Peninsular from Fort Monroe and possibly even through the mountains of West Virginia flanking Richmond and the confederacy. McLennan is based in Cincinnati and his leader counter is currently the best on the board in terms of his Command Span and Combat Ranking for morale on the tabletop. He is stymied with a low initiative of 1 so nothing is going to move very fast much to Lincoln's dismay unless the priority chit moves are used - on that basis maintaining McDowell in command in the Virginia theatre is acceptable. 

The "target" cities (of which 4 are needed by 8/63 include cities on the Mississipi such as Memphis and Vicksburg as well as strategic cities along the Cumberland and Tennessee rivers such as Nashville, Chattanooga and Knoxville. Further in that valley area in Tennessee there is the strategic railroad from Lynchburg to Cleveland Tennessee. It may be difficult to supply such an army operating in the interior of the Confederacy without developed logistics. 


Supply is traced through operative and owned railroads navicable rivers and coastal hexes from Departments. Supply Depots and train can also dispense supply to nearby units - so in effect operating as forward operating bases for campaigning armies. Movement in the interior will require careful thought. I have read up the rules on railnets, rail cuts and also the broadcast of supply using neutral railroads in Missouri and Kentucky which should help the both sides to a degree.   

Lyons is sat in Missouri with Price 100 miles to the South West in Rolla. Lyons currently has the forces to take on Price and actually with an initiative 

Finally there is the temptation (as the Union did) to secure base of operations on the Confederate coastline. A seaborne campaign for example against targets such as New Orleans or Charleston. 

What is clear is that across 4 turns of July the Union may only receive perhaps 3-5 chit moves in total as an average and probably very spread out (3 or 1 being the only two possible draws or value). It is probably best to focus on developing one strand of strategy through July. 

So is it to be "On to Richmond" to begin applying pressure to the Union from the outset or a subtler more nuanced approach ? What is clear is the strategy that won eventually was one that required extended logistics and multiple axise of attack. Ultimately seizing Richmond would be a huge blow but it is unlikely to be possible on the tabletop for quite some time. I think the political pressure from Abraham Lincoln would be impossible to ignore. I think I have a crash painting exercise to undertake if 60,000 men are to clash in Northern Virginia in July. Nothing will move them if the Union fails in its chit draw and the McDowell fails his initiative roll ! 

Chit Draw - 7/61

Confederate elect to take 2 - 2 forces may automatically have initiative and after that unused leaders may roll. Automatic moves must occur before initiative rolls are determined.

Union draws 0 - no automatic force initiative. 

Confederates to move first 

Confederate Moves 


(1) Confederate M2 counter on 1609 moves to join second militia counter on 1612 just below 1611 Franklin West Virginia.


 

(2) Initiate Force with Polk***(2-1) at B2802 Memphis 

A *** General without a headquarters can command two divisional counters under the optional historical leaders rules. Those units do not have to move in concert but can disperse. The initiative allows separate orders. 

3021 New Madrid is of no strategic importance to the Confederates other than its position on the Mississippi. Union City at the far NorthWest of Tennesee is also on the Mississippi but  commands a four way rail junction bordering on Kentucky and sits astride the road to Memphis. 3013 next door is also a prime candidate for a fortress as it sits on some bluffs overlooking the river. Historically there were a number of defensive works at this position on the Mississippi including the famous Island Number 10. The M2 counter on New Madrid cannot move to Union City using the Ferry Crossing to Columbus as this would violate Kentucky neutrality - a subject discussed at length earlier in this post and prior posts. It seems difficult to make a river crossing within the movement allowance. 



Thankfully the River Transport unit at Memphis can just about operate to move the I3 unit to Union City. The RT has to pay 10 to embark and disembark troops from its allowance and the distance in water hexsides from the Ferry at Memphis is 20 (total 40). For the I3 unit at Memphis embarking at a Ferry costs 1 movement point and disembarking at a clear hex (Union City is not a "port or base") costs 2 points. There is a separate embarkation and disembarkation points cost table that I have missed before when playing. 

Polk himself can move to Union City by Road or Rail but will accompany his C2 cavalry at a cost of 2 rail points for the cavalry from the Confederates award of 10 for the turn. Leaving now I3, C2 and Polk at Union City. 


Price at Rolla in Missouri fails an initiative roll which could prove costly. There is no need for Magruder commanding an I4 unit on the peninsula to move. He is man-marking Butler at Fort Monroe. Butler has an initiative of "0" and the union has scored "0" this turn on chit moves. He is therefore moribund and cannot advance up the peninsular as he has no motivation or orders !  This information would be available in a two player game. To my mind the porous state of information on a board without fog of war and clarity of ones own divided intentions when playing solo models the state of clear information and gossip about troop movements for much of the war. At the outset of the war the papers in Washington clearly broadcast the intention of the army to a frontal assault on Richmond. 


There is a possibility of concentrating all or part of Joe Johnstons force now with the main force of Beauregard at Manassas junction. Any Union force advancing to Richmond would have to deal with a consolidated land army of more like 30,000 than 20,000 men. Joe Johnston rolls 6 and fails his initiative this turn in any event. 

This concludes the Confederate moves and the Rail Points are reduced by 2 for the cavalry rail movement from Memphis to Union City. 

Union Moves 

The Union is restricted to initiative moves only by leaders. 

McDowel (2), McLennan(1)  and Butler (0) fail initiative tests - automatically in Butler's case ! Heintzelman (2) who was newly placed in Evansville, Illinois  also fails a test. 

I wanted to bring Heintzelman to Missouri to give greater options for a campaign in that small theatre against Price. There for example an I3  counter out on a limb at Jefferson City that could outflank Price's forces while a main assault take place from ... 

Lyons**(4-2)  - the martyr of Wilson's Creek on August 10th 1861. Lyons passes his initiative and can command a division and a brigade as a ** leader. It is time to take the fight to Price. The regular 2nd US army regiment (I3 - 6-5 and not PT NE) moves out together with the US regular cavalry (C1 - Cav 2-5). The Missouri railroads can be used by either side while Missouri is neutral. The union uses 4 rail points to move Lyons' regular forces which detrain in Missouri farmland outside of Rolla at A2114

A further initiative throw will be required to initiate combat. A "4" again on a D6 - Lyons is able to attack Price at Rolla. By luck or judgement I have a small opening battle between Lyons and Price which I can get on the table relatively easily. 


The two Orders of Battle will be as follows :-

Union - Lyons Command - Exhaustion 5 

Lyons - Divisional Commander - "2" Combat rating (I will remind myself how to deal with this on the tabletop but Lyons should get some sort of advantage over Price for morale purposes). 

2nd US Infantry M5 [ ] [ ] [ ] [ ] [ ] [ ] 

US Cavalry Brigade M5 [S] [S] (Treat as Light Cavalry rule 23.1.1 V&B RtGlory - Breach loading carbines) 

Artillery Brigade - SB-F PT  M5 [ ] [ ] 

Confederate - Price Command - Exhaustion 5 

Price - Divisional Commander - "1" Combat Rating 

Militia Regiments (1) M4 PT NE [ ] [ ] [ ] [ ] 

Militia Regiments (2) M4 PT NE [ ] [ ] [ ] [ ] 

Confederate Militia Cavalry Regiments  (1) M5 PT [S] [S] (Treat both brigades as Light Cavalry 23.1.1 V&B RtGlory - Muzzle loading carbines)

Confederate Militia Cavalry Regiments  (2) M 5 PT [S] [S] 

Artillery Brigade SB-F M5 [ ] [ ] 

This is fantastic small painting and terrain project to complete to kick off the campaign on the tabletop. I have the option to double up the scale using the Volley and Bayonet telescoping system so that e.g Price's command becomes perhaps 8 regimental bases. I may however keep it simple and just play the battle on a small 4 x 4 table with the Confederates drawn up in and around Jefferson and the Union forces seeking to eject them from the town. I can also have some fun naming individual militia regiments and minor commanders on the field. 

I am wondering whether I should have perceived the threat and withdrawn the confederates back to Jefferson City but Ultimately that would have not been like Price who has already hatched a plan to steal the Missouri militia artillery and to rouse the local militia. Price could not move however due to his low initiative and the confederates had strategic priorities elsewhere. Lyons has demonstrated as he did in August 1861 that he is on the front foot. I will play out this battle over the next week. 

There is one more rule point I should cover as transfer from the counters to the tabletop. I am not going to treat Militia counters in the boardgame with all of the Militia rules for the tabletop from Volleys & Bayonet. Militia in Volley and Bayonet suffer a permanent disorder from the beginning and as such will rout as soon as they receive a second disorder marker. I have looked through all of the scenarios I could find online for ACW Volley and Bayonet and the Volley and Bayonet House Divided campaign. It doesn't seem that that scenario writers are hampering early war units to this degree. I have opted that any militia counter will retain its "PT" status and will not lose it after 6 months. Further a militia unit will always stay green with a morale of 4 and will not be able to train or be promoted  as a result of battlefield experience to become veteran with a morale of 5. I am using a quarterly system for promotion of units and upgrades for division taken from the excellent Volley and Bayonet ACW campaign designed to be used with the House  Divided board game as its engine. 

Time for the assault on "lead mountain". 

See you in hell Johnny Reb ! See you in hell Billy Yank ! 





Tuesday 29 August 2023

July (7) 1861 Strategic Cycle - The Gamble for Kentucky and Missouri

 


Above : Civil War Wagons (see site footer) 

"And having thus chosen our course, without guile, and with pure purpose, let us renew our trust in God, and go forward without fear, and with manly hearts" 

Abraham Lincoln 4 July 1861 in a message to Congress

I am finally now starting the game and simultaneously painting like fury - if the guy from Warbases from Scotland ever reads this blog he will understand where all of his mdf has disapeared to. 

Housekeeping 

I was trying to think how I wanted to update the Blog as I did each strategic turn and move. I would like to preserve the starting Order of battle as a "post" and keep that for prosperity (in case I want to start again after some horrendous error or a lightning victory by one side or the other). I will create a summary of the main actions by either side as posts for each strategic cycle and turn. I will then create a "living position" and keep that at the top of the page. 

So I will enjoy the tracking and book keeping as it will frame the story. In particular I am really looking forward to promoting the component Volley and Bayonet bases contained within the counters on the map and adding some chrome to the armies both through training, new equipments time in the field and battlefield results. There is a good system for this in the House Divided Volley and Bayonet captain which has gone through several iterations and been developed by the Volley and Bayonet community. 

Legends then can be born on the tabletop and noted up. I love Shelby Foote's description in the PBS Ken Burns Civil War documentary of Jackson's appreciation that a battlefield reputation could grow and roll. You are allowed in Volley and Bayonet rules to apply battlefield promotions and confer shock status on chosen brigades. That can then leak back into my painting of bases and choice of flags and so on. I will try  and home-brew a "Battle Honours" system.   

I received  a hefty package of Pendraken figures yesterday including Zoaves for both sides and mounted and dismounted cavalry. I also received a bunch of artillery models and I will be able to track the upgrade of artillery to include rifled and heavier pieces and units. As I go along I will try to name divisions if not brigades where I can identify these.  Much to look forward to. 

Strategic Cycle July 1861

I have "talked" enough but it is how I settle out ideas and find how they work. I "test" things out loud. I will not be shy of stating that something isn't working and change a rule. I want to tell a story or relive some pieces of one in part - I cannot be in competition with myself. My aims are to model something impressive on the tabletop, enjoy the rich and compelling military, economic and political campaign on the map and to share all of that online so that I have a record. My aim is also to finish or at least get a decent ways into this and then have a pause or break for another smaller project. 

I guess we can now start !

July 1861 is a little less complex as a strategic turn. While I will generate new supply points I will  not need to "test" for supply chains and feed armies in the field. Units will have a full four game turns for July to get themselves into supply or arrange for it to come to them. The General Order of a Strategic Turn is 

A Siege Phase on the map (none occurring this turn)

B Production Phase

C Supply and Consumption Phase (not this turn by exception); and

D Political Phase (there is a possibility of the Confederacy making a roll this turn with a 1 or 2 causing   Missouri or Kentucky respectively to secede -  this is very interesting - see below)

B Production Phase July 1861 

(1) Supply Point Generation Segment 

Union begins with 350 points and receives a further 150 points for the July game cycles. The total then is 500 points. The Union receives 100 Personnel points for 7/61 Initial Call. 

Confederates begin with 200 SP and receive supply as follows - Richmond 10,  Nashville 10, Memphis 5, Atlanta 5, New Orleans 10. Confederate cities are valued at 0 this turn but unblocked ports receive 1 point. There are 15 confederate ports (New Orleans also receives a port import supply) but Pensacola and Norfolk are blockaded as described in the summary by Forts Pickens and Fort Monroe respectively. The total then is 253 SP. The Confederates receive 80 Personnel Points for the 7/61 Initial Call. 

(2) New Unit Initiation Segment 

There are two ways to produce new units. Either side can simply create Infanty, Cavalry, Militia units etc. by paying the necessary costs in full in both supply and personnel points. A second option is to convert existing militia or garrison points into cavalry or infantry brigades by removing relevant counters on an unbesieged department and replacing on the production spiral with a counter of the appropriate value. This is a cheaper way to create regular units in terms of personnel points.

Union 

Conversion

For the Union it costs no personnel points and 2 supply points to convert militia to regular infantry division/brigade counters. The relevant costs are 1 and 1 for garrison points. The counters appear after 4 cycles on the production spiral. 

A5309 Cincinatti DepOhio remove M2 place I2 Production spiral 11/61 cost 4 SP

A2712 St Louis DepMissouri remove 2 x M4 place 2 x I4 spiral 11/61 cost 8 SP

C2806 Baltimore DepMiddle remove M4 place I4 spiral 11/61 cost 4 SP 

Purchase 

5 x C1 - cost 30 PP & 25 SP Spiral 12/61

Eleven Garrison Points - cost 11 PP & 11 SP spiral 9/61

5 x M2 - Cost 20 PP & 10 SP spiral 8/61

I4 and I3 - Cost 21 PP & 21 SP spiral 11/61


Confederate 

Conversion 

For the Confederates it costs no personnel points and 1 supply point and to create infantry from militia and 1 and 1 for garrison point. The counters appear after 4 cycles on the production spiral. 

B1705 Little Rock remove 2 x M3 place 2 x I3 spiral 11/61 cost 6 SP 

C2516 Richmond remove 2 x M4 place 2 x I4 Spiral 11/61 cost 8 SP 

Purchase 

5 x M2 - Cost 10 PP & 10 SP spiral 8/61 

2 x G2, 2 x G3   - Cost 10 PP & 20 SP spiral 10/61

2 x RF - Cost 4 PP & 40 SP 

2 x C1 - Cost 6 PP & 8 SP 

4 x I3 - Cost 36 PP & 24 SP 


(3) Existing Unit Augmentation Segment 

Each side can remove an existing infantry or cavalry unit (one per department - not besieged) and replace it on the unit spiral with the additional points. This represents an organisation returning from the field to recruit and expand and is the cheapest way to add strength to an existing counter in terms of Personnel Points. I have decided that I will allow existing bases within a counter that have lost PT status to "top up" strength points without having to achieve  PT status again or to suspend any current "clock" on that status if its still exists. PT status then is lost for time spent on the map. Where a counter expands such that additional bases are required to accommodate the new recruits then a fresh clock should start. I will need then a further number  against every base on my roster within each counter which will be (1-5) after the PT status to track that clock. On "6" PT status is lost. The No Elite "NE" status goes with the conferring of Veteran status in accordance with the House Divided rules. 

Union

I am conscious that I do not want to remove key Union brigades/divisions from the map until some matters are settled (e.g. not withdrawing regular counters in the West). 

Cost infantry - 1 personnel point, 3 supply points, 4 time cycles 

C3401 Philadelphia DepEast remove I1 - I10 to 11/61 production spiral - 9 PP & 27 SP 

C2806 Baltimore DepMiddle remove I1 - I10 to 11/61 production spiral - 9 PP & 27 SP 

Cost cavalry - 4 personnel point, 5 supply points, 5 time cycles 

Confederate 

Cost infantry - 1 personnel point,  2 supply points, 4 time cycles

B2802 Memphis DepKen/Tenn remove I3 - I10 to 11/61 production spiral - 7 PP & 14 SP

C2024 Raleigh DepSVirginia/NCarol remove I3 - I0 to 111/61 production spiral 7 PP & 14 SP 

Cost cavalry - 1 personnel point 4 supply points, 2 time cycles 

(4) Produced Unit Deployment Segment 

Union 

Total 10 Militia points - 2 x M2 Baltimore, and M2 on each of St. Louis, Cincinnati and Philadelphia 

Confederate Total 10 Militia Points. M2 on Little Rock, Raleigh, Charleston, Richmond and Memphis 

(5) Brigade Merge Segment 

Both sides can merge existing brigades (one or two point infantry units or 1 point cavalry units) with division counters (I3 + or C2 +) located in the same hex. I think the brigade bases in this instance can simply sit separately with its  existing PT status as a base or join and appropriate base of the same PT status. If this is not possible I will try and achieve a sensible result with the PT status being diluted on average in terms of its ageing or by some other appropriate averaging mechanic. 

Confederate 

C2108 Winchester - 2 x I2 merge with 2 x I3 to make 2 x I5

C2409 Manassas Junction I4 and 2 I3 merge with 3 x I2 to make, I6 and 2 x I5

(6) Fort Production and Deployment Segment 

It is difficult to plan the unit builds and leave enough for any crucial fortifications which are expensive so I will be spending in this section first and then heading back to items (2) and (3) in each strategic turn. There are some spends that are programmed in  for Washington for the Union and Richmond and Vicksburg for the confederates (the latter commencing next turn). The question for both sides is if they begin fortifications elsewhere. 

As the Union player I might be concerned that the Confederate player can earn political capital through the seizure of key border cities other than Washington. Cincinnati and Baltimore appear remote and secure at this stage stage but St Louis is accessible via the Mississippi. It feels like an abundance of caution however Missouri has been in turmoil for some time and Price the former state governor is lurking in Rolla having seized the state artillery and roused the Missouri militia. You can view my post on this deployment here and my description of Lyons command at St. Louis and the historic dust up at Wilson's Creek with Price on 10 August 1861 here which gave both sides a bloody nose but failed to finally decide the issue of Missouri. Neither side was able to defeat the other and Lyons died in the chaotic fighting. 

There is also the potential for other Union cities to be occupied from 1/62 and connected by road or rail at the political expense of a point a turn. Prior to the decision on whether Kentucky will come out for the Union or not I cannot see any further Union cities immediately under any form of threat e.g. Pittsburg or Baltimore. 

As the Confederates as a priority clearly an amount of resources should be applied to fortifications that will (a) protect major supply cities and (b) secure the Mississippi and deny free passage to the Union and the political capital that relates to that. The Confederates also need to make sure however that they do not waste their 80 personnel points this turn - these must all be spent before any further fortifications are built as these will be lost 

Union

Pays 30 SP for fortification program (see Start Summary) on 2608 Washington - X2 placed (24 " of Field Works).

Pays 40 SP for a X2 fort at St.Louis- X2 placed (24 " of Field Works 2-5 SB-SG  - further instalment of works will appear on October 1861) 

Confederate 

Pays 30 SP for fortification program (see Start Summary on 2516 Richmond) - X2 placed (24" of Field Works) 

(7) Department Deployment Segment 

Union

A3915 Evansville DepCumberland placed on map. 

(8) Headquarters Deployment Segment 

Union 

Needs to Roll 1 on a D6 to place 1 x Army HQ counter - rolls 5 so no placement in 7/61

Confederate 

Needs to roll 1 on D6 to place 1 x Army HQ counter - rolls 5 so no placement in 7/61 

(9) New Historical Leaders

Union 

Heintzleman**(2-1) (promotes to *** on 3/62) is placed on A3915 Evansville 


Confederate 

No new leaders on the schedule for 7/61

(10) Confederate Replacement Segment 

Does not operate until 1862 but is a useful mechanic when it comes. Historically the North would just bleed a battalion or regiment until it was next to non-existent and then merge it with another unit or disband it altogether. Replacements were created as whole new fresh battalions a thousand strong. I guess with a complex system of mobilisation whole battalions could enlist and then retire at the same time when their "papers" expired. Equally a new battalion or regiment could be gathered in-State and drill before marching or being railed to the front. The confederates were much more careful with their regiments and cadres. Fresh troops would be combined as companies or single bunches into existing battalions or regiments. Men would have then the advantage of leadership from a backbone of veterans within a battlefield unit they joined. Further the Union from the outset at Winfield Scott's insistence would keep its regular forces entirely separate from newly raised militia units. In this way a new Union recruit sank or swam without the benefit of leadership from regular non-commissioned or junior officers. Not so the confederacy who parcelled out the veterans and officers to ensure that experienced men leavened their units throughout the war. By insisting on not diluting the professionalism of the 10,000 or so US regulars who joined the 100,000 new volunteers for the Union cause at the start of the war the Union missed a complete trick. 

That's a little digression as well but in this mechanic the Confederates will be able to augment regular infantry unit with one or two garrison points which are initially cheap to raise. Brigades should be able to maintain their battlefield integrity somewhat. 

(11) Militia Demobilisation 

This does not apply for the July 1861 turn for either side but where it does each side rolls a  D6  and on a result of 1 or 2 the militia points on the map are immediately reduced by 50 %. Looking ahead there is a potential demobilisation for the union side next month but for the confederates not until February 1862. There are far more frequent potential demobilisations for the union throughout the game than the confederates. This should cause however both sides to consider promotion Militia to more regular infantry units. 

If a further incentive is needed I have decided that the in-campaign promotion of all newly recruitment units so that they lose their PT status at 6 months will not occur for Militia who will also be unable to progress beyond morale level "Green" i.e they will not be able to promote to veteran and lose their NE ("No Elite" status) which applies in close combat. Infantry will after 6 months lose their PT status and may also by virtue of the upgrade system (battlefield and training)  progress to Veteran and lose their NE status. 

C Supply and Consumption Phase

Does not take place in the first strategic turn of the campaign. Both sides used up all Personnel Points during the prior Phase which is good as the the rule is "use it or use it". The current Supply Point balance for the Union is 239 and for the confederates 91. Outside of the strategic turns supply points can be needed to initiate combat for certain size forces. We can cross that bridge when we come to it as the rules from the main game do not quite work - There is a concept of battlefield "intensity" which allows for the infliction of greater losses depending on the result on the combat tables. Clearly for large scale battles these will be gamed out using the Volley Bayonet rules on the tabletop. I will need to provide for the expenditure of supply and provide for some kind of detriment where a side is not able to provide that supply. A side could perhaps suffer a detriment in the recovery of losses after a battle or possibly some temporary battlefield handicap such as limited ammunition for artillery units or a strength point handicap for a percentage of units.  Perhaps on a roll of 1 on a D6  at the beginning of a battle a brigade base could suffer low ammunition and lose a strength point for the battle only and possibly then the whole army could suffer a reduction of 10 % on the recovery of losses after the battle. 

D Political Phase July 1861 

The current political score for each side is 0. The only result that could be obtained by either side on the political tables in 1861 is for the confederacy. On a roll of 1 on a D6 Missouri will join the confederacy and on a 2 Kentucky. The political appeal would not cost the confederacy anything to make but a subsequent "appeal" would then cost political points (1 for the second attempt). Given the likelhood that over time the position of the Confederacy will deteriorate I think it is well worth the gamble and appealing on the political tables for either of those secondary results which would be a boost to the cause. There may not be a better chance to secure the secessasion of Kentucky and take the borders of the confederacy all the way North to the Ohio River. 


 Missouri and Kentucky are otherwise neutral at the start of the game and will not provide resource to either side until the take a side. For Missouri this can only occur through a victory/political roll on the tables. For Kentucky the situation is somewhat more complicated reflecting the historic position. If either side violates Kentucky's neutrality it will automatically join the other side. A Violation of neutrality occurs through boots on the ground. Either side can egress through the State using River Transport. 

I am using the updated living rules version of the consequences of the States joining the Union or the Confederacy. In Kentucky much of the Eastern portion of the State was pro-union in any event so even if the State was to vote to secede Troops will be raised for either side but the majority of those going to successful side. A similar situation will occur in Missouri and I will describe the specific rules on cessation or re-accession to the Union if and when it occurs. 

Historically Missouri remained with the Union - arguably at gunpoint to a degree and Kentucky invited the Union to expel confederate troops who invaded and occupied Columbus and Bowling Green early in the war. Despite this after the conclusion of the War Kentucky took on quite a rebel character or sympathy for the failed cause. Because of this it was said that Kentucky was the only State to declare secession after the end of hostilities. 

The confederates kept a star in the flag for both neutral border states and had representatives from the States in government and had a large numbers of volunteer  fighting for them and in particular in the Western theatre. 

Confederate Appeal to to the Political Matrix - July 1861 

1 - Mc

2 - Kc

3-6 No Result 

Die Roll - 3 - No Result. Both Missouri and Kentucky remain neutral. Should either side place troops in either Kentucky each will receive Personnel points in accordance with the split set out in the relevant schedule for 5 or 6 strategic turns (broadly 2/3 to 1/3 in favour of the side that dies not violate neutrality). Missouri will remain neutral pending a further appeal to the matrix. The union would receive a bonus of c.80 Personnel Points from union loyalists in Kentucky if the confederacy violates neutrality and as such it would probably be sensible to wait for the Union to make that mistake at this stage. 

I have now update the full summary of counters and brigade bases to take into the account all of the activity for the 7/61 strategic turn.  The next stage is to do a chit draw for initiative and to carry out the first game turn proper (of 4) for 7/61. Years in the game have 13 sets cycles of 4 turns. 


Thursday 24 August 2023

Preserved Starting Position July 1861



This Page is the starting position and type of all map units and other important information for both sides. It includes a summary of blockades, political points and developments, supply and personnel points and for each "on map" counter what they "contain" for the tabletop Volley and Bayonet brigade bases which will fight our battles. The Order of Battle is extended to include the factored in artillery. I have also listed all fortifications and how these will translate to the tabletop. 

I will  regularly produce an update and post to the top of the site as the "Living Order of Battle". 

Map Key 

A/B/C 1234 Map number and coordinate for unit grouping on War Between the States map (A is the West Theatre North map - B is the West South map including the Gulf coast from North West Florida to Galveston in Texas. I will include names of places on the map - confederate cities which attract supply points will be in bold and names in italics will be confederate sea ports. Supply points provided by cities and ports vary by month e.g. by season/harvest time. New Orleans, Richmond, Nashville, Memphis and Atlanta are major supply cities and increase in supply provision annually. 

Counter Key

Counters in War Between the States are in strength points that represent c. 1,000 men. Volley and Bayonet units/bases have strength points for each 500 men. 

I# Infantry counter and strength, C# Cavalry counter and strength, M# Militia counter and strength G# Garrison counter and strength, HQ Corps HQ, FA# Field Army and Supply Name***(#-#-#) Leader with Star Rating and Statistics (Initiative, Combat Span (****/***** only), Combat Value for Morale), RT River Transport, RF River Flotilla RI Iron Clad NT Naval Transport NF Naval Flotilla, SG Siege Gun, X2 Fort, X3 Fortress, ST# Supply Train and Supply (up to 10 points) DepName# Department and supply e.g. DepMiddle, Depot#/# Depot counter number and Supply (up to 99 points) 

Volley and Bayonet Bases "contained" within the counters at each location are described and using standard notation some examples 6-4  PT/NE DG (a 6 point green infantry base with dedicated artillery with morale 4 operating at 40 % exhaustion within a unit - the no elites designation is lost when promoted but the PT poorly trained designation remains for six months following recruitment), 4-5 (a veteran  brigade stand with morale 5 operating at 50 % exhaustion within a unit, Cav 2-4 PT (a two point green cavalry brigade stand), 2-5 SB-F PT (smoothbore field piece (probably a 12 lb Napoleon) newly recruited) and so on. 

Artillery is assigned to beginning/new units in sensible types and amounts based on the standard V&B Corps and those listed in the House Divided campaign order of battle. That Order of battle details some variations in units from the outset so some regular US units in Western union formations and a stiffer brigade in the confederate Army of the Shenandoah. Each division of 6-9 counter points (12-18 base points) will be assigned initial artillery and forces with multiple divisions and an on map HQ function may also receive Corps artillery as per standard V&B ACW corps by year and upgrades and promotions will occur/can be awarded  quarterly 3 March/6 June/9 September/13 December in accordance with the House Divided campaign rules. 

Finally for tabletop command and control purposes only I may include on an ad hoc basis one or two divisional leaders as appropriate for forces approaching divisional strength or more (c. 6/7,000 men - 6 counter points - 12 base points) where a counter commander is not present but for basic game purposes only. 

Fortifications X2, X3 special cases for Richmond, Virginia and Vicksburg

The War Between the States campaign rules allow a free upgrade of any x2 counter built in Washington or Richmond to a x3 fortress. Rather than have a chance role for the placement of fort (this seems silly when both capitals were fortified from the get go as a strategic imperative)  from July 1861 and with an expenditure of 30 supply points (the average cost for fort placement) both sides can place a fort counter. Washington and Richmond will then commence fortifications/works and siege artillery which translate to the tabletop in accordance with the schedule in the House Divided campaign rules. By 13/61 the counters will be upgraded to fortress counters to designate the advanced state of the works and artillery. I will keep a running tally in the Order of Battle of the State of those fortifications. 

In addition the confederate side has designated Vicksburg as "fortress Mississippi" and at no additional cost it will follow the schedule of fortifications and siege artillery from 8/61 in the House Divided Campaign rules up until 9/61 and receive a x2 counter. On payment of 50 supply points from turn 10 in full or across a number of turns (a below average cost of a fortress purchase attempt) Vicksburg will upgrade to a fortress and will continue to follow the "fortress Mississippi" fortification and siege artillery schedule. 

Fort Monroe  C3118  begins with an X3 counter on the map and and begins the game with 48 " (6" per side of "fort" sections under the Volley and Bayonet rules and 2 brigades of 2-5 SG-SB artillery. As a fortress in the War Between the States Rules can take up to 100 strength points of counters I think the suggested 24 " (6 " per side) is a little small. Equally for a fort to take ten points of counters (perhaps 5 bases at 4 strength points and 2 brigades of siege artillery and it the counters divisional artillery) it will need probably 12 " on each side initially. 

All other existing or built forts X2 counters (e.g. Memphis, Charleston) will have or create 24 " of field works and 2 SG-SB Artillery in two instalments (i.e complete after a quarter). Any newly built X3 counter will have the works upgraded to "Fort" sections in two instalments (i.e complete after a quarter) with 2 additional SG-R artillery brigades. X2 and X3 counters other than those in the campaign set up and Washington, Richmond and Vicksburg will be subject to payment costs in the War Between the States rules but I may dispense with the  "chance" rolls for placement. I am not sure I like the chance roll ? Surely if a side expends the resources it should be able to complete the works. Throwing away say 200 supply points for the confederacy because a 1 in 6 die roll fails to construct a fortress doesn't seem fair. I will probably just allow a build on the payment of the above average chance cost payment (1-4 on D6) - 40 for a fort and then 120 for a fortress. That seems sufficiently expensive for the confederacy to "dig in". Sieges generally were lost in each instance 

Beginning Strategic Turn July 1861 - Blockades - Supply 

B4026 Pensacola and C3119 Norfolk are blockaded due to union occupation of B4027 Fort Pickens and C3118 Fort Monroe respectively.

 

Union General Supply begins at 350 and increases by 150 to 500 for 7/61. Union receives 100 Personnel points for 7/61 Initial Call (use it or lose it this turn)

Confederate General Supply begins at 200. Supply from Richmond (10), Nashville (10), Memphis (5), Atlanta (5) and New Orleans (10), City Supply is at 0 for 7/61 and Import Supply at 1 (Brashear, New Orleans PortProctorsvilleCharlestonGalveston, Sabine City, Mobile, Savannah, Brunswick, Wilmington, Newbern, Morehead City and Jacksonville not blockaded - 13 points). Increase by 53 to 253. Confederates receive 80 Personnel points for 7/61 Initial Call (use it or lose it this turn). 

Political Points/Victory Conditions/Neutrality etc. 

Confederate  0 - Union 0 

No Victory/Political Appeals by either side 

(1) Kentucky Neutral

(2) Missouri Neutral 

(3) No Foreign Intervention

(4) No Emancipation Proclamation

(5) Neither side Occupies any Cities (Variant Political Rules 29.11/29.12) or the union the Lead and Salt Mines (Saltville/C0819) 

(6) Union has not cleared Mississippi

(7) Union has not cut Virginia/Tennessee Rail Link

(8) No combat points for either side and no destroyed or captured Forts

(9) No Paroles of Leaders

(10) No additional Volunteer Calls or Drafts 

Confederate Order of Battle 

Gulf Coast/Mississipi

B0153 Galveston M3 (6-4 PT NE

B2732 X2 (48 " field works and 2 x 2-5 SG-SB)

B2628 New Orleans G1, RT (2-4 PT NE) 

B3627 Fort Morgan, X2,  G1 (2-4 PT NE, 48 " field works and 2 x 2-5 SG-SB)

B4026 Pensacola (blockaded by Fort Pickens) M2 (4-4 PT NE) 

B3625 Mobile M2 (4-4 PT NE) 

B2317 Vicksburg Fortifications Projects (see above)

Trans Mississipi

B1705 Little Rock, DepTransMi, ST3, M3, M3 (2x 6-4 PT NE, 2-5 SB-F PT or add DG to each base and have a divisional battery 1-5 SB-F PT 

A2014 Rolla, Price***2-1, C2, M4 (2 x 4-4 PT NE, 2 x Cav 2-5 PT, 2-5 SB-F PT)

Tennessee

B2802 Memphis, Polk***2-1, DepKen/Tenn, X2, ST2, I3, I3 C2, RT (2 x 6-4 PT NE, 2 x Cav 2-5 PT, 2-5 SB-H PT, 48 " Fieldworks 2 x 2-5 SG-SB) 

B4026 NashvilleM2 (4-4 PT NE) 

B3021 New Madrid, M2 (4-4 PT NE) 

Atlantic Coast/Carolinas 

C1145 Fort Pulaski, x2, G1 (2-4 PT NE, 48 " field works and 2 x 2-5 SG-SB)

C1641 Fort Sumter, x2, G1, I3, I3 (2-4 PT NE, 2 x 6-4 PT NE, 2-5 SB-F PT, 48 " field works and 2 x 2-5 SG-SB)

C1640 Charleston, DepSCarol/Ga/Fla, 2 supply points 

C3527 Fort Hatteras & Clerk (Not made), G1 (2-4 PT NE)

C2024 RaleighDepSVirginia/NCarol, I3 (6-4 PT NE) 

Virginia

C1609 M2 (4-4 PT NE)

C1612 M2 (4-4 PT NE)

C2108 Winchester, J.Johnston****3-3-1I3, I3,I2,I2, (Jackson "Stonewall" Brigade 6-5, 6-4 PT NE, 4-4 PT NE, 4-4 PT NE, 2-5 SH-H PT) (I have swapped out an I4 and an I2 for 2 x I3's from the campaign set up in the Boardgame to accommodate the high morale 6-5 first stonewall brigade) 

C2409 Manassas Junction, Beauregard****3-3-1, 1stCorpsHQ, ST4, C1, I4, I3, I3, I2, I2, I2, I2, I2 (Stuart  Cavalry 2-5,  2 x 4-4 PT NE (I4), 2 x 6-4 PT NE (I3's) 5 x 4-4 PT NE (I2's), Corps Artillery 2-5 R-F , Divisional Artillery 2-5 SB-F PT, 2-5 SB-H PT

C4119 Norfolk (Blockaded) M4 (2 x 4-4 PT NE) 

C2108 Yorktown Magruder**3-1, I4 (2 x 4-4 PT NE, with Norfolk notionally 2-5 SB-F PT) 

C2516 Richmond DepNorthVirginia, Fortifications Projects (see above), M4, M4 (4 x 4-4 PT NE, 2-5 SB-F PT) 

C2512 Aqua Creek M4  (2 x 4-4 PT NE) 

Confederate Production Spiral 

Completing :-

7/61 8 Militia Strength Points

8/61 15 Garrison Strength Points

9/61 15 Infantry Points, 6 Cavalry Strength Points 

10/61 1 River Flotilla 



Rail Transport Points 

7/61 - 10 Cap 


Union Order of Battle 

Gulf Coast 

B4017 Fort Pickens (Blockading Pensacola), M1, X2 (2-4 PT NE, 48" Field Works, 2 x 2-5 SG-SB)

Missouri  

A2712 St. Louis, Lyons**4-2DepMissouri, I3, C1, M4, M4, M4, RT, ST2 (6-5 (2nd US Infantry Regiment), 6 x 4-4 PT NE, Cavalry 2-5 (US Regular Cavalry), 2-5 SB-H PT, 2-5 SB-F PT) - The V&B campaign game gives the Union side 12 base points of regulars at the outset as  3 x 4-5 bases. I am going to give the Union side 2 x 6-5 bases and place one of these in the East and one in the West initially which accords with my understanding as to where the regulars were by July 1861. 

A1811 I3 Jefferson City (6-4 PT NE)

Ohio 

A5309 Cincinatti, McClellan*****1-5-2, DepOhio, M2, RT, ST2 (4-4 PT NE)

A3005 Springfield, M3, M3 (2x 6-4 PT NE, 2-5 SB-F PT) 

A6004 Columbus, M3, M3 (2 x 6-4 PT NE 2-5 SB-H PT) 

A4506 Indianapolis, M3, M3, M2 (2 x 6-4 PT NE, 4-4 PT NE, 2-5 SB-F PT)

Virginia/Middle 

C0612 Charleston (West Virginia), I4 (2 x 4-4 PT NE, 2-5 SB-H PT together with next) 

C1311, I4 (2x 4-4 PT NE)

C2206 Harpers Ferry, I6, I6 (Bank's Command) (4 x 6-4 PT NE, 2-5 SB-F PT, 2-5 SB-H PT) 

C2608 Washington DC, McDowell***2-0, 1stCorpsHQ, I9, I6, I6, I3, M4, G1, ST6, Fortifications Project (see above) (6-5 (I3 - 1 st US Infantry), 3 x 6-4 PT NE, 2 x 6-4 PT NE, 2 x 6-4 PT NE, 2 x 4-4 PT NE, 2-5 PT NE, Corps Artillery 2-5 R-F, Divisional Artillery 2-5 SB-H, 2-5 SB-F  PT. Again "F" can be spread out as DG attributes to bases at the cost of 1 artillery point per 2 bases. 



C2609 Alexandria, I5 (6-4 PT NE, 4-4 PT NE) 

C2806 Baltimore, DepMiddle,  I1, M4, NT (2-5 PT NE, 2 x 4-4 PT NE) 

C2601 Harrisburg, M2, M2 (2 x 4-4 PT NE)

C3401 Philadelphia, DepEast, I1 (2-4 PT NE) 

C3118 Fort Monroe, Butler****0-4-0, Porter(1)(Naval Leader),  x3 (specialist works - see above), M3, M3, M3, G2, Supply Points 2, NF, NF (48 " Fort works (12" each side), 2 x 2-5 SG-SB), 3 x 6-4 PT NE, 4-4 PT NE)


Union Production Spiral 

Completing;

7/61 10 Militia Strength Points

8/61 20 Garrison Strength Points 

9/61 20 Infantry Strength Points, 1 River Flotilla 

10/61 5 Cavalry Strength Points, 1 Naval Flotilla 



Rail Transport Points 

7/61 - 25 Cap 

Next Step - Run Strategic Cycle for each side for 7/1861. 


War Strategy 1861 - Scott's Annaconda Plan and the Victory and Political System for the Campaign

 


Above : Winfield Scott's Anaconda Plan 

Before I dive into the minutiae of the July 1861 strategic turn for my campaign (essentially supply and recruitment) I thought it might be useful to pause and appreciate the historical planning and deliberations on both sides and how this will relate to the rules the campaign taken from the boardgame War Between the States. I have written before about how the Union has to take the battle to the confederacy in order to satisfy its war aim of bringing an end secession through coercion and manage public opinion and outside politcial pressure. Initially it is clear that on the Union side the plan was simply to advance on to Richmond after defeating the confederacy's  main field army in one large engagement. We could call this simple strategy "On to Richmond" ! 

Given the small number of troops in the field and the overwhelming size of the confederate States and disparate nature of political leadership (the cotton states were not entirely wedded to the idea of a Central government and ceding all of their resources to Richmond) this was always was a somewhat naive plan In any event the result of First Manassas or Bull Run on 21 July 1861 soon disavowed the leadership on both sides that this was going to be a short war. The Confederate States provide a theatre of operations larger than Western Europe. In July 1861 the Unions attempt to invade Virginia and force a resolution of the war with 35,000 men was naive. Tecumseh Sherman who was to play such a key role as Grant's trusted lieutenant later in the war privately ridiculed the notion of a call up of 75,000 volunteers for 3 months by stating that "you may as well try and put out the  flames of a burning house with a squirt gun. By the Autumn he was personally bombarding Washington with requests for 200,000 men to deal with fighting in Kentucky alone. He was declared unfit for duty and temporarily removed from his command on the grounds of sanity. He was of course proved a prophet in terms of the utter scale of what was required on the part of the union to bring about a total victory. Eventually and throughout the course of the something in the order of  2 million troops took up arms for the Union and 800,000 for the confederacy.   At the outset of the war the numbers in the field were roughly equal which belies the notion of the "Myth of the lost cause". For the union to achieve and early victory and avoid huge battlefield casualties over 5 years it would need to rapidly take fortified cities in the South which generally requires a battlefield advantage of 3 to 1. At the peak of 1863 the Union only ever had an advantage of 2 to 1 to conduct an offensive to take the a piece of ground the size of Western Europe. 

The reality remained that all the South really had to do to "defeat" the unions strategy was to essentially hang on and fight a defensive campaign. There was a good chance that the North would grow weary of the war and sue for peace once its cost in blood and treasure was fully appreciated by the Union public. 

The Union however did settle on a strategic plan to crush the Confederacy at birth thanks to its its first Generalissimo, and hero of the Mexican War Winfield Scott and it was good one. I have not seen anyone articulate an alternative plan that would have produced a quicker result. The so called Annaconda plan had three elements. Firstly to blockade and occupy where possible the Confederate coastline to prevent the  export of trade goods and the import of war materials such as the rifled musket. Secondly to cut the Confederate States in two with a thrust down the Mississipi from St Louis to the coast. Such a thrust would cut off states such as Arkansas and Texas from the union and again hinder the import of war materials through the Southern Gulf coast. Finally to surround and constrict or apply pressure to the Confederacy including its capital Richmond through the use of the Union's overwhelming manpower in the form of field armies. Whoever created the contemporary print above failed to appreciate the real detail of the plan. There was no real ring of union armies out somewhere West in the Indian territory. The head of the "Great Snake" should be menacing the upper reached of the Mississippi South of St Louis close to the beginning of the war. Geography in a way neatly defines the Union strategy and initially at first it is one that I will aim to follow when wearing my Union forage cap. 

It is worth reviewing how the game itself "War Between the States" deals with Victory as obviously this will further dictate how I set about matter when playing the Union. I am going to use the "Experimental Political Rules" from the 2006 rule book along with all or any amendments in those living rules on the Decision Games website. The system in essence "appreciates" the Unions conundrum and the potential for war weariness bringing early closure to the war. A loss of momentum in the war can very much lead to the loss of the border states, foreign intervention on the part of Britain and France (economic) and potentially an outright  confederate victory. I am really pleased with the way the strategic and political considerations of the war are modelled and how this will direct my thinking for both sides from the map to the tabletop. 

The first way for the Union to win is through a "Historical Victory". If the Union holds each of Nashville, Memphis, New Orleans, Atlanta and Richmond prior to the end of the 200th movement turn in April 1865 (the surrender of Lee at Appomattox Court House) then the Union wins. If not then the Confederates achieve their independence in part or full I guess. This then present some clear war aims for both sides. We do not have to wait until April 1865 or the capture of 5 key cities to resolve issues. There is a variant that tests the position at 11/64 on the Northern Election. If the Union holds four of the five cities the game ends in Union victory and if less than two the Confederates succeed as presumably Lincoln is thrown out of office for a "peace party" or candidate. I am not yet sure if I will adopt that variant given the way in which the main cities are in play in the "experimental poltical rules" (see below). There is nothing to prevent though the variant historical victory rules being played with experimental political point rules. It all adds complexity and at the end of the day the Union has to set about taking those key Confederate cities out of its supply chain. 

The second victory track using the "Political Point" system is far more nuanced. Both sides accumulate points based on war achievements and conditions. The difference between those two scores produces a number which can be rolled against using a D6 on a chart for each of 1861/2, 1863 and 1864/5 by either side making a political appeal. This of itself costs increasing political points for repeated appeals. To give an example in 1861/2 if the Confederates have just 3 political points in their favour or more then the table reads as follows :-

1 F, 2 F, 3 F, 4 Mc, 5 Kc, 6 C

Where F is Foreign intention, Mc is Missouri joining the confederacy, Kc is Kentucky joining the confederacy and C is an outright confederate victory. I will deal in full with the issue of Kentucky and Missouri neutrality and the potential for each to join the Union or the Confederacy in the early stages of the war in a separate post. 

Foreign intervention is a real possibility on the tables if the Confederacy is doing well during 1861/2 with only a slim chance in 1863 if the Confederacy is doing really well. The confederacy will then be recognised by both Britain and France, all import supply points through unblocked ports are doubled and the games ends in 2 years (26 cycles of a strategic turn and four movement turns). This is a fantastic mechanic. If the Confederacy can achieve recognition through some early gains in 1861/2 it can boost its resources and cut short the war. I expect this represents the Great Powers bringing the Union to the table to negotiate a peace out of their own economic interests. The reality was of course that after Antietam and the Emancipation Declaration there was little prospect of a Britain in particular coming to the aid of the Confederacy. Queen Victoria had wept on reading Uncle Tom's Cabin and Britain had been waging a war on the High Seas against the slave trade since 1821. This is again modelled with the Emancipation Proclamation being an option for the Union. The Confederacy gains 5 political points but any  possibility of foreign intervention is prohibited. 

Only a score of + 3 or more in the confederates favour can produce the small chance of an outright  confederate victory in 1861/2. As the war continues the potential results for the Confederacy both improve and the political points difference required to achieve those results. As an example if the confederates are on "0" in 1864 an appeal to the political tables will give them a victory win a roll of 3-6 on a D6. There are a multitude of results in between on a complex matrix. 

At the other end of the scale as the Union racks up larger political points scores it can bring Kentucky or Missouri into the Union or of course achieve an outright Union victory. In 1861/62 with a score of 16 + points the Union end of the table reads as follows :-

1 U, 2 U, 3 Ku, 4 Ku, 5 Mu, 6 Mu 

The Detail then of how each side can score political points in order to seek to gain political advantage or to bring an early end to the War should drive the strategy of both sides. Rather than write reems I will just set it out. As the campaign progresses I will include an updated political point tracker with the unit counter/Volley and Bayonet bases tracker that I have already created. 

Victory Appeals 

Each player can make one free appeal at any stage to the political matrix charts to attempt to secure a victory. A secondary result of foreign intervention or securing Kentucky or Missouri all qualify as failed appeals for the purposes of the points system. Subsequent appeals on the matrix cost points in increasing amounts such that by the fifth attempt the points cost is 16 points.  From the union point of view then there is an art in timing those appeals after a degree of traction has been achieved with other war wins.

Union Political Points 

The amended rules very much expanded the territorial ambitions of the Union beyond the 5 key cities some of which are worth 2-10 points. The other target cities worth a point are Charleston SC, Chattanooga, Corinth MS, Knoxville, Mobile and Vicksburg. A point is also award for the first capture of a confederate fort. A further two points are awarded for taking a basket of smaller cities on the Trans-Mississipi which makes that small theatre of some relevance (so perhaps my criticism of the orientation of the Snake is uncalled for !). There is a point up for grabs for occupying and destroying lead and salt mines in South West Virginia and also for cutting the strategic rail line which runs from Lynchburg Virginia to Cleveland Tennessee. There is also a point available each and every strategic turn that the Mississipi is free of Confederate ironclads, fortifications and river flotillas and every city on the Mississippi is in Union hands i.e complete control of the Mississipi will start a ticking points clock. 

There are battlefield points available for eliminating Corps and Army Headquarters counters (ceases in 1865), causing a Union headquarters force to retreat via combat with 20 per cent or greater casualties and for every 75 counter strength points eliminated by any method (I presume this would include supply attrition as well such that an Army forced away from supply or besieged would be a result for the Union). 

The Union player receives points for the capture and parole of Confederate leaders, for failed Confederate political appeals and also for subsequent Confederate drafts or conscription. 

I love the nuance and detail in this political point system. It should drive the battlefield and political strategy of the Union in a way which makes sense of the geographical and historical context. The tug of relative fortunes is further enhanced by the Confederate political points system. 

Confederate Political Points 

The amended political points systems for the confederacy are genius and display an in depth understanding of the war on the part of the rules writers of War Between the States. 

There are huge points up for grabs for a Confederate capture of Washington (50 !) and ten each for Baltimore, Cincinnati or St. Louis. Further there is a point up for grabs for the capture of a union fort (Fort Pickens then looks like a welcoming target in the South) and for each strategic turn that any one or more of the four target Union Cities are unable to trace a rail route back to the Northern edge of the map. This creates the possibility for aggressive action on the part of the confederacy. Raids in force into Maryland or Ohio or limited cavalry actions. A result from an invasion of the North such as the Gettysburg campaign to chip a few points back prior to an appeal to the political matrix. 

There are similar rules for battlefield victory points, five points from the Emancipation Proclamation,  points from the parole of captured leaders, for  failed victory appeals and from Union drafts and conscription. The rules around drafts and conscription model war weariness very effectively. 

The icing on the cake for me are the points up for grabs if the Union does not pursue an aggressive invasion of the South. These operate almost like a pendulum the intrinsic balance of which is loading against the union as the war progresses. In some ways then the union is on a timetable of conquest and the confederacy if it wishes to bring the war to a close cannot endlessly trade space for time in the hop of hanging on until April 1865. The various points to set our war progress fulcrum or timetable are as follows :-

  • Beginning 1/62 if the confederates occupy  and connect by road or rail any one or more Union Cities other than the four target cities they receive a political point each turn while that condition persists. In three short strategic turns then if the Union failed to oust the Confederates an Appeal to the political matrix could result (on a one in 6 chance) in a Confederate victory !
  • From 8/62 there is a political point each turn up for grabs if the Union has not captured at least four confederate political point cities East of the Mississippi; 
  • Similary from 10/63 for 7 political point cities East of the Mississippi; 
  • from 10/64 for 8 political point cities East of the Mississippi; and
  • if the Union player fails to capture the six trans-mississippi political point cities by 6/64 strategic turn the Confederate player gets the two points instead of the Union.
Mathematically I have not gamed out in my head the  interplay of all of these factors and points however the essence of the "timetable" system to my mind really does capture the sense that the Northern public were going to tire of the war if they could not see an end in sight. It is not a question of the sides simply tallying up points to see who "wins". The points present the opportunity to make a claim against the victory matrix (which in itself can cost points) in order to secure the political victory. 

The whole system models then party and public pressure or delight at strategic progress or battlefield results, foreign intervention and war weariness. I love this system as a whole and hopefully it should not produce a "crazy" or a-historical result or drive a-historical actions. It seems to both encourage the two sides to be doing the sorts of things they ought to have been doing or politically they needed to do and prevent either side from just "sitting" back and allowing the other side any measure of initiative. There his the potential for the tempo to shift for small strategic issues to play out in the "bigger picture" of the war.

If I need a reason to invade to invade Virginia I have one. If I need a reason to resist the invasion of Tennessee rigorously I have one. The Mississippi or Memphis and Vicksburg cannot be given up lightly by the confederacy. The North should be wary or raids in force into Union border States. 

The whole point of a war-games campaign is to tie the tactical horse of battlefield success to the strategic cart so that the two add meaning and richness to each other. The survival of armies in the field in the Western theatre will matter. The loss of a hex with a rail link or access to a waterway will matter for more than mere movement to the next battle. I am very excited about the way the political system in the board game could influence my thinking both for the creation of field armies, their composition and how I use them. If I ever needed a good reason to paint a couple of thousand miniatures I have one ! 

See you in hell Billy Yank ! See you in hell Johnny Reb ! 

Tuesday 22 August 2023

Living Order of Battle and Game Tracker

 



Position at the End of Strategic Turn August  (8) 1861

This Page is a live summary of the position and type of all map units and other important information for both sides. It includes a summary of blockades, political points and developments, supply and personnel points and for each "on map" counter what they "contain" for the tabletop Volley and Bayonet brigade bases which will fight our battles. The Order of Battle is extended to include the factored in artillery. I have also listed all fortifications and how these will translate to the tabletop. 

Map Key 

A/B/C 1234 - Map number and coordinate for unit grouping on War Between the States map (A is the West Theatre North map - B is the West South map including the Gulf coast from North West Florida to Galveston in Texas. I will include names of places on the map - confederate cities which attract supply points will be in bold and names in italics will be confederate sea ports. Supply points provided by cities and ports vary by month e.g. by season/harvest time. New Orleans, Richmond, Nashville, Memphis and Atlanta are major supply cities and increase in supply provision annually. 

Counter Key

Counters in War Between the States are in strength points that represent c. 1,000 men. Volley and Bayonet units/bases have strength points for each 500 men. 

I# Infantry counter and strength, C# Cavalry counter and strength, M# Militia counter and strength G# Garrison counter and strength, HQ Corps HQ, FA# Field Army and Supply Name***(#-#-#) Leader with Star Rating and Statistics (Initiative, Combat Span (****/***** only), Combat Value for Morale), RT River Transport, RF River Flotilla RI Iron Clad NT Naval Transport NF Naval Flotilla, SG Siege Gun, X2 Fort, X3 Fortress, ST# Supply Train and Supply (up to 10 points) DepName# Department and supply e.g. DepMiddle, Depot#/# Depot counter number and Supply (up to 99 points) 

Volley and Bayonet Bases "contained" within the counters at each location are described and using standard notation some examples 6-4  PT/NE DG (a 6 point green infantry base with dedicated artillery with morale 4 operating at 40 % exhaustion within a unit - the no elites designation is lost when promoted but the PT poorly trained designation remains for six months following recruitment), 4-5 (a veteran  brigade stand with morale 5 operating at 50 % exhaustion within a unit, Cav 2-4 PT (a two point green cavalry brigade stand), 2-5 SB-F PT (smoothbore field piece (probably a 12 lb Napoleon) newly recruited) and so on. 

Artillery is assigned to beginning/new units in sensible types and amounts based on the standard V&B Corps and those listed in the House Divided campaign order of battle. That Order of battle details some variations in units from the outset so some regular US units in Western union formations and a stiffer brigade in the confederate Army of the Shenandoah. Each division of 6-9 counter points (12-18 base points) will be assigned initial artillery and forces with multiple divisions and an on map HQ function may also receive Corps artillery as per standard V&B ACW corps by year and upgrades and promotions will occur/can be awarded  quarterly 3 March/6 June/9 September/13 December in accordance with the House Divided campaign rules. 

Finally for tabletop command and control purposes only I may include on an ad hoc basis one or two divisional leaders as appropriate for forces approaching divisional strength or more (c. 6/7,000 men - 6 counter points - 12 base points) where a counter commander is not present but for basic game purposes only. 

Fortifications X2, X3 special cases for Richmond, Virginia and Vicksburg

The War Between the States campaign rules allow a free upgrade of any x2 counter built in Washington or Richmond to a x3 fortress. Rather than have a chance role for the placement of fort (this seems silly when both capitals were fortified from the get go as a strategic imperative)  from July 1861 and with an expenditure of 30 supply points (the average cost for fort placement) both sides can place a fort counter. Washington and Richmond will then commence fortifications/works and siege artillery which translate to the tabletop in accordance with the schedule in the House Divided campaign rules. By 13/61 the counters will be upgraded to fortress counters to designate the advanced state of the works and artillery. I will keep a running tally in the Order of Battle of the State of those fortifications. 

In addition the confederate side has designated Vicksburg as "fortress Mississippi" and at no additional cost it will follow the schedule of fortifications and siege artillery from 8/61 in the House Divided Campaign rules up until 9/61 and receive a x2 counter. On payment of 50 supply points from turn 10 in full or across a number of turns (a below average cost of a fortress purchase attempt) Vicksburg will upgrade to a fortress and will continue to follow the "fortress Mississippi" fortification and siege artillery schedule. 

Fort Monroe  C3118  begins with an X3 counter on the map and and begins the game with 48 " (6" per side of "fort" sections under the Volley and Bayonet rules and 2 brigades of 2-5 SG-SB artillery. As a fortress in the War Between the States Rules can take up to 100 strength points of counters I think the suggested 24 " (6 " per side) is a little small. Equally for a fort to take ten points of counters (perhaps 5 bases at 4 strength points and 2 brigades of siege artillery and it the counters divisional artillery) it will need probably 12 " on each side initially. 

All other existing or built forts X2 counters (e.g. Memphis, Charleston) will have or create 24 " of field works and 2 SG-SB Artillery in two instalments (i.e complete after a quarter). Any newly built X3 counter will have the works upgraded to "Fort" sections in two instalments (i.e complete after a quarter) with 2 additional SG-R artillery brigades. X2 and X3 counters other than those in the campaign set up and Washington, Richmond and Vicksburg will be subject to payment costs in the War Between the States rules but I may dispense with the  "chance" rolls for placement. I am not sure I like the chance roll ? Surely if a side expends the resources it should be able to complete the works. Throwing away say 200 supply points for the confederacy because a 1 in 6 die roll fails to construct a fortress doesn't seem fair. I will probably just allow a build on the payment of the above average chance cost payment (1-4 on D6) - 40 for a fort and then 120 for a fortress. That seems sufficiently expensive for the confederacy to "dig in". Sieges generally were lost in each instance 

Strategic Turn August 1861 

Politics and Blockades  for August 1861 Strategic Turn 

B4026 Pensacola and C3119 Norfolk are blockaded due to union occupation of B4027 Fort Pickens and C3118 Fort Monroe respectively.

 
Supply Points are now now noted with rail points at the end of the Orders of Battle.

Both sides exhausted all Personel Points for the Month (which are use it or lose it in any event). 

The Confederates gambles and Missouri joins the Confederacy. Both sides will receive additional Personal Points in accordance with a Schedule with roughly 2/3's of these going to the Confederacy. The Union gains a point for the failed victory attempt. 

Political Points/Victory Conditions/Neutrality etc. 

Confederate  0 - Union 1 

Two failed appeals by Confederates 7/61  & 8/61 (required 1 or 2 for Kentucky or Missouri  respectively to join the Confederacy and Missouri joined). 1 point to the Union for the second attempt on the table. 

(1) Kentucky Neutral

(2) Missouri Confederate

(3) No Foreign Intervention

(4) No Emancipation Proclamation

(5) Neither side Occupies any Cities (Variant Political Rules 29.11/29.12) or the union the Lead and Salt Mines (Saltville/C0819) 

(6) Union has not cleared Mississippi

(7) Union has not cut Virginia/Tennessee Rail Link

(8) No destroyed or captured Forts or destroyed Army HQ's 

(9) Union has destroyed 3 map strength points 

(9) No replacement of leaders for either side  of Leaders

(10) No additional Volunteer Calls or Drafts 

Confederate Order of Battle following Strategic Turn August (8) 1861  

Gulf Coast/Mississipi

B0153 Galveston M3 (6-4 PT NE

B2732 X2 (48 " field works and 2 x 2-5 SG-SB)

B2628 New Orleans G1, RT (2-4 PT NE)

B2408 M2 (4-4 PT NE - Alabama Volunteers

B3627 Fort Morgan, X2,  G1 (2-4 PT NE, 48 " field works and 2 x 2-5 SG-SB)

B4026 Pensacola (blockaded by Fort Pickens) M2 (4-4 PT NE) 

B2317 Vicksburg Fortifications Projects (see above begins 8/61)

Trans Mississipi

B1705 Little Rock, DepTransMi, ST5, M2 (PT0), G3 (PT(0)  (4-4 PT(0) NE, 6-4 PT(0) NE),

A2517 Ironton Price***2-1 continues to retreat from the lost battle of Rolla, C1, Cawthorn Cav 2-5 PT) M2 (Weightman 4-4 PT NE) 




Tennessee/Northern Alabama

B2802 Memphis,  DepKen/Tenn, X2, ST5, M2(PT0) G3 (PT(0), RT (4-4 PT(0) NE, 6-4 PT(0) NE 2-5 SB-H PT, 48 " Fieldworks 2 x 2-5 SG-SB) 

B4026 Nashville, M2 (4-4 PT NE Tennessee Brigade tbc) ,I3 (6-4 PT NE - James Trapier South Carolina Brigade 2nd South Carolina (Palemeto Regiment and 10th and 19th regiment). 

B3021 New Madrid, M2 (4-4 PT NE)

A 3222 Union City  Polk***2-1, I3, C2 (6-4 PT NE (or 2 x 3-4 PT NE tbc), 2 x Cav 2-5 PT, SB-H PT) 

Atlantic Coast/Carolinas 

C1145 Fort Pulaski, x2, G1 (2-4 PT NE, 48 " field works and 2 x 2-5 SG-SB)

C1641 Fort Sumter, x2, G1, I3,  (2-4 PT NE, 6-4 PT NE, 2-5 SB-F PT, 48 " field works and 2 x 2-5 SG-SB)

C1640 Charleston, DepSCarol/Ga/Fla, M2(PT0), G3(PT0)  2 supply points (4-4 PT(0) NE, 6-4 PT(0) NE) 

C3527 Fort Hatteras & Clerk (Not made), G1 (2-4 PT NE)

C2024 Raleigh, DepSVirginia/NCarol, M2(PT0) G3 (PT))  (4-4 PT(0) NE, 6-4 PT(0) NE) 

Virginia

C1612 2 M2 (2 x 4-4 PT NE)

C2108 Winchester,  I2, ST4 (4-4 PT NE

C2409 Manassas Junction, Beauregard****3-3-1, Depot 6-6, 1stCorpsHQ, ST4, C1, I6, I7, I5 (Check Merger) Stuart  Cavalry 2-5,  2 x 4-4 PT NE , 2 x 6-4 PT NE , 5 x 4-4 PT NE , Corps Artillery 2-5 R-F , Divisional Artillery 2-5 SB-F PT, 2-5 SB-H PT and J.Johnston****3-3-1I5, I5 (Stonewall), (Jackson "Stonewall" Brigade (50%)  6-5, 4-4 PT NE), 6-4 PT NE, 2-5 SH-H PT) (High morale 6-5 first stonewall brigade is allowed from House Divided campaign rules set up and now augmented to a mixed brigade ) 

C4119 Norfolk (Blockaded) M4 (2 x 4-4 PT NE) 

C2108 Yorktown Magruder**3-1, I4 (2 x 4-4 PT NE, with Norfolk notionally 2-5 SB-F PT) 

C2516 Richmond DepNorthVirginia, Fortifications Projects (see above - month 1 24 " fieldworks), M2(PT0), G3 (PT0) (4-4 PT(0)  NE, 6-4 PT(0) NE 2-5 SB-F PT) 

C2512 Aqua Creek M4  (2 x 4-4 PT NE) 

Confederate Production Spiral 

Completing :-

9/61 15 Infantry Points, 6 Cavalry Strength Points (Confederates should receive Hood's Texans 6-5 shock base as one time "ugrade" - select counter), 5 x M2 

10/61 1 River Flotilla, G2, G2, G3, G3, RT

11/61 I3, I3, I4, I4, I10, I10, I3, I3, I3, I3, C2, G10 

12/61 RF, RF 5 x I2(PT1), C2, 2 x I2, I3


Confederate Rail Transport Points 

8/61 - 10 Cap 

Confederate Remaining Supply Points 

8/61 -  23


Union Order of Battle following Move Phase 2 of 7/61 

Gulf Coast 

B4017 Fort Pickens (Blockading Pensacola), G1, X2 (2-4 PT NE, 48" Field Works, 2 x 2-5 SG-SB)

Missouri  

A2712 St. Louis, , DepMissouri, X2, M2 (PT0), G4(PT0) (4-4  PT NE,  2 x 4-4  PT(0) NE 24 " field works, 2-5 SG-SB final works instalment 10/61).

A 2014 Rolla   I1 ( 2-4 PT NE & 1st Iowa The 4-4 can be  ) 

A2414 ST5

A2415 I5 Heintzelman ** (2-1) 1st and 2nd US Infantry Regiment) C1 (US Regular cavalry) (Sigel 5-6 (now crack), Sturgis Cavalry 1-5 (s), Totten 2-5 SB-F PT 4-4 PT NE Deitzlers 1st and 2nd Kansas infantry - now in the I5

A3109 Cairo M4 (2 x 4-4 PT NE Ohio Regiments/Indiana tbc) McClellan*****1-5-2, M2, RT,RT ST5 (4-4 PT NE 4-4 Col John Thayer's Brigade 1st Nebraska and 58th, 68th and 76 th Ohio Regiments )

Ohio & Indiana

A5309 Cincinatti, Dep Ohio M2(PT0), G4 (PT(0) (3x 4-4 PT(0) NE, 2-5 SB-F PT) 

A3005 Springfield M3, M3 (2 x 6-4 PT NE)

A6004 Columbus, M3, M3 (2 x 6-4 PT NE 2-5 SB-H PT) 

A4506 Indianapolis, M3, M3, M2 (2 x 6-4 PT NE, 4-4 PT NE, 2-5 SB-F PT)

A3915 Evansville, Stoneman (** 2-1), DepCumberland, M2(PT0), G4 (PT0) (3 x 4-4 PT(0) NE) 

Virginia/Middle 

C0612 Charleston (West Virginia), I4 (2 x 4-4 PT NE, 2-5 SB-H PT together with next) 

C1311, I4 (2x 4-4 PT NE)

C2206 Harpers Ferry, Depot 5-10 I5,  (2 x 5-4 PT NE,  2-5 SB-H PT) 

C2608 Washington DC,  Hallek ***** 1-2-0, I3, M4, G1, ST6, X2 Fortifications Project (see above) month 1 24 " field works  (6-5 (I3 - 1 st US Infantry

C2508 McDowell***2-0, 1stCorpsHQ, I9, I6, I6, I6 (3 x 6-4 PT NE, 2 x 6-4 PT NE, 2 x 6-4 PT NE, 2 x 4-4 PT NE, 2-5 PT NE, Corps Artillery 2-5 R-F, Divisional Artillery 2-5 SB-H, 2-5 SB-F  PT. Again "F" can be spread out as DG attributes to bases at the cost of 1 artillery point per 2 bases. 

C2609 Alexandria, I5 (6-4 PT NE, 4-4 PT NE)

C2806 Baltimore, DepMiddle, Banks ** 1-1 M2 (PT0), G4 (PT0) NT (at sea just) (3 x 4-4 PT(0) NE,  2 x 5-4 PT NE, 2-5 SB-H PT) 

C2601 Harrisburg, M2, M2 (2 x 4-4 PT NE)

C3401 Philadelphia, DepEast, M2(PT0) G4 (PT0)  (3 x 4-4 PT(0)  NE) 

C3118 Fort Monroe, Butler****0-1-0, Porter(1)(Naval Leader),  x3 (specialist works - see above), M3, M3, M3, Depot 8-10, NF, NF (48 " Fort works (12" each side), 2 x 2-5 SG-SB), 3 x 6-4 PT NE, 4-4 PT NE)


Union Production Spiral 

Completing;

9/61  1 River Flotilla, G11, 4 x I5 (Union should receive under the V&B campaign rules the 1st and 2nd US Sharpshooters each of which is represented by 2 x 1-5 ss infantry skirmish stands - These stands have a 6" range, and hit on die rolls of 5 or 6 when engaged in fire combat. If engaged in melee, they hit on a 6. The stands for each regiment must be in the same divisional counter so I can designate from the I5 counter arriving in 9/61) 2 x RT, ST, 4 x M2, M3

10/61 C2, 3 x C1, 1 Naval Flotilla, 2 x NT, G20

11/61 I10, I10, I2, 4 x I4, I3  2 x NF, 2 x RF 

12/61 5 x C1 I2(PT1) I2(PT1) I2 (PT1) I5, I6 



Rail Transport Points 

8/61 - 21 Cap 

Union Remaining Supply Points 

8/61 - 122 

Next Step - Week 1 of August (8) 1861


Confederate Order of Battle for the Campaign First Manassas

  I have not managed to post at all on this website since before Xmas. Life has got away from me a little bit with my parents who are unwell...