Showing posts with label Bull Run. Show all posts
Showing posts with label Bull Run. Show all posts

Sunday, 16 August 2026

Reworked Order of Battle for Union Forces First Mannassas

Above :Union Infantryman (US public domain image) 

I have completed the Fire and Fury OOB for the confederates using the more detailed stand numbers, artillery types, infantry weapons and different morale system. I am using the percentages for the pick up games charts to determine this "chrome" within the OOB. Time to run my attention to the union.  

I have already determined a date for the battle in the first week of August and opted for D6 + 1. A throw of "4" results in a date of 5 August 1861. A little over 2 weeks from the real event on 21 July 1861. I have already determined with a dice roll that the battle will commence with a Union attack somewhere at 11 am. 

So the union counter Order of Battle begins with the commander  McDowell *** 2-0 who sits on top of  the First  Corps HQ counter. As a *** Corps general McDowell  can command up to 3 divisions using the HQ together with 1 further division all in the same or an adjacent hex (only when using the HQ).  In this case he is stacked directly however with I9, I6, I6, I6. So three fairly average sized divisions of 6,000 men and one oversized division of 9,000 men. The I6 divisions will each have two batteries of artillery and the I9 can have 3 batteries. McDowell will also have a Corps artillery reserve of two batteries. McDowell will not be an exceptional Corps commander. As the Union have a further 17 commanders 10 % of which should be exceptional I will allow them 2 exceptional commanders - one divisional and one brigade commander. I will identify them randomly. 

I have allowed each divisional counter on either side a divisional commander for tabletop purposes only which we can name for now and which will operate under Fire and Fury Rules.

All of the Union troops present will be  Green. The only veteran original counter in the East for the Federals is the I3 for the US regulars in Washington (which might be modelled as 2 x 3-5 on the tabletop. Looking at the actual Order of battle for the Union at Bull Run there were in fact 5 divisions. One had no brigade structures so was a collection of volunteer regiments or battalions as it were and the four organised divisions (First, Second, Third and Fifth Divisions) had 4, 2, 3 and 2 brigades (respectively). I am going to model each I6 counter as 3 brigades. The I9 brigade will have 4 brigades. That gives me 13 units to the confederates 15 (14 infantry brigades in 5 divisions and one cavalry regiment). I think the United States Federal artillery regiments should be experienced. Union artillery was in the main superior to confederate artillery throughout the war and certainly in equipment. 

IHeintzelmen is currently in the West chasing Price across Missouri so if we used the 4 remaining historical Divisional commanders from Bull Run these will be Tyler, Hunter, Runyon and Miles.  I will fill out some colour and background for each of these divisional commanders as I assemble them the stands for the tabletop. Some familiar household names will appear as Brigade Commanders the war commences.

Union Army of Northeastern Virginia (effectively a Corps organisation under the rules) 

McDowell - *** Corps Commander 

Artillery Reserve (Maj.  William Barry) 1st United States Artillery Battery 1 (HR) Exp Battery 2 (LR) Exp

First Division - Brigadier General Tyler  (I9 - Tyler)

First Brigade (Col. Erasmus Keyes) 1st, 2nd 3rd Connecticut & 2nd Maine (12/9/6) (MM) Grn

Second Brigade (BG Robert Schenck 2nd NY Militia, 1st and 2nd Ohio (9/7/5) (RM) Grn

Third Brigade (Col William T Sherman) 13, 69, 79 NY and 2nd Wisconsin (13/10/7) (RM) Grn

Fourth Brigade (Col Israel Richardson) 1st Mass, 2nd & 3rd Michigan, 12th NY (11/9/6) (RM) Grn   

Divisional Artillery Brigade (Col Romeyn Ayres) 3rd United States Artillery Battery 1 (LR) Exp Battery 2 (LR) Exp  Battery 3 Exp (RS)

Second Division - Colonel David Hunter  (I6)

First Brigade (Col. Andrew Porter) 8,14 and 27 (10/8/5) (RM) Grn 

Second Brigade (Col Hobart Ward) 1st 4th Michigan, 11th NY (MM) (9/7/5) Grn

Third Brigade  (Col William B Franklin) 5th, 11th Massachusetts, 1st Minnesota and 4th Pennsylvania (11/9/6) (MM) Grn

Brookwards NY Artillery Brigade (Col Brookward) Battery 1 (SB) Grn Battery 2 (RS) Grn

Third Division - BG Theodore Runyan E (exceptional) (I6)

First Brigade (Col Orlando Wilcox) 1st, 2nd 3rd New Jersey & 41st NY ((10/8/5) (MM) Grn 

Second Brigade (Col Ambrose Burnside) 2nd New Hampshire, 1 and 2 Rhode Island (9/7/5) (RM) Grn 

Third Brigade (Col Oliver Howard) 3rd, 4th, 5th Maine & 2nd Vermont (RM) (11/9/6) Grn 

Rhode Island Artillery (Col William Reynolds) Battery 1 (NP) Grn Battery 2 (NP )

Fourth Division - Colonel Dixon Miles  (I6)

Above : Colonel Dixon Miles at Harper's Ferry  (see attribution at site footer) 

First Brigade (Col Louis Blenker) E (exceptional) 8, 29, 39 NY 27th Pennsylvania (9/7/5) (MM) Grn

Second Brigade (Col Thomas Davies) 16, 18,  71 NY  (11/9/6) (RM) Grn 

Third Brigade (Col Calvin Pratt) 31, 32, 38 th NY (10/8/5) Grn (SB)

Divisional Artillery Brigade (Col Charles Griffin) 5th United States Artillery Battery 1 Exp (NP) Battery 2 Exp (LR) 

My next post will be on the creation of the  tabletop for Mannassas which I am going to have to resize to Fire and Fury from my original plans. 

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


Reworked Confederate Order of Battle for Fire and Fury for First Manassas


I wrote in my reboot post about my decision to change my tabletop rules from Volley and Bayonet to Fire and Fury. I will update the main tracker in due course but for now I thought it might be useful to try and model the Confederate Order of Battle forces at my First Manassas for the table top from my counter deployment on the map. 

The Fire and Fury Rules state as follows for the combat experience ratings of troops :- 

Green (Grn) - All the troops have seen little or no combat 

Experienced - Some troops have experienced combat 

Veteran - All troops have experienced combat 

Crack - All troops are seasoned veterans with exceptional performance in several battles

On the basis of relative inexperience at the beginning of the war the default should be that troops are Green.  The Volley and Bayonet campaign rules which I am using for the interplay between the campaign board game and the tabletop did provide for the "Stonewall" brigade to begin with Veteran Status. I can model that by having Jackson's brigade itself as Veteran - allowing them a "spirited" status  and conferring Jackson as a divisional commander to have Exceptional status. 

All troops including Militia I feel can progress to Experienced once they have taken part in combat and have taken and/or dealt casualities (I can also make some distinction by using the morale rules - Spirited, Reliable, Unreliable, Dispirited).  I will assume troops are "reliable" unless Militia who will be "unreliable". There are no militia present at this first major engagement. I can build in some nuance with effects for lost battles, poor supply as the campaign progresses. Veteran status I will confer as a battle "award" in line with my old promotion rules. Crack I will apply to veteran units who accumulated  a series of individual outstanding performances over time. 

In terms of battlefield leadership the counters in War Between the States which represent Division, Corps and Army leaders have an initiative rating and combat rating with Army leaders also having a command radius. The default position is the any leader provides a +1 for the Maneuver phase (this is a test to activate) if detached and +2 if attached. Divisional and Corps leaders can also stack those bonuses. The issue is how to decide whether to confer "exceptional" status to a leader model which provides +2 for the manoeuvre phase and +3 if attached. Lyons who unfortunately died both historically and narratively at my first Battle in the Trans Mississipi at Rolla did have a high initiative (4) and combat rating (2) so he may have been a candidate for "Exceptional" leader status. I think for now I am going to be sparing about automatically conferring that status. The "mean" on the counters appears to be a "1" for combat rating so that doesn't suggest exceptional at this stage.  It does appear that during melee any leader who is attached will confer a small +1 bonus - I expect that this is just leading by example. I have discovered however that attaching a divisional commander to a brigade stand is a risky business. There are good fallen leader tables that I can apply and will give an indication as to whether a counter is temporarily or permanently lost. I think as a base rule any leader counter can have his "base" conferred with exceptional status if the counter suggests this. The counters for Beauregard and Johnston have combat ratings of "1" and initiative of "3". I am not going to confer Exceptional status and I will reciprocate that to McDowel on the union side. 

Where I do not have a counter for a divisional commander I will generate one for each map counter for the first battle but I think just dice randomly to see if the base achieves the status based on the relevant percentage at their first appearance. So a 10 % chance for the union and 20 % chance for the confederates. Obviously brigade commanders may eventually appear as divisional or corps commander counters on the map as the game progresses and I can look at the suggested status from the counter in due course. 

There is also the option on the tabletop to model exceptional Brigade leaders who are inherent within a brigade (also though these can be depicted by a single hero figure).  These provide This provides the option to model exceptional brigade commanders when they appear in a historic order of battle e.g. Jackson and would confer a +1 for manoeuvre and +1 when in melee. The Fire and Fury "pick up" battle generator gives a good indication for a % of exceptional leaders at different stages of the War (early, middle and late). 20 % of confederate commanders at the beginning of the war can be rated as exceptional and 10 % of union commanders. I think I will randomly select (over and above Jackson) the correct percentage of brigade commanders to be Exceptional in a battle. That status can remain with them. I will promote brigade commanders to exceptional if warranted by performance. 

The next problem is how to model the size of brigades. Using Volley and Bayonet one strength point on a map counter represented roughly 1,000 men and 1 strength point for a Brigade stand 500 men. On this basis an average divisional map counter with a strength of 4 I could easily double up to read as two brigades with a strength of 4 each. So a division of 4,000 men contained two large brigades with 2,000 men each. Historically the development of the Union favoured a Corps structure in which each division packed a larger number of brigades. A Confederate division was more akin to a smaller Union Corps. The Union favoured a larger number of Corps with fewer divisions. Looking at the Order of Battle for any Gettysburg scenario demonstrates that. I think this structural issue should be modelled within the counter generation and points system. There is a distinction in the counter generation system for how confederate units received fresh recruits to keep up their strength over time whereas Union units were built from freshly raised regiments of 1,000 men which essentially were allowed to deplete over time. 

The overall troop/stand ratio in Fire and Fury is usually one stand for 200 men at the larger battle scale. Sometimes a smaller troop ratio is used as 150 men per stand in Western battle scenarios where the armies tended to be smaller. I will stick with a stand ratio of 200 which has the advantage of dividing neatly into map counter point of 1,000. Brigades obviously varied in size (and will definitely do so as I accumulate battlefield losses within counters). The "paper strength" of Confederate and Union brigades at the outset of war were supposed to consist of roughly 4,000 men (or slightly larger) on paper with 4 regiments of 1,000 each. The reality with straggling, disease and recruitment problems produced brigades of 2,500 men even from the outset which over time shrank further in size as the war progressed. The stand based system in Fire and Fury gives me the opportunity to model that variation by looking at historic Orders of Battle. There is the scope for large variations in brigade size and the opportunity to model larger brigades by using formations such as supported lines. I have my counter strengths to give me some indication in any event. 

Brigades should not be "uniform" on the battlefield and I will try to include some variation. I can perhaps look at the historic OOB to give some indication.  Brigades should not really exceed 2,000-3,000 size so 10-15 stands in size. 

There is yet another variable to build in terms of weaponry. Each infantry brigade will be armed with Rifled Muskets (RM), Mixed Muskets (MM) Smoothbore Muskets (SM) or Repeaters (R - but much later in the war for the Union and in very small numbers. Again I can use the "pick up" percentages for the early war. I think I will confer the charge bonus for Rebel Yell of +1 for a charge as this is a balance to the tables for generation of weapon are types and superior artillery of the Union. 

I will continue to model artillery as best I am able on the Corps and Divisional Scale. There is a larger variety of artillery designations in the Fire and Fury rules :-

Light Rifle (LR) 10 pound Parott/3 inch Ordnance Rife;

Heavy Rifle (HR) 20 pound Parrott in small numbers in both armies;

Napoleon (NP) model 1857 12 pound gun which was one of the most popular field pieces in increasing numbers throughout the war

Smoothbore (SB) model 1841 6 pound smoothbore which was used early in the war by both sides and replaced by more effective models (see above) but used by the confederates throughout in the Western theatre;

Rifle and Napoleon (RN) Union Western Theatre batteries and Confederate batteries often had a mix of types; and

Rifle and Smoothbore (RS) Early war batteries on both sides and Confederate Western batteries up until the end of the war can have a mixture of these two gun types. 

I will again look at the "pick up" suggested percentages to try to model the artillery that I am importing into map counters of Corps and Divisions in appropriate percentages dependant on side and theatre. It seems that divisions typically had between 2 and 4 batteries of 6-8 guns each with larger divisions obviously having more batteries. 

My inclination is to give each Corps commander initially 2 batteries of artillery and an average size division a further two batteries (3-7,000 strength) and oversized divisions (8-10,000 strength an additional battery). Where a counter falls to a brigade size (1-2,000) I would expect only a single battery to be available. This will provide the Confederates with 12 batteries of artillery for this first action and the union 11. 

Essentially I am playing a "large game" and not a simulation and I am as much involved with telling battlefield and campaign stories. Really as long as the make up of armies is not too lopsided or hysterically inaccurate the Fire and Fury rules does provide an amount of "chrome" for my units which will produce some variety on the battlefield.

As the war progresses individual units can upgrade their weaponry when we reach a watershed and percentages change on the tables. My OOB's and tracker will get a little more complex. 

Army of the Potomac & Army of the Shenandoah (each operates as two small Corps on the tabletop) 

The big line from the Order of Battle and Unit Tracker for Manassas in Volley and Bayonet mode read as follows :-

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

I will now convert the Brigades within the games Divisional counters to work with Fire and Fury. All of the divisions fall within normal size so will attach two batteries of artillery. As there are 12 batteries in total I will apply ten batteries within the normal range applying to Confederate early war Eastern theatre artillery and then dice for the final 2. 

Confederate Forces at Manassas 

Joseph E Johnston overall command - this essentially has no "game" effect on the tabletop 

Army of the Potomac  (technically a Corps) - P.G.T Beauregard **** 

Beauregard will not rate as exceptional. Beauregard operates as a Corps commander. 

Corps Artillery - Alexander - Battery 1 -  Purcell (Virginia) Artillery (LR) Grn, Battery 2 Lynchburg (Virginia) Artillery (RN) Grn


First Division - James Longstreet E (exceptional) - that roll of a 9 on a D10 seemed appropriate for the "Old Warhorse". (I6 - Longstreet)













 

We have a mini galaxy of eventual Confederate 2,3 and 4 stars appearing on the battlefield for this battle. Once elevated by General Lee a little later in the war Longstreet was one of the few commanders in the confederate roll call of the Army of Virginia not to come from that State. He was a Georgia man.  

Divisional Artillery - Shields - Washington (Louisiana) Artillery Battery 1 (SB) Grn Battery 2 (RS) Grn 

Bonham First (Carolina) Brigade (11/9/6) (RM) Grn 11 th North Carolina, 2,3,7,8 South Carolina 









Milledge Bonham was appointed major general and commander of the forces of South Carolina at the outset of the war. He commanded the first brigade at Manassas. In 1862 he resigned his commission to take up his post as a representative for South Carolina in the Confederate congress. 

Ewell E Exceptional Second (Alabama/Louisiana) Brigade (10/8/5) (MM) Grn  5,6 Alabama, 6,8 Louisiana 














Baldy Ewell is another star making his appearance. A regular army officer like many he resigned his commission at the outset of the war when his native Virginia seceded. Throughout the war Ewell petitioned the Confederate government for black slaves to be freed in return for service in the Army of the Confederacy. He was raised as a child in Manassas so should have known the ground well. In the actual battle his brigade was guarding one of the fords a long way downstream and did not see actual combat which was concentrated in and around Henry Hill. 

Jones Third (Mississipi) Brigade (SM) (9/7/5) Grn NE 17, 18 Mississippi, 5th South Carolina 

Stuart's Cavalry E (exceptional)  (6/4/2) (RC) Exp  

Second Division - Jubal Early (I7 Early)














Jubal Early began life as the commander of the 24th Virginia Regiment but I will give him a one of the divisions for Manassas as he was promoted immediately after the battle. I will hand over command of his brigade to Kemper.

Divisional Artillery Battery 1 (RS) Grn Battery 2 Grn (RS) 

Kemper First (Virginia) Brigade  (12/9/6) (MM) Grn NE 7th Louisiana, 13th Mississippi, 7th and 24th Virginia 

Cocke Second (Virginia) Brigade (13/10/7) (RM) Grn  NE 8,18, 19 28 and 49 Virginia 

Wheat Third brigade (10/8/5) (RM) Grn 1st Louisiana (not yet the crack "Wheat's Tigers" I don't believe who gave service in the valley but I will paint them as fancy zoaves for some variation from grey and butternut and a little elan, 4th South Carolina





















Third Division - Nathan Evans (I5 Evans)

Divisional Artillery Battery 1 (LR) Grn Battery 2 (RS) Grn 

Holmes first (Arkansas/Tennessee) Brigade (10/8/5) (MM) Grn 1st Arkansas, 2nd Tennessee

Garland second (Virginia) Brigade (7/6/4) (RM) Grn  5th North Carolina, 1, 11, 17 Virginia 

Wade Hampton's South Carolina "Legion" third brigade (8/6/4) (SM) Grn  














Whilst unassigned in the ORBAT for Manassas we will designate the Hampton Legion as a brigade and give it a run out at Manassas. The "Legion" was a fully independent force consisting of cavalry, artillery and infantry but for the purposes of the game we will assign it as a brigade to one of Beuregard's divisions. 

Army of the Shenandoah - technically a "corps" Joseph E Johnston 

Corps Artillery Pendleton Battery 1 Grn (RN) Battery 2  Grn (N)

First Division Thomas Jackson E (exceptional) (I5 - Jackson)





















I have promoted Jackson to command a division early for game purposes. He can gather the the forces to hold the "Stonewall" on Henry Hill. It is unclear as to whether Bee below was refering to a physical stonewall on the battlefield or describing Jackson as a stonewall. In any event the name stuck and was passed on from the man to the Brigade he led.

Divisional Artillery Rockbridge Artillery (Brokenbrough) Battery 1 Grn (SB) Battery 2 Grn (RS)

First "Stonewall" Brigade (Virginia Cummings) 15/11/7 (RM) Vet 2nd, 4th, 5th, 27th, 33d Virginia

Second Brigade (Georgia) Gardner (10/8/5) (MM) Grn  PT NE 7th, 8th Georgia

Second Division Bartow (I5 - Bartow)

Divisional Artillery (Culpepper/Staunton Virginia Artillery) Imboden Battery 1 Grn (RS) Battery 2 Grn (SB)

First Brigade Bee (Mixed) (10/8/5) (RM) Grn NE 4th Alabama, 11th 2nd Mississipi 














"Mississipi ! There is Jackson standing like a stonewall. Let us determine to die here and we will conquer ! Rally behind the Virginians". And the rest is history. 

Second Brigade Kirby Smith (7/6/4) (SM) Grn 1st Maryland, 3d Tennessee 

Third Brigade Fisher (8/6/4)  (RM) Grn 6th North Carolina, 10th Virginia 


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


Monday, 4 December 2023

Union Order of Battle for First Manassas or Bull Run


I am back into planning mode for the next tabletop encounter in my American Civil War Campaign. Above I have laid out the counters for the union side under McDowell's command from the hex that has attacked Manassas Junction. I am referring quite often to the Atlas of the Civil War edited by James Mcpherson. You can pick up a soft back A4 sized version of this relatively cheaply on Amazon which was very useful. 

In case you think I am organised a quick shot of the current state of my study should disavail you of that notion. I have managed to find a way to fit in three 6 x 2.5' pop up tables together with my desk and armchair so that I can continue painting and keep the WBTS map set up to play out individual campaign turns. I  do not have room for the production spirals which I keep on roster. I have a system with marked up bags for the counters and of course my full webpage rosters which does allow me to move the maps around the house squatting where I am welcome. Production is now taking place on the roster with counters being assigned to ziplocks. The main front room with its dining table and lounge area in front of a tempting open fire which can take a sizeable battlefield table will be off limits this side of Xmas. I have retreated to my study ! In some ways it's a cosier existence. I need to get some more themed pictures up. 


Lots to work through. 

I thought I would determine a date for my battle in the first week of August and opted for D6 + 1. A throw of "4" results in a date of 5 August 1861. A little over 2 weeks from the real event on 21 July 1861. I have already determined with a dice roll that the battle will commence with a Union attack somewhere at 11 am. 

So the union counter Order of Battle begins with the commander  McDowell *** 2-0 who sits on top of  the First  Corps HQ counter. As a *** Corps general McDowell  can command up to 3 divisions using the HQ together with 1 further division all in the same or an adjacent hex (only when using the HQ).  In this case he is stacked directly however with I9, I6, I6, I6. So three fairly average sized divisions of 6,000 men and one oversized division of 9,000 men. I am going to allow each divisional counter on either side a divisional commander for tabletop purposes only which we can name for now and which will operate under normal V&B rules (adding 1 to morale if attached). As the divisional leaders will not operate as counters on the map if they suffer a casualty I will treat that as a wound that takes them out for the rest of battle only rather than applying any additional jeopardy for the campaign. Should a side attach a Corps or Army level commander and suffer a casualty (McDowell, Beauregard or Jo Johnston) then we can roll for medium to long term consequences. This will allow both sides to order and operate their forces on the tabletop and give me a good game.

All of the Union troops present are Green, so morale 4 and "Poorly Trained  No Elites" at this stage. The only veteran original counter in the East for the Federals is the I3 for the 6-5 US regulars in Washington (which might be modelled as 2 x 3-5 on the tabletop. The simplest way to fill out the Order of battle would be to have two brigades in three of the divisions (so 2 x 6-4). This would require the least amount of actual painting. Looking at the actual Order of battle for the Union at Bull Run there were in fact 5 divisions. One had no brigade structures so was a collection of volunteer regiments or battalions as it were and the four organised divisions (First, Second, Third and Fifth Divisions) had 4, 2, 3 and 2 brigades (respectively). So broadly 3 brigades for each Union division would be more accurate. An average Brigade strength was about 2-3,000 men dependent on the strength and number of constituent regiments. A full strength civil war regiment could be as many as 800-1,000 men at the beginning of the War and especially on the Union side. I think then in order to have a decent number of manoeuvre units for the Union on the table I am going to model each I6 counter as 3 x 4-4 PT NE brigades. The I9 brigade I could have 4 brigades as 2 x 5-4 PT NE and 2 x 4-4 PT NE. That gives me 13 brigade stands in total to produce. 

In terms of artillery I am going to give each division its own brigade of artillery and retain a Corps artillery stand with the McDowell. The Corps artillery will be rifled (2-5 R-F PT) and the Divisional artillery can alternate between "heavy" and normal smoothbore field pieces (2-5 SB-H PT and 2-5 SB-F PT). The Field, "F" pieces can be parcelled out as Designated Guns "DG" as a point for two brigades. I think I will retain the artillery stands as they fun to have on the tabletop. 

I need then 4 divisional commanders  to operate as command bases and some brigade commanders to attach as names to each of the 13 brigade stands. Heintzelmen is currently in the West chasing Price across Missouri so if we used the 4 remaining historical Divisional commanders from Bull Run these will be Tyler, Hunter, Runyon and Miles.  I will fill out some colour and background for each of these divisional commanders as I assemble them the stands for the tabletop. Some familiar household names will appear as Brigade Commanders the war commences.

Union Army of Northeastern Virginia (effectively a Corps organisation under the rules) 

McDowell - *** Corps Commander -  "1" rating. Technically a "0" rating. McDowell should not provide any improvement to a unit's morale during the battle if he attaches to it but he can of course assist with rallying etc. I think I will however allow him to attach with a value of "1" as it may be fun to put him in jeopardy ! The real worth of on map counter commanders is their ability to organise and move units. 

Artillery Reserve (Maj.  William Barry) 1st United States Artillery 2-5 R-F PT (No exhaustion)

First Division - Brigadier General Tyler - "1" rating Exhaustion 7 

First Brigade (Col. Erasmus Keyes) 1st, 2nd 3rd Connecticut & 2nd Maine 5-4 PT NE 

Second Brigade (BG Robert Schenck 2nd NY Militia, 1st and 2nd Ohio 4-4 PT NE

Third Brigade (Col William T Sherman) 13, 69, 79 NY and 2nd Wisconsin 5-4 PT NE

Fourth Brigade (Col Israel Richardson) 1st Mass, 2nd & 3rd Michigan, 12th NY 4-4 PT NE  

Divisional Artillery Brigade (Col Romeyn Ayres) 3rd United States Artillery 2-5 SB-H PT 

Second Division - Colonel David Hunter - "1" rating Exhaustion 5 

First Brigade (Col. Andrew Porter) 8,14 and 27 NY 4-4 PT NE

Second Brigade (Col Hobart Ward) 1st 4th Michigan, 11th NY 4-4 PT NE

Third Brigade  (Col William B Franklin) 5th, 11th Massachusetts, 1st Minnesota and 4th Pennsylvania 4-4 PT NE

Brookwards NY Artillery Brigade (Col Brookward) 2-5 SB-F PT

Third Division - BG Theodore Runyan - "1" rating Exhaustion 5 

First Brigade (Col Orlando Wilcox) 1st, 2nd 3rd New Jersey & 41st NY 4-4 PT NE

Second Brigade (Col Ambrose Burnside) 2nd New Hampshire, 1 and 2 Rhode Island 4-4 PT NE 

Third Brigade (Col Oliver Howard) 3rd, 4th, 5th Maine & 2nd Vermont 4-4 PT NE 

Rhode Island Artillery (Col William Reynolds) SB-F 2-5 PT 

Fourth Division - Colonel Dixon Miles  - "1" Rating Exhaustion 5

Above : Colonel Dixon Miles at Harper's Ferry  (see attribution at site footer) 

First Brigade (Col Louis Blenker) 8, 29, 39 NY 27th Pennsylvania 4-4 PT NE

Second Brigade (Col Thomas Davies) 16, 18,  71 NY 4-4 PT NE 

Third Brigade (Col Calvin Pratt) 31, 32, 38 th NY 4-4 PT NE 

Divisional Artillery Brigade (Col Charles Griffin) 5th United States Artillery 2-5 SB-H PT

That gives me a painting target of a further 11 Union 3" square brigade stands and 4 more artillery stands together with their limbers if I want the whole look to be good ! In terms of 20 mm square stands with 4 infantry figures that 44 and stands or 176 figures. I will also need 4 divisional command bases and a Corps style command base (3 figures). I wondering whether to switch to round bases for commanders. 

My next post will be on the scenery while I crack on with the above this side of Xmas.

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









Saturday, 2 December 2023

Week 1 August 1861 (Union Turn) - First Major Clash in the East

 


Above : Henry Halleck (see site footer) 

"I will not attempt to hamper you with any minute instructions" Henry Halleck to John Pope in respect of the capture of island number 10

So "Old Brains" is installed as Chief of Staff in Washington early and it's time for the chit draw for the first turn of August 1861. Union threats are starting to brew in both the East and West. In North Virginia  a strong force of 27,000 men organised as a Corps under McDowell has crossed the Potomac and has been organising itself for several weeks. This strong force is preparing to attack around 29,000 men gathered under the combined leadership of Beauregard and Jo Johnston at Manassas Junction. 


In the West a number of further threats are brewing. An advance guard under McLennan is at Cairo with options to move on Polk at Union City. In Missouri a battle hardened force of 7,000 cavalry and infantry under Heintzleman remains at Rolla and could continue to press Price and the remnants of the Missouri State Guard who have slid across to Ironton. On the Ohio River Stoneman has arrived in theatre to take command of the departmental garrison at Evansville. From there the Union may attempt to a swift invasion of neutral Kentucky. 


The clock is always ticking for the Union politically under the Strategic victory point situation. The Union must capture four victory point cities East of the Mississipi by August 1862 or the Confederates will clock up victory points each turn and eventually be able to successfully roll against the tables for a victory or Foreign Intervention to bring the War to an early close. As a reminder the main target cities for the Union are Richmond, Nashville, New Orleans, Memphis and Atlanta. The second tier of cities include Charleston, Chattanooga, Corinth, Knoxville, Mobile and Vicksburg. This should inform the axises of attack for the Union. Clearing the Mississippi should be a key aim for the Union and from both ends if possible. Seabourne assaults could be attempted for each of Charleston, New Orleans and Mobile. Finally an overland campaign through the heart of the confederacy to take Nashville and then to cut the central rail line and take Knocksville, Chattanooga and Atlanta could be attempted. The Confederacy will always have limited resources that must be husbanded and cannot defend in strength everywhere. In some ways however both the Strategic targets and the availability of Headquarters organistions and competent leaders with initiative will guide the Union sides' progress. 

Kentucky's neutrality is an annoyance. If the Union moves through into the State its legislature will declare for the Confederacy however a swift campaign could then take place to secure the main cities and the Tennessee and Cumberland rivers. The Personnel Point bonus to the Confederacy is not massive.  It effectively provides roughly 60 Personnel Points to the Confederacy over 6 months in comparison to 30 for the Union so the difference is not that great. This is really not more than a couple of divisions. Cessation will however deliver 6 towns and cities to the confederacy which will  produce Production Points. This resource is set to take a leap up in October as the cotton harvest is brought in. This could be worth a small boost to the cause until they are taken back. Given that the Confederacy is unlikely to invade the Kentucky themselves for fear of losing that advantage and giving a gift of yet more resources to the Union has time to gather its forces before a swift invasion. 

On balance in the West for now I think that Heintzelman should continue to pursue Price and then combine with McLennan to seek to knock out Polk and dislodge the Confederate stronghold at Union City the top of the Mississipi. I have noted from the rules that despite Missouri declaring for the Confederacy the railcnet in Union still belongs to the Federals. 

Strong naval forces will be arriving in theatre in a matter of months so early 1862 could be the time to attempt the invasion of Kentucky. In fact a river bourne invasion would not immediately violate neutrality if aimed at Nashville bypassing Kentucky and using the Tennessee and Cumberland rivers. I think it better to move swiftly on the key cities that would contribute to the Confederate cause, hold territory and threaten Nashville. Nashville would be the first major strategic loss for the Confederacy. 

On the  Confederate side the other hemisphere of my strategic brain keeps coming back to the simple maxim that the Confederacy does not need to "win". It just mustn't "lose". The Confederates have there a new nation - it simply needs to dig in and hang onto it for now. Concentrating forces and blocking potential moves and reinforcing key strategic cities is the aim of the game. For example why attack Ivrvin McDowell North of Manassas ? Richmond and some of the small towns and cities such as Fredericksburg and Lynchburg, Charlottesville and Gordansville  need to be defended but there is no immediate strategic advantage to throwing McDowell back across the Potomac. Better to continue to consolidate forces and focus on having an advantage when attacked. The topography of Virginia presents the Confederates with a series of East/West rivers providing natural defensive lines. 

Initiative Chit Draw

I use my wife because I can feel myself hoping that the Union remains stalled in North Virginia - I have to paint those bases at some point ! Also I think I know what each Chit looks like now even if reversed. Again I swear that my wife is a zealous abolitionist and Lincoln loving Republican. The Confederates opt for the safe "2" in parenthesis under the WbTS boardgame rules. Of the remaining 3 options - "0", "1" and "3" Jane picks the "3" from the cup. The Union takes the initiative and has 3 guaranteed initiative moves which is remarkably useful given the very low initiative of Union commanders to get anything done independently. 

Union Moves 

(1) Heintzleman ** and the I5 and C1 counters he is stacked with continue the pursuit of Price backed by (2) the supply train.  They move across to A2415 and A2414.  Heintzleman can order a division and a brigade as a ** Divisional commander so moving the supply train to ensure that he can engage in combat healthily when he catches Price will cost another chit initiative.


(3) One of the I5 divisions at Harpers Ferry has moved to join Banks at Baltimore. Incidentally the Federal  Naval Transports are nearby. The Northern papers trumpet the potential for seaborne invasions along the East coast of the Confederate States alerting the Confederacy to the potential danger. Should the Confederates then use valuable resources to garrison each city on its coastline ? I have been toying with the idea of building up garrisons where I can to create a fighting reserve that can react to threats. The arrival of a substantial force threatening key cities such as Charleston or Atlanta would require a significant reaction that would then of course weaken resources elsewhere. The Union has the advantage of the Sea, the Ohio river and eventually the Mississippi (if it can take it) creating a contiguous exterior line of communication from where it can assault at will. This is Winfield Scott's Anaconda plan in its full glory. 

There are of course the potential for initiative moves for the union as well. 

Only Stoneman at Evansville makes his initiative roll (he gets a “2”). I think he needs a larger force to move into Kentucky than the 6,000 militia and garrison he currently has. Potentially he can take some militia with him to create a depot when he does move but he should take at least a strong infantry division to have any chance of success. This will be the thrust towards Nashville when it is ready. 

The more you "run the board" for the Union  to generate threats to the Confederates the more you realise that the Confederates are constrained strategically to defence and possibly counter punches  e.g. in the form of raids in strength in the North or to retake territory in the West. The experimental political victory point rules I have adopted from WbTS are particularly elegant at capturing this "mood" to proceedings.  

Combat Phase 

Heintzleman is not yet in a position to attack Price. Again Mcgruder has a series of increasingly agitated telegrams from Lincoln demanding that he march on to Richmond by destroying the confederate main battle army right in front of him. 

Will there be any progress in the main battle theatre in Virginia ? 

The union rolls a 1 which is good for  McDowell's initiative of 2. McDowell is stacked on a Corps HQ and as such can attack with all 4 divisions with him - the 3 x I6 counters and the I9 counter - 27,000 bayonets. Facing him are Beauregard and Jo Johnston with fully 29,000 men. Finally the slow preparations of Union have resulted in a clash. 

This is the mid-sized encounter I have been looking forward to as a tabletop project to take my gaming resources forward  - a clear step up from the  Battle of Rolla. I will need to (1) design and dress the tabletop. (2) Draw up Orders of battle and organise units within my divisions - naming the stands and regiments and (3) decide on how I deal with the battlefield rules for the day and the arrival of units and so on. There are a number of rules questions for me to consider. The battle should be large enough however for me to properly divide up the forces into “divisions” or forces and assign wings or a strategy under the Road  to Glory system. I will allow each side sufficient battlefield divisional commanders within their counters as well as the *** and **** generals present as overall Army/Corps sized commanders. 

Painting wise I will need to produce probably half a dozen more 3" infantry  stands for either side to be able to play this but ultimately I will need upwards of 30 stands a side for the biggest battles in any event. In terms of 20 mm square bases I should now just get the production line rolling again. I have taken delivery of some very nice Black Hats and Zoaves that could make an appearance. I am good for cavalry. Stuart will be present with a small brigade of cavalry however there are no cavalry on the Union side. I will need probably a fairly significant amount of artillery unless I model this at Divisional Guns. 

In terms of scenery I think I need two “tiers” of hills so some foam board shapes that can sit under my cloths will win the day. My existing collection of hills can then just produce the second tier or standalone hills. Henry Hill was of course the focal point of action at Bull Run on 21 July 1861 but it needn't be in this encounter.   I also need a stone bridge and possibly just more trees again ! I am not sure yet how big to make the tabletop.

To keep things simple there is a good map for a Bull Run Scenario on the Volley and Bayonet  internet pages. But this really covers an area dictated by what the two sides on the day actually did. In reality both sides tried to turn the left flank of the other by an attack. This was called off on the Confederate side to defend against the Union assaults of Henry Hill. All reserves arriving at Manassas Junction by rail were eventually thrown this way (notably Jackson's first brigade) prior to general assault by the Confederates leading to a Union collapse. 

I have also ordered a second hand copy of Eastern Battles which supports the Fire and Fury system. That should also have a map and order of battle I can lay onto my counters. This is the moment that the troops become real and take on a character and identity. There is a wealth of information available on the internet obviously. I am taken by the concept that the Union has a multitude of potentially fords and crossing points along Bull Run from which it can attack. The overall concept for the scenario could be the the Confederate needs to make its deployments and then the Union axis of attack will be determined. There is no need for complex rules for the arrival of a strategic reserve by rail as the Confederates have been concentrated at Manassas junction for several weeks. 

The full table itself could be up to 12 feet long x 6 feet  deep depending on how I orientate it. I want take in all the potential river crossings if I can. This is a great project within a project and one that will take me beyond Xmas I expect to get on the table. The key for me is to keep the battle fresh, fair and give both sides a good chance. Most of the troops will be very raw and unproven. Both sides will though naively see the opportunity for that “knock out blow”. The object of this whole campaign for me is primarily to have fun, create some beautiful tabletop battles and essentially tell a story. I should also gain some understanding of the big picture and learn some history as go along. 

I ordered a small piece of astroturf last week to have a go at some crop fields given that the battle will take place in August. My battle of Rolla was lacking in corn ! Spray painted a corn colour the Astroturf  should be quite good. The rules for corn fields block line of site until they are trampled by a crossing brigade. Perhaps I can have two versions - one for the corn standing and one for the corn trampled ! 

Time to retreat to the study/modelling room for a couple of weeks to get this on the table ! I doubt the Great Republican will allow a 12 foot x 6 foot table to appear in the "Front Room" this side of Xmas competing with the tree and dining table. 

Overall I am very excited now again to deliver a larger battle that will deliver a result in the grand campaign. Who will go limping back to the capital on this occasion as the Summer of 1861 draws to a close ? Will the Union sweep on to Richmond or will this first foray into Virginia end in the debacle of the “Great Skeedaddle” as it did historically.

There is one final thing I can decide on with a simple dice roll. The V&B House Divided campaign rules have a system for determining the start time for the fight (see Rule 8 Battles here). In August sunset is at 5 am - adding to that a roll of D6 the Union attack will not take place until 11 am. As sunset is at 7 pm the Union forces will be limited to 8 turns of action on the first day. It is possible that we could be in for a multi-day battle

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


Tuesday, 7 November 2023

Week 3 July 1861 - McLennan Moves West

 


"Up Alabamians !" General Bee at Bull Run 21st July 1861 (see site footer) 

Towards the end of the second week of July McDowell has led 27,000 men across the Potomac from the capital Washington to meet the massing confederates in the field. Jo Johnston has slipped away from Winchester with two divisions totalling 8,000 men to join the 19,000 men and 1,000 cavalry of General Pierre Gustave Toutant-Beauregard. If McDowell can seize some initiative he will be able to bring the confederate main army in Virginia to battle with the hope of destroying it and marching on to Richmond to sieze (or siege) the rebel capital and end the war. This was the plan. One decisive battle and an end to the war ! There are of course victory points to be won for large battles. 

Initiative Chit Draw

The confederates elect to take the number "2" chit - their safe option so the possibilities for the Union are "0", "1" or "3 guaranteed moves. I pass a small cup to my wife while she is watching telly - she is clearly a  Lincoln loving South hating Republican as the Union draws the "3" chit.  This should make things very interesting for the ensuing turn. McDowell will still need to roll a 2 or less to be able to start a set piece battle. The Union will move first however and has 3 guaranteed moves. 

It's good to remember that in order to be "on the right track" politically the Union needs to take a fair few strategic Southern cities by September 1862. It can never be all about Richmond although clearly taking Richmond would have a dramatic impact on the South politically. The chances of Foreign intervention would all but disappear and the confederacy would lose valuable resources each time turn. I have conducted a detailed review of the Victory point system and strategic priorities for each side at my post here which is alway posted at the top of my home page. 

I love to sit at the Northern end of the table and look "upside down" at the map from the North down. If we assume that the Union for now does not want to provoke Kentucky to join the confederacy by violating its neutrality then the corridors of advance become quite obvious. There is always the possibility for the Union to pick up victory points and then to apply for Kentucky to come out for the Union. While it is a logistical headache the more time I spend "upside down" the more I notice the advantages that the Union has with its almost "reverse" interior lines. The Ohio River allows the Union to shift troops rapidly by water from the East right across to the top funnels of the Cumberland River which heads down to Nashville and to the Mississipi to threaten Memphis. Littered about the map the Union has significant resources that once collected under a leader could prove to be an absolute headache for the Confederates. 

There is also something to be said for ensuring that all departments have infantry divisions ready for the next augmentation opportunity. 

In summary then initially in terms of big "ideas" for the Union there is the assault on Richmond. The Union has commenced the war in Virginia by crossing the Potomac. Out West there is key strategic goal of clearing the Mississipi and taking the major cities along it. This would in turn open up Tennessee with cities such as Nashville. Finally there is always the option of stretching the Confederates thin with a coastal assault against the interior of the confederacy. The coast of Georgia or the Carolinas could be the stage for sea bourne landings. Further and while the Confederates would have good notice of any attempt there is nothing to prevent the Union making a landing in the Gulf to try and seize the major city of New Orleans. That would be a blow to the confederates and open up the Mississsipi corridor from the Southern end. 

Union Moves (3 Guaranteed Initiatives)

The Union undertakes some building and consolidation in the West with the guaranteed initiatiations. 

(1) The Unions 3-3 infantry division on Jefferson City moves to join Heintzlemans command at Rolla and sloughs off a 2-3 brigade. The  I1 brigade will be able to merge with the I3 counter and Heintzleman will be able to command the resulting I4 and I2 brigades from August. Equally he could just command the current I3 and I2 counters in turn 4 of July to pursue Price. 

(2) The River Transport unit at Cincinatti transports McLennan, the supply train with 4 supply points and an M2 counter to Evansville which is just about manageable in terms of the "40" point for the River Transport. 

(3) The river transport unit at St Louis transports the M4 counter to Cairo in Illinois. 

Finally, the Union tries to initiate combat using McDowel's command against the Confederate Army at Mannassas Junction but is unsuccessful. 

Confederate Moves (2 Guaranteed Initiatives)

(1) The Weightman's State Missouri Guard brigade (M2) unit trailing Price and Cawthorn's State Guard Cavalry cavalry unit from the defeat at Rolla movs to reunite at Irontown. 

(2) An I3 South Carolingian brigade from Fort Sumter crosses the swamp entrains and then travels by rail to Stevenson B4704 (Heading for Nashville)

Looking at the list of Union target cities it is clear that the South needs to secure Tennessee in particular. 

The strategic position in the West is beginning to look interesting.


The fact of the matter is that unless the Union rolls a "2" for combat initiative it cannot launch the assault at Mannassas Junction. That must occur at some point ! In the meantime my divided brain can continue the build up in the West. 


Monday, 6 November 2023

Week 2 July 1861 - McDowell Crosses the Potomac

 


"Colonel there is no use dodging. When you hear them they have passed"  

Joseph E. Johnson to a flinching Colonel on the Peninsula before he was hit himself. (see site footer)

Northern newspapers are trumpeting the victory in Missouri and there are outpourings of celebration but also national grief in respect of the fallen hero Lyons. Lyons is the first General Officer to die in the war (again and thanks to my stupidity in attaching him to a confederate brigade in the thick off it - history repeats itself and the Union loses its highest initiative commander).  News also reaches Richmond of the set back at Rolla. Jefferson Davis is under pressure from the public and there are calls to eject the Yankee invader from Virginia. The Confederates can wait for the Union to make a move. The historical reality at this point is that both hoped thought that one decisive battle in the East would settle the matter. I could be cautious for the Union however tying down large amounts of troops to protect Richmond is an end in itself. 

Joseph E Johnston is technically the senior officer in the field on the confederate side. I am not sure of the extent to which he and P.T.E Beauregard would have cooperated daily but we know historically how they managed to mass their troops at Mannasses junction to defeat the first union thrust at Bull Run. 

In essence the strategic position on the map overall is largely unchanged apart from the set-back for the confederacy in Missouri. I discussed the overall strategic position in my post for the first turn here . It's almost 3 months since I wrote this piece so I have had to remind myself of my initial conclusions. 

The CSA elects to take a guaranteed "2" as their initiative chit drawer. The options then for the Union are 0,1 or 3. I let my wife draw the chit to avoid any bias karma infiltrating the cardboard and a "1" arrives. The union will finally be able to perform some guaranteed movement but after the Confederate turn. 

Confederate Moves 

(1) Price uses a Confederate initiative and orders the M2 and C1 counters (The surviving elements of Weightman and Cawthorn's brigades of the  Missouri State Guard) with him to move. The Cawthorn's cavalry counter moves as far as Ironton A2517. Weightmans Missouri State Guard brigade (M2) marches as far as A2117. Ironton is in supply (being 3 infantry move points from the Mississippi). It also continues to threaten St. Louis as the Missouri railroads can be used by either side while Missouri remains neutral. Although Price's force is possibly no longer a real threat but could be reinforced by Polk in the South. 



(2) As a backfill to logistics (I forgot to consider combat supply in the first turn I am going to allow the confederates to broadcast 6 points to a new depot at Manassas Junction. An I2 counter will be lost to make the depot. 

(3) For the second initiative move the supply train at Manassas Junction is going to ship 4 supply points to Winchester.  I think the stack at Winchester C2108  requires access to combat points in case it is attacked or wants to attack 

Jo Johnston is able to roll a move initiative - 3 or less on a D6. 

(4) One of the I5 divisions sloughs off an I2 brigade which will remain at Winchester and Jo Johnston and an I5 and I3 march to reinforce Beauregard at Manassas junction. If McDowel decides to attack he will be facing a much more even fight now that 8,000 troops have joined Beauregard at Mannassas junction 

Those are all the confederate moves.

Union Moves

McDowell in command of the first corps HQ can move 3 divisions within the corps and an additional unit or division as a *** leader. He crosses the Potomac with the I9, I6 I6, I6 counters. I think it could be wise to concentrate additional forces before an attack. There is an I5 division next door in Alexandria and a further I3 veteran division in Washington. It may be worthwhile switching in Mclennon  prior to attack but then again McLennan has an initiative of 1 so he may not be able to attack in any event ? The command and control in War Between the States is somewhat frustrating but I quite accurately. In early 1862 for example Lincoln was unable to get McLennan to attack for many months and then again on the Peninsula he was continually plagued by over-caution and over-estimation of the force opposing him. Lincoln was continually frustrated that having built an army McLennan was not particularly disposed to use it. 

McDowell has an initiative of "2" so on a D6 he should be able to give combat on average at least once every 3 months.  Any battle at the moment would be a broadly equal one. 

From a personal point of view it will commit me to a good 1-2 month's painting as I think I will need about 50-60 more small 20 mm square bases each of Union and Confederate infantry (4 x 10 mm figures to a base and 4-6 making up a 3 inch square volley and bayonet brigade bases. As the war progresses the figure requirement is only going to increase. By 1862 both sides could have as many as 80,000-100,000 men in the biggest field armies in the East and West. An 80,000 strong force will need around 40 x 3 " stands on each side which is 240 bases or close to 1,000 figures a side. There is no getting around it. I think the table sizes will also increase to about 9-12 feet x 4-6 feet for some of the battles with a corresponding requirement for scenery. This is the whole point. If I can get to that point then essentially with whatever rules I ever use I will be able to field two decent size armies. I will be set up for good. 

The Bull Run size battle will be a good half way point to reach for with my modelling. 

Despite my immediate concern over the painting logistics I think the pressure from Lincoln would be too much and for historical accuracy I roll for an attack. McDowell fails for this turn but already the conveyor belt for infantry stands is back in motion. 


Heintzleman who is currently at Evansville in Illinois manages to activate (roll of 1 on an initiative 2). A leader can travel normally by rail without having to use a rail point. He moves to Rolla to take command of  the Trans-Mississippi theatre. 

That ends the Union movements and the weekly turn. I will update the living tracker. If the Union can make a combat initiative roll next turn they can attack ! 


Reworked Order of Battle for Union Forces First Mannassas

Above :Union Infantryman (US public domain image)  I have completed the Fire and Fury OOB for the confederates using the more detailed stand...