Showing posts with label Memphis. Show all posts
Showing posts with label Memphis. Show all posts

Thursday, 9 November 2023

Strategic Turn August 1861 - Missouri Joins the Confederacy !

"All we ask is to be let alone" Jefferson Davis  (above Confederate cabinet - see site footer

Housekeeping time. 

I am really enjoying this campaign now and feel "across" it terms of the organisation and maintenance. I can probably stop worrying so much as whether I am doing it "right" and just get on with it. I am already into the counter factual with McLennan appearing in the West. I have had a small tabletop battle with a result and with the death of a Union leader. I have promoted units in terms of their morale, applied recovery after a battle and adapted rules as I have needed to. I may come to regret the level of detail that I am building into the campaign as a result of using the 3 Map spread and eventually several hundred counters for tracking and tabletop conversion but it's what I wanted to attempt. The whole war. I worked out the other day that there are 5,600 10 mile hex locations on the map - granted perhaps 20 % of those are ocean but that is still an immense amount of detail for essentially a tabletop campaign. 

With that flexibility and scope McLennan may be doing something strange at the moment but it made sense looking down from the North to secure Cairo and with Lyons' demise I needed a commander to get the resources to where they are wanted. He can come back East in due course when needed or e.g. when Grant arrives. With an initiative of 1 to my mind McLennan is absolute Hindrance to progress but perhaps good for moving a large force which could then fight at Corp strength ? McLennan was notoriously cautious, inventing phantom tens of thousands of men opposing him and insisting on the perfect position before he would advance. No Alexander he. The army loved him precisely because he didn't throw them rashly into fights. In other words he just didn't fight ! 

August 1861 will be a little more complex as a strategic turn as I am going to need to test each sides supply nets. If a unit or stack is out of the supply net but demands resources on a die roll  then it could suffer from attrition. There is also the potential this turn for some of the Union or  Lincoln's 90 day volunteers to disband.

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

B Production Phase

C Supply and Consumption Phase; and

D Political Phase (Last month the Confederacy tried and failed on a D6 political roll to secure either of Missouri or Kentucky for the Union. A further roll would cost the confederacy a Tarif in Victory points so would be a risk. Neither side has secured any victory points - the tally is 0-0)

B Production Phase July 1861 

(1) Supply Point Generation Segment 

Union has 265 SP  left over from last turn and receives a further 150 points for the August game cycles. The total then is 415 points. The Union receives  90  Personnel points for 8/61 Initial Call which it uses in its entirety (see below). 

Confederates have 83 SP left over and receive supply as follows - Richmond 10,  Nashville 10, Memphis 5, Atlanta 5, New Orleans 10 (40). 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 remain blockaded in August as described in the rules by Forts Pickens and Fort Monroe respectively - so 13 for import. The total then is  136  SP.  The Confederates receive 70 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 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. 

C2806 Dep Middle Baltimore remove 2 x M2 place 2 x I2(PT1) Production spiral 12/61 cost 8  SP

A2712 St Louis Dep Missouri remove M2 place I2 (PT1) Production spiral 12/61 cost 4 SP

C3401 Philadelphia Dep East(West Counter) M2 place I2 (PT1) Production spiral 12/61 cost 4 SP 

A5309 Cincinatti Dep Ohio M2 place I2 (PT1) Production spiral 12/61 cost 4 SP 

Purchase 

20  Garrison Points - cost 20 PP & 20 SP spiral 10/61(ch.)

 4 x M2 1 x M3 - Cost  22 PP & 11 SP spiral 9/61

I6, I5 - Cost 33 PP & 33 SP spiral 12/61

2x RT (20 SP) spiral 9/61 2 x NT (spiral 10/61 (40 SP) 2 xRF spiral 11/61 (40 SP) 2x NF spiral 11/61 (40 SP) (total 15 PP)

ST 9/61 (25 SP & 1 PP)  Spiral 9/61 

Confederate 

Conversion 

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

C1640 Charleston DepSCarol/Ga/Fl remove M2 place I2(PT1) spiral 12/61 cost 2 SP 

C2024 Raleigh DepSVirg/NCarol remove M2 place I2(PT1) spiral 12/61 cost 2 SP 

B2802 Memphis DepKen/Tenn remove M2 place I2(PT1) spiral 12/61 cost 2 SP 

C2516 Richmond DepNorthVirg remove M2 place I2(PT1) spiral 12/61 cost 2 SP

B1705 Little Rock DepTransMi remove M2 place I2 (PT1) spiral 12/61 cost 2 SP


Purchase 

5 x M2 - Cost  20 PP & 10  SP spiral 9/61 

G10   - Cost 10  PP & 20 SP spiral 11/61

RF - Cost 2 PP & 20 SP spiral 13/62

RT - Cost 1 PP & 10 SP spiral 10/62

C2 - Cost 6 PP & 8 SP spiral 

2x I2, I3 - Cost 21  PP & 14 SP spiral 12/61 

(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 not 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 to track that clock (from 1-5)  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. I will try to count/track this within the tracker - the simplest thing is to apply a date in brackets for when PT is lost after the PT notation - so I4 (all PT 2) or 4-4 PT (4) NE . It will be "a lot" but hopefully by stating the date and not setting a timer I will have to note just once. 

I think I could start off by noting by exception to 1/62. Any veteran status stands or counters will be noted. Any counter or stand not losing its PT NE status in 1/62 will be noted in the tracker. Over time adding new counter status or shifting it with counters to the spiral or on a merger between different aged units is all I will need to do. 

Union

I am not taking this option this turn which is perhaps a wasted opportunity

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

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

Confederate 

There are no small infantry units to augment available on departments 

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

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

(4) Produced Unit Deployment Segment 

Union 

The Union has 5 x M2 (PT0) strength points to distribute (I will mark PT0 on the roster to set them apart from other on-map Militia which will at present have a clock with "1" on. I will place these on each of the departments in St. Louis, Cincinatti, Evansville, Baltimore and Philadelphia as well as 20 Garrison strength points so G4(PT0) on each. 

Confederate 

10 Militia Points and 15 Garrison Points. M2(PT0), G3(PT0)  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 an 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. 

Union 

A2014 Rolla I2 merges with I3 (now I5 (Crack 60 % Sigel 5-6 1st and 2nd US infantry, Deitzler  4-4 PT  NE 1st Iowa and 58th, 68th and 76th Ohio Regiments) 

Any final M2 units in Beauregard's stack are merged into the larger units at  C2409 Manassas Junction

(6) Fort Production and Deployment Segment 

There are some spends that have been  programmed in for Washington for the Union and Richmond and Vicksburg for the confederates (the latter commencing this August turn). The question for both sides is if they spend on fortifications elsewhere. 

In July I commenced works for the Union in St Louis which will continue. 

Union

2608 Washington fortification programme - X2 placed (24 " of Field Works) for August (no new building see schedule). Upgrades to Fortress in 13/61 

St.Louis- X2 placed in July (24 " of Field Works 2-5 SB-SG  - further instalment of works will appear on October 1861) 

Confederate 

Richmond fortification program (see Start Summary on 2516 Richmond) - X2 placed (24" of Field Works for August see schedule)

B2317 Vicksburg Fortress Mississippi first instalment - (12" of Field Works)  

(7) Department Deployment Segment 

Union

No department this turn

Confederate 

Department to be placed on New Orleans, Dep Miss/Ala. Had a debate about placement on Atlanta. I think a department should be placed there in November the next time an option comes up. 

(8) Headquarters Deployment Segment 

Union 

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

Confederate 

eg

Needs to roll 1 on D6 to place 1D6  x Army HQ counter - rolls 6 so no placement in 8/61 

(9) New Historical Leaders

Check back for promotions also 

Union 

Banks ** 1-1 


Nathaniel Banks was a political appointment by Lincoln. His initial contribution, assigned to command in Southern Maryland/Winchester  was to allow the forces in the Shenandoah to slip away and reinforce at Manassas Junction prior to Bull Run. A lacklustre contribution to the Shenandoah campaign against Stonewall Jackson's "foot cavalry" was to follow. Dismissed from that command he was appointed head of the Union forces tasked with invading the Confederacy from  New Orleans. He was eventually stood down after the disappointing Red River campaign in in Trans Mississipi/Louisiana. With an initiative of 1 and combat skill of 1 he is useful for moving a divisional counter and a brigade together with an initiative "chit point" but is unlikely to be able to order a strategic movement very often under his own steam. He could of course "amplify" the command of a Corps, Army or Army Group commander. 

Banks is placed on Baltimore to potentially lead a marine invasion 

Halleck ***** 1-2-0


Soon after the commencement of the war Halleck was appointed to command the department of Missouri in the West. The tide of war in the West went well for the Union with the capture of prizes such as Fort Donaldson and Island number 10. Halleck was to have a tempestuous relationship with his subordinate Grant. Grant would remain Halleck's subordinate as he was appointed to Army Chief by Lincon in 1862 in replacement to McLennan after the failed Peninsula campaign. Eventually Grant was given that supremo role by Lincoln with Halleck moving into the post of Chief of Staff. Potentially a 5 star General is able to command several field armies with no loss of initiative, command span or combat value.  Halleck only has an initiative of 1 and command space of 2. His command skill of "0" would be a positive disadvantage on the battlefield. 

I have realised that it's OK with an Army commander to situate them behind the front line. In effect they can exert influence when they have an appropriate HQ. Halleck has been sat behind a desk in Washington to potentially direct McDowell from there. 

(Stoneman ** 2-1) 

Stoneman began the Civil War in charge of Fort Brown Texas but refused to surrender to Southern sympathisers. Rather he escaped with most of his command and was given command of the 1st US Cavalry. When McLennan was given command of the Army of the Potomac after Bull Run he appointed Stoneman who he knew from time in the West Virginia campaign to command his cavalry. Division and Corps commands followed prior to a further cavalry appointment. Stoneman completed the war as a cavalry commander in the Department of Ohio in the West followed by an appointed under Tecumseh Sherman raiding behind confederate lines. After the War he had appointments related to reconstruction in the South but in 1882 he is elected Governor of California. He died in 1894 aged 72. 

Stoneman has an initiative of 2 which is the best we are getting this round for the Union. He is in parenthesis so he is a Cavalry commander. He will not suffer any loss of ratings if he is placed in control of a Cavalry Corps. This seems strange though as he is a  ** division commander who would normally suffer a drop in values if placed in command of a Corps. I'll not worry about it overly and cross that bridge. 

I have placed Stoneman in the new Union department in Evansville on the Kentucky border.

Confederate

A.S. Johnston **** 2-3-1 to be placed on Memphis. 


The Confederates get a single but pretty decent commander this turn - Albert Sidney Johnston. Johnston commanded the Western Theatre for the Confederacy until he death from a bullet wound to the back of the  kneed to Shiloh on April 6 1862. He had sent his surgeon to treat Union wounded and could have been saved himself by the application of a simple tourniquet. Johnston was the highest ranking casualty on either side. His death was a real blow to the cause and a sad loss for Jefferson Davis who considered him his most effective commander at the time. In April 1862 Lee was yet to take up command in the East.  

He was said to have had one in his pocket on his death. I will try and keep Johnston out of the firing line so that he can fulfil his greater purpose of field command of an Army HQ as a **** general when one becomes available. 

Albert Sidney Johnston has been placed on Memphis. 

(10) Confederate Replacement Segment 

Does not operate until 1862 but is a useful mechanic when it comes allowing garrison points to be sucked into line infantry counters as replacements. 

(11) Militia Demobilisation 

This will apply to the Union  for  August 1861. Union will need to roll a  D6  and on a result of 1 or 2 the militia points on the map are immediately reduced by 50 %. 

Union rolls a 4 so no demobilisation for the Lincoln 90 day men this turn. 

If a further incentive is needed to convert Militia  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.

C Supply and Consumption Phase

Union

The Union has 146 SP left following Production and Deployment.

The Union expends 17 points on maintenance supply so 129 SP are left and then 122 after broadcast (see below)

Further broadcast may be needed once the map is set up. I should ensure that each command has adequate combat supply going forward or is in supply/access to a depot. 

The Supply Train with McLennan is boosted to 5 points using the River The Supply Train supporting Heintzelman at Rolla is boosted to 5 points which costs 4 rail transport points as the  Supply Train is on the railway but not touching the River. 

Confederate 

The Confederates have 44 SP left following Production and Deployment. Testing for supply maintenance across all stacks reduces the total by a further 16 points. So 28 in total and then 23 after broadcast. Supply trains while expensive can just leave points on the map in the middle of nowhere which is quite useful. They can also accept broadcast directly. The difficulty with depots at this early stage is that they require 2 strength points of ground forces to create and the confederates are desperately short of manpower in the West. 

I need to consider further broadcast once the map is set up again. This results in boosting the supply trains at Little Rock and Memphis by 2 and 3 points respectively 

It might be useful to start to build up supplies in key strongpoints. 

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 August 1861 is for the confederacy. On a roll of 1 on a D6 Missouri will join the confederacy and on a 2 Kentucky. This would cost the confederacy 1 victory point which would swing the point total to + 1 which would provide in a subsequent turn a roll with a chance of Kentucky going to the confederates and Missouri to the Union. Equally perhaps the Confederates should seek to win on the battlefield, gain a point and appeal on the -1 column. This could cause a foreign intervention shortening the war for the Union to 26 further months and doubling all confederate imports. 

None of these results are guaranteed but the chance of bringing Missouri or Kentucky into the war on the confederate side is possibly worth the gamble. There is a 50/50 chance of winning the battle against the Union main field army and then a 50/50 chance of getting some result on the matrix. Obviously a foreign intervention would be fantastic but a result following that route is a 1 in 12 chance of foreign intervention and a 1 in 6 chance of picking up Missouri or Kentucky overall then 25 % whereas a straight roll now giving up the chance of foreign intervention would yield a result with a 33 % chance. 

So the confederates need a 1 or 2 - A 1 is rolled and Missouri joins the confederacy. The table still moves to +1 with a point being given away. 

I am using the Kentucky/Missouri variant. The confederates will receive the following additional Supply Points :-

September 14 October 10 November 6 December 4 January 2 (Total 36) 

The Union has huge sympathy from the German population in Missouri and will receive the following Supply Points :- 

October 7 November 5 December 3 January 2 and February 1 (Total 18)

On interrogating the charts there is a similar 2 to 1 points split in favour of the Union were to invade Kentucky. Once ready the Union could do this in the knowledge that they would have an easier access route to the vital trans-confederacy railway and the heartlands of Tennessee. If a massive Union force was built up it would not be so burdensome if the Union could secure early victories. 

It is clear that Kentucky is unlikely now to come over to the Confederacy prior to significant battlefield victories. The Confederates should not invade Kentucky as the points for the Union are significant and also they may lose the possibility of adding 4 cities to their supply total. 

In short then the Confederates should wait and see what the Union does in Kentucky. It is likely that they will lose patience and cross into Tennessee and invade the heartlands of the Confederacy. There is something to be said for having access to Columbus in Kentucky for the Union on the same side of the River as Union City which is currently the confederates plug in the Mississippi bottle. Given their points total advantage and the clock running against them it would not seem wise to delay too long. It would however take the border of the Confederacy to the Ohio River. On balance I think the Union will invade Kentucky in not so long if it cannot secure its confirmation of Union status politically. The give away in personnel points to the confederates is not significant.  I am not sure how neutrality could ever work in this situation however large portions of the population were sympathetic to either side.  I can imagine that Lincoln will be fretful about his native State going the way of Missouri and will be hounding his Generals to secure at least those parts of the State sympathetic to the Union in East. 

I will now update the full summary of counters and brigade bases to take into the account all of the activity for the 8/61 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 8/61. Years in the game have 13 sets cycles of 4 turns. 


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 ! 





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...