Showing posts with label Sterling Price. Show all posts
Showing posts with label Sterling Price. Show all posts

Friday, 3 November 2023

The Battle of Rolla - 7 July 1861 - Lyon versus Price

 


"You will soon be in a pretty hot place... but I will be near you, and I will take care of you; keep as cool as the inside of a cucumber and give them thunder !" General Sterling Price 

"In less than an hour they will wish they were 1,000 miles away" General Nathaniel Lyon 

(Wilsons Creek)

(above; Lyon leads the Union infantry column from Jamestown where it has detrained along the road towards Rolla and the waiting Missouri State Guard of Sterling Price) 

These two quotes are from  the commanding officers at Wilson's Creek which took place in August 1861. My campaign uses a historical starting position for units across the main theatres of the American Civil War and the logic of strategy has again thrown these two combatants together on the tabletop. At stake the confederates forward position in the Trans-Mississippi and Missouri.  For Both Sterling Price and Nathaniel Lyons this is deeply personal. Lyon the hothead abolitionist and former commander of the 2nd US infantry who thwarted Price's plans to seize the arsenal in St. Louis.  Price the former Missouri State Governor and a slave owner and planter. After a decade of bloodshed next door in "bleeding Kansas" over the issue of slavery Missouri rapidly erupted at the very outset of the Civil war. 

As a quick recap this battle is taking place in week 1 of the July (7)1861 turn at Rolla. The on-map counters represent two small mixed forces of infantry and cavalry totalling 6 and 4,000 men respectively. 


My Order of battle for the Volley and Bayonet tabletop battle picks up known units from the forces in the State at the time. You can find a fuller description of the characters and units I have imported into my battle of Rolla here in a prior post.

I can show the Order of Battle with my new labels which I have printed up in smart Union Blue and Confederate Grey.


The I3 counter breaks down into two 3-5 brigades. The counter is stiffened by the presence of regular US army troops hence its higher starting morale at the onset of the war. Switching between strength points in counters and strength points on the tabletop is relatively easy as they translate as 1:2 (1,000 to two lots of 500 men). The whole Union force will operate as a single command under Lyon who has a combat strength of "2" on his WBTS counter . I have decided that this should receive a +2 for morale if he attaches to a unit (similary Price will provide +1 for his combat rating from WBTS - this is the normal modifier for an attached divisional commander in Volley and Bayonet in any event). The translation from map to tabletop won't always work for leaders present etc. but I will do what is sensible to get it on the table and then translate the result back to the counters. It is as much story as science - we must never forget that we are grown men (usually) who paint model (read toy) soldiers and wargame (read play) with them.  


The C1 counter for Sturgis' small cavalry contingent is represented here with my mounted and dismounted (linear) bases - 2-5 [s][s] At Wilson's creek Sturgis took over command from Lyon who was killed leading an infantry regiment. Sturgis' base can break down into 2 dismounted square skirmisher bases as per the V&B RtG post Napoleonic rules for "light cavalry" noted in the V&B House Divided campaign rules (which I can find as version 4 online). This is a linear infantry base when working both bases work together. I am nothing if not proud of my new dismounted cavalry bases complete with horse holders.


Finally not represented as a counter but modelled within the division are Totten's artillery. I have not yet modelled the limbered units. 


The M4 map counter breaks down into two 4-4 PT NE brigades. The infantry regiments of the Missouri State Guard are poorly trained and have No Elites so will suffer a disadvantage in melee on a drawn roll. I have not made up a command base for Price but have stolen the command base from a spare Missouri cavalry unit. 


The C2 counter breaks down into two linear infantry dismounted bases for Rives and Cawthorn - 2-5 [s][s]. The first base has broken down into its dismounted skirmishing constituents. The "village" over to the left of the picture above can take a single skirmisher base under the Volley and Bayonet rules. In terms of scenery generally I am playing it very light in terms of features for this first game. Most of the linear features will be treated simply as scatter scenery. Woods, streams, built up areas, roads and hills will have an effect but I have not littered the battlefield with snake rail fence or stone walls which were not in abundance in the "young" lands of the Western theatre. The advice I have picked up generally is "if in doubt" then put on more trees ! I do need to settle on a random generation method. 


I have created this battlefield from the modern day map of Rolla online and google arial photographs stripping back to 1861. 


Here we go ! 

For such a small battle I am just going to have Lyon arrive, deploy and go at it without drawing for wing placement and so on. The Union begins as the attacker. I have placed the lead elements of Lyon's small column alongside the road and railway coming from St. Louis. 


I originally intended not to provide a blow by blow account but I have ended up with a fairly full account of the action. 

Turn 1 - 7 am 

The Union is the attacker and moves first. 

Using the road the two Union infantry brigades form line from march column once across the shallow ford of the Franz Brook. This takes half of their move allowing them each a couple of inches to fan out. The artillery remains limbered. Sturgis' cavalry brings up the rear in march column and forms up when it reaches the ford for half a move. 


There are no morale checks or combat. Lyons must decide whether to advance to meet the union troops. The Confederate artillery is manhandled forward into range and a cautious advance begins. The Union troops come under ineffectual long range artillery fire from Guibor's artillery battalion. 


Turn 2 - 8 am 

The union side advances and both infantry brigades will need to take morale tests for being in close range of the confederate artillery. Both Union brigades pass their morale test. The confederates do not need to test as the Union artillery is not in close range. 


An exchange of fire results in a casualty for Sigel's Brigade and Sturgis cavalry on the union side and on the confederate side for Slack's Missouri Militia. The confederates need to decide whether to charge however given that they are "green" and will fight at a disadvantage in a melee Price decides to slug it out at  range. There are no casualties from the resulting firefight despite the Union return fire being from some stands declared as stationary after their move. 

Turn 3 - 9 am 

Totten's artillery is manhandled forward seeking close range. No other units move. The Confederate infantry is now in close range of artillery and must also test for morale. Sigel's union brigade fails its morale test on a 6 and becomes disordered as does Guibor's confederate artillery battalion. 

The firefight now becomes bloody. Sigel receives another casualty as well as Andrews. Lyons attached to Andrews brigade which made them immune to morale tests however it is a disaster - a second 6 means that Lyons is a casualty. Weightman's Missouri State Guard and Rives cavalry suffer a further casualty. As the skirmish stand is on its own (the second is in the farm/village) it is removed entirely.

Lyons is removed from the battle - the roll for his fate is a simple one. As it is not a melee I do not think a capture option is realistic and as such I perform a  straight die roll - 1-2 he is killed outright 1-4 he is wounded for 1-6 strategic turns. A One! Lyons slides from his horse taking a mini-ball through the neck as he turns to urge his men to pour it into the confederate lines. I swore I would not re-roll, skew or backfill any result unless I have got the rules glaringly wrong. I added Lyons to the combat as I intended to charge at some point and try to rout one of the Confederate brigades. Once the Union brigade had suffered casualties from ranged fire there was a 1 in 6 chance of his being casualty with the most likely result being an injury for a couple of months. I thought the Union could live with that as Heitzleman is waiting in the wings in Southern Ohio. The small union force rode its luck and lost.  I have learnt the lesson the hard way for the Union. Do not attach a commander to a combat unless it is critical and possibly only for a melee. Commanders on horses were obvious targets. Overall there was a fair chance of not surviving the war. 

The Union units will now be permanently out of command for the remainder of the battle which means that :-

(a) They cannot move close to the enemy and only move at half movement allowance becoming disordered if they do so;

(b) They cannot recover from disorder;

(c) They cannot become stationary (not good for Totten's artillery which will now be pinned to rolling a single dice); and

(d) artillery cannot limber and unlimber; 

Already by 9.30 am the union battle plan is in tatters and there is nothing for it but to slug it out toe to toe with the confederates. I am not sure that I actually had any other plan for them ! Without a commander they cannot now press the charge home. The Union should not have been so cautious and delayed the charge. Another lesson learned. 

Below :  the confederate line holding either side of the Jamestown road with the newly built (red) Rolla courthouse in the background. I am so glad I looked this up and painted this. I am going to try and model something every game if I can and grow "the look" as I go on. I didn't manage to get the crops done for this battle but presumably we can still have wheat fields in later in July and August. 

It will be a close run thing. Slack's brigade fails its morale test giving Sigel the opportunity to successfully save against a hit. The return fire from Sigel's brigade is withering causing two more casualties. Andrew's 2nd US Infantry suffers another casualty which totals 5 in all so the Union will need to make an exhaustion throw at the end of the player turn. Cawthorn's cavalry suffer a casualty at the hands of Sturgis' combined 1st US cavalry and 2nd US dragoons. A final defensive salvo causes a final casualty to Slack's Missouri militia who evaporate on the battlefield (the stand is removed with four casualties). The Confederates now total 7 exhaustion with 4 casualties occurring in the current turn.

The Union must roll 2 or more on D6 to avoid exhaustion. The Confederates need to roll a 5 or a 6. As Slack's brigade stream off the battlefield the confederates suffer a catastrophic failure of morale. The entire remaining confederate line is permanently disordered where it stands. Any stands that were already disordered would have routed. The confederate line is now at jeopardy on all future morale throws. 

The ability of any forces to stand and fight on through exhaustion could confer a benefit after the battle in any event for the veteran divisions of the union. 

Turn 4 10 am

Price attaches himself to Weightman's militia regiments to stiffen their morale. All of the Confederate's remaining units pass their morale tests. Sturgis' cavalry fails its morale test. Already suffering a disorder they rout to the rear - they are a linear infantry stand collected together and not skirmishers so do not get removed on the spot). While routing they suffer a further casualty however and are removed from the battle on their "tally". Both lines are now thinning. All stationary markers have now been removed due to exhaustion which will reduce the fire of both sides.


Sigel's brigade and Totten's artillery direct their fire at Guibor's artillery which suffers an unsaved hit (the saving throw is because Sigel and Totten are disordered). Sigel saves a returned hit. There are no further casualties along either line. The Confederates and Union pass the exhaustion test. 

As the confederate skirmishes in the village are out of command they are unable to move out to both get into range and to attack Andrew's brigade in the flank. They can however retreat and suffer a disorder in order to approach once in command (I realise subsequently that this would have caused a rout) All of the Union brigades pass their morale tests. Weightman's brigade fails its test and routs. As it must move 16 inches it will rout off off the table. The confederates survive their exhaustion throw. 


The confederate infantry stream from the battlefield. 

Turn 5 11 am 

Sigel's division is able to advance toward the town of Rolla to take up defensive positions without moving closer to the remaining confederate cavalry on the field of battle securing the town of Rolla and threatening the Confederate supply lines. Once the Union infantry are secure in Rolla it will be next to impossible to remove them with dismounted cavalry. Totters artillery is unable to move and bring its fire to bear on the remaining confederate close order formation on the field as it is out of command and cannot close with Cawthorn's Missouri State Guard Cavalry brigade. It is however disordered and as such would rout if moved while out of command. 

Rives cavalry brigade then fails its morale test and routs. Firing is ineffectual but at the end of the Union turn the Confederates fail their exhaustion test by rolling a 1. As Cawthorn's State guard are already disordered they rout leaving the field. The Union holds the field and the town of Rolla.  Lyon's sacrifice has not been in vain.


Immediate Aftermath of the Battle 

Price's forces withdraw from Rolla for 1 hex taking the road toward Springfield. Thankfully without a leader the Union forces will be unable to pursue and give battle but for now the confederate forces in Northern Missouri that were gathering to threaten St Louis have been checked.


The fight was bloody on both sides. Lyon's leader counter is removed from the Map. The Union side will need to look to bring a further leader across to the Trans-Mississippi if there are to retain any initiative.

I am not sure if I have played the morale and exhaustion rules correctly but I applied them the same for Bothe sides and in any event the confederates failed dice rolls whereas the Union weathered them. The battle could have gone either way. The higher morale of the smaller Union force helped to defeat a slightly larger force. I will check the rules again before I play next time however interestingly I thought I would have a slight Confederate bias in my dealings given my lifetimes gentle immersion in confederate mythology- the truth is I didn't want either side to lose having spent all the hours required to paint them. Too much was at stake in this opening battle in terms of the momentum of events. It was a small interesting battle and got me used to the ebb and flow of the rules and some of the key concepts. 

If I take anything away it is that being stationary is a very good thing in terms of fire power. Again - don't attach leaders who are needed as counters for movement on the campaign Map to firefights ! 

Recovery 

The recovery rules are quite harsh where one side is forced to leave the field of battle without a rearguard under the V&B ACW campaign rules.  There is a lot to be said for withdrawing in good order. A "Rearguard" needs to be an intact battlefield command and neither routed or exhausted. The confederate side cannot recover artillery losses and will then lose all of its artillery pieces abandoned in the field. This feels right. Guibor's Missouri State Guard Artillery is lost as an inherent component of the Militia counter for now. I will need a mechanism for refitting artillery units. The cavalry and infantry will recover 1/3 of their losses only as the wounded are left behind to be captured. I can cross that artillery bridge when I come to re-fight with Price. There is perhaps something about a division being in a department or receiving reinforcements from a department to refresh its artillery. Guns were captured and lost on the battlefield and re-purposed all of the time. For now Price is without his guns as he retreats toward Springfield. 

6 of 8 infantry strength points were lost so the confederate infantry will recover 2 strength points to make 4 in V&B terms. The M4 Militia counter on the WBTS map should be replaced with an M2 which will consolidate as Weightman's Missouri State Guard (1st-4th) M4 PT NE. 

1 of the 3 lost cavalry strength points will be recovered so 2 from 4 will remain and the C2 counter on the map will be flipped for a C1 counter.  Rives base will be lost altogether or its remnants "consolidated" and Cawthorn's State Guard Cavalry brigade (and Missouri Cavalry regiments) will become a single 2-5 PT base. When it is reinforced it can be split out in terms of its components.  Where possible multiple single point cavalry stands or 2 point infantry stands within counters should not exist and should always be consolidated. This feels historical with the remnants of battalions or squadrons being thrown in together locally. The counters at their higher points values are divisions but at the lower points (1 or 2 especially) they would represent normal size infantry battalions let alone small brigades. 

On the Union side fully 75 % of casualties will be recovered as they both won and retained the battlefield. 3 of 4 lost infantry strength points will recover. On that basis the counter can remain the same but there will be a single  5-5 consolidated base under Sigel for now representing the 1st US infantry, some companies of the US 2nd infantry  and the 1 st, 3d and 5th Missouri infantry.  I modelled the I3 division counter as a two on tabletop 3-5 brigades initially rather than a single full strength 6-5 "Death Star" stand. With 5 tabletop strength points remaining but only 2.5 map points it does not feel right to model as a division with two stands with 2 (a linear stand ?) and 3 points respectively. A 5 strength stand now seems correct which is a brigade of 2,500 men. 

Totten's artillery counter is retained and had no losses. As a makeweight to the infantry situation I will recover 1 of 2 lost union cavalry strength points only rather than "rounding up" and retain a C1 counter but on the tabletop it will be a much reduced  brigade which can operate as a skirmish cavalry stand only. and dismounted as a skirmish sized infantry base.  So Sturgis' brigade is now 1-5 (s) as a tabletop stand representing somewhere around 500 troopers. 

Promotions

The general rule for the battlefield is that 3 victorious divisions for the victor should receive a promotion and 1 for the loser. I think I will model something a little more granular going foward for smaller battles. 

Price' Green division could be promoted to Veteran under normal rules to promote a single losing division but as the infantry are militia they cannot progress beyond "green" under my current home brew of the promotion rules. They will not receive a morale upgrade to 5. The is one of my key concepts for the Boardgame and Volley and Bayonet arena of the campaign. I have to retain an incentive to develop militia counters into properly trained infantry going forward. Under my system Militia counters always retain their PT status even after 6 months. I do not consider that without a charge or being charged with a melee during the battle that they should lose the "No Elite" status either (I could remove that as a discretion for some militia if they perform stunningly well but it is better not to). As a compromise I will however "drag" experience with any Militia unit into any augmentation as an infantry counter to represent the experienced core of the unit.  

As Lyon's command was already veteran it can choose a stand to promote to "Crack". Its morale will increase to 6 and the exhaustion level for the whole counter will be set at 60 %. So Sigel's Missouri brigade will be 5-6. This seems a little strange but the rating of the majority unit would be used (Sigel) when the two infantry stands consolidate. A 2 strength point linear stand is not really allowed if avoidable so Andrews brigade must consolidate. We are not switching units between counters so the integrity of the "division" is not being upset.  This seems fair - the Union persisted with a victory after a couple of rounds whilst losing their overall commander and becoming exhausted. To get from Veteran to Elite for a stand in a division this is the test. They persevered to victory. Essentially the counter on the map is a 2.5 strong brigade which models as a 6-5 crack unit on the battlefield. Any augmentation of the counter can add new brigades so that the division will operate as a "mixed" experience/morale  unit but with a 6 "crack" or "shock" brigade. The overall exhaustion level for the division should however be 60 % unless that becomes a nonsense in which case I can model the division's exhaustion on a more granular level if it gets too big. 

I don't think the battle is large enough to contribute to victory points. 

All that remains is for me to update the tracker for the two commands position and any known components. I will then move to phase 2 of Turn 7 1861 with the initiative chit draw. 

Conclusions

I am sure that I made some mistakes around the effect of Lyon being killed and the effect on the Division of permanently being out of command. I love the rules and the way that the attrition of casualties feeds through to the concept of exhaustion. Rather than simply removing a whole division at once from the battlefield an even fight between divisions then becomes balanced on knife edge. I am also really happy that the post battlefield promotion process will reward a unit in a division which  has suffered that baptism of fire. 

The elite "Black Hats" who fought in the Eastern theatre for much of the war were made up I believe of regiments from Iowa and Wisconsin. Now that the Union has a "crack" brigade which includes elements of regular army battalions and various Missouri regiments I will order and paint up a brigade with regular  "Black Hats" from Pendraken to celebrate their battlefield promotion on the field of Rolla. This is the stuff of notoriety and battlefield legend that I was hoping for when I opted to go in at the deep end with a campaign.

The decision or limitation on the part of the the union to send in a smaller force comprising of just a regular infantry division and an attached regular cavalry brigade gave the union a stiffer line. While the confederates outnumbered the Union 3:2 on the battlefield rolling against a base morale point of 4 rather than 5 made their elements twice as likely to disorder. This led to less effective fire. Both sides reached their exhaustion threshold in the same turn but luckily the Union had become stationary prior to this and inflicted a large number of casualties in a single turn leading to a collapse in morale throughout the small confederate force. For a simple system it delivered a lot of nuance - I found myself wishing for fresh confederate troops to throw into the fight.

The newly built and painted red Rolla courthouse will as in real life now be used as a Union hospital and supply station to support this new staging post for the union forces in Missouri. Do the confederates regroup and hit them back ? Or will the Union consolidate its forces in Missouri and press on to seek a final and early large battle in the Trans-Mississippi such as a "Pea Ridge". I love the way that a campaign begins in effect to tell a story.


 












Tuesday, 29 August 2023

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

 


Above : Civil War Wagons (see site footer) 

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

Abraham Lincoln 4 July 1861 in a message to Congress

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

Housekeeping 

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

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

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

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

Strategic Cycle July 1861

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

I guess we can now start !

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

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

B Production Phase

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

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

B Production Phase July 1861 

(1) Supply Point Generation Segment 

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

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

(2) New Unit Initiation Segment 

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

Union 

Conversion

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

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

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

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

Purchase 

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

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

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

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


Confederate 

Conversion 

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

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

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

Purchase 

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

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

2 x RF - Cost 4 PP & 40 SP 

2 x C1 - Cost 6 PP & 8 SP 

4 x I3 - Cost 36 PP & 24 SP 


(3) Existing Unit Augmentation Segment 

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

Union

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

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

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

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

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

Confederate 

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

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

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

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

(4) Produced Unit Deployment Segment 

Union 

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

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

(5) Brigade Merge Segment 

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

Confederate 

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

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

(6) Fort Production and Deployment Segment 

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

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

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

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

Union

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

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

Confederate 

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

(7) Department Deployment Segment 

Union

A3915 Evansville DepCumberland placed on map. 

(8) Headquarters Deployment Segment 

Union 

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

Confederate 

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

(9) New Historical Leaders

Union 

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


Confederate 

No new leaders on the schedule for 7/61

(10) Confederate Replacement Segment 

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

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

(11) Militia Demobilisation 

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

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

C Supply and Consumption Phase

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

D Political Phase July 1861 

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


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

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

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

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

Confederate Appeal to to the Political Matrix - July 1861 

1 - Mc

2 - Kc

3-6 No Result 

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

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


Thursday, 10 August 2023

Confederate Forces in the Border States in the West July 1861

 


Above : Planter and Slave Owner, former Governor of Missouri Sterling Price (see site footer) 

The first Confederate command to put in place on our Western Theatre Map belongs to Mexican War veteran and former Governor of Missouri Major-General Sterling Price. Despite Price being  a tobacco plantation owner and slave owner he originally and publicly opposed to Missouri leaving the Union when the Deep South seceded. All the while however Price who led the State's militia was conspiring in private to sieze the arsenal in St. Louis and to take Missouri out of the Union by force. This led to the initial collision with the forces of Union general Nathanial Lyons discussed in an earlier post. Lyons attacked Price's camp at the battle of Wilson's Creek on August 10 1861. Price Counter is ***(2-1) so initiative 2 and combat value of 1. I am using the historic leader counter rules with leaders appearing at their historic times. I guess if you root for the South you will want to Jackson to survive Chancelorsville and for the North for Reynolds to survive the first day of Gettysburg. 

Prices forces are based at Rolla and consist in counter terms of a regular 2-4 cavalry division and four M1-2 "points" of militia. On the V&B tabletop these will convert to two cavalry brigades (2-5) which will dismount as linear infantry with a single point being able to operate as skirmishers. Our miltia would begin life as a single M4-2 counter with 4,000 troops modelled as 2 x 4-2 brigades PT/NE with probably a DG attribute each and/or divisional smoothbore guns as appropriate in the same manner as the union forces (I will not set out my artillery equivalency for every force from now on but these will deploy as per my initial theory in line with confederate artillery strengths in the model V&B divisions and operate as designated gun "DG" attributes or on table artillery brigades or small batteries. 

The only other confederate deployments on MAP (which broadly covers  the border state theatre of Arkansas, Missouri, Tennessee and Kentucky are two more militia deployments of 2 counter points respectively (which will model on the tabletop as brigade bases 4-4 PT/NE possibly with "DG") at Nashville, Tennessee and New Madrid on the Mississippi. The confederates make a strategic mistake in the early war by entering Kentucky. Again the confederates will need to consider whether they should honour Kentucky neutrality or take the risk of entering the State which will push it firmly into the Union camp as I understand the rules. 




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...