Showing posts with label Tabletop. Show all posts
Showing posts with label Tabletop. Show all posts

Monday, 4 September 2023

Plotting Rolla

 


Above : Google Image Rolla 

I couldn't sleep last night which was annoying so I got up about 4 am and decided to create my battlefield for Rolla. The screenshot of the local area above has been tipped on its side so that the top of the Photo is East. The large woodlands of the Mark Twain Forest are to the East also and the Ozarks wilderness and lake area broadly to the South East. 

There is a lot you can work out from maps and  satellite photos  on google. I have already established that Rolla was a  quite a small town in 1861. It still is - population c. 20,000 today. The Court House was roofed but unfinished  in 1861 which is presumably why the Union were able to use it as warehouse and hospital during the early part of the war. There are a handful of heritage buildings in Rolla but apart from the courthouse it would appear wooden built. Main Street is barely 200 m long and there are a few other gridded roads from old photos. It is wonderful bringing an old place back to life.  

The picture below is the town in 1860. Maybe a handful of  two story buildings only. A hotel and one or two grander houses and stores in town. Towards the edge of town just simple single story two or three room wooden houses.  There is probably some warehousing and facilities for the railroad terminus in the photo (the railroad planned to reach San Francisco from St.Louis ended here in 1861). 

Above : Historic Photo of City of Rolla (see footer) 

I don't think the town will need more than one Volley and Bayonet 6 inch x 4 inch template (An area 600 m x 400 m in ground scale). I have found a few more pictures of heritage buildings on public sites online. The courthouse : -


An old wooden schoolhouse :- 


And the County Jail block from the early Nineteenth century :-  


The road plan reveals an "Old St. James Road" leading on to St. Louis. From the map I have been able to find other old roads leading at different points of the compass to the nearby locations of Vichy, Salem and to Yancy Mills. The area is much more wooded than I expected with numbers of watercourses. It's possible that these might be seasonal given one of the names - "Little Dry Creek". I have been able to place some high ground to the North and West of the town, probably from where the photo above might have been taken. There are some tree lines  along the old watercourses and a few farms. Out come the coloured pencils and some common sense and can think back to this roughly 3 mile x 2 mile or 6 x 4 foot table for Rolla in 1861. 

The names of the tributary streams display the part German heritage of the town - "Franz Branch" and "Burgher Branch" e.g.  The aerial photo shows that the irrigated sections that are not hilly or wooded are densely marked out with square land claim plots. This original land claim parcelling is thrown forward into the more recent land use. So for example a local golf is crammed entirely into a  square plot that must have been bought originally as farmland. The same holds true for housing developments that fit to the square "claims" pattern out into the farmland surrounding the historic town. You just don't get that grid pattern of land use in the UK. In the US it is is extended into the farmland itself. 

The areas that are white on my "original" plan will randomly be carpet bombed with some square fields and a few square orchards or "wood lots". to show the land usage.  As the battle will take place in July some of the fields can hold crops which will behave appropriately under the Volley and Bayonet rules - blocking line of site until trampled by massed stands.  The streams whilst perhaps dry(ish) can operate as fordable streams for the purpose of the rules. They will cost half a movement to cross and where lines with a thicker area pf wood may affect visibility/ 

This will do - The Confederates line of communication will leave the map ay the middle bottom (West) toward Jefferson City and the Union troops from the East along the St. James/St.Louis road. I will post again when the two forces are complete and on my newly dressed tabletop. I am tossing up whether to build a small scratch built red courthouse from card. It does seem appropriate. I have opted for 6 mm scenery with my 10 mm figures and a lot of scenery and "dressing" is in the post. My cavalry are coming on in fits and starts so it may be a week before I can roll a dice in anger. 

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


Saturday, 2 September 2023

Research for the Battle of Rolla, Phelps County, Missouri - Detailed Order of Battle - Tabletop Terrain

 


Above : Rolla Courthouse today (from a public site on the City of Rolla) 

I am paused at the end of phase 1 7/61 in my game creating a tabletop and the final units for the battle of Rolla. This is my early alternative to the Battle of Wilson's Creek. 

 I give full credit to Wikipedia without which I would not get very far for quick research. I need to understand how to get access to the National Archives of the United States and State Archives - I prefer prime sources ! In particular I am really keen to get my hands on a copy of a map of the Central Counties of Missouri from about this time. I expect it was created to assist with the railroad survey. I love all this history. I am from the UK but it feels like "our" history as well. Every family of British origin in the United Kingdom has forgotten parts of it scattered all over the world. Fully a third of all soldiers fighting in Civil War armies were first generation immigrants. British Immigrants had been streaming to the Colonies and then the United States in increasing numbers for two hundred and fifty years. The Mid-West and its new frontier for settlement was a focus for migration from Central Europe and in particular Germany and Scandanavia as well. That's reflected in the Union armies of the Mid-West in particular. 

So I have been having fun researching the place of a battle that never happened. For this first battle of my campaign it feels as if it was meant to be. Historically Price's forces actually withdrew further to the South-West around Wilson's Creek and Sigel's 3rd Missouri Regiment (the beloved German American General  - "We fight Mit Sigel") took possession of the town bloodlessly on  3 June 1861 after the fall of Fort Sumter in May. 

The town was strategically important for the fight for Missouri as it is the terminus or extent of what was to become the South-West Pacific Railroad from St. Louis to the West Coast at the outset of the War. The Phelp's County Courthouse, which was completed in 1860 was a Union hospital serving casualties from the battles of Wilson's Creek in August 1861 and Pea Ridge the next year. The town was host to a concentration of up to 20,000 Union troops. As well as the railroad  from St Louis there was a road which ran from St. Louis to Rolla which is now the interstate I44. On my campaign map the railroad peters out as it did in 1861. 

Rolla is located in Phelp's County Missouri, a County that was only created in November 1857. The first farms were settled along the rivers in this area in 1819. The town itself was named on the suggestion of one George Coppedge from South Carolina for his home town of  "Raleigh".  The townsfolk agreed after a discussion but only if it could have a simpler spelling - "Rolla". A dispute over which town would be the seat of Phelp's County between  newly arrived "Easterners" in Dillon and "Westerners" in Rolla was settled in the confederate leaning "Westerners" favour by the Missouri legislature in November 1860.

As Fort Sumter fell the townsfolk came out for the confederacy. The area's circuit judge James McBride left to take up a position as a General under Sterling Price. Outside the courthouse a group of men tore down the star spangled banner and raised a confederate flag stitched by the women of Rolla. The mob then went to  the offices of the Rolla Express, a paper owned and run by a union sympathiser Charles Walter and forced him to stop his presses. The  belligerent Southern mob then patrolled the town forcing Union sympathisers to leave. 

I am not sure I need too much of an alternate history - we have fertile newly confederate ground for the Missouri State Guard to defend ! Sterling Price together with the circuit Judge James Mcbride does not leave but begins to take up positions to protect the town. Union sympathisers turned out of their homes  begin to arrive in St Louis. Lyons decides to move before Sterling Price can be reinforced from Arkansas and Louisiana to the South . Lyons moves his men by railroad to the next stop on the railway at St James. His Federal force of 4,000 cavalry and infantry is just ten miles from the town and begins to march to seize back control of the crucial railway terminus. The fight is on for the gateway to the rest of Missouri and in particular Springfield to the South West. 

So both sides want the railroad terminus. Price to maintain a way to move troops toward St. Louis to physically re-take Missouri and Lyon's to begin to stage and build logistics in order to eject the Confederates from the State altogether. The battle for Missouri will begin 6 weeks earlier than occurred historically. It "feels" historical and thank you whoever wrote the description on Wikipedia of events in Rolla at the outbreak of the Civil War. 

Order of Battle and Painting Progress 

I have time to "flesh out" some colour  on the orders of battle I am completing for the tabletop for the two sides at Rolla. I am going to give the second infantry brigade to another lawyer turned soldier William Slack rather than James McBride. Slack has a good story. 

Confederates 

The game counter line in the tracker  should now reads as follows :-

A2014 Rolla, Price***2-1, C2, M4 (Weightman 4-4 PT NE,  Slack 4-4 PT NE,  Cawthorn Cav 2-5 SS PT, Rives Cavalry 2-5 SS PT,  Guibor 2-5 SB-F PT)

I am assuming that the battle is too early for any State regiments to have arrived from the "Army of the West" across Arkansas and Louisiana. Price will have at his disposal the Missouri State Guard and other locally raised confederate volunteer Regiments. I will not treat Militia counter bases as "militia" under the V&B rules (i.e. apply a disorder marker from the outset)  :- 

Price Command 

Price ** Divisional Commander - Exhaustion 5 

(1) Militia Brigade Base 1

Col. Richard Hanson Weightman - Missouri State Guard Infantry Brigade (1st-4th) M4  [ ] [ ] [ ] [ ] PT NE


Above : Weightman (see site footer)

Colonel Hanson-Weightman was killed at Wilson's Creek. 

(2) Militia Brigade Base 2

Brigadier General William Slack commanding Various Missouri  Infantry Regiments  M4 [ ] [ ] [ ] [ ] PT NE



Slack was lawyer and member of the Missouri General Assembly. He had served as a young captain in the Mexican War and was appointed a Brigadier General of Militia to command one of the small "divisions" of the Missouri militia at Wilson's Creek in Price's hotch-potch army of 12,000 men. Slack distinguishes himself at Wilson's Creek and is in the thick of the action buying time for the confederate army to organise itself after the initial assault and receiving a wound to the hip. He is then appointed by the confederacy to the command of the second Missouri Brigade in the "Army of the West". He dies on 21 March 1862 aged 45 from a further wound  sustained at the battle of Pea Ridge on March 7 1862. He can lead my second Missouri Militia infantry base at the Battle of Rolla. 

(3) Militia Cavalry Brigade Base 1 

Colonel James Cawthorn - Missouri State Guard Cavalry Brigade - M5 [S] [S] PT NE - Armed with muzzle loading carbines (treat as muskets with 2" range). 

2 and 3 strength point cavalry are treated as Light Cavalry under rule 23.1.1 of Volley and Bayonet RtG. Lights Cavalry is on a massed base initially. The bases can break down into cavalry skirmish bases. A massed Light Cavalry base dismounts as a linear infantry base. Skirmish Cavalry bases dismount as skirmish infantry bases. 



(4) Militia Cavalry Brigade Base 2

Colonel Benjamin Rives commanding various Confederate Militia Cavalry Regiments including the Rives, Majors, Browns and Campbell's cavalry  - M 5 PT [S] [S ] (see rules above) 

There are two artillery batteries in the Missouri State Guard and Militia regiments - Bledsoe's and Guibor's Battery. I will combine them but give the command to Captain Guibor, another veteran of the Mexican War who was originally arrested in the Camp Jackson affair (the attempt to secure the Missouri state arsenal for the confederacy). After being paroled and ignoring this on a technicality Guibor then commands his Missouri battery and fights a long and distinguished war. Guibor is wounded, captured at Vicksburg and fights on to eventually surrender in South Carolina with the remnants of Joe Johnston's army in March 1865. 

(5) Guibor -Missouri State Artillery 2-5 SB-F PT 

My Bases for the Confederates then now all have names. 

Union - Lyons Command - Exhaustion 5 

Lyons*** -  Corps Commander 

The game counter line in the tracker should now read :-

A.      Lyons ** C1, I3 (Sigel 3-5, Andrews M5 3-5, Sturgis Cav 2-5 SS, Totten Art 2-5 SB-F PT 

(1) Infantry Brigade 1 

Franz Sigel 1st and 2nd US Infantry & 3rd and 5th Missouri Infantry M5 [ ] [ ] [ ]  


(2) Infantry Brigade 2 

Lt Colonel George Lippitt Andrews 1st Missouri Infantry, 2nd US Infantry M5 [ ] [ ] [ ] 

(2) Cavalry Brigade 1 

Sturgis 1st US Cavalry & 2nd US Dragoons M5 [S] [S] (Treat as Light Cavalry rule 23.1.1 V&B RtGlory - Breach loading carbines) 


Sturgis was a cavalry officer in the Mexican war and served in the cavalry throughout the Civil War until eventually having his command routed by Nathan Bedford Forest at the Battle of Brice's Mill in 1864, 

(3) Artillery Brigade 

Captain James Totten 2nd US Artillery Brigade & Backofs Missouri Light Artillery - SB-F PT  M5 [ ] [ ] 



Totten was an artillery officer in charge of the arsenal at Little Rock and was surrounded and captured at the outbreak of the war. Transferring to Lyons command he remained in command of the 2nd US Artillery. He was noted as having a colourful style of cursing while giving orders to his battery, so much so that bystanders would form to listen to the show ! He was commanding a siege battery at Mobile when the war ended in 1865. He remained in the US Army but eventually was court martially in 1870 for insubordination and conduct unbefitting an officer. He died in Missouri in 1871. I am assuming he was a big drinker. Totten can lead the US Artillery in the West for now ! 

Table Top 

Rolla itself was not a large town in 1861. There is the road and railway to place on the board leading away to the North-East towards the Union staging point at St James and on to St. Louis. Any map of the area does not suggest anything major in terms of hills - the Ozarks are away to the South. There are no large areas of woods or wilderness areas. I will "dress" the battlefield in gentle hardscrabble farmland and small woods with crops appropriate for July. Given the size of the two forces a 6 x 4 table should be more than adequate. It is the West so it will be less manicured than say South Carolina or Virginia which had been populated by whites for over two hundred years. 

There is no need for any complicated RtG random system plan. Neither side is possessing sufficient commanders or units to attempt anything complex. The Confederate forces will deploy to defend Rolla itself and the Union side aim will be to expel them from Rolla and to secure the Confederate line of communication back to Springfield. 

Other Battle Rules 

I am using the Volley and Bayonet ACW campaign rules for battles. Relevant rules are as follows :- 

The battle will commence at 1 D6 plus 5 am in July and end at 8 pm. The Union forces will appear at 7 am at the LOC in March Column and deploy. 

The side in posession of the battlefield will recover 2/3s of their lost strength points. Strength points will be rounded up when being transposed back to the counter strength. The actual bases can be amended accurately on the roster.  An orderly withdrawal with a rearguard will allow a retiring army to recover 1/2 of its losses including artillery. An army that retires in disorder or rout will lose all of its artillery and  only recover 1/3 of its strength point losses. 

Finally after the battle each side will be able to test for battlefield promotions. I will apply the principles in the Volley and Bayonet ACW campaign rules for promotions from Green to Veteran and Veteran to Crack. The Green to Veteran promotion can affect all of the stands in a single division counter. The division must have either taken or given casualties.  Crack promotions would affect only one stand whose division would need to engage in combat and become exhausted without also suffering a loss of morale. So this in theory could apply to Lyons command at this stage.  Crack divisions can also be created through a reoccurring promotion on a quarterly basis. Two counters in each army can also receive a promotion to veteran through training after each phase. It does seem that "Green" status is quite easy to lose after the first battle but as noted I am not applying this for Militia or garrison units.  

Tuesday, 18 July 2023

Overall attrition and Union Order of Battle for St Louis and Missouri under Nathanial Lyons - July 1861

 

Above : Union Parade (see site footer) 

I have probably seen off any potential readership with the level of detail in respect of deliberations around the rules for my campaign thus far. As a simplification I have discussed evolution of a system for using the minor monster board war game "War Between the States 1861-65" to run an American Civil War campaign with individual combats being generated for the tabletop using Volley and Bayonet from each weekly move. I have worked out over the last week the broad strokes for interaction between the game mechanics themselves and the tabletop. The translation in particular of divisional strength counters on the tabletop into the brigade manoeuvre units for the tabletop and the interaction of leader counters and how to account for things like artillery typically not represented in the Board Game but just modelled in. 

This post will deal with a final rules point on attrition and then we can get stuck in to describing some of the forces on the map both in terms of counters on the strategic map and potential tabletop brigades and placing them under command.  I have had to be a little flexible to make it work. 

Attrition of Units 

I can still see a number of potential problems but not enough to delay starting to play with my current draft ruleset. One issue I am wary of is that casualty levels in battles could  be too high or too low between the two systems to balance the production and attrition of force levels. This is crucial for the confederacy who should be troop starved over time but not initially. 

I think mathematically the modelling should work. On the tabletop individual divisions have an exhaustion point dependent on their "mean" experience (Green through to Veteran and Crack) of between 40-60 % Once the total number of strength point casualties have been incurred on the tabletop a division will melt away and be unable to take further part in the action. If this happened on average at a 50 % level for a division and then a decent percentage of casualties were recovered overnight ( perhaps on average 50 % of the actual strength point losses dependent on whether you retain the battlefield) then total battlefield casualties (which could include dead, wounded and injured) could total c. 25 % of a  total division strength for a major encounter. This might seem high but there were other killers in Civil War field armies - disease could account for a full 5-10 % of all the troops over time. You were more likely to die of the measles than of a mini-ball on campaign. Equally desertion was a problem on both sides. The Army of Northern Virginia suffered a loss of 40-50 % of its potential troop numbers from desertion and sheer straggling from exhaustion in its first invasion of Maryland prior to the battle of Antietam in the Autumn of 1862. At those that reached the battlefield were resilient. If the attrition levels appear far too high I will simply increase by a small increment e.g. 10 % the post battle recovery rates. Ultimately this is a game and not a simulation and there or thereabouts is good enough. 

Above : Civil War Hospital 

Opening Forces for the Union 

My Civil War campaign will begin in July 1861.  There is a detailed deployment for the Union's opening positions with counter strength and location. As well placement of counters I will need to keep a separate master roster for each counter of its component battalions and artillery. I have read that for V&B campaign rules divisional artillery can either remain as independent battalions or be embedded within the individual brigades as dedicated guns at a rate of 2 stands being augmented DG for each strength point of Divisional artillery removed.  I will play it by ear but the main point is that an artillery battalion should be provided to each substantial division from the outset and in some circumstances corps artillery where that headquarters component exists as a counter on the map. The V&B campaign rules give a good indication of artillery types dependent on the stage of the war.  

The Union forces and resources then begin the game as follows :-

  • The Union has a supply level of 350 points initially but receives an additional supply amount of 25 points for the cycle 7/61 through to 1/62 in addition to those points provided by Cycle Turn Record Track. 
Forces in St Louis under Lyons 
  • The Union Missouri Depot is located at St. Louis near to the confluence of the Missouri and Mississippi Rivers. 
  • Brigadier General Nathanial Lyons ** (4-2) begins the game at St Louis arriving there in command of the 2nd US infantry Regiment at the outset of the war to ensure that Missouri remained in the Union by force if necessary and in particular to deny the arsenal to the local confederate troops. 

Above : General Lyons 
  • On the map at St Louis is positioned XX 3-3 which we can roster as a Regular Infantry Brigade 6-5 (a higher morale and not PT/Poorly trained NE/No Elites deisgnation to represent battalions of the 2nd US Infantry Regiment/Regular US troops. The confederates will also get some stiffer troops at the outset and one or two early upgrades to create units such as Hood's crack Texans. I have ordered a bonny blue flag in 10 mm. Coming back to US army regulars there were at the outset of the war 16,000 regulars, most of them stationed in the West to deal with frontier issues with the indigenous population of the region. While some officers resigned to join the  confederacy the rank and file Federal US Army mostly just took up the Union cause. Only commissions could be "resigned" as such. I am not aware of how many private soldiers might have absconded to take up the confederate cause. The V&B campaign allows the Union side 12 strength points spread across 3 separate 4 strength point brigades with morale 5. Given the counter mix I will model these as 2 brigades of 6-5 troops - one in the East and one in the West, 
  • The other troop points at St Louis are all Militia (12 points of them) so 12 x Militia 1-2 points. For Militia as with all "green" troops I have decided that these will not automatically lose their PT/NE designation which is usually dropped after 6 months for new infantry brigades (i.e. those raised at the outset as regular infantry). Militia will only lose the PT/NE status once augmented through the Campaign Production process to become regular volunteer regiments. This is a cheaper way to produce masses of volunteer infantry battalions and the delay as the counter is paroled back onto the production spiral to re-emerge in a few months will represent the training in camp. I can decide whether those units should emerge without PT/NE status. That might seem sensible although they would still be "Green" for the purpose of Divisional organisation (i.e.  operate on 40 % exhaustion levels). For now the counters will represent collections of Militia units from across Missouri, Iowa and Kansas. 
  • So this totals a further 12,000 troops. Once Militia counters are "Placed" they retain integrity. The total troop numbers in St Louis were historically around 15,000 troops for the Union at the outset. I will split the points into three Militia 4-2 counters. Should they get caught in battle as Militia troops one counter can produce two brigades 4-4 PT NE and the remaining two counters a further four similar understrength brigades representing collections of volunteer militia regiments. Militia do not attach to Corps headquarters as "divisions" in the strategic game and it is likely that the points will simply get augmented to form regular volunteer infantry divisions in due course. 
  • There is also an X 1-4 cavalry counter which probably represents elements of the 1st US Cavalry which appeared in the theatre shortly before the battle of Wilson's Creek. On the St Louis Corps which is described for the start of the V&B campaign has a small 2-5 cavalry brigade attached as Corps troops. These will operate as Light Cavalry under the rules and dismount as a linear base. With one point they can operate as skirmishers. In any event they begin equipped with rifled carbines which roll 3 dice at a long range of 3 ".
  • Finally as we have the equivalent of around two divisions in troop numbers (15,000) we can assign a 2-5 SB-H PT (heavy smoothbore - probably Napoleon 12 lbs) and 2-5 SB-F PT (Field smoothbore) to the XX 3-3 counter and the remainder of the militia counters respectively. 
  • Further West in Jefferson City at the confluence of the Missouri and Osage Rivers sits an XX 3-3 counter which I will model on the battlefield as a single 6-4 PT NE Brigade for now but without attached divisional artillery unless I took an option to split out the 2-5 SB-F PT attached to the St. Louis based Militia as dedicated guns. I could add a DG to the the XX 3-3 in Jefferson City and a further 3 sets of DG designations to the Militia brigades. Or I could just add a single DG to one of the Militia and retain a divisional 1-5 SB-F PT battery (each strength point breaking down into two DG. 
  • Other resources at St Louis include an RT 40 counter. Unarmed riverine transport which can ferry troops or affect a crossing point acting as a ferry. There is also a mobile supply train counter stocked with 2 on board supply points. The rules for the supply web are faily complex. Essentially supply can be broadcast by rivers and rails lines but as soon as an army strikes away from those arteries even by road they will require local supply with them in order to prevent attrition and to give meaningful combat. I will need to provide a battlefield effect to model being out of supply having regard to the board game rules. 

Above : Wilson's Creek 

Historically Lyons is heading for a run in with the  Missouri State Guard under Sterling Price at the battle of Wilson's Creek on August 10 1861 leading the Union's "Army of the West". Quite a moniker for what was around 5,000 volunteers at that point. The 2nd US Infantry was despatched to the East as it fought at First Bull Run. 

Lyons did not survive the  battle was an early and rare success for the confederates in the West. If he lives beyond the end of the August 1861 turn we are already in the realms of the A-historical and counter factual. "What if Lyons survives ?". He has an initiative of 4 and a combat modifier of + 2 making him a very useful divisional leader both on the map and tabletop. A ** general can lead a division and a separate brigade - so two counters only I believe under the map rules. In this situation I expect that Lyons would command the higher cohesive infantry XX 3-3 counter as well as the cavalry X 1-4 unit. That's useful in the Western theatre in any event. 


Monday, 17 July 2023

Leadership in the Campaign

 

Above : Mclellen (see attributions below)

Perhaps the last thing I need to consider before I can possibly throw some counters on a map and set up my rosters of starting forces is how the War Between the States rules on leaders and my table top V&B battles will interplay. How and when does McClennen appear on the map and what will his board wargame counter translate to on the tabletop ? What abilities will they have on the tabletop as a result of their abilities at the strategic level. 

The strategic rules come complete with a set of counters which model 2 star to 5 star leaders right through the war. 2 star leaders are capable on the map of commanding a division plus one brigade (a X 1-3 or X2-3 counter). A 2 star leader can take temporary command of a Corps in the event that the corps commander becomes a casualty. 3 star leaders can command corps. 4 and 5 Star leaders may command either army or corps headquarters counters (which appear in a piecemeal fashion during strategic turns at historically appropriate times). In addition they are able to amplify command to separate commands held by 2 or 3 star leaders or further individual brigade or division counters up to their command span. 2 and 3 star leader counter have an initiative and a combat value (in that order) and 4 and 5 start leaders have an additional middle value of their command span. 

Both sides begin with a small  roster of leaders. For the confederacy  (Initiative - Command Span - Combat Value) :-

  • J Johnston **** (3-3-1);
  • Gustave Toutant-Beauregard **** (3-3-1);
  • Magruder ** (3-1);
  • Polk *** (2-1); 
  • Price *** (commanding the Missouri forces described in a previous post) (2-1) 
There are 33 additional leader counters that appear between August 1861 and June 1864. Robert E Lee is appointed overall commander with 5 stars and some decent statistics in June 1861 - prior to that he had an unsucessful  junior command in the early moves in West Virginia and then acted as an advisor to Jefferson Davis and focused on the engineering defences for Richmond.  

On the Union side they begin with the following :-

  • Butler **** (0-1-0);
  • Lyon ** (4-2);
  • McClellan ***** (1-5-2); and
  • McDowell *** (2-0) 
A further 40 or so leaders are then generated from July 1861 to May 1864.

The star ratings, initiative and command start data will be useful for command and control on the map for strategic moves and the construction of field commands. In terms of actual battlefield performance I need to look to the V&B rules and campaign and House Divided campaign supplement to see what leadership effects need to be modelled on the table top from any counters present during a combat encounter. In general terms a set number of units or the units under a leader can move based on a chit draw from a pool for each weekly turn phase governed by the year in question or additionally by the a roll against an individual leaders initiative. The general rule is that you need to use up your free moves for individual "forces" first (counters, or the counters under the command of a commander) before rolling against the initiative value for each leader. So for Beauregard below you can either use one of the handful of free force moves allowed for the month or roll a 3 or less after then. The implication is that a side should make sure that any priority movements are given automatic moves as there is no guarantee that a particular leader will be able to move after. You are not permitted to ascertain which leaders will have initiative and then to provide free moves accordingly. It seems a good system forcing a proper consideration of priorities within a fixed resource of "focus" and "talent" within each sides command structure. On the union side any history of the war is replete with examples of Abraham Lincoln hounding his commanders to activity only to be faced with continued stasis. In the Western theatre the inability of confederate commanders such as Braxton Bragg to follow up any tactical success on the battlefield with strategic movement to secure a meaningful victory cost dearly. 



Within the V&B rules table top rules command bases operate at the Divisional, Corps and Army level. Those bases can apply command to a grouping of stands within 6 inches or 6 inches of each other. I will need to decide whether a force without a senior command stand available should have a generic two star general provided to it. I think not - leadership was a clear and decisive factor within phases of the war. At times certain leaders would just not behave in an aggressive way. At other times a good cadre of available leaders were able to create clear strategic and tactical advantages by the use of rapid and effective marches. Units that lack command on the battlefield will suffer a series of detriments :-
  • They are unable to move closer to an enemy (i.e. they will need to simply remain on the defensive or withdraw from the battlefield);
  • Movements are reduced by half and cause disorder - disordered units out of command not being able to recover from that status;
  • Out of command units can never become "stationary" - a designation which provides a firing bonus; and 
  • Artillery is not able to limber or unlimber - I expect it might be liable to capture then
Units are able to have commanders attached. This confers a + 1 morale bonus but does cause the potential for a casualty on a die roll of 6 if casualties occur. I think it could be possible to use the actual combat value which varies from 0 to 3. A handful only of leaders have values of 0 or 2 or 3 - the vast majority confer a + 1 bonus.  But higher value/starred leaders should not be leading individual combats such as George Meade at Gettysburg. I will then roll a D6 if a casualty occurs with a roll or 1-2 being killed 3-4 being wounded and unavailable for D6 strategic turns and 5-6 being captured. Captured leaders can under the rules of the strategic game be substituted or "paroled" as a replacement leader for any potential leader that the other side wishes to deploy. i.e. you can provide a lower ability leader on parole. Presumably the union player would keep Robert E Lee under lock and key for the table remainder of the war. This would at best cause a delay for a better commander appearing as a side can withdraw leaders from command. 

Stands which are in command are able to lose any temporary disorder status on the expenditure of half of their movement allowance. Units with a permanent disorder marker rout (essentially if a disordered unit suffers further disorder). Routing units can be rallied if simply touched by a command stand.

I do not propose to use the combat values of leaders to confer advantages on individual units for shooting or melee. The ability to stand a result of pressure or "Rally behind the Virginians" because Jackson is "standing there like a Stonewall" is the effect we want. Equally Hood who is + 2 for combat on the map will stiffen his Texans to persist with an advance through a hail of musketry. The major ability of commanders on the field then will be to allow a ORBAT to simply operate and to rally routed units and increase resolve of morale. The absence of leaders will prevent a side from executing anything other than a static defence or withdrawal - i.e. not to apply a mobile battlefield strategy and again that feels accurate. At the map level leaders will be crucial for efficiently moving large bodies of men in concert which will simply not be possible without them. 

Apart from some detail from the rules around promotion for morale and specialist equipment and exhaustion levels in troops - recovery of casualties after battle or between battle days I think I have now considered or covered the bulk of the rules I will need to get the system to operate. 

I now feel ready to deploy the initial counters on the map and describe and analyse the starting position which a fairly detailed depiction of the two side stances in July 1861. 

Exciting doesn't describe it ! See you in hell Johnny Reb ! See you in hell Billy Yank ! 





Wednesday, 12 July 2023

Scale and Basing Decisions

 


So the decision is made - A campaign recreating the whole of the Civil War both on the board and the tabletop it is. 

I got very bogged down for a quite a while recently by questions around scale and basing. These seem to take up a lot of time and cause and an amount of angst for us wargamers. It's easy when you know what ruleset you want to use all the time, its scale and you have opponents where the options are just all too obvious to all of you. If you want to play  the excelent AK47 you generally get the rules, buy some African Militia from Peter Pig in 15 mm and base them as suggested on 1 inch squares - job done.

Buy a copy of Pony Wars, the equally excellent system for a fun afternoon of cowboys and Indians by B-Troop games (available through Baccus) however and you first have some tough decisions on scale unless you simply want to throw in your lot with the 6 mm gang. But then a game like Pony Wars lends itself to having a few characters so I have always thought 10 mm and possibly 15 mm would be better ? But then one card can generate a marauding gang of 100 plains Indians - in 15 mm ? You get my point - and then what sized bases for gangs of Indians and how large should the table be ? There is a lot to be said for 6 mm again and again for fun games. 

I have painted a lot of 15 mm in my time. It's a decent scale but I was simply led to it by its dominance of DBX type ancient games. I will be honest and say that 28 mm for a big battle game leaves me a bit cold. I can see the attraction for a skirmish but for a recreation say of Shiloh and on what sized table ? Big battles at an epic scale need smaller figures. To get that massed effect, to say reimagine at some scale  a  Picket's charge with 15,000 rebel troops then 28 mm figures on even the biggest table just do not create that look. I'd love a sheriffs posse in  a Western Main Street in 28 mm with a perfectly modelled town but not a massed battle. You have to come down to 15 mm or 10 mm or 6 mm in my view to give a good showing for a massed battle. I understand the painting advantages of 28 mm for the button counters and lapel trackers. I think perhaps a small scale English Civil War battle or American Revolution clash of 2-3,000 men a side then are fine ? But Austerlitz - the assault at the Pratzen heights ? 

Let's come back to the project in hand. What I want to do is to be able to manoeuvre large armies - perhaps at times of 80,000 bayonet strength across half of the American continent and then to transpose each collision of forces onto the tabletop. Clearly the tabletop scale of rules is going to be brigade scale much of the time as the lowest manoeuvre unit - thats broadly 2-3,000 men. A regiment of  perhaps 300-1000 men would cause the tabletop and battlefield to have to cope with 100-200 manoeuvre units at times.  That points me towards games such as Volley & Bayonet or Fire and Fury in its second edition Brigade scale rather than it's Regimental scale format. 

Volley and Bayonet works on simple bases without any prescribed figure numbers - essentially you are free to set up figures within the base as you want. It is also somewhat agnostic in figure scale. As long as you work to the base template you can create a diarama of your brigade or Demi-battalion if you are looking a French Napoleonics.


The standard infantry base for Volley & Bayonet in the American Civil War is 3 inches square. The smaller 3 " x 1.5 " linear stand really only applies to skirmish infantry stands (possibly also dismounted cavalry or skirmish cavalry in this context). For Napoleonics I have been painting up pre-1806 Austrians so these tend to be on linear stands in the listings for units in Volley and Bayonet. All of the measurements in any event within the the game are in inches. Below is an example of small Austrian Battalion for Volley and Bayonet I painted up recently - a linear stand 1.5 inch 3 inch (or so) stand). 


I have problem though - I love Johnny Reb III and I would love to also set up and play a game of Fire and Fury for a colleague up the club. My copy of Johnny Reb III is worn but in fairness barely used in anger.  I have played a couple of games of Fire and Fury and I find it an excellent set. Those rulesets don't work on a large base and roster system like Volley and Bayonet where strength points (each of 500 men) are taken away. In Johny Reb III 4 individual bases are used of varying size with each figure representing 30 men. Each individual 4 man base is supposed to be around 7/8 ths of an inch in width x 3/4 inch deep to give an average frontage of 175 yards for a 480 men regiment in a battle line (2 ranks deep).  The size of bases and numbers of figures can vary to create four base regiments representing different bayonet strengths. Essentially a 360 man regiment has four smaller bases of equal size with 3 figures instead. 


Another set I would love to use, Altar of Freedom models brigades at a smaller 60 mm x 30 mm size - I think to use a ground scale that can fit even bigger battles onto a smaller table and to use a lower figure density. which makes it easier to get a game on the table.  Having said that Altar of Freedom tends to be played at 6 mm scale. 

Fire and Fury uses multiple bases as well - sometimes up to a dozen for a brigade which are removed individually as losses. To square the circle it became very clear to me that I would need to come up with a system of movement trays sized for bases that work for Volley and Bayonet or Altar of Freedom and that fit individual bases that could sensibly be used for Johnny Reb or Fire and Fury - Black Powder as well for what it's worth. 

Getting to grips with the pre-made mdf bases and movement trays at the excellent Warbases company I did various bits of mdf tray and insert maths once I had settled on a scale and bought some test figures. This was a whole other wrestling match in my head. Perhaps I over think things but this is a big decision given the amount of figures I am planning to buy and paint. I like 15 mm figures but in my heart of hearts I knew I wanted to go just a little smaller for that mass effect. 15 mm figures are more like 18 mm these days - take AB e.g. which is a gold mark for ACW figures. I like the detail you can get on a 15 mm figure but coming down in scale I find the detail on a 6 mm figure a little lacking. I settled on compromise at 10 mm. I am really pleased with the 10 mm ACW figures from Pendraken. You can get a lot of detail on the figure but they are small enough to create a decent massed effect. The sculpts are great and there are lots of options. 

My initial decision was to try for the standard Johnny Reb fraction of inch sized bases but this then caused a problem with movement trays which would have to be in all sorts of odd sizes with their inserts when converting to use for Volley and Bayonet. For starters there is a 5 mm lip around the insert on an mdf tray. I didn't want to be pegged into non-standard sizes which leads to individual discussions with the Warbases people over custom builds. One idea of standard 3/4 inch square bases (four of which would create a regiment or 16 of which would come together for a roughly 3 1/2 inch total square base for Volley and Bayonet) just didn't work. 4 Pendraken 10 mm ACW figures were a bit of a squeeze on a 3/4 inch wide base. I have a lot of 3/4 inch bases I will need to repurpose. Equally ending up with fully 64 figures on each volley and bayonet base didn't seem viable in terms of time. I would be happy to pay the figure cost but it was a huge mark up in painting time. 

So lots of questions - what was the final solution ? 20 mm square bases and a slight denting of my standard Volley and Bayonet base to a size of around 3 inches x 2 inches when the tray lip is taken into effect. This doesn't affect the frontage. In effect 6 x 20 mm square bases can make up a Volley and Bayonet brigade base. 3 x 20 mm square bases work perfectly for Altar of Freedom. For Regiment sized games I can spring out the bases to make up 4 base Johnny Reb Regiments (again in trays for ease of movement or dispersed for skirmish lines etc or when they take casualties). Fire and Fury with its larger collection of bases both at the Brigade and Regiment format can also be catered for. I think the results look good. 


If I had one gripe it might be that for the Volley and Bayonet base I might have wanted to throw out some brigade level skirmishers within the base. I have seen this achieved at 6 mm in a small diorama. At 10 mm perhaps I would need to make the tray three rows deep but then insert a 60 mm x 20 flocked blank in the middle row and have full four man bases in the rear row  of three bases and then make  three 1-2 man bases for the front row to represent a skirmish line. There are a multitude of options once you start to tonic on it. A four base arrangement with the colour party out front and two blanks in the front corners reducing a brigade stand to having four bases.  For now my 480 man Johnny Reb 3 regiment is on the left above and my Volley and Bayonet 1,500-3,000 man brigade is on the right consisting of 24 figures (So between 3 and 6, five hundred man strength points at a figure scale with this set up of perhaps 80-100 men on average per figure. I also keep coming back to Brigade level Fire and Fury ? It needs more bases and is perhaps very material hungry at a level above that of a single Corps. It is a great set of rules though and very intuitive.  I can delay the final decision while I am painting as you have seen as a 20 mm square base works perfectly well for Fire and Fury. 

What does this actually mean in terms of numbers of figures ? What would be a good initial target to aim for in terms of numbers of bases/brigades ? I can start to look ahead to the initial deployments in the Summer of 1861. Early on in the War the Confederate forces in the Shenandoah Valley  under Joe Johnson managed to slip away  from their Union "markers" by rail to join Beauregard's forces at Manassas Junction or Bull Run as the Union termed the subsequent battle. Irvin Macdowell's force of roughly 20,000 men was approaching from Washington hounded into an early battle by President Lincoln. "You are Green but they are Green also" is the famous admonishment to Macdowell to get moving on to Richmond.  The historic result was a victory for the South. One aim of this blog will be to look at some history as we go along in parallel with the real events of the Civil War as well as to look at the strategic options presented by the set up and development of results.  I do not expect that the Union or Confederate side will try a hugely different strategy. Stacking limits, supply, political considerations and in particular the defence of two capitals, Richmond and Washington are just 100 miles apart dictated a lot of the early strategy. It took the Union army several days to march to Bull Run but just a single night for the "Great Skedaddle" to see the disorganised union army streaming back along the Washington boulevards to the consternation of President Lincoln. 

It is likely from the deployments in the Volley and Bayonet campaign game along the Potomac and the counter deployments on the map in my Boardgame of War Between the States that a re-run of Bull Run is likely to be on the cards within the first  game month. I have copied the Orders of Battle from the free Volley and Bayonet scenario at their website here 


The confederate forces comprise of the 6 brigades of the Army of Potomac under Beauregard and a further 5 brigades from the Army of the Shenandoah (one of these a small cavalry regiment under Stuart). In total then 10 of my new Volley Bayonet trays which fully filled would hold 60 bases or 240 or so infantry figures. 45 strength points of infantry total about 22,500 men. The sides were then fairly evenly matched at First Bull Run. The artillery is modelled in the game as "Dedicated Guns" which are not modelled separately but considered to be included within the combat dice. Later on with the formation of artillery reserves within divisions separate Batteries and Battalions of artillery will be modelled on bases. The good news is that I have so far painted 25 confederate infantry bases - I am almost half way there with another package from Pendraken on the way. 


The order of battle for the Union side is a little more complicated. Rather than two armies we have a single Washington Army broken into 3 divisions. The union artillery needs to be modelled separately but there is no cavalry to contend with. There are 8 brigade bases of infantry and and 3 batteries (single strength point) artillery stands (two R-F or Rifled Field and one Rifled Heavy). Thats 192 infantry and I will some guns and crewman. There is a little more work to do on the union side and I will need to order some appropriate guns. 


That's it for the union army at home- a single test base that I knocked out today. The conveyor belt is just about to be set up ! Unless there is a significant concentration of troops early on I do not believe that I will need to get more than 10-15 brigade stands on either side during my first "half year" comprising 1861. I may need a lot of scenery, some cavalry (with dismounted figures and householders), artillery and I may need a fort or two ! The "production spiral" (more to follow) for the Campaign game will have a built in delay for realism. You cannot press a button and squirt out a marching infantry division. So while new brigades, divisions and corps will appear they will neither materialise that quickly nor should they all be capable of concentrating in one place for some time to give me a painting headache. Reinforcements should be spread between departments evenly in any rules I have seen. The union will need to send troops both East and West across a thousand mile front. The huge 80-100,000 strong armies of 1862/1863 that require 1,000 figures or 250 bases a side should not appear for a good year if I play the game in parallel real time.

Production spirals, drafts and call-ups. All of this to come as I start to address the rules. Or do I look at bolting Fire and Fury to the brigade rules ? I think in the end this may be too complicated. 

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



An Utterly Ridiculous Wargaming Project

 


I live on the web elsewhere in blogs about gardening, birdwatching and growing vegetables. All my life though I have had a not so shameful secret. I play with Toy Soldiers. I don't do it very well though. Certainly not as well as I did when I was a small boy with a head full of Saturday Night at the Movies and a bag of 1 1/72 Airfix "little soldiers" (Yes this might be the short customary wargaming origin story for a blog of this nature - I will let myself have a couple more paragraphs but please do skip ahead those paragraphs).

Big and Little Soldiers on the carpet graduated during secondary school to D&D and some other cool Sci- Fi games with miniatures - Starhound and Dirtside (I think) in 6 mm. I went away to boarding school and all the time the "bug" was gnawing away at me. In the loft of one of the buildings was a giant wargames table complete with 1/300 Cold War tanks - but sadly no club and no playing partners. Geekdom was restricted to D & D and Traveller  with a few fifth formers. A huge opportunity at college was ignored - girls, rugby and partying was more important in my life but a year at Law School in Chester  after then saw me drift into a Games Workshop and very much settle at the Epic end of things. I found guys to play with - teeny tiny Space Marines were bussing and de-bussing from Rhinos on the dining room table. I got into discussions with a guy who had run a campaign at University over a number of years. I didn't know these things were possible. By this time I had also got into board wargames in a big way and of course home computers had made an appearance in the  80's but had massively improved by the 90's. Gary Grigsby games started to appear on my home computers and eventually I found my way to the Matrix site.  Like many guys my age with ideas bigger than their time and tabletops I went digital and drifted away from our analogue life of imagination and craft.

Early boardgames purchases that kept me in the real world on a tabletop included Third Reich, RAF Lion and Eagle and Eventually Decision Games War Between the States 1861-65. More recently I have added tomes such as World in Flames and Pacific War to those. The release of the film Gettysburg and then Gods and Generals in the 90's had me obsessed by the "Myth of the Lost Cause" (and I understand it is a myth) and dreaming of barefoot rebel forces marching 20 miles overnight before destroying armies twice their size. A wife and family came along and apart from the odd board game set up and played for a few turns then taken down before dinner I didn't seek out a club or playing partners to scratch the itch. 

When the boys came along I took care to lure them into a few soft tactical card games and at one stage had them playing Whizz Kids excellent Pirates on the tabletop with painted islands and miniature masted tall ships and an awful lot of Pokemon. There were attempts at getting Warhammer and 40 k off the ground. I would paint the miniatures and then try not to get annoyed when arms went missing. I went abroad to the Gulf for couple of years but then only came back fifteen years later - the boys grew up substantially. Large amounts of time on my own in the Gulf during the Summers (40 degrees plus) gave me time at the weekends  to pour over books, board wargames and more computer games but I had little direction. I turned out odd bases for unfinished armies. I found a group of Board wargamers in Dubai for a while who were serious gentleman but in an afternoon we might be able to play a couple of turns from a scenario of a big game. Nothing was ever played to a conclusion. 

The family in the meantime developed a healthy boardgame habit on the more generalist side but I kept persisting with  the boys and games which had an element of military strategy including such gems as Eclipse, Second Dawn for the Galaxy, War for the Ring and Star Wars Rebellion. Family favourites though are generally Ticket to Ride, Wingspan, Feast of Oden  and Settlers of Cattan. I did manage however to get going with finally painting up some armies for DBA and DBMM. A trip to Greece and a deep dive into Herodotus had me pointing at all things Persian Wars for a while. Returning from overseas I retired from my partnership and started a long sebattical earlier this year. I  have found myself in recent weeks playing a lot of Gloomhaven with my younger son - thankfully while he  is 6 foot 5 and plays rugby he still has a fondness for minis and Geekdom. He is a Brute in the real world and one on the tabletop. 

Sound familiar - no direction, no completed projects - a kid a candy shop scattering money at games, media, figures and spending an awful lot of time dreaming of what could be

I bit the bullet when as I was coming home and joined the excellent Wyre Forest Gamers. This has been transformatory. I have started to pull out old half finished collections of 15 mm ancients from drawers and to relocate rule books and so on. Odd boxes or bases of 15 mm AB ACW, odd bases of 15 mm Essex Napoleonics for "Napoleons War" - I was flirting with this stuff on my own fully twenty five years ago. I am so out of date with my gaming tastes and knowledge. The majority of people up  at the club have long since moved away from DBX. I am still fond of all things DBA and DBMM which kept me company for solo games while I was on my own and stuck abroad during lockdown. I am off to the conference of the Society of Ancients this Autumn. In the last 6 months I have knocked up a half decent AK 47 army (a great set of rules) and I have had the opportunity to play an awful of lot of games across every scale with a large selection of rules sets. Fire and Fury seem to be a thing up at the club along with the usual Warlord (Black Powder and Bolt Action), Two fat Ladies and Peter Pig staples. The Author of the Twighlight series of rules Nick Dorrel is active in the leadership of the club and another chap Thomas Penn has penned the Principles of War series. As Nick will tell you there is no shortage of figures, scales, periods and rules at the club - the scarcer resources can be agreement on the same and time and sometimes players. Recently however attendance has been up and the Club has had a payment amnesty for sessions during June because the club coffers are full. It has been great to play some big games with dozens and dozens of bases on the table. A trip to Austria last year on my own as part of my travel sabbatical found me in the military area history museum in Vienna drooling over uniforms from 1600 through to the end of the second World War.  My last but one trip up to the club I had a great 28 mm World War One skirmish Game. Other highlights have been large battles from the Wars of Succession and the Seven Year's War. This week a huge game of Hail Caesar between Romans and Sassanids with 1000's of 10 mm figures on each side saw my elephants running amuck to howls of laughter. More recently we have started a SYW campaign up the club on the map from Soldier Prince. 

I am retired or at least semi-retired so I have the time to take on something quite big and I also have the resources in terms of space at home. I am very lucky in that respect.  I have been painting a lot of different things in different scales. Plenty of ancients in 15mm with a view to getting some games on more modern rulesets up the Club and Napoleonics in 10 mm to join in with a drive to get Et Sand Resultant up and running with Volley and Bayonet as a clear target for me also in that period. "A lot" is an exaggeration. My last real push delivered a completed AK 47 army to the tabletop but very little else is finished.  For the last few weeks  though the call of the South and the volunteer regiments of the North has had me turning out Pendraken American Civil War figures in 10 mm. As much for the fun of it as anything else. 


Slowly but surely little regiments started to appear on my workbench. Rebel at first. Rule sets started to be located from drawers - Johny Reb 3 which must have followed  me around for 25 years and again Volley and Bayonet. Paint purchases have vey much drifted toward grey, butternut and Oxford blue. I am hooked on a look again.

The same as everyone else with a wargaming pulse I have been consuming an awful lot of Little Wars TV - hats off to that whole gang over there in Baltimore who have really ignited my desire to do something "big". Greg Wagman from that Group has written a decent set of ACW rules Altar of Freedom which comes complete with a campaign system to replay the run up to and battle of Gettysburg. I love the idea of campaigns - movement on maps, consequences from battles, supplies, weather, rail transport, generalship and  fog of war. Literally the whole shooting match. 

For the last twenty years at least I have been dreaming about somehow creating an all consuming  big campaign at home. I have been devouring website after website by guys who do just this with their spare time. They Create huge stories or narratives of battle campaigns with whole armies and kingdoms - sometimes whole new worlds populated by characters from their imaginations. They often work solo but produce excellent records of their work which inspire and enthuse. I am amazed by the huge body of work out there and the resources in terms of campaigns ideas and free rules. There is a grand tradition for this type of solo endeavour stretching way back to Donald Featherstone and Tony Bath. Recently Henry Hyde has just published a huge tome on Campaigns which I crunched through in a few short sittings.Yes I could paint some soldiers and set up a beautiful table and get a result over a non-club Sunday. But what then ? Does the army go on to achieve a political result ? Does the battle result in the loss of a crucial resource such as a mine or a great source of horseflesh ? How many of the battered brigades, legions or war bands make it back to the capital to regroup and put up a last stand ? What happens as the sun sets and how will this affect the next battle on say Thursday evening. Where exactly is that battle and are their reinforcements nearby ? 

Two particular potential periods or projects  have caught my eye over the years as I have lived vicariously through other peoples work. It has been a toss up on which one to start first. I think as gamers we can be guilty of dreaming a lot, reading a lot and sometimes just not getting on with it. It's the same with gardening or cooking - many people who profess to love these spend more time watching lifestyle shows than they do actively pursuing their chosen life. For the moment and subject to the needs of my family, (especially elderly parents) property and garden I finally have time to put something in motion. The advice is to start small. I have always been the guy (we all do this) who opens the box and goes to the final scenario which is the whole shebang.   

The first candidate or candidates for a campaign addresses my love of colonial war-games and figures. Not exactly "woke" pastimes but The Sword and the Flame,  The Men Who Would be King and BlackPowder proudly sit on my book shelf. If you ever want to understand the appeal of colonial war-games I thoroughly recommend a visit to the Campaigns of General Pettigree. This is a gem of a site in the form of a comic in pictures. A giant and consistent, long lasting and passionate labour of love spanning decades in both its remit and life on the web. The sheer sweep of Bill's imagination can only inspire you to want to paint a gunboat and land a company of 15 mm Victorian Marines somewhere East of Bengal ! One of the  ideas for a huge colonial foray I am looking is a  recreation the 1880s/90s Anglo-Egyptian Sudan campaign using some excellent rules which are widely available for free online. Here is an example of a site playing out the campaign using the Sword in Sudan rules.  The mechanics involve raising regiments to put down the Mahdis uprising in the upper Nile. A clever map system with a revolt index generates the uprising and then the solo player has a limited clock within which to lift any sieges and return peace to the lower Nile. A real treat for Mr Kipling. All very "Four Feathers" (the most recent production of which I sat up and watched last week - the dust choking my imagination). 

But then I thought "Think Bigger" and located the original Sun Never Sets Rules. Bigger indeed - you literally game the British Empire and have to firefight across the entire world despatching guards regiments by paddle steamer and hiking into the North-West Frontier to put down the latest rebellion by the Pashtouns. Enthused I started painting and downloaded the rules. I have collected so many rules sets over the years in my search for "the one".  A tiny lead mountain developed and I painted an example of some Zulus to see if my modelling and campaigning juices got going. Every little boy my age was literally  brought up on the film as it seemed to be played endlessly on Boxing Day or Easter Sunday when you couldn't just "click" to see whatever you wanted on demand. Now we can watch Zulu whenever we want or the Longest Day - perfect. 


Maybe it was the thought of having to paint a dozen different nations from Boers to Boxers to do battle with but I thought I should put this on hold for a while. In the meantime Southern Civil War regiments kept appearing. Glory got an eighth late night showing with Denzl Washington and Morgan Freeman and I downloaded a lecture series on the American Civil War on Audible by Professor Gary Gallagher who is an expert based out of the University of Virginia.  In between painting barefooted rebels I started looking at You Tube videos on how to make snake rail fences. Before I knew it I was five Johny Reb 3 regiments to the good and was on lecture 8 out of forty of my marathon 24 hour long deep dive course. 

My three volume copy of Shelby Footes Civil War, A Narrative came to my bedside and as I continued painting my laptop started an 11th or so  repeat play of Ken Burns truly awesome Civil War documentary for the PBS channel. My head started ringing with Shelby and Gary Gallagher and civil war songs started playing around the house - John Brown's body and the Bonny Blue Flag. 

I understand up front and central that there is a huge elephant in the room over the war.  An elephant that will charge all over this website if I don't address that up front. The South was fighting front and centre to protect the instutution of slavery - its founding constitution in 1861 made it abundantly clear. Secession was the direct result of a fear that the institution of slavery would be isolated and then eventually wound up. I get all the arguments about States Rights but essentially they boil down to a right to have an economic and cultural system underpinned by slavery. The Confederate constitution is in essence the US constitution but with a new section making it perfectly clear that slavery was to be protected whereas the original US constitution makes no mention of slavery although in practice it was read as allowing it for close on a century. 

Make no mistake though - at the outset the North was not fighting to emancipate the slaves. The main catalyst to the outbreak of the war was the election of Abraham Lincoln from the new Republican Party and then simply put secession. Lincoln  stood on a ticket in 1861 upholding the institution of slavery within the existing Southern slave states while ending the spread of slavery in the new territories. The argument was over the extension of the institution to the new territories and joining states. Missouri and Kansas had been  involved in bitter partisan violence over the issue since the 1850s. Whatever Abraham Lincoln's personal view on the institution many people both in the North and South of the whole continent had been compromising and balancing interests for decades but eventually the ability to do that just ran out. The fears of the Southern elites that their whole economic wellbeing was under threat from the election of the Republican Party with its large abolitionist contingent directly led to the secession of the lower belt of the Southern States and then things played out politically over that derivative issue - the integrity of the Union. The war would go on to eventually become a "crusade" in part  for the abolition of slavery, but only in due course and that was never a war aim from the outset. If the South had thought again and rejoined the Union quickly slavery would still have been in place for some time. Doomed but in place.  The war started as a fight to prevent 11 states (or possibly 13 at the outset) from leaving the union for good. It was caused though by Southern fears over the eventual abolition of slavery and end of the rail road on compromises on the new terratories but it was fought initially over secession. 

I did need to address Southern society though or the elephant in the room from the outset. In the same way that when playing World War Two wargamers often have to move an SS tank division or roll a dice for a German unit on a map any recreation of a Civil War Battle will have Southern generals who are slave holders and ultimate victory for the Southern side in a tabletop simulation clearly has counter historical social consequences that are appalling. Every discussion or simulation of the Civil War sits in that place but there remains an industry around it.  I am not one of those gamers who ignores the background and just moves on to cheer on the Army of the Northern Virginia when it gets a good roll.  The difficulty is inescapable - but it does not mean that from a military history or gaming point of view that it is wrong to run a simulation.  I have no real opinion on the removal of statues except that they are there. Robert E Lee cannot be airbrushed from history. I read his last letter to his remaining men at Appatomattox Court House the other night to his men wishing them a peaceful life and thanking them. This after his intercession to Grant for hard scrabble farmers to be allowed to keep their mules and horses to get through the planting season.  The man was patrician yes but there is very good reason why he was followed and loved. That leadership of an army is no myth. 

It's so easy to get caught up in that story. You only have to turn your eye to the West to find union leaders such as Grant and Sherman that you can cheer for and inept leadership on the part of the South. I don't expect that Bragg was much loved in the  South. There were also appalling political generals on both sides and clearly on the side of the South. So to be clear Society as a whole in the 1860s both North and South was inherently racist. Billy Yank on average was no bleeding heart but equally the bulk of Johnny Rebs owned no slaves, were stick thin and lived on a poor diet of green corn. Both however were quite literate and were aware of the issues in general terms. Billy Yank was in the main part either fighting to preserve the union or just for money or citizenship. Johnny Reb who didn't particularly like people from the North was often fighting because "you are down here" but also because he had no choice and would be called out in his small town for not being "patriotic". The violation of "Southern soil" or "my country" (as Lee put it)  was enough and the threatened compulsion by force to remain united with a North which was loathed. The issue of slavery was of course front and centre but really not the be all and end all for the North.  When the Union general Fremont based in the West issued an emancipation declaration in Missouri in 1861 it was rapidly amended by Abraham Lincoln for fear of causing States like Kentucky and Missouri to secede to the South. 

I have said enough - I can trip over my laces for pages but many people do not want  to even wrestle with the problem or discuss it. The war is a total tragedy and I will its causes now to the academics. It results in the abolition of slavery to bring the United States as a whole up to speed  with the United Kingdom and France. I am going to simulate the American Civil War on a grand scale and take the opportunity to read and learn more. It is about time I got past my staple reads such as Shelby Foote, John Keegan and Grant's memoirs.  The history and causes are complex and I am fully aware of the major and sensitive context within which it sits - enough said. I am conscious that my Rebel regiments appear to have lept onto the table. Guilty as charged. This exercise will give me the opportunity to deep dive and start routing for the North as I divide my brain in two. I need to read more about the Northern armies. I will take no less care over my men of the union or their dispositions or movements. Northern Victories will be pressed home and strategic advantages followed up if my counters roll well. 

Why do so many wargamers get caught up with the alleged fighting prowess of the South ? Simply put once the "awkward" causes and politics are placed on one side (a terrible turn of phrase), in terms of the military simulation everyone likes an underdog.  This is the "myth of the lost cause" - that the heroic and "patriotic" South defending its sovereignty on principle  fought on for five years and never stood a chance of success due to the material advantages of the North. Press play on Gone with the Wind and listen to the claptrap that gets narrated in the first couple of minutes. There was also a huge movement of the US media during my lifetime  toward celebrating Southern military prowess, elan or perhaps resilience not balanced by far too few depictions of the North or descriptions of the issue of preservation of the Union. The United States really was the exemplar of a new and democratic society. Abraham Lincoln was a farm boy and rail splitter who took himself to the highest office of the land. Intellect and energy were all and not breeding or class. When there was a new horizon of opportunity and prosperity the protection of that fledgling democracy and its union was an end in itself for many thinking men who picked up a musket. A third of the Northern army were first generation immigrants fighting for citizenship and for many the difference between England, Germany, Ireland or Hungary and the US was readily apparent. At times that simple issue can be drowned out by the "Song of the South". 

It is interesting then to challenge this "Myth of the Lost Cause" on the tabletop. Just how much of an underdog was the South ? I will tackle that once the map is set up and the rules laid down. The basic point is that once the South seceded all it really needed to do ("all") was to defend its territory and convince the North that victory would come at too high a price. The North had to win the war and conquer the South which is a vast area the size of Western Europe and to do that it had to go on the offensive which is inherently a disadvantaged position in the face of the rifled musket and canister shot. If the North did not take the war to the South at a huge scale then the South would simply win by default. Once the scale of the task is appreciated and the complexity of achieving Northern war aims from a military point of view the South's strategy seems the easier to fulfil. There are many other points to balance out and consider. Much of what is on my mind has been prompted by the excellent lecture series I am currently listening to. 

I am overthinking my decision on choice of period and have apologised enough. There are hundreds of simulations of the Civil War on the market and tens of thousands of wargamers worldwide pushing counters on maps and figures on table. I am aware of the context and respectful of it. Going through this exercise should lead me to a better understanding and respect for the causes and results of the War. 

A couple more resources reminded themselves to me as I drifted towards my decision. Firstly my old Decision Games War Between the States. This is not quite a Monster boardgame but if you were ever going to set up all three maps and play out the whole war you would need a serious investment of time. I expect it would take several months if you were managing to sit down a few times a week for a couple of hours. I love this game. I have had it set up and played the first couple of years a number of times. This simulation covers just about everything - manpower, supply, unit production and training,  politics, commanders, blockades, ironclads. It just hits the sweet spot of the grand epic scale. The political and points system for testing the North's resolve to fight on has been developed and I think it is excellent. Simply put there is a balanced score card at the strategic level which means that if the North does not press home its advantage in material and convert it into gains it runs the risk of the South being recognised by the Great Powers (as they were then) and the blockades being lifted. 

There is a real "thing" around fitting a miniatures rule set to operate within a campaign based on a board wargame. It isn't easy but it's possible. A   great  example is the hook up between A House Divided and Volley and Bayonet.  I have read the campaign rules for the whole civil war many times. They start in 1861 with the historical set up and operate on month long turns on a box map based on the House Divided Boardgame. Each box is linked by road, river  and rail links and there are rules for movement of Corps and transferring the resulting battles to the tabletop and rolling on the consequences to the subsequent months. As the South loses recruiting centres it loses the resources to replace its losses while the North just rumbles on.  It is an excellent package. I haven't seen anyone as yet record online a whole campaign online to a conclusion, solo or otherwise. It must be a huge endeavour. Thinking logically if each monthly turn generated say 3 or 4 potential battles those would probably take an actual month to complete on a solo basis without a set of fast set rules to cheat on occasion to get a quick result. In conclusion the Civil War could take 5 years to complete - and you would be playing it out in real time ! I guess though it can conclude early. 


What could be more ridiculous then ? Think even bigger. Somehow a madness has taken me and I have decided that what I want to do is to bootstrap either Brigade level Fire and Fury or Volley and Bayonet to the map for War between the States while perhaps simplifying the Boardgames mechanics a little bit ? Is that even doable ?  The Map for War Between the States is incredibly detailed and takes up three giant double printed spreads. The turns in the game are weekly with a monthly strategic turn for raising new troops and ships which then appear after 4 or 5 months on a production spiral. The game has hundreds of counters and a table for the appearance of dozens of division to corps and army  level commanders. Most of all it has the map ! This would allow realistic movement along turnpikes and by paddleboat along the Mississippi. Every road and every railway - the location of forts and recruitment centres. It's epic in scale - it would encompass, well the whole thing. 


It is a ridiculous project in scope and complexity but thankfully if I am going to do this I am going to do this solo so I don't have take anyone along for the ride. I am happy though to blog it as I go and to see how far I get.  I have twenty or thirty years left on my personal game clock and perhaps 250 weekly turns to get done. I would have miniatures to paint, scenery to create and a whole set of rules to create for telescoping the Campaign game onto the Boardgame. Keeping it Stupid Simple ("KISS") would have dictated that I just take the Volley and Bayonet system and play with the existing campaign rules. They are there on the site and the map is detailed enough. I  have already bought A House Divided and the good as new box and board has arrived from the States courtesy of E-Bay. My fear is that I will lose the nuance of the story. The locations, the ability of armies to slip away - the manoeuvre of the South's limited invasions on the North. It looks as if the map would result in a gentle creep of the Union forces from box to box toward Richmond. I kept getting drawn back to the map in the big Decisions Games box. 

I fancy a huge challenge and a huge endeavour. I want to tell a story and learn some new history. I want to model at a huge scale and follow each regiment/brigade and call up. It could be all consuming and really quite rewarding if I am patient and thoughtful about how I go about it. 

It is ridiculous enough a project but I am not sure I will pull it off. Perhaps I will take detours to refight a Mahdist uprising or secure Burma. Perhaps I will take a turn or two back to Greece with my Hoplites. I have promised another big game of DBMM up the club in a few weeks so I am turning out another phalanx as well as my brigades of Union troops at the present. 

Overall I think this is  a chunky enough endeavour for anyone - I cannot think of one bigger and this  should lend itself to a lot of discussion with myself along the way and a lot of reading and learning, painting and building of terrain.

So the website here will be "Hasty Works" - a reference to the logs and boulders manhandled and rolled to make a quick defence for an American Civil War regiment. Volley and Bayonet allows a few hasty works once both sides get stuck into the middle phase of the war.  I'll start by blogging about my collection and creation of resources and the decision making process around the system itself. How I will base, what I need to paint and the development of the campaign rules themselves. I will beg borrow and steal and give credit where credit is due. This could take some time ! So maybe the title is also somewhat ironic. The state of play on painting is as you see below but I am a good painter and quite quick when I put my mid to it and I have nothing but time ! 

See you in hell Johny 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...