Wednesday, 20 September 2023

Confederate Cavalry Units

 


I am waiting on one or two more scenery pieces and have a few more union bases to complete and artillery to paint but in the meantime the Prices' Missouri guard units for my battle of Rolla are complete including the mounted cavalry. 


I went for a very "dressed" and new 1861 look with the yellow cavalry cuffs. I will add some much more tousled and ragtag cavalry units later for the wars progression. These are Pendraken 10 mm confederate cavalry. They come with essentially two poses - carrying carbines at the ready and with sabres drawn for the troopers and then 3 different style command figures - an officer with a curved sabre and a standard bearer and a bugler. I am really pleased with how these have turned out. A few clear rules for painting 10 mm are emerging. Firstly paint the unit and not the figures. Secondly keep the figures tidy but less really is more with the details. A good flag and some shiny weapons and decent cuffs and all is good. Finally keep the paints as bright and light as possible. Any small figure will come up "dark" especially when using a wash - and with washes use a very soft or light shade. I think I am using medium brown from Army Painter. Any darker with the wash and the figures just turn to mud. 


Under the ACW Volley and Bayonet Rules cavalry can be 2 to 4  strength points on a 3 inch square base and is designated as "light cavalry". I am using two rows of 3 bases (20 x 30 mm) with 2 mounted figures on each. The back two bases are mounted as full light cavalry brigades. A full light cavalry base will dismount as a 3 inch x 1.5 inch linear infantry base.  I have yet to settle on the size of my infill dismounted bases. I may just use two 30 mm square bases as two of these will fill up a linear infantry tray. I might be able to fit a horse holder on each at the back and perhaps 4 or 5 other dismounted cavalry figures - possibly also dismounted command. This may not convert across to other rule systems such as Fire and Fury or Johnny Reb III or Alter of Freedom, but I can always do something else for my cavalry with those rules. I will make up some 20 mm squares as well and see what I prefer later. Given my 5 year timespan with this project I am in it for some detail. 


Light cavalry can throw off skirmish cavalry bases of a point each. A 1 point V & B cavalry stand is actually also on a 3 inch square base. So I can use blanks on a big base or  try  a smaller linear base which might be easier ? This would denote the 1 point value and be less confusing and less needy for  blank filler bases. A 1 point cavalry base dismounts as a 1.5 inch square base which would take one 30 mm square base. Can I get 6 figures on a base with a horse holder ? I think so as a small vignette and this would work well for occupying a village or section of wall or fence.  So I think this settles the issue of what to do for dismounted cavalry for other games. Just buy some more dismounted figures and make nice horse handlers etc. and prepare smaller bases. 

The OOB for Rolla has the confederates with a 2 point cavalry counter on tree map (4 strength points for V & B or 2,000 horses) which will come into the game as two separate 2-5 PT cavalry bases. These can of course be broken down each into 4 cavalry 1 points skirmish bases. I think given their numerical superiority it might be preferable to have just two 2-5 bases which will dismount as a 2 point linear infantry base. Either way I will need to make 4 30 mm dismounted cavalry bases. 

I am keen now to crack on with the battle so will not wait too much longer for further supplies of scenery, finish of the extra couple of units (mostly union now) decide the future of Missouri ! 

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


Monday, 11 September 2023

Building Rolla

 


I took delivery of a nice package of terrain from S&A scenics  this morning. Essentially a tester purchase of roads, rivers, trees and hills. Some absolute basics. I am really pleased and I have put in another bumper order so that I can populate fairly decent tables up to perhaps 12' x 6'. The roads in particular are great and reasonably priced. Felt on one side which is rubberised and textured and painted.  


It was very hard not to have a "play" and to march Price's Missouri State Guard through the town and off down the Jamestown  Road. I found a German website which has paper models of a town in 6mm/N scale for the locals to download and make for Xmas. The school can double as a Court house for now and there are a bunch of wooden farm buildings that look the part. The CourtHouse in Rolla was of course red - I am considering getting my pencils out. 


The narrow river kit is also really well made - all backed on MDF and it comes painted in sensible sections. The mat is a nice fleece from Geek Villain. I want to get more but they are currently sold out.  I have worked out what else I need to buy to complete the Rolla map. I am setting a deadline now for fighting the first battle I think as soon as the final terrain arrives which might be 3-4 weeks. 


The confederate cavalry is complete and just needs the bases flocking. I then need the Union cavalry and dismounted troopers for both sides and a couple of artillery pieces. Perhaps another 1-2 weeks work in total. I am due to take a "break" - seems odd calling it that as I am retired. I am going up to Northumberland for big beaches and landscapes - Berwick on Tweed, Bamburgh and the Farne isles etc. I am tempted to pack my stuff but I very much doubt I will get away with that. I could take some paints and a brigade or two to fill the evenings. 

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.  

Thursday, 31 August 2023

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


Above : Abraham Lincoln (see site footer) 

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

Abraham Lincoln to Irvin McDowell July 1861.

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

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

Confederate Initial Strategy 

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

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

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

Union Initial Strategy and Logistics 

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

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


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

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

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

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

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

Chit Draw - 7/61

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

Union draws 0 - no automatic force initiative. 

Confederates to move first 

Confederate Moves 


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


 

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

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

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



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

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


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


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

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

Union Moves 

The Union is restricted to initiative moves only by leaders. 

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

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

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

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


The two Orders of Battle will be as follows :-

Union - Lyons Command - Exhaustion 5 

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

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

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

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

Confederate - Price Command - Exhaustion 5 

Price - Divisional Commander - "1" Combat Rating 

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

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

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

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

Artillery Brigade SB-F M5 [ ] [ ] 

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

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

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

Time for the assault on "lead mountain". 

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





Tuesday, 29 August 2023

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

 


Above : Civil War Wagons (see site footer) 

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

Abraham Lincoln 4 July 1861 in a message to Congress

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

Housekeeping 

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

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

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

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

Strategic Cycle July 1861

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

I guess we can now start !

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

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

B Production Phase

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

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

B Production Phase July 1861 

(1) Supply Point Generation Segment 

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

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

(2) New Unit Initiation Segment 

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

Union 

Conversion

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

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

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

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

Purchase 

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

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

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

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


Confederate 

Conversion 

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

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

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

Purchase 

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

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

2 x RF - Cost 4 PP & 40 SP 

2 x C1 - Cost 6 PP & 8 SP 

4 x I3 - Cost 36 PP & 24 SP 


(3) Existing Unit Augmentation Segment 

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

Union

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

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

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

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

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

Confederate 

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

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

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

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

(4) Produced Unit Deployment Segment 

Union 

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

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

(5) Brigade Merge Segment 

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

Confederate 

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

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

(6) Fort Production and Deployment Segment 

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

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

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

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

Union

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

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

Confederate 

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

(7) Department Deployment Segment 

Union

A3915 Evansville DepCumberland placed on map. 

(8) Headquarters Deployment Segment 

Union 

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

Confederate 

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

(9) New Historical Leaders

Union 

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


Confederate 

No new leaders on the schedule for 7/61

(10) Confederate Replacement Segment 

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

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

(11) Militia Demobilisation 

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

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

C Supply and Consumption Phase

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

D Political Phase July 1861 

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


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

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

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

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

Confederate Appeal to to the Political Matrix - July 1861 

1 - Mc

2 - Kc

3-6 No Result 

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

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


Thursday, 24 August 2023

Preserved Starting Position July 1861



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

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

Map Key 

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

Counter Key

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

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

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

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

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

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

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

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

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

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

Beginning Strategic Turn July 1861 - Blockades - Supply 

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

 

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

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

Political Points/Victory Conditions/Neutrality etc. 

Confederate  0 - Union 0 

No Victory/Political Appeals by either side 

(1) Kentucky Neutral

(2) Missouri Neutral 

(3) No Foreign Intervention

(4) No Emancipation Proclamation

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

(6) Union has not cleared Mississippi

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

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

(9) No Paroles of Leaders

(10) No additional Volunteer Calls or Drafts 

Confederate Order of Battle 

Gulf Coast/Mississipi

B0153 Galveston M3 (6-4 PT NE

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

B2628 New Orleans G1, RT (2-4 PT NE) 

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

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

B3625 Mobile M2 (4-4 PT NE) 

B2317 Vicksburg Fortifications Projects (see above)

Trans Mississipi

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

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

Tennessee

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

B4026 NashvilleM2 (4-4 PT NE) 

B3021 New Madrid, M2 (4-4 PT NE) 

Atlantic Coast/Carolinas 

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

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

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

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

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

Virginia

C1609 M2 (4-4 PT NE)

C1612 M2 (4-4 PT NE)

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

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

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

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

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

C2512 Aqua Creek M4  (2 x 4-4 PT NE) 

Confederate Production Spiral 

Completing :-

7/61 8 Militia Strength Points

8/61 15 Garrison Strength Points

9/61 15 Infantry Points, 6 Cavalry Strength Points 

10/61 1 River Flotilla 



Rail Transport Points 

7/61 - 10 Cap 


Union Order of Battle 

Gulf Coast 

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

Missouri  

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

A1811 I3 Jefferson City (6-4 PT NE)

Ohio 

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

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

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

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

Virginia/Middle 

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

C1311, I4 (2x 4-4 PT NE)

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

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



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

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

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

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

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


Union Production Spiral 

Completing;

7/61 10 Militia Strength Points

8/61 20 Garrison Strength Points 

9/61 20 Infantry Strength Points, 1 River Flotilla 

10/61 5 Cavalry Strength Points, 1 Naval Flotilla 



Rail Transport Points 

7/61 - 25 Cap 

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


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...