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Issue 25 The Official Newsletter of the Johnny Reb Gaming Society $5.00
Battle of Monocacy
Small Arms in Johnny Reb gaming
White Sulphur Springs scenario
And much more!
Steven Hofner (Order #35311104)
1
Welcome to CHARGE! From the Editor’s Desk
This is the official newsletter of the Johnny Reb As Debi and I produce the 25th issue of the
Gaming Society, an international association of CHARGE! newsletter, I cannot help but be thankful
miniature wargamers who use regimental-level for the support and encouragement from the Johnny
rules such as the Johnny Reb gaming rules Reb gaming community. So many of you have
developed by John Hill. The newsletter will stepped up with scenarios, articles, painting guides,
provide a quarterly forum for exchanging product reviews, and other information of value and
information regarding the rules, original interest to our readership! To each of you who have
wargaming scenarios written with JR in mind, contributed thus far, we sincerely thank you. We also
and historical articles of general interest to the are grateful for the encouragement and moral support
regimental ACW gamer. given by the gamers in times when I was tempted to
US membership in the society is $20 per year, stop producing this newsletter. It is a labor of love,
which will partially cover the cost of assembling, not a for profit endeavor as we break even on the
printing, and mailing the newsletter. Dues are costs.
payable via money order or personal check, It takes a lot of time to solicit and edit
which must be made out to Deborah Mingus articles, hand print the issues, collate them, stuff
(society treasurer and secretary). Our mailing envelopes, run to the post office, collect membership
address and e-mail address are as follows: dues, issue mandatory non-profit monthly financial
reports and balance sheets, and the other mundane
The Johnny Reb Gaming Society tasks associated with distributing more than a
1383 Sterling Drive hundred newsletters each quarter. Still, we believe we
York PA 17404 fill a needed niche in the Civil War regimental
jrgsnl@comcast.net gaming circle, as we try to carry on the legacy of the
old Zouave, which many of you fondly remember in
We welcome your submissions of articles, its various iterations.
scenarios, advertising, and related information, This has been a very busy year for us, with a
as well as letters to the editor. The copyrighted cross-country trip in a rented recreational vehicle to
name Johnny Reb is used by written permission Arizona for our youngest son’s PhD graduation and a
of John Hill. ton of sightseeing in the desert and mountains. I have
had three books published, including a book on John
Gordon’s brigade in the Gettysburg Campaign that
Table of Contents has received critical acclaim and has been nominated
for a major Civil War literary award. I became a
White Sulphur Springs. . . . . . . . . . . . . . . . . . . 2 sanctioned Civil War guide for the local historical
society and began leading bus tours of York County’s
Small Arms in Johnny Reb 3 Games. . . . . . . . 6 many ACW sites. Luckily, I was able to fit in some
gamemastering, including at the Baltimore
Monocacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Convention Center as a sort of dry run for a game I
will run at Historicon next summer.
New 15mm ACW Figures . . . . . . . . . . . . . . .20 Hopefully, 2010 will be saner in terms of
business travel (I was on the road 60% in 2008 and
Andy Mac’s Homemade Table Top 40% this year), so I can focus a little more on my
twin hobbies of collecting sports memorabilia and
Scenery . . . . . . . . . . . . . . . . . . . . . . . .22
miniature wargaming. I also want to begin work on
another Johnny Reb gaming scenario book in the
The Battle of Salem Church . . . . . . . . . . . . . 22 spirit of the previous works with Ivor Janci. Given
time to do the research and playtesting, I have some
Coming attractions in CHARGE! #26 interesting surprises in mind for future scenario
topics!
Scenarios! Product reviews and more! Have a great holiday season and winter!
Scheduled to be mailed February 2010 Scott L. Mingus, Sr.
Steven Hofner (Order #35311104)
2
approached from the south end of the turnpike. The
White Sulphur Springs Rebels dismantled a fence and threw up hasty works
across the intersection while the other Confederate
Dry Creek, West Virginia units formed into battle line. A fence line on Patton’s
August 26, 1863 left provided cover for his 22nd and 23rd Virginia.
The 23rd being the last regiment in the column did
not arrive on the field until 10 AM.
By Jerry Stefek
Throughout the day, General Averell tried to
get past the Confederate position. He first tried to
flank them on the Union right, but failed. Then, he
attempted a charge up the center without any success
before finally he trying a flank attack on the left.
However, Patton’s Confederates held firm through all
three attacks. A frustrated Averell next tried to
outwait them, hoping they might withdraw at night.
To his dismay, the next morning found Colonel
Patton still holding his defensive position. Running
The intersection of Anthony’s Creek Road and the James low on ammunition, Averell made one more attack
River and Kanawha River Turnpike about two miles from on August 27 and then reluctantly gave up on the
the historic Greenbrier spa and resort in West Virginia.
raid. His troops returned to Union territory with little
After the battle, the road in the foreground was littered
with dead and dying soldiers. - Mark A. Miner.
to show for their efforts.
Averell’s forces lost 218 men including 26
killed, 125 wounded, and 67 captured. Patton lost 167
This is a nice little two-player scenario where
men including 20 killed, 129 wounded, and 18
the Confederate commander is George S. Patton! He
missing.
is the grandfather of the famed WWII general George
S. Patton the 3rd. Sorry there are no Sherman tanks.
The Scenario
The Confederates make an all-night forced march to
get to an important road junction, before the Union
The numbers on both sides were fairly even.
raiders get there. It reminds me a little of George S.
Most accounts put the Confederate strength at 1900.
Patton the 3rd’s all-night marches to get to Bastogne.
The Union strength was somewhere between 1300
Colonel Patton is leading a brigade because
and 2000. Both sides had a battalion-sized cavalry
his commander, General John Echols, is ill. At White
detachment and not a full regiment. The Confederates
Sulphur Springs (or the Battle of Dry Creek) he does
will have the tactical advantage because they are
a pretty good job as acting brigade commander. He
defending. Two of their regiments are behind hasty
prevents the Union raiders from advancing and forces
works, and they are led by Patton. Historically
them to withdraw. Colonel Patton was killed a year
Averell couldn’t force his way past the Confederate
later in 1864 at the Third Battle of Winchester.
line and the valley was too narrow for the Union to
The Union force is a brigade of raiders led by
maneuver around the Rebel position. However the
Brig. Gen. William W. Averell, a capable
Union troops are here to raid the salt works, not to
commander who has seen action First Bull Run, the
defeat the Confederate force. If the Union player can
Seven Days battles and Fredericksburg. At
exit at least one regiment off of the northwest end of
Chancellorsville he runs afoul of Joseph Hooker, who
the Kanawha Turnpike, then he will have done better
accuses him of slow performance and relieves him of
than Averell. The raid can continue and the Union
duty. Averell is banished to the Department of West
can brag that he won a strategic victory. The
Virginia. It is from here that he will lead the August
Confederate player has to make sure no Yankee
raid to destroy Confederate salt works near Franklin.
regiments get past him.
The Battle
Patton’s brigade marched all night to
intercept Averell’s raiders. The Confederates
approached from the north along Anthony’s Creek
road. At 9:30 AM the lead regiment, the 26th
Virginia, reached the junction with the Kanawha
Turnpike just minutes before Averell’s brigade
Steven Hofner (Order #35311104)
3
The forces engaged are as follows:
CSA Forces
Regiment
Colonel George S. Patton Leader +1 Men Stands Skill Weapons Commander
37th Virginia Cavalry 360 3-3-3-3 Veteran ML Carbine Maj. Claiborne
22nd Virginia Regiment 360 3-3-3-3 Veteran R. Musket Maj. R. A. Bailey
23rd Virginia Regiment 360 3-3-3-3 Veteran R. Musket Lieut. Col. C. Derrick
26th Virginia Regiment 360 3-3-3-3 Veteran R. Musket Lt. Col. G. M. Edgar
45th Virginia Regiment 360 3-3-3-3 Veteran R. Musket Col. W. H. Browne
Chapman's Battery 2 sec. mixed guns 120 2-2 Veteran Mixed Guns Capt. G.B. Chapman
Total 1920
Union Forces
Regiment
Brig. Gen. William W. Averell Leader +1 Men Stands Skill Weapons Commander
14th Pennsylvania Cavalry 360 3-3-3-3 Veteran ML Carbine Col. J.N. Schoonmaker
2nd West Virginia Mounted Infantry 480 4-4-4-4 Veteran R. Musket Lieut. Col A. Scott
3rd West Virginia Mounted Infantry 480 4-4-4-4 Veteran R. Musket Col. D. T. Hewes
8th West Virginia Mounted Infantry 480 4-4-4-4 Veteran R. Musket Col. J. H. Oley
Ewing’s Battery 3 sections mixed guns 180 2-2-2 Veteran Mixed Guns Capt. C.T. Ewing
Total 1980
Weapons From that information I created the map below
[Editor’s note: Jerry’s original map was kindly
Chapman’s battery consisted of two 3-inch redrawn by talented graphic artist Todd A. Davis as
rifled guns, one 13-pounder howitzer, and one 24- a courtesy to the Johnny Reb Gaming Society.]
pounder howitzer. Ewing’s battery consisted of four The two farm houses were log cabins. Both
Parrotts and two 6-pounder guns. Ewing’s battery were used as field hospitals. The hill tops are lightly
was also called the 1st West Virginia Light Artillery. wooded. The landscape is cultivated farm land from
I treat both of them as mixed batteries. The Union’s the slopes of the hills down through the valley.
West Virginia regiments are mounted for the raid but Wade’s Creek should not be much of an obstacle.
fight as infantry. They parked their horses behind the Crossing the creek is a two-inch movement penalty.
hill and fought dismounted. The Confederates built hasty works
extending from the creek to the road. The 26th and
Experience 45th Virginia Infantry are behind the hasty works.
The right (eastern) side of the road has a fence
All of the regiments involved had been in extending across the fields which provided some
service since 1861 or early 1862. They have been in shelter for the 22nd and 23rd Virginia. The map
various actions around the Shenandoah Valley so I shows the approximate locations of the regiments at
have rated them all as veteran. 10 AM. I used the Official Records and the historical
sketch to position the regiments.
Number of Turns
The scenario begins at 10 AM and goes to 7
PM for a total of 27 turns. The historical battle did
last all day and was continued a few hours into the
next day. Most likely after a few failed morale checks
it will be a much shorter game.
The Map
I was able to locate an actual sketch of the
battlefield showing terrain and troop deployment.
Steven Hofner (Order #35311104)
4
References
There does not seem to be an agreed upon name for
this battle. It is some times called the Battle of Dry Official accounts of the battle
Creek and sometimes called the Battle of Rocky Gap. http://www.wvculture.org/hiStory/civilwar/whitesulp
The Battle of White Sulphur Springs seems to be the hur01.html
most common of the three names.
Maps and Photos
Combat History of Union and Confederate West http://thebattleofdrycreek.com/civil_war_reenactment
Virginia Regiments /american_history/civil_war_battle/photo_gallery_te
http://www.wvcivilwar.com/ mp.aspx
Combat History of the 14th PA Cavalry Battle Summary
http://www.pa- http://www.mycivilwar.com/battles/630826.htm
roots.com/pacw/cavalry/14thcav/14thcavorg.html
Steven Hofner (Order #35311104)
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Steven Hofner (Order #35311104)
6
SMALL ARMS IN the development of the JR3 Clarification Document
by some of us members of the JR3 Yahoo Group.
JOHNNY REB 3 GAMES
This was compiled last summer under the auspices of
Dean West, (historical consultant to the rules).
Mostly, the document focussed on the Charge Phase
By Paul Stevenson of the rules. We did not get round to looking at
weaponry. What I propose to do here is take a look at
A NEED FOR CHANGE? the way weaponry works in JR3 and to offer some
ideas and interpretations into how this might best be
It has been thirteen years since Johnny Reb3 represented to reflect my own reading and beliefs
was published. That is quite a history in itself for any about what combat was like at the ―sharp end‖ in the
one edition of a set of wargames rules these days and Civil War.
says quite a lot for the popularity of the design.
However an awful lot of games have gone down THE RIFLE-MUSKET EFFECTIVENESS DEBATE
since then plus further research, books and articles
regarding tactics and weapons have appeared in the To answer my first question in the leading
interim. So did John Hill get it right when he laid paragraph, I would say that yes, by and large, John
down the profiles for the weaponry in Johnny Reb 3? Hill did get it right with regard to rifle-musketry.
Are any improvements necessary in the light of more Bear in mind that the rules were written ten years
recent research in the way we employ the table top after controversial Paddy Griffith threw down the
weaponry of the system to make this a more realistic myth-breaking gauntlet to challenge the established
and perhaps more enjoyable game simulation? view of the way historians believed the rifle musket
Many wargamers, like old military men, are changed warfare. Let me state here and now, that I
often conservative in their ways and do not like to see am no traditionalist and I appreciate what Paddy has
their favourite set of rules changed or altered. They done in bringing these issues to the table but I do
will take them warts n’ all. I’m not one of those think he stretched the point as regards the
gamers. In my view things have to move on and effectiveness or non-effectiveness of rifle-musketry
develop. The same is true for wargames. I do not see in the Civil War.
a need for change—maybe some modification. I’ve Whilst I acknowledge Paddy’s findings in
been told that is not likely that John Hill will ever do my book ―Wargaming the Civil War‖, I did try to
another (4th Edition) of Johnny Reb so it seems we present other evidence such as a war correspondent’s
must make do with and perhaps adapt what we have. report where the 71st New York armed with rifles got
In this spirit I offer here some suggestions for the better of an Alabama regiment with smoothbores
fine tuning regarding the weaponry of the conflict in at 300 yards range (see page 46). In recent years
the light of my own reading since the rules were Paddy’s views on the battle ranges under which
published. But I’m not for throwing out the baby with soldiers engaged have been largely backed by the
the bathwater, and I do not want to break this findings of authors Brent Nosworthy and Earl Hess.
excellent game so I see a need to tread warily. It is an Griffith postulated that musketry ranges where not
exciting, entertaining game with imaginative design much more than those of Napoleonic times. He cited
and intuitive mechanics. I do not see the purpose of minimum and maximum ranges mentioned in
this article as a desire to change any of those aspects particular works, notably Major General Gustavus W.
but to look at making a few adjustments that may Smith’s study of Seven Pines.
perhaps make the game results more realistic (ah, that Apparently, Nosworthy took his research
elusive intangible!) in the light of recent research by further forward in using the search function of the OR
some eminent Civil War historians who have on CD-Rom to compile masses of data on firefight
concerned themselves with research into the tactical ranges quoted by participants. It would have been
abilities and weapon capabilities of the Civil War interesting to see this compilation given as an
soldiers. appendix in his book since the theme is central to the
In the case of JR3 what we have is a tried and study overall in ―Bloody Crucible of Courage‖. This
tested premier ACW game system that appears to would have given his argument far more weight. Earl
work for most people whatever their interpretation of Hess has recently backed up these claims in his book
it. This diversity of interpretation was subtle yet on the rifle musket.
evident in the extended posting that went on during
Steven Hofner (Order #35311104)
7
Joseph Bilby is a leading Civil War firearms I am unsure as to how the battalion was
expert. In his earlier book ―Civil War Firearms‖ armed but in the Valley campaign the 1st Virginia
(1996), he acknowledges Paddy’s view on the tactical Battalion appear to have had smoothbore muskets.
limitations of the rifle-musket – but apparently his Maybe they had been re-equipped with rifle-muskets
own findings for his later book on the ―Small Arms at and the troops were not yet acquainted with their new
Gettysburg‖ suggest something different to Paddy’s weapons – or at least the officer calling the shots had
view. In a review of Bilby’s book, on blogger Brett not accounted for the difference. Conversely a volley
Schultze’s website, Fred Ray wrote: could fall short, as related by Herdegan in ―Those
―Bilby literally goes one step further by Damned Black Hats‖ (pp. 132-133). Judging from
actually walking the ground at Gettysburg—one of Gotffried’s scale map the opposing 24th Michigan’s
the few battlefields where troop positions are well (rifle musket) volley would have been close to 200
enough documented to permit this—and surveying yards. The second volley went over the heads of the
the engagement ranges with a Leica CRF 900 laser attacking 26th North Carolina which encouraged the
rangefinder. Thus he concludes that the ―average‖ Rebs to come on at a quick step, before being finally
engagement range at Gettysburg was at around 200 shattered with a third volley.
yards. This is significantly greater than Griffith’s Ray also questions Hess’s methodologies and
estimate of 68 yards for the Napoleonic period, but states that Bilby (did what Hess should have done)
Bilby surprisingly concludes that this range is valid conducted his own ground research at Gettysburg
regardless of the type of weapon i.e. that smoothbore- where he actually measured out reported distances
armed troops also fired at this range. In the end, the According to Ray, ―Bilby found that the average
armies concluded that there was little sense in having engagement range at Gettysburg—the first battle in
two types of shoulder arms in an infantry regiment which both sides were armed almost entirely with
and went with the more versatile rifle-musket.‖ rifles—to be about 200 yards. If we compare this to
In another review, Fred Ray is critical of Griffith’s average of 75 yards for British forces in
Hess’ book ―The Rifle Musket‖. Hess does align with Spain, this still amounts to a tripling of the average
Paddy Griffiths views on fire fight ranges. Since Hess engagement range—far short of the rifle’s potential
follows the so called ―revisionist‖ path, Rays’ of 500+ yards, but a hardly a ―marginal‖
comments are broadly applicable. With some irony improvement either.‖
he states ―The revisionists claim that few soldiers got This is notable especially when one considers
any training in distance estimation, yet accept their that there were few trained sharpshooters at
range judgments more or less uncritically for their Gettysburg who might otherwise skew the findings
data sets.‖ with long range firings. The other point Ray mentions
I have often pondered why it is we read of has to do with terrain: ―Due to the wooded nature of
complete volleys by whole regiments of even veteran the American landscape, this was often quite close.
soldiers completely missing targets like a close order This is one problem I had with Griffith’s book—he
battle line between ranges under even 200 yards. On compares American battles fought in densely wooded
first look, one might think that out of a few hundred territory to Napoleonic fights in much more open
men there must have been one or two hits at least – terrain like Spain, Poland, Russia, and the like.‖
apparently not in many cases. Why could this be? It These are compelling arguments against the
is generally accepted now that most Civil War so called revisionist stance but nether do they hold up
soldiers got no training in estimating ranges or target that of the traditionalist. I do not believe Fred Ray
practice. holds the traditionalist view either – far from it, but in
I would therefore postulate, in the absence of my opinion he offers a balanced and rational take on
evidence to the contrary, that perhaps officers called the issue. Paddy Griffith admitted that his random
the range for the unit and therefore it was the model of ―tactical snippetting‖ needed further
officer’s fault if the regiment completely missed with development (and was apparently taken up by Brent
a volley because of poor range estimation. Here’s a Nosworthy in his book ―Bloody Crucible of
couple of examples that come readily to mind: Robert Courage‖ which explores territory beyond the impact
Krick in ―Stonewall Jackson at Cedar Mountain‖ of the rifle musket on the war).
cites eyewitness accounts given by Crawford’s Paddy’s comments on the range issue has
attacking Federals of how the 1st Virginia Battalion since been redefined by Ray in his book on the
completely fired over their heads with their first sharpshooters of the Army of Northern Virginia
volley when they were half way across the where Ray argues that the rifle musket (in the hands
―Wheatfield‖ (150 yards). of the Confederate sharpshooters, a two-band
Enfield) was used at long range but by well-trained
Steven Hofner (Order #35311104)
8
units of sharpshooters (these units had a four-week The latter is surprisingly ignored by nearly
programme of training before the Overland all the above writers as a factor in determining the
Campaign began) apparently not just in closeness of actual fire fights. Though I think JR3
sharpshooting from the aggressive way they were gets this absolutely right as regards skirmishers
used in battle, and that these units became a well covering the approach of their main force. They can’t
organised and stronger body as the war progressed — go closer than 2‖ which is into close rifle musket
for the Confederates at least. range and so your fire fights will often be at this
range given that you don’t want to throw away your
initial volley on an unfruitful target like skirmishers.
SMOOTHBORE MUSKETRY
This was a charge of one normal musket ball
(0.69 cal) topped with three smaller balls called
buckshot. Clearly this was a very potent charge for a
musket since some units actually retained their
smoothbores when they could have exchanged them
for rifles. Claude Fuller’s findings were revealing. He
actually tested the rifled musket against the
smoothbore. The size of the target and number of
shots fired is not really that important bit the
RIFLE MUSKETRY IN JR3
comparative values are and I have extrapolated the
findings here:
Okay, where does this leave us Johnny
Rebbers? JR3 gives 2‖ / 4‖ / 12‖ range bands for the
Target 100 yards – RM: 96% accurate, SB ball 73%
RM. This translates to 100 / 200 / 600 yards. The first
accurate (buckshot 53%)
two bands seem perfectly acceptable given the
Target 200 yards – RM 74% accurate; SB ball 36%
current thinking but 600 yards could be stretching it
accurate (buckshot 20%)
for a close order line of battle. However the potential
Target 300 yards – RM 46% accurate; SB ball 14%
is there but perhaps best only given to bona fide
Target 500 yards – RM 24% accurate SB nil
sharpshooter units (more on these later). Now some
Note that when ball was fired by itself the results
folk would say 300 yards might be a good maximum
where similar to when fired with buck n’ ball.
effective range for a battle line since modern studies
indicate that it is often hard to se let alone hit
Obviously these were test conditions and in a
anything above this range.
battle situation such high accuracy would of course
But let us not forget that we are primarily
be unobtainable even with veteran troops but what
considering close order targets in Civil War times
these statistics do reveal is the relative range and
and not the dispersed targets of modern wars that can
accuracy of the RM compared to the SB and the hit
more readily find cover. I found only one entry on the
multiplier of the buckshot when added to the ball
OR CD-Rom in Walton’s report where his 23rd
ammunition.
Virginia and the 37th advance and fire for some time
At 50 yards the SB would be more effective
at 400 yards at the battle of Cedar Run (or Mountain).
than the RM because of the larger charge, weight of
(Incidentally its little snippets like this that give some
ammunition and muzzle velocity of the SB (1500 fps
insight into the sorts of weapons the units were
compared with 900–1115 fps for RM), would
carrying when designing scenarios.)
actually make it more lethal than the rifle. To push
Bearing this in mind, maybe we could rule
the point, the buckshot, in Fuller’s test, at 100 yards
that for close order troops 450 yards (9‖) should be
scored 79 hits with 50 rounds fired. In other words
the maximum battle range and leave the longer range
out of 150 buckshot half found their mark. This
(12‖) for sharpshooter units. In actual fact, in my
represents more than double the hits caused by the
games of JR3, or at least where experienced players
musket ball only at this range, so how many more at
are going at it, I rarely see engagements at ranges
50 yards? Now okay, the buckshot is not going to
beyond 4‖. Why? Because of three factors: 1) it often
cause as much damage to flesh as the ball at 100
means rolling one die having moved (and we don’t
yards but it will surely cause wounds that could put
want to run out of ammunition, now do we?), 2)
men out of action or give them their passport to the
terrain often prevents seeing the target, 3) the target
rear with their ―red badge of courage‖. Even at 200
is screened by enemy skirmishers.
Steven Hofner (Order #35311104)
9
yards the test show 20% hits from buckshot, though SMOOTHBORE MUSKETS IN JR3
perhaps we can discount this in game turns as being
too low a hit rate for small calibre missiles. Considering that smoothbore muskets were a
Bilby mentions how the early volunteers major armament for many of the participants for
clamoured for the new rifle musket but then realised much of the war, I think they need to be re-assessed
how effective their smoothbore weapons were at in terms of what they could and could not achieve in
close range combat. Such devastation is reported on combat. As far as ranges for smoothbores are
both sides during the close range fighting in the concerned the ranges given in JR3 seem optimistic
slashings at Williamsburg in 1862 in Carol K. Dubbs’ since they do not fall in with known historical and
book ―Defend this Old Town‖ (2002). Bilby modern day tests and the majority experts’ view of a
conducted some tests into the effectiveness of buck maximum 200 yards and a lethal zone extending out
n’ ball using a miscellany of smoothbores. He to 50 yards. In considering the maximum range for
concluded, ―Buck and ball was (and is) a devastating smoothbore muskets, I think we need to bear in mind
load in a smoothbore musket at fifty yards and that most often than not, some companies in a
dangerous to dense formations out to a hundred.‖ majority smoothbore armed unit carried rifles. In this
Just to illustrate Bilby’s point: In my own way, the long range bands for smoothbores can be
book, ―Wargaming the American Civil War‖, (1990), justified. I discuss the use of skirmishers in
I made a study of a fire fight during Hooker’s attack smoothbore armed regiments below.
across the ―Cornfield‖ at Antietam, during the time It was more often the case than not that
period 6.00 to 6.45 am (pp 49-50). Maps by Murfin regiments armed with smoothbores would have a
and Priest clearly show the positions of these units company or two armed with rifles. Another reason
during the times considered by the study. The why we can accept the 6‖ long range is that 300 yards
fighting was at ranges well below 100 yards. I appears to be the accepted benchmark for reasonable
considered numbers of troops engaged and overall visibility of bodies of troops (see B.P. Hughes’
losses during that time period. I found that 5,400 ―Firepower‖) and perhaps a greater tendency to fire
Union troops shot 1,100 Confederates, making an at this range with some hope of hitting than at the 600
average score of 0.204 hits per man. The maximum for rifles.
Confederates however did much better. Not because Finally there are recorded examples of long
they were defending, as they had to attack and range smoothbore fire. In his book ―Conquering the
counter-attack to close the range in order to use their Valley‖, Krick in describing the action at Port
smoothbores effectively. The 2,400 Confederates Republic writes about Winder’s Confederates firing
shot 1,300 Federals in the same time frame – an at Tyler’s men in the Lewiston Lane from the
average of 0.524 hits per man. It should be pointed Baugher Lane position which appears to be a little
out that both sides involved veteran troops but that over 200 yards away on the map – both sides are
half as many Confederates inflicted twice the armed with smoothbores.
damage. Was this down to Yankee ineptitude and Technically, the later smoothbores were not
Confederate superiority with firearms or was this much better than those of the Napoleonic Wars. To
down to buck and ball at close range …? make some comparison with percussion lock
In 1862, a savvy Union infantry commander muskets, JR3 lists firelock muskets as another
would have opened the engagement range with his weapon with one inch lower range bands at normal
rifle armed troops outside of the effective range of and long range and a -1 DRM. This sort of weapon
smoothbores and attempt to maintain that range. This was used widely in the western theatres, in the early
might well be another factor amongst several why years of the war, especially by Confederate
Confederate infantry were the main aggressors and Tennessee regiments. Flintlocks can also be said to
fought their battles with infantry ―like a man’s life include various civilian hunting rifles and shotguns
ain’t worth a cent‖. Bilby relates the story of the and miscellaneous and archaic weaponry pressed into
104th Pennsylvania, who were getting the better of service for military use – typically the Missouri State
their Confederate opponents with their Lorenz rifle- Guard. Flintlock muskets should be able to shoot
muskets when General Silas Casey (yes, the man who buck n’ ball which is not currently accounted for.
wrote the tactics manual), ordered them to charge. Given, the evidence, it first appeared to me
―As the Yankees came within fifty yards of the that the +1 for buck n’ ball was not enough of a
enemy, they were subjected to a murderous barrage bonus. But let’s take a sample using the rules to test
of buck and ball, which drove them from the field.‖ the effect of this ammunition. In the example here the
Confederate unit needs to get to grips with the Union
regiment to use its smoothbores effectively. The
Steven Hofner (Order #35311104)
10
attacking Confederate unit needs to have an Now, what happens if the Confederate unit
advantage in numbers or the attack will probably fail. marks Charge? The Confederates roll their charge
A 16-figure veteran Confederate unit armed bonus and will very likely reach the Union line in
with SB muskets, to be effective with its fire, has to good order. The Union regiment rolls for point of
advance into close range of a 12-figure veteran Union volley and given an average roll, it will deliver its fire
regiment armed with RM to deliver its fire up close at close range; so four dice on average 14 +2 for
and personal. To come into close range, the opening volley, 12 figures @ 16 causes 4 casualties.
Confederates are marked Move, therefore they must Because the Confederates are charging it is actually
lose one die from their fire. Also they are no longer easier to pass morale checks than in the first example:
screened by their skirmishers at this range and take beat 2 for the first check, then beat 5 for the second
the full brunt of four dice fired by the Union check, which given average dice rolling should be
regiment. Likely too, the Union regiment is sensibly achieved. On a dice down for impact the
marked Hold. Having moved into close range the Confederates have a slight edge for their élan in the
Union regiment fires it’s first volley on an average charge and should win. In many cases a defending
score of 14 (i.e. four combat dice) +2 for the first unit will be making use of cover and so a tie is likely
volley, so 16 figures at 12 figures @ factor 16 causes in most cases. This being the case, the units go to
four casualties to the Confederate unit. The melee. The Union unit rolls 4 dice scores 14 and with
Confederates check morale for first loss (beat a 3), 12 figures fighting causes 3 casualties, doubled for
then for loss of a stand (beat a 6). On average the melee, for a total 6 casualties – another stand loss for
Confederates should pass the checks. The the Confederates. The Confederates roll the four dice
Confederates fire back with 12 figures they have 3 averaging 14 and +1 for buck n’ ball, so 12 figures at
combat dice and roll 10, plus 2 for their first volley 15 causes 3 casualties, doubled for melee, for a total
and +1 for buck n’ ball ammo, so 12 figures @ of 6 casualties too. This represents a two stand loss
factor13 gives 2 casualties – only enough for a first for the Union unit and another likely fail. Here, in the
casualties check. If the Confederates had rolled an 11 charge, the buck n’ ball matters less than the relative
with their three dice this would have caused 3 size of the units’ starting strength. Again the
casualties – enough for a loss of stand check too. Confederates should win but they have crippled
In the next turn both opposing units mark themselves into the bargain in going to melee. Not
First Fire. This is simultaneous. The Union regiment only have they lost 10 figures (as opposed to 7 in the
has 11 figures (which rounds down to 10 figures on fire fight), they are possibly shaken, but definitely
the fire chart) rolls an average 14, +1 for FR causing disordered and therefore now very vulnerable.
3 casualties – not enough to remove a stand and make Right then, if we stick with the given +1 for
the Confederates check morale. The Confederates buck n’ ball, we have to find another way to make
have four combat dice and on an average 14 +1 for smoothbore weapons more devastating and therefore
FR and +1 for buck n’ ball; they have 12 figures @ more competitive with rifles at close range. A point
factor 16 which causes four hits on the Federal unit. blank smoothbore range of 50 yards is fine in the
This means two morale checks for the Federals rules. There is a marked fall of in accuracy beyond
because they have now lost two stands. The first this. So one would think 2‖ might be a better call for
check is beat 6 and the second check, assuming the normal range than the 3‖ given on the fire table. But
first is passed, is beat 9. The Union unit will more a reduction of range band increments from close to
than likely fail. From here on in it gets worse for the normal – that is from 3‖ to 2‖ for normal range,
Union regiment as it is now Shaken and reduced to leaves even veteran units susceptible to shooting their
half strength. The buck n’ ball +1 seems to work in point of volley at long range, which will not do if we
terms of tipping the result subtly in favour of the want the smoothbore to retain some effectiveness.
Confederates if they can get through the initial Union With a 6‖ (300 yard maximum range), then even
defensive fire. I tend to think a +2 may be more green troops could hit something if they roll long on
realistic in terms of actual effect since the Union a point of volley. Doug Kline (one of the JR3 play
defeat appears to have more to do with the larger testers), recently commenting on the Yahoo JR3
handicap it suffers by comparison to the Confederate forum, mentioned the range increase for smoothbores
unit upon the loss of figures. But in applying the rules (from 2‖ in JR2 to 3‖in JR3): ―the normal and long
mechanics the +1 seems adequate after all in subtle range of smoothbore muskets was increased some to
ways and not wishing to radically alter anything in reduce the potential of a rifle armed opponent from
the rules, then perhaps it seems best to stick with this "gaming" the ranges between the weapons.‖
because it could have a knock on effect with Clearly, if any adjustments to factors and
comparisons to shotguns and pistols. ranges are made this will have a marked impact in the
Steven Hofner (Order #35311104)
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way these weapons perform under the rules and in particular. It was almost exclusively used by
consequently on how players play them. Having said Trans-Mississippi Confederates and as Stephen Starr
this, and bearing in mind the increased effectiveness said a shotgun loaded with buck n’ ball ―was not a
of smoothbores with buck n’ ball, I think it is not too weapon to be despised‖.
much of a departure to extend the +1DRM modifier The Missouri State Guard cavalry and some
for buck n’ ball to 2‖, whilst retaining the 3‖ normal of its infantry units, and many Arkansas units that
range. The effect of this would happily replicate served at Wilson’s Creek and later at Pea Ridge,
some of the immediate fall-off of accuracy in ranges carried this weapon. Sibley’s Texas Mounted Rifles
beyond 50 yards by creating a subtle range band were armed with shotguns, (though some companies
between that of 1‖ and 3‖. This seems to me desirable had rifles which could be depicted if such a unit had
because of the massive fall off in effectiveness skirmishers deployed). The shotgun was a favourite
between 50 and 150 yards, Also the 2‖ buck n’ ball of Indian units too not least because they were often
extension makes a point of volley effect with a denied new shipments of equipment and because the
smoothbore musket that little bit more effective and shotgun could load up with just about any kind of
cuts down the effect of ―gaming the ranges‖ where ammunition that was available. The lowly shotgun
RMs are opposed to them. The SB is still at some should not be ignored in JR3. It should not just be
disadvantage against a rifle-musket at 2‖ (110 yards) considered a melee weapon.
range (a +1 does not compete with +D6). However In JR3 there is no official profile for a
this subtle change should make early war shotgun. A shotgun should have a maximum range of
Confederates a little more competitive in fire fights 100 yards, so 2‖ in JR3. A profile is given in the
whilst still retaining the superiority of the rifle. most recent QRS for JR3 in the JR3 Yahoo Group
files but it divides the range into bands of ½ ―/1‖/2‖
MIXED MUSKETS which undervalues the shotgun’s potential and close
range and gives very little chance to a unit firing an
This class of firearm accounts for units that effective point of volley – with even a veteran unit
have a similar mixture of rifles and smoothbores. needing to roll a 1 to gain maximum effect (four
Even as late as April, 1863, the Army of the combat dice with a +1 DRM). A shotgun profile
Tennessee quarter-master reported figures that show should look like this; Close Range – 1‖ (+1 DRM);
nearly half of the army sill had smoothbore muskets. Normal Range – 2‖ (+1 DRM); Long Range – Not
It is also a perfectly good label to use for categorizing Applicable. I am allowing the fact that many
old, substandard and converted rifles and rifle- shotguns would be double-barrelled but setting this
muskets and is therefore perhaps a category best off against other low quality firearms that would be
applied to Union units up to 1863. Early in the war, mixed in with them in the unit.
the Union tended to arm the whole regiment with the
one type of firearm. The Union bought up as many FLINTLOCKS
foreign arms as they could, not because they needed
them but in order to stop them from getting into This category takes into account all civilian
Confederate hands which they could afford to do in and poor types of out-dated military firearm in use by
contracting a higher price. Because of this policy units of (usually Confederate) militia in the early war
Union regiments had to put up with sub-standard years and in the Trans-Mississippi. It is a category of
rifle-muskets until the newer Springfields became weapon best suited to Missouri Militia infantry units
available. – for example at the siege of Lexington or for
Confederate Indians at Pea Ridge. Buck n’ ball bonus
SHOTGUNS should also apply at up to 2‖ range which is for both
Close Range and Normal range for troops armed with
Shotguns were generally double-barreled and this weapon. Troops caught in a downpour such as
given the evidence of the effectiveness of buckshot that experienced at Mill Springs should have their
they should have a +1 modifier for both close and fire modified by -1 combat dice.
normal range. Mounted troops would often use sawed
off shotguns for close range work shooting buckshot MUZZLE LOADING CARBINES (CARBINES)
and would often supplement longer range weaponry.
It is really not worth differentiating as troopers would This category could simply be re-titled
be variously armed in fact. The range can compensate ―Carbines‖ since not all those included hereon are in
for the effect as just a generic type. The shotgun was fact muzzle-loaders. It includes all types of carbine
a standard weapon for many early war Confederates for the Confederates who tended to have a mix of
Steven Hofner (Order #35311104)
12
types within their units as well as musketoons. their own target rifles for a completely different
Confederate cavalry can also claim a +1 DRM to tactical approach when they went for the Henry. The
account for the effects of some breech loading 1st Maine Cavalry also used Henrys. The Henry is
weapons and buck n’ ball ammunition for ranges up considered the assault rifle of the Civil War by Bilby.
to 2‖. Also included is the armament of early war Tactically, units armed with breech-loaders
Union cavalry, apart from those issued better quality were often as not trained sharpshooters; however they
weapons used by Union regiments such as the Sharps were most often deployed in loose lines or as
and Burnside. Union units most often should be able skirmishers and should always be depicted as such to
to use the breech loader benefit of +2 of course for all get breech loading benefits in the game.
range bands. Some regiments were armed entirely
with muzzle-loaders so these will not get those
benefits. It is also worth pointing out that early in the
war only parts of a regiment might have carried
carbines.
The range bands for the MLC should also be
used for units armed with Colt and Spencer repeating
carbines and Henry Rifles. The latter both still get the
+1 combat dice, but their ranges were limited. The
Colt should count as a breechloader.
SUPERIOR BREECH LOADING CARBINES
This category encompasses the primary arm
for most of the Union cavalry for most of the war.
The Sharps and Burnside models typify the types of
weapons that could attain the ranges given in this SKIRMISHERS
range band.
During the first two years of the war and
BREECH-LOADING RIFLES AND REPEATERS even further into it the further out west one went, one
would find that the Confederates for the most part
The Sharps had a slightly higher muzzle were armed with smoothbores. However many units
velocity than the rifle-muskets and repeaters but not managed to arm their flank companies with rifles of
even near the smoothbore’s. Oddly enough in JR3 no some description. This was later organised on an
specific ranges are given for breech loading rifles. official basis too, so by spring of 1862, the vast
Players always assume they use the RM profile and majority of smoothbore equipped regiments had at
so perhaps this is the way it should remain. The 12‖ least one company armed with some sort of rifle
maximum range is appropriate for the Sharps rifle. A intended for skirmishing purposes. Union regiments
9‖ maximum range is probably most appropriate for tended to be more uniformly armed but it was often
the Spencer with the implication here than even the case that flank companies got the better firearms.
sharpshooters armed with such are denied the extra In some regiments that were equipped with rifle-
3‖ range of the breech-loader which was the preferred muskets, the flank companies were sometimes armed
sharpshooter weapon anyway. with breech-loaders – the 5th New York being a case
There are two oddities here in this category: in point. The practice seemed to be even more
One is the Colt Rifle, which was also carried by some popular out west, with some units’ companies armed
western Union cavalry units and originally used by with repeaters. Generally then whatever the
Berdan’s Sharpshooters before they sent them out armament, one could expect to find one or both flank
West and took up with the Sharps. The Colt had a companies in possession of better armament than the
similar rate of fire to most breech loaders so even centre companies.
though it was essentially a repeater it should class as How can we translate this into wargaming
a breech-loader in the game. The other oddity is the terms. First of all, I have already discussed the
Henry, which had a very high rate of fire but a low generous long range band for smoothbores and how
muzzle velocity (700 fps) giving it a short range. I this might be explained be the presence of longer
include this within the range bands for the MLC. Few ranged weapons within the ranks. Another easily
units were exclusively armed with such a weapon. applied tactical nuance to model flank companies
The 66th Illinois, ―Birge’s Sharpshooters traded in would be to rule that when a stand is deployed as
Steven Hofner (Order #35311104)
13
skirmishers the skirmishers can shoot as Mixed companies or battalion strength so two 4-fgure units
Muskets if the parent unit is primarily armed with is fine to represent a battalion skirmishing.
flintlocks or shotguns and with Rifle-Muskets if the Sometimes these sharpshooter units worked
unit is primarily armed with Percussion Smoothbores. together as whole regiments or brigades – not just
This would not necessarily be a scenario rule but one Confederate ones. An appropriate formation, other
that was germane in most contexts. Once the skirmish than skirmish formation might be loose order. The
stand rejoins its parent unit it then acts as a sharpshooter unit can adapt such a formation for
smoothbore stand. more aggressive tactics perhaps when fielded in
numbers greater than four figures and count loose
SHARPSHOOTERS order benefit as a target but not when shooting. In
addition to this, Confederate sharpshooters no do
Sharpshooters were picked marksmen. Most count any impact modifiers for loose order in the
often they had some training in skirmishing charge as this could be said to be their normal modus
techniques too. The Union organised several units of operandi and reflects their more aggressive ―shock‖
specialist marksmen at the start of the war and these tactics.
were assigned to various brigades and regiments. The Now what about target rifles? Sharpshooters
Confederate armies tried to organise their sometimes carried target rifles to pick off specific
sharpshooter units on a more regular footing. targets at ranges beyond 600 yards. Union marksmen
Congress authorized the recruitment and organisation (we’ll not use the anachronistic ―sniper‖) should be
of sharpshooter units as early as March 1862. The stationary and should be marked Hold when taking a
ideal was one battalion or regiment per brigade but shot with their heavy target rifles. They were told go
this organisation did not get fully realised until two out and ―hunt your holes‖ and would remain in fixed
years later. In the Confederate army, the term positions for much of their day’s work. The
―sharpshooter‖ could also be applied in specific Confederate sharpshooter battalions of 1864 (and
recognition of a unit’s bravery in the field. This perhaps earlier) had several men armed with long-
honour was bestowed on the 2nd Texas after Shiloh. range scoped Whitworth rifles that were not much
These were used very aggressively against the attack heavier than the Enfield and were used in a more
on Battery Robinette at Corinth. The Palmetto mobile function. These marksmen can use Moving
Sharpshooters was made up of twelve companies Fires. How can we depict this in our games?
from three South Carolina regiments. It is quite often Sharpshooters with target rifles operate as individual
stated that the Palmetto sharpshooters were used as figures and can target officer figures as well as other
ordinary line infantry. Clearly they could multi-task. types of target. Now we have an ―Uncle John‖ and
In the following example, the fact that his elephant possibility of seeing officers go down
Longstreet expects the Sharpshooters do pick off outside of 600 yards!
some artillery men at range and what actually
occurred is illustrative of this multi-role the AMMUNITION
sharpshooters in Confederate service held. As at
Corinth, we have an early war example of The loss of ammunition was a very real
sharpshooters being used aggressively when tactical problem for Civil War commanders and in a
Longstreet orders Jenkins to silence a troublesome grand tactical game it must be considered. In a
Union battery at Glendale, he expects Jenkins to use tactical game where time phases are relatively shorter
―his long range rifles‖ but instead Jenkins leads a than those represented by JR3, ammunition
charge which takes the battery and causes an expenditure is less of a consideration. In JR3 a game
escalation of the battle. His Palmetto Sharpshooters turn represents 20 minutes. If a unit fires constantly
lose 254 men out of 375. Fred Ray’s accounts of late throughout this period then it will empty its collective
war sharpshooter battalions describe how they were cartridge boxes at a steady two rounds per minute. In
used aggressively and in their hundreds. Clearly, actual fact units rarely remained engaged intensively
these were not just marksmen in the sense of for more than twenty – thirty minutes. Soldiers
Berdans’ sharpshooters who were superior frequently carried an extra 10 or 20 rounds into
skirmishers. battle. Even so some units could sustain a rate of fire
The JR3 rules on sharpshooters allow for a of three rounds a minute, so it is still perfectly
unit up to four figures strong. They do not half their feasible for a unit on the line to fire off all its
fire strength, do not count long range and are not ammunition in one game turn. We are looking at the
handicapped by target formation modifiers - all good problem of ammunition supply occurring within two
rules. Most sharpshooter battalions deployed a few JR3 turns.
Steven Hofner (Order #35311104)
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Such high rates of fire are reflected in high the expected scepticism and reserve, where new ideas
dice rolls and this works fine but it is too easy to not are raised. It was difficult to make the adjustment at
run out of ammunition. The more dice we roll the first because folks had not been used to seeing units
safer is our miniature unit from running out of go so readily out of ammunition in JR3, or in any
ammunition. In fact, the opposite should be true with other game. Folks can no longer take it for granted
combat dice not just representing the better chances that their unit is going to perform constantly well.
of a hit but an actual increase in ammunition The placement of reserve units and ammunition
expenditure when the fighting gets hottest at close supplies need to be considered more carefully than
range; therefore units should have a greater chance of formerly as ammunition expenditure becomes a
running out of ammo when they roll more combat central feature of the game. A spin-off effect of the
dice. ―more than 10‖ rule is it creates a level of combat and
The simple solution is to require an ammo weapon fatigue which would naturally degrade a
check for any unit that rolls a score greater than unit’s fire with intense exposure on the front line.
average across the range of dice rolls. The up side for
the shooter is the immediate effect it will have had in SUMMARY OF REVISED SMALL ARMS
terms of losses and discouragement to an enemy unit WEAPONS
reflected in not just good shooting but time on target
shooting. The down side means a potential reduction The above modifications are summarised
in ammunition because of this. Assume that three below. Weapons are grouped together into easily
combat dice reflect the usual optimum – in most assimilated range bands. The SS long range is for
cases shooting on Hold at normal range. An average specialist sharpshooters only. Ranges for
score with three dice is 10-11. We can rule that any sharpshooters with target rifles remain unchanged.
unit that rolls a raw score of over 10 could run low on
ammunition.
Did you know???
The JR3 terminology ―Out of Ammo‖ is a
misnomer. We are talking about ―Low on Ammo‖ in William H. Seward, Jr. - son of the Union
actual fact. Don’t forget that a unit can make a Secretary of State - fought at the Battle of
tactical competence roll to replenish its ammunition. Monocacy with the 9th New York Heavy
A spin-off here is the way intensity of fire is Artillery.
represented. A player may decide not to roll all of his
combat dice to represent ―conservation of
ammunition‖. To illustrate the point, a unit with
repeaters rolling five dice at close range is almost
always going to decimate a target but runs the risk of
loss of ammunition. It might be considered ―overkill‖
to use so many dice (―rounds‖) at a particular target.
―Out of Ammo‖ is less of a problem for repeaters and
so in most cases full on dice rolls will be made. Even
if a unit goes ―Out of Ammo‖ it has a good chance of
beating its BMP and replenishing.
However, the player can decide not to use
one or more combat dice which might reflect the WEAPON/ RANGE CLOSE NORMAL LONG
notion of local commanders restricting the fire of RM, BLR, RR 2 4 9
their units. It is another decision for the player but Sharpshooter RM or 2 4 12
making decisions is what the game is all about and is BLR
akin to the rule on canister (two dice or three or Mixed Muskets 1 3 8
none). I have not differentiated breech loaders and SB Musket 1 3 6
repeaters because units tended to carry more FL Musket 1 2 5
ammunition 60 to 90 rounds and sometimes 100 as Mixed Carbines, (inc 1 2 4
compared to 40 to 60 for muzzle loaders. Also, a Musketoons &
repeating rifle stands more a chance of rolling more Henry RR)
than 10 because it can always rolls one extra combat Superior BLCs 1 3 7
die. SS Target Rifle 3 7 21
In trialling this method of accounting for Shotgun 1 2 -
ammunition expenditure at my club, I was greeted by Pistol 1 - -
Steven Hofner (Order #35311104)
15
Weapon DRMs Articles:
Breech loader: +2 (but must be in loose or skirmisher ―The Inventing of Modern War‖ by Dr S.D. Badsley
order or cavalry) ―Myth-Bashing‖ by Paddy Griffith
―Civil War Small Arms‖ by De Witt Bailey
Confederate Carbines: +1 DRM (Classed as Mixed ―From Transactions of the Conference on the
Carbines) Military Aspects of the American Civil War‖ – held
at Knuston Hall College, Northamptonshire, 18th -
SB Buck n’ ball (Range 2‖): + 1DRM (Applies to SB 25th October, 1985.
& FL Musket and Shotgun)
Repeater: +1 dice (but must be in loose or skirmisher
order or cavalry)
Pistols: +1 DRM
―Out of Ammo‖: a unit rolls a raw score of more than
10 with its combat dice.
Union General Lew Wallace, commander of
Federal forces at Monocacy, served as a
member of the military commission that tried
those accused of President Lincoln's
assassination.
FURTHER READING
Wargaming in History: The American Civil War,
Paul Stevenson, 1990
Arms and Equipment of the Civil War, Jack Coggins,
1962.
The Rifled Musket by C.E. Fuller, 1958
The Rifle Musket in Civil War Combat: Reality and
Myth, E.J. Hess, 2008
An Introduction to Civil War Small Arms, E.J. Coates
& D.S. Thomas, 1990
Attack and Die: Civil War Military Tactics and the Civil War author and long-time Johnny Reb
Southern Heritage by G. Mc Whinney & P.D. wargamer and play tester Dr. Thomas M. Mingus and
Jamieson, 1984 his nephew, the next generation of wargamer in the
Battle in the Civil War: Generalship and Tactics in Mingus clan!
America, by Paddy Griffith, 1986
Rally Once Again, Battle Tactics of the American
Civil War, by Paddy Griffith, 1987
Q - Do you know what personal tragedy struck
The Bloody Crucible of Courage: Fighting Methods
and Combat Experience of the Civil War, by Brent
President Jefferson Davis and his wife Varina
Nosworthy, 2003 on April 30, 1864?
Civil War Firearms: Their Historical Background
and Tactical Use, by Joseph G. Bilby, 2005 A - Their 5 year old son Joe Davis was killed in
Small Arms at Gettysburg: Infantry and Cavalry a fall from the high veranda at the Confederate
Weapons in America's Greatest Battle by J. Bilby, White House in Richmond, Virginia.
2007
Shock Troops of the Confederacy, by Fred L. Ray,
2006
Steven Hofner (Order #35311104)
16
Men‖ of the Middle Atlantic Department,
Monocacy headquartered in Baltimore. Their commander was
Maj. Gen. Lew Wallace, best known for his post-war
“The Battle That Saved Washington” book Ben-Hur: A Tale of the Christ. Very few of his
men had ever seen battle.
Saturday, June 9, 1864 On June 29, agents of the Baltimore & Ohio
Railroad reported signs of Early’s advance to the
Frederick, Maryland company’s president, John W. Garrett, an ardent
Unionist. He passed along the news to Wallace, and
“If Early had been but one day earlier, he might have
word spread throughout the War Department.
entered the capital before the arrival of the reinforcements
I had sent... General Wallace contributed on this occasion Reacting to Early’s movement, Ulysses S. Grant
by the defeat of the troops under him, a greater benefit to dispatched two brigades of the VI Corps, about 5,000
the cause than often falls to the lot of a commander of an men under Brig. Gen. James B. Ricketts, to assist
equal force to render by means of a victory.” Wallace. Uncertain whether Baltimore or
- Lt. Gen. Ulysses S. Grant, USA Washington was the Confederate objective, Wallace
knew he had to delay their approach until
reinforcements could reach either city.
After Confederate cavalry drove Union units
from Frederick on July 8, Early demanded, and
received, $200,000 ransom to forestall his destruction
of the city. Frederick Junction, also called Monocacy
Junction, three miles southeast of town, was a logical
point of defense. The Georgetown Pike to
Washington and the National Road to Baltimore both
crossed the Monocacy River there as did the B&O. If
Wallace could stretch his little army over six miles of
riverfront to protect both turnpike bridges, the
railroad bridge, and several fords, he could make
Early disclose the strength and objective of the
Confederate force and delay him as long as possible.
Wallace’s prospects brightened with word
that the first contingent of VI Corps troops had
reached Baltimore and were rushing by rail to join
him at Monocacy Junction. On Saturday, July 9, the
combined forces of Wallace and Ricketts, now
numbering about 5,850, were positioned at the
bridges and fords of the river. The higher elevation of
the river’s east bank formed a natural breastwork for
part of the troops. Others occupied two block-houses,
the trenches they had dug with a few available tools,
Courtesy of the National Park Service
or what cover they could find among the fences and
crops of once peaceful farms.
BACKGROUND Confederate Maj. Gen. Stephen D.
Ramseur’s division encountered Wallace’s troops on
By the summer of 1864, the Confederate the Georgetown Pike near the Best Farm; Maj. Gen.
Army was paralyzed at Petersburg, Virginia. A Robert E. Rodes’ division clashed with the Federals
Union defeat at Lynchburg, however, left the on the National Road. Believing that a frontal attack
Shenandoah Valley and the path to Washington, D.C. across the river would be too costly, Early sent Brig.
virtually undefended. Seizing this opportunity, Gen. John McCausland’s cavalry down Buckeystown
Confederate General Robert E. Lee devised a plan to Road to find a ford and outflank the Union line.
alleviate the pressure by threatening the Union About 11 AM, troops from the 10th Vermont burned
capital. In mid-June, he dispatched Lt. Gen. Jubal the covered bridge and adjacent blockhouse at
Early with a corps of roughly 15,000 men north. The Monocacy Junction to prevent Rebel passage.
only Union forces between Early and the capital was Rebels penetrated the Monocacy defenses
a motley group of 2,300 mostly ―Hundred Days below the McKinney-Worthington Ford and attacked
Steven Hofner (Order #35311104)
17
Wallace’s left flank. Some of the heaviest fighting
took place when they confronted Ricketts’ veterans at
a fence separating the Worthington and Thomas
farms. The Federals fought fiercely to hold their
position, but it was only a matter of time before the
superior force—about 14,000 Confederates—gained
control. A three-pronged attack by Maj. Gen. John B.
Gordon’s division pushed Ricketts back toward the
National Road, where he was joined by Wallace’s
beleaguered troops who had fought Ramseur and
Rodes all day. By late afternoon the Federals,
following the northernmost Confederate victory of
the war, were retreating on the National Road toward
Baltimore, leaving behind over 1,294 dead, wounded,
and captured.
The way lay open to Washington. Early’s
army had won the field at Monocacy, but at the
expense of 700 to 900 killed and wounded and at
least one day lost. The next morning the Confederates
marched on, and by midday Monday, July 11, Early
stood inside the District of Columbia at Fort Stevens.
He could see the Capitol dome through his field
glasses. Map courtesy of Hal Jespersen of Wikipedia
But with his troops spread out far behind him
and seeing the impressive Fort Stevens, he decided THE WARGAME
not to attack, settling for a few artillery exchanges
and skirmishes that day and the following day. On
The scenario covers Gordon’s mid-afternoon
July 13, Early retraced his steps and crossed the
attack on Ricketts’ VI Corps troops along the
Potomac back into Virginia at White’s Ferry.
Georgetown Pike (now called Araby Church Road).
Monocacy had cost Early a day’s march and his
It begins at 2:00 PM and ends after the 6:00 PM
chance to capture Washington. Thwarted in the
game turn. In reality, Wallace and Ricketts had begun
attempt to take the capital, the Confederates turned
to retreat by 4:30-5:00 after hard fighting.
back to Virginia, ending their last campaign to carry
All forces are deployed as shown on the
the war into the North.
4’x6’ terrain map. There are no reinforcements.
Later, General Wallace gave orders to collect
McCausland’s Brigade is dismounted and fights as
the bodies of the dead in a burial ground on the
infantry. Terry’s Brigade is in reserve and may only
battlefield where he proposed a monument to read:
be activated in the first three game turns on a 1d6 roll
―These men died to save the National Capital, and
of 5 or 6. Otherwise, it will advance at 3:00 PM.
they did save it.‖
The brigades of McLennan, York, Terry, and
Evans get an opening volley benefit. McCausland,
Text adapted from Wikipedia and the National Park
Truex, and the artillery had already been fighting and
Service’s website for Monocacy National Battlefield.
get no OV modifier.
TERRAIN
The terrain near the Monocacy River in this
part of the battlefield is slightly rolling and elevated,
crisscrossed in 1864 with farm fields, fences, and
farm lanes. All fences require +1‖ of movement to
cross, all streams and brooks are also +1‖ penalty.
The Monocacy River may only be crossed at the
Worthington-McKinney Ford.
The woods are open and managed; visibility
and sighting rolls are in full inches. Movement is at
Steven Hofner (Order #35311104)
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the broken rate. Georgetown Pike was a sunken road; Confederate
all attackers’ die rolls are adjusted by -1.
Most of the C. Keefer Thomas farm (known Elements of Breckinridge’s Corps
as Araby) was planted in wheat which had been
harvested and stood in rows of wheat shocks during Gordon’s Division – Maj. Gen. John B. Gordon +2
the fighting. The cornfield on Ricketts’ left was (3600 men)
waist-high and green according to Wallace’s
autobiography. It is broken terrain for movement, but Evans’ Brigade – Brig. Gen. Clement A. Evans +1
provides no cover. 13/26 GA – 360 men, 12 figs, RM, elite
38/60 GA – 360 men, 12 figs, RM, elite
GOALS 61/12 GA – 360 men, 12 figs, RM, elite
31 GA – 360 men, 12 figs, RM, elite
CSA – Drive the Federals from the field; securing the
Georgetown Pike as soon as possible. Seize and hold Consolidated Louisiana Brigade (“Louisiana
the road by the end of the 4:00 game turn for a major Tigers”) – Brig. Gen. Zebulon York +1
victory; by the end of the 5:20 turn for a minor Peck’s Brigade (5, 6, 7, 8, 9th LA) – 480 men, 16
victory. figs, RM, elite
Stafford’s Brigade (1, 2, 10, 14, 15 LA) – 480
USA – Hold the critical road as long as possible, men, 16 figs, elite
thereby delaying Early’s forces from beginning their
march to the nation’s capital. Hold open your line of Terry’s Consolidated Brigade – Brig. Gen. William
retreat through Monocacy Junction to the National Terry +1
Road (off map) if possible. Stonewall Brigade (2, 4, 5, 27, 33 VA) – Col.
Funk, 360 men, 12 figs, RM, elite
Jones’ Brigade (21, 25, 42, 44, 48, 50 VA) – Col.
ORDER OF BATTLE
Dungan, 360 men, 12 figs, RM, elite
Steuart’s Brigade (10, 23, 36 VA) – Lt. Col.
Union Saunders, 360 men, 12 figs, RM, elite
VI Corps, 3rd Division - Maj. Gen. James B. Ricketts Mounted Infantry (fights using infantry tactics)
+2 (anywhere behind his main battle line)
McCausland’s Brigade – Brig. Gen. John
1st Brigade – Col. William S. Truex +1 (1750 men) McCausland +1
14th NJ – 360 men, 12 figures, RM, V 14th VA Cav. – 240 men, 8 figs, V, BLC
106th NY –360 men, 12 figures, RM, V 16th VA Cav. – 240 men, 8 figs, V, BLC
151st NY – 360 men, 12 figures, RM, V 17th VA Cav. – 240 men, 8 figs, V, BLC
87th PA – 360 men, 12 figures, RM, V 22nd VA Cav. – 240 men, 8 figs, V, BLC
10th VT – 360 men, 12 figures, RM, V Jackson’s Battery – 2 sec. 12# Nap, V
2nd Brigade – Col. Matthew R. McClennan +1 Artillery
(1600 men)
9th NY Heavy Art. – 480 men, 16 figs, RM, V Amherst (VA) Art., Capt. L. J. Kirkpatrick – 2
110th OH – 360 men, 12 figures, RM, V sec. 12# Nap, V
122/126th OH – 360 men, 12 figures, RM, V Fluvanna (VA) Art., Capt. John L. Massie – 2
138th PA – 360 men, 12 figs, RM, V sec. 12# Nap, V
Amherst (VA) Art., Capt. John C. Carpenter – 2
Other units sec. 12# Nap, V
8th IL Cav. – 240 men, 8 figs, BLC, V
Alexander’s Battery, Baltimore Light Artillery –
2 sections 3‖ Rifles, V Key:
Lt. Davis’s detachment (200 men from the 1st V = Veteran RM = Rifled muskets Nap =
Potomac Home Brigade, 75 men from the 10th VT) - Napoleon smoothbores BLC = breech-loading
8 figs, at Monocacy Junction; may not advance; may carbines
use the RR bridge to retire on turn 6
Steven Hofner (Order #35311104)
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Map and scenario by Scott L. Mingus, Sr.
Steven Hofner (Order #35311104)
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NEW 15mm ACW FIGURES Like the Infantry figures available from
Scale Creep, these SC artillery crew figures are
FROM SCALE CREEP MINIATURES well proportioned, beautifully sculpted, and rival
AB figures in stature and quality. Cast in high-
Product review by Larry Reber quality pewter alloy, the SC figures are cleanly
cast on a small but sturdy footprint base. Their
size is about 18mm in height to eye level of the
figure, compatible with Old Glory, AB and other
larger brands. The accoutrements on the figures
are clearly defined and easy to paint. The heads
and faces are especially well-detailed and
painting-friendly for 15mm scale.
My only disappointment in the SC
Artillery figures is that all are wearing sack
Scale Creep Miniatures of Cincinnati, coats, so the figure types are basically the same
Ohio, has expanded their line of 15mm ACW four poses, just with the heads swapped. I would
figures with two new offerings: ARTILLERY have liked to see some shell jackets, especially
GUNS & CREWS and MOUNTED CAVALRY. for the Rebs. For added variety, I mixed the hats
These most recent additions to the growing and bare-headed figures within a crew. I also
Scale Creep line gives the ACW gamer more converted one of the Loader figures into a No. 3
exciting choices in well-sculpted figures and Handspike Gunner setting the aim, by gluing a
variety of poses. piece of spare metal flagstaff into his hands.
The SC ARTILLERY GUNS offer three
The SC (Scale Creep) ARTILLERY types: 3” Rifled Gun, 10lb Parrott, and 12 lb
CREWS offer four different poses and three Napoleon. These come in easy-to-assemble
different head choices. The poses are especially pieces; the gun and carriage are cast in one
interesting and historically accurate in their piece, and the wheels must be glued onto the
animation. The poses include a No.1 Rammer, a axles.
Loader carrying a round, a Water Bucket Boy, The SC model cannons are smaller in
and a Gunner sighting the piece. These four size compared to most other brands. The
poses are available in three choices of diameter of the SC wheels is 13mm, whereas
headgear: Slouch hats, Kepi/Forage caps, or most other brands (Musket, Essex, Battle
Bare-headed. Honors, AB) are at least 14mm. But the
Steven Hofner (Order #35311104)
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difference is not noticeable, as long as different
brands of model cannon are not side-by-side
within the same battery. The SC cannon barrels
are not very distinctive, and casting of the
wheels contained some troublesome flashing
between spokes.
The SC MOUNTED CAVALRY figures
also offer excellent quality castings that are
compatible with most other brands. The pose
samples provided to me included Troopers
carrying Saber, a Bugler, and Standard Bearer.
Choices of headgear were Kepi/Forage cap and
Slouch hat. Two horse poses were Walking and
Galloping. A big HUZZAH! and THANK YOU! shout
The SC Riders are sculpted on their goes to Mark Severin, owner of Scale Creep
saddles, with the Horses sculpted bareback with Miniatures for adding these new high quality
bridle in the same manner as Old Glory, Battle choices to the 15mm ACW market. I recommend
Honors, AB and other brands. The Riders fit that you give these Scale Creep figures a look
comfortably onto the two Horse poses. The when you select the next additions to your ACW
Standard Bearer is cast with a flagstaff, which I armies.
cut off and inserted a pre-finished Flag Dude
guidon (flagdude.com), as shown in the photos. SCALE CREEP MINIATURES (513) 728-9808
Web: http://www.scalecreep.com/catalog/
email: info@scalecreep.com
Mailing Address: P.O. Box 8742, Cincinnati OH 45208
Store Location: 3130 Wasson Road, Cincinnati OH 45209
Steven Hofner (Order #35311104)
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ANDY MAC’S The Battle of Salem Church
HOMEMADE TABLE By Jerry Pendley
TOP SCENERY This game was played around Christmas 2007
with Tony Stubblefield and Bill Landrum as Union
Veteran English wargamer and master painter and myself as the Confederate commander. As
extraordinaire Andrew MacDonald-Rice (―Andy you can see, the Union overwhelmed the left
flank. This was due to some very aggressive and
Mac‖) is back with some newly created 10mm
skillful handling of the Union troops and some poor
custom-made terrain stands he has been making for a
rolling by the Confederate commander.
friend. Some of you may know that I consider Andy
one of the finest painters of wargaming figures on the
planet, and his skills are especially evident in the tiny
10mm figure scale. Photos of some of his figures can
be seen on the Johnny Reb Gaming Society’s
CHARGE! blog at:
http://scottmingus.wordpress.com/2009/07/08/andy-
macs-superb-10mm-9th-virginia-infantry/
Here are some of his superb little terrain pieces!
First, a small woodlot…
And now a fenced-in field…
For more of Andy Mac’s fine scale creations, see his
interesting and colorful Photobucket gallery at
http://s347.photobucket.com/albums/p456/Andymacs
The Rebel line collapses and routs off the table!
Steven Hofner (Order #35311104)