Tuesday, December 12, 2017

American Civil War: Wilsons Creek 1861

The Wilsons Creek scenario in the Black Powder supplement Glory Hallelujah is a pretty approximate simulation & we modified it some more to remove the need for an umpire & to suit our Hail Mr Lincoln rules (modified Hail Caesar).
The Confederates outnumbered the Union in points 576 to 475. 
The Confederates(Mike, Steve & Chris) had 6 inf divs of 3 units, a cav div of 4 units & 3 batteries. 
The Union (Mark, Renfrey & Jim) had 5 inf divs of 3, 1 cav div or 4 & 3 guns. 
All units & commanders Command rating 8.
To compensate for the numbers differential, the Confederates deployed 1st, then the Union.  The Union also had one inf div & their cav off table at the start.  At the start, the Union players had to record where & when these two divs were to enter the table.  They required normal command if coming on own rear edge, -1 command if from the flank & -2 command if from the far table edge in the Confederate rear.  The Rebs didn't know the rules for deployment of the Union reserves.

The Rebs deployed their infantry in a line 27" onto the table with their cavalry behind their right flank.  Their first moves were to advance their left to Skeggs Creek & charge forward as fast as they could on their right.  Their cavalry crossed Wilsons Creek behind the farm on a flanking maneouvre.
The Union deployed leaving a gap between their left & Wilson's creek.  Their 5th infantry div was ordered to come on from the flank on the far side of Skeggs Creek on turn 3.  Their cavalry was to come on the left of Wilsions Creek on turn 3.
The pic above is after turn 3. The Union inf div came in on the Reb's flank as scheduled.  Two divs were supposed to advance to the creek to support this, but bad command dice stopped that from happening while good reaction dice let the Rebs turn & face the attack.
After a poor start, the Union attack on their right finally got moving & the Rebs are now being forced back.  On the other flank the Rebs charged up the hill at the Union line wrapping around their refused flank.  Over the river the Reb cav is advancing very slowly & the Union cav haven't even showed up yet.
The Rebel attack on the Union left is running out of steam while their own left is being pushed back & has already lost 1 div.  
Having withstood the initial charge, the Union infantry & artillery on their left gradually wore the Rebels down & one by one the Rebel divs broke until they failed their army break test.  The cavalry of neither side got into the action.

The Union strategy of attacking the Rebel left with the support of a flank march while defending the ridge on their left looked a bit shaky when their right refused to advance.  But their left held firm & eventually the attack on the right got rolling & the plan came off beautifully. 


Gonsalvo said...

Interesting scenario, that certainly seems to have lead to an interesting game.

Isn't BP itself pretty similar to Hail Caesar in overall mechanics?

Jim Gandy said...

BP is similar to HC, but that's the problem for us - it's confusing to old brains to use two sets of rules that are similar but different - an important issue when you hop from one period to another on a regular basis as we do. We also generally prefer the HC way where they differ. We find that manipulating the troops stats & a few special rules is all we need to do to tailor the rules to different periods. For example: High fire factors relative to HTH factors tend to cause ACW battles to turn into firefights instead of bayonet charges.

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