VI Corps at Chancellorsville

3rd-4th May, 1863

by Steve Wilson


Fire and Fury Mini-Campaign

This is a series of three linked scenarios covering the actions of the Union VI Corps during the battle of Chancellorsville. As each scenario is played the results affect the strengths etc. of the subsequent scenarios. Over the course of the three actions both sides have opportunities to attack and defend. The three scenarios are all fairly small (the first especially so), so the entire `campaign' can be played to a conclusion either in a long afternoon or over two evenings (1 suggest that you play scenarios 1 and 2 on the first evening and scenario 3 on the second). As each scenario is a `self contained' game there should be no real difficulties with halting the action after finishing one and continuing the following week (or whatever). The umpire should take care to keep track of losses as these are carried over form battle to battle.

The ideal number of players is probably five to seven (two to three players a side and one umpire) although it is certainly playable with less and could probably accommodate more).

HISTORICAL OVERVIEW

In the spring of 1863 the Confederate and Union armies stood uneasily confronting one another at Fredricksburg (Virginia), scene of one of the Union's worst defeats not six months earlier.

The Union now had a new commander, 'Fighting' Joe Hooker -and he had a plan! Hooker carried out a grand turning movement, moving the bulk of his army upriver, crossing, and moving behind the enemy lines. Hooker left Sedgewick and his VI Corps behind at Fredricksburg to pin as many rebel units as possible. General Lee left approximately 10,000 men to cover Sedgewick and moved to confront Hooker. Lee met Hooker at Chancellorsville for one of the greatest battles of the Civil War.

DAWN, SUNDAY MAY 3RD

Sedgewick's VI Corps advances against Maryes Heights. The attack is led by Newtons division and the 'light division'. The heights were defended by Barksdale's brigade, supported by some artillery.

By 11.00 Maryes Heights are captured by the Union, forcing Barksdale to withdraw in order to cover Confederate supply trains. In a single morning Sedgewick has succeeded where an entire Union army failed not six months before. The way seems clear for VI Corps to move to Hooker's support at Chancellorsville.

AFTERNOON

With Newton's division resting, Brooks' division pushes on and advances on Salem Church (four miles from Chancellorsville), arriving around 2.00 pm. Here, the earlier Confederate delaying action has allowed Mahone and Wilcox (Anderson's division) to block the Union attack. Mclaw's division is marching to their aid.

MAY 4TH

The Confederates bring forward the remainder of Anderson's division whilst Early reoccupies Maryes Heights. Sedgewick, now informed of Hooker's defeat and with the prospect of Lee concentrating vastly superior forces against him, withdraws to Banks Ford (and sets up a 'horseshoe defence') with the intention of crossing the river (and so escaping to safety) that night. The Confederate attack against him is bungled and delayed, finally going in at 6.00 pm. McLaw gets lost (maybe his troops think they have 'done enough') but Lee orders a night attack.

Fighting is heavy and confused, remaining completely indecisive. Sedgewick and his troops retreat across pontoons as the Rebels blindly shell the ford. During the two days of combat Sedgewick lost 4,500 men, a testament to the 'hard fighting'. If only Hooker had fought as hard!

Comments

All of this supposes using 'Fire & Fury'. If you use a different set and wish to use/adapt this scenario be aware of the following.

Each 'stand' represents approximately (in this scenario very!) 200 actual men.

Each battery is about 8 guns.

The ground scale is about 1" to 60 yards and each turn is considered to be 30 minutes. Leaders are either Average or Exceptional whilst units are Green (worst), Veteran or Crack (best). Units start as Fresh, as they suffer losses they become Worn and finally Spent, losing effectiveness each time they drop a level). Union artillery is more effective than Confederate. In a turn an infantry unit can hope to move up to 12". If you play with regimental level rules I would suggest that you simply 'downsize' the OOBs and use regiments instead of brigades (so that 'VI Corps' consists of 9 regiments in total rather than 9 brigades with whatever figure strength you are comfortable with).

BIBLIOGRAPHY

R. JOHNSON & C.BUELL "Battles & Leaders of the Civil War" Volume 3
S. FOOTE "The Civil War" Volume 2
"Brother Against Brother" Time Life Books History of the Civil War
S. JOHNSON "Great Battles of the Civil War"
R. HASENHAUER "Fire & Fury" (The American Civil War in Miniature)


VI Corps at Chancellorsville 3rd-4th May, 1863: Fire and Fury Mini-Campaign


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