Wilson's Creek
August 10, 1861 Missouri

The Wargame

Scenario by Scot Gore

The scenario deals with the Union attack on the Rebel camps near Wilson's Creek. It begins at 5:00AM and has no set end point

Table size is 5x10 feet for Johnny Reb III, 15mm scale. Adjust as needed for other ground scales or rules sets.

Confederate Troop Activation

Confederate troops are in camp and unaware of the imminent attack. There was great confusion in the early moments of the battle as inexperienced Confederate soldiers and commanders; tried to recognize and react to the unexpected Union assault To simulate this effect, Rebel regiments, batteries, and commanders may not move or fire until they have been activated by there own initiative or the imminent threat of death at the hands of the enemy.

To activate, commanding players must roll higher than the number listed on the below table. Once successful, the and may be marked, moved and fired as normal on the next game turn.

TurnGreenMilitiaOfficers
1893
2783
3673
4563
5453

An active officer attached to a unit can add his morale rating to their activation die roll.

Units that take a casualty or are a target of a charge (successful or unruccessful) are automatically activated and may mark and move in the next turn. Non-active units impacted in a charge will not form, will not fire a defensive volley, their impact dice downs are unadjusted and the unit will melee as normal.

Sigel's Brigade

Franz Sigel was under orders from General Lyon not to fire on the Confederates until the main attack from north began. The player commanding Sigel's force may obey or disregard this order at his or her own discretion.

Sterling Price

Sterling Price was the commander of the Missouri State Guard. At the outbreak of the war, many assumed that he would command the Confederate forces in the region. He is a recognized command and authority figure; therefore he can command and offer assistance to any Rebel unit in the battle.

Infantry with Shotguns

Infantry armed with shotguns are not covered by the Johnny Reb III rules. Shotgun ranges and modifiers are as follows.

    Weapon: Shotgun
    Short Range: 1/2" +1 DRM
    Medium Range: 1"
    Long Range: 2"

Visibility

At the time of the battle, the Wilson's Creek region was covered by scattered stands of scrub oak, tall grass, and shrubs that varied in height from knee-high to well over a man's head. Because of these conditions, visibility was highly variable. To simulate this, the Johnny Reb III visibility rules will be slightly modified for this scenario.

    1) Visibility will be determined for each unit separately. Therefore it will be possible for a unit to see an enemy unit, but the visibility back could be obscured.

    2)Visibility will be two dice six measured from the middle of the sighting unit to the closest point of the target.

    Units attempting to spot a target at a lower elevation get an additional die 6 of visibility.

The distance across cleared fields will not count as part of the total spotting distance.

DEPLOYMENT

Set up is as per the map. There are no reinforcements for either side.

TERRAIN

Most of the battlefield is Broken terrain.
The fields are Open and should be fenced.
The area shown speckled on the map (south of Bloody Hill) is Rough terrain.
All creeks are fordable. All water crossings are Broken terrain.
Dashed lines represent hills.
Black boxes are buildings
Brown lines are roads
Blue lines are creeks

VICTORY CONDITIONS

The area surrounding Wilson's Creek is not strategic to either side in the conflict. The battle developed at the site as a matter of chance. Therefore, there are no victory points for obtaining or holding areas of the battlefield.

The goal of both sides was to reduce the opposing force to a degree that effective control of the state of Missouri would be difficult to maintain with the manpower at hand.

Basically, the side that inflicts the most casualties wins and the Rebs have a 20-man head start, in effect starting with 20 bonus points.

Turn all stands eliminated over to the gamemaster judge. Half the figures of all stands that rout off a table edge are considered eliminated. If a unit routs off a table edge count up the remaining figures and treat half of them as hits on the unit. This will likely eliminate at least one stand; turn those over to the judge just like a combat casualty. Then remove any casualty markers from the remaining stands and ask the judge to drop them in the victory condition tray, and give the other stands to the judge and explain that these stands don't count for victory points. Each figure per stand will count as a victory point for the game.

The side with the most points wins.

© 2004 Scot Gore. This miniature wargaming scenario may not be photocopied or otherwise reproduced without written permission of the author and from the Johnny Reb Gaming Society. All rights reserved .


Battle of Wilson's Creek August 10, 1861


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