Battle of Frayser's Farm

Semi-Historical ACW Scenario
for On to Richmond

by Paul A. Koch

This scenario is a simplified re-creation of the hard fought battle of the "7 Days" Campaign. The terrain, orders of battle, and movement gimmicks are all based on the historical conflict known as Frayser's Farm or Glendale.

Historical purists will no doubt find fault with this map. It is needless to say, a simplication. Roads and country lanes density has been reduced nearly by half, and the countryside has been considerably opened up to allow room for the figures.

Remember this scenario is based on Frayser's Farm, not married to it. It has been freely altered to produce a better game. Troop quality is as in OTR as is the quality of the various C.O.s. I do however suggest two automatic elite brigades per side.

UNION OB & INITIAL DEPLOYMENT

I Corps -- On Board (see map set on area) ANYWHERE SOUTH OF LINE

I Corps CO, 1st Inf. Division-CO, 3 (6 std) Inf. Brigades, 1 Arty. Battalion (Rifles)

2nd Inf. Division-Co, 2 (6 std) Inf. Brigades, 1 (8 std) Inf. Brigade, 1 Arty. Battalion (smoothbore)
Independent cavalry Brigade (8 stds) no fire weapons

II Corps

II Corps Divisional cards are left in a separate stack. Beginning with turn 1, the II Corps CO rolls a d10. if he rolls an even number, he places on blindly into the playing stack. This is done before the movement deck is shuffled. When his card is turned up, then rolls to ascertain on which of the three roads the Division appears. As follows:

    0-2: Road 0
    3-6: Road 3
    7-9: Road 7

This procedure is repeated each turn until II Corps has arrived in full.

II Corps CO, 3rd Inf. Division: CO, 2 (6 std) Inf. Brigades, 1 (6 std) brigade of Berdan's sharpshooters.

These troops are rated as elites and armed with breech-loaders
1 Arty. Battalion (smootlhbores)

NB: Berdan's wore an all dark green uniform and given their special abilities, try mounting 2 to a 2" X 1" stand.

4th Inf. Division-CO, 3 (6 std) Inf. Brigades 1 Arty. Battalion (rifles)

5th Inf. Division-CO, 2 (6 std) Inf. Brigades 1 Arty. Battalion (rifles)

CONFEDERATE OB & INITIAL DEPLOYMENT

Main force-On Board anywhere North of line. Army CinC

1st Infantry Division - CO, 4 (8 std) brigades, 2 Arty. Battalions (1 rifle, 1 smoothbore)

2nd Infantry Division-CO 2 (8 std) brigades, 1 (6 std) brigade, 2 Arty. Battalions* (1 rifle, 1 smoothbore)

*1 Arty. battalion may be rated as elite-firing as a Union battalion

Cavalry Division -CO, 2 (6 std) cavalry brigades.

Flanking Force

The flanking force leaves point "1" (see map) on turn one for the purpose of turning the Union right flank. This is a secret move. The Union player must not know of it. He should be the guy in the group who does not buy "The Courier". The flanking force reaches the point on the map indicated by the circled numbers, on that numbered turn (e.g.: Point 3 on turn 3, etc.). On turn 1 the Confederate CinC chooses a turn and location he wishes the flanking force to arrive.

Beginning on turn 2 the flank force CO rolls a D10. If he rolls 0-3 he arrives at that point and on that turn. If he rolls 4-9 he marches on. When or if he arrives at the desired point for that turn the flank force CO needs a 0-6 to arrive or he continues to march on. On following turns it is back to the 0-3 roll again. Thus the flank force may arrive early, but in the wrong place, or he may be late or even not show up at all! It consists of the following:

    Division CO, 4 (8 std) brigades, 1 Arty. Battalion (smooth bore)

OBJECTIVE

The winning side must hold 2 of the 3 roads (roads 1, 2 & 3) in Union hands at the outset of the game.

On to Richmond Errata


Back to Table of Contents -- Courier Vol. V #1
To Courier List of Issues
To MagWeb Master Magazine List
© Copyright 1984 by The Courier Publishing Company.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web.
Other military history articles and gaming articles are available at http://www.magweb.com