The Battle of Falling Waters:
July 2, 1861

War Game Scenario

by John Hill, designer of Squad Leader and Johnny Reb

Occasionally, a skirmish occurs that is significant only for who was there, or for what didn't happen. Such a battle was Falling Waters because it represented the first combat for some of the Civil War's most famous commanders.

On the Confederate side you had Colonel J.E.B. Stuart, Colonel Thomas Jackson ... soon to be "Stonewall" ... and the preacher artillerist, Captain Sandie Pendleton.

For the Union, you had the soon-to- be-forgotten General George Cadwallader, but you also had a new colonel who would become a big thorn in the Confederate side ... Colonel George H. Thomas (later known as the "Rock of Chickamauga").

HISTORICAL SITUATION

While the new armies were gathering for (First) Bull Run, out in the Shenandoah Valley a minor campaign was fought that would have serious strategic consequences. Union Major General Patterson was a befuddled old man operating under confused and undefined orders with the 11 generic" objective to push southward into the Shenandoah Valley. One of his thrusts was commanded by a Brigadier Cadwallader who crossed the Potomac River and headed for Martinsburg.

He really wasn't looking for a fight, but his feisty, lemon-sucking opponent was. Stretching his orders, a dour-faced Colonel Thomas Jackson and his flamboyant side- kick, J.E.B. Stuart, rushed up to give the Federals a proper Virginia welcome.

SCENARIO VICTORY CONDITIONS

The Federals win if they force the Confederates off the battle field. This is assumed to happen if the Confederates lose more than 50% of their unit "points" removed. The Secessionists win if they avoid the above or inflict 30% unit "poin&' lost on the Union side. The game has no turn limit, and continues until either side achieves its victory conditions.

HISTORICAL RESULT

The battle was started by Jackson's 5th Virginia Regiment which opened fire from the edge of the woods on the advancing Federal skirmishers of Abercrombie's Brigade. Letting their elan get the best of them, the Rebels moved forward to occupy the barn and farmhouse between the lines, but soon the fire from the two Unionist regiments caused them to think better of it and retire back to the woods. By this time the Bluecoated cavalry was up, and, mistaking the retiring Virginia soldiers for routing troops, bravely charged down the road ... and right into Pendleton's six- pounders. It took only one cannonball into the head of their column and the Federal horsemen fled from the field in confusion.

Meanwhile, J. E.B. Stuart had taken his 1st Virginia Cavalry Regiment around the Union right flank by means of a winding country trail, and pounced on a group of 50 Union stragglers who took one look at the shotgun-wielding Stuart and promptly surrendered. Rather than push on, Stuart decided to simply bring his prisoners back to the Confederate lines. On the other side of the field things were looking up for the Union.

Col. Thomas and his three regiments had arrived and began working around the Confederate right flank. Jackson quickly decided to yield the present position rather than risk being out flanked. Fortunately, Jackson's retreat coincided with the arrival of two fresh Confederate regiments and the rest of Pendleton's guns. Now Jackson had all his forces in line and ready to continue the engagement.

At this point, Cadwallader rode forward, and upon seeing the "massive" Secessionist reinforcements ordered Thomas to fall back to the original Union position and await the arrival of the rest of Pattersons division. Jackson, who had already stretched Johnston's intent of "limited reconnaissance" by provoking a battle, fell back below Martinsburg to await the rest of Johnston's army for a possible showdown with Patterson's army. Not counting the 50 Union prisoners, both sides lost about 15 casualties.

NOTE: General Johnston was so pleased with Jackson's performance at Falling Waters that he recommended his promotion. Robert E. Lee, in Richmond, immediately concurred and effective the next day, July 3, Thomas Jackson was a Brigadier General.

TROOP QUALITY

This was the first combat for the troops of both sides, but Jackson's infantry is rated as veteran because of his stern training and drilling. Stuart's cavalry is rated elite because this nucleus of his famed cavalry corps was composed of the finest horsemen in the state of Virginia. The U.S. artillery is considered elite because of their high level of training.

SPECIAL RULES

1. Cavalry may only fight mounted as it was considered "unmanly" to grovel like a common infantryman. (This attitude changed quickly as soon as cavalrymen realized what a good target they were on a horse.)

2. At the start of the game, each infantry regiment must roll one six-sided die to see what kind of weapon it has:

FEDERAL INFANTRY

    1,2,3 = smoothbore muskets
    4,5,6 =rifle muskets

REBEL INFANTRY

    1,2,3,4 =smoothbore muskets
    5,6 =rifle muskets

TERRAIN DESCRIPTION

The area around Falling Waters Church was gently undulating. The hills were low with very mild slopes which offered "up hill" protection but didn't hinder movement (no extra movement cost-treat as "open" terrain). The road was good quality and the trail was wide enough for a column of infantry or cavalry to use it. 'I he woods were light, consisting of scattered oak and cedars. All fences were the classic split-rail type, and the weather was sunny and clear. All in all, it was a fine little battlefield on a splendid summer's day.

UNION STARTING FORCES

Overall Commander: Brigadier General George Cadwallader, Points: 5, Benefit: 0 (enters with 1st Brigade)

1st BRIGADE Col. J.J. Abercrombie, Points: 3, Benefit: 1
(Enters Turn One, on north edge, in march column along the Williamsport Road)

    1st Sqd, Pbiladelpbia City Troop Cavalry: 10 mounted figures, green troops, armed with carbines
    1st Wisconsin, 25 figures, green troops
    11th Pennsylvania, 25 figures, green troops
    1st Section, Battery F 4th US. Artillery two 10# parrot rifles, elite crew

UNION REINFORCEMENTS: TURN THREE

    (Enter on road as did 1st Brigade)

    2nd BRIGADE
    Col. George H. Thomas, Points: 3, Benefit: 1
    6th Pennsylvania, 25 figures, green troops
    21st Pennsylvania, 25 figures, green troops
    23rd Pennsylvania 25 figures, green troops
    2nd Section, Battery F 4th US. Artillery two 10# parrot rifles, elite crew

UNION UNIT "POINTS"

    One divisional officer (Cadwallader) = 5
    Two brigade officers @ 3/per = 6
    Five regiments @ 2/per = 10
    One cavalry troop = 5
    Two gun sections @ 1 /per = 2
    Total unit points = 28

    Thirty percent of these points removed (total 8) means that Union troops may no longer advance towards the Rebels.

CONFEDERATE STARTING FORCES

On board at start and may deploy anywhere within 1' of south edge of map.

Col. Thomas Jackson: Pts 5, Benefits 2
5th VA 20 figures, vets
1st Section, Rockbridge Artilley, 6# smoothbores, vets
1st Troop, 1st VA Cav: 10 mtd figures, armed with shotguns, elite
Col. JEB Stuart, Pts: 3 benefits: 1 with any other unit, 2 with 1st VA

CONFEDERATE REINFORCEMENTS: TURN FOUR (Enter on Williamsport Road march column, south edge)
2nd VA, 25 figures, vets

TURN 6 (Enter on Williamsport Road march column, south edge)
4th VA, 25 figs, vets
2nd section, Rockbridge Artillery, 6# smoothbores, vets

CONFEDERATE UNIT "POINTS"
Jackson = 5
Stuart = 3
Three regiments @ 2/per = 6
One cavalry troop = 3
Two gun sections @ 1 /per = 2
Total unit points = 19

Fifty percent of these points removed (total 9) means that Rebel troops must withdraw.

This scenario was designed specifically for use with 10mm or 15mm miniatures and the Johnny Reb American Civil War war game rules published by Adventure Games Inc. It can, however be used with any ACW rules system that uses regiments as the primary maneuver element, regardless of the number of figures per regiment or per stand.


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© Copyright 1999 by Dana Lombardy.
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