by David Borbett
Hazelcrest, Illinois
The battle of Iuka, Mississippi was fought September 19th, 1862 between the forces under the commands of Confederate Earl Van Dorn and Federal William Rosecrans. Price's rebel forces occupied Iuka on September 13th and waited to see what the Federal reaction would be. Grant decided to attack Sterling Price in Iuka before Van Dorn could reinforce him and dispatched Ord and Rosecrans with a total of five divisions in a pincer movement. While Ord got in position, Rosecrans was late and was about two miles from Iuka when his leading brigade was attacked by the waiting Confederates. The assaults were thrown back twice but the third rebel onslaught pushed the Federals back and the fighting continued until dark. Confederate General Henry Little was slain in the conflict and the Confederate forces withdrew southwards to fight again at Corinth. As a wargame this engagement works wonderfully for 25mm troops as the terrain is interesting and the number of troops actually engaged was small. Furthermore the time element is an important factor. We played this scenario using C.L.S. (Column, Line and Square) locally modified for the Civil War. The game lasts eight turns with the Confederate Commander rolling one die at the beginning of Turn Seven to determine if two more game turns (9 and 10) are to be played. An even number will prolong the game to turn ten. Set On: 1) C.S.A. - Herbert and Martin may be placed anywhere on the northeastern edge of the board up to the middle crossroads and may be hidden in the woods. 2) U.S.A. - On the road from Jacinto up to 18" from the southwest. Units must be in column on the road except for the lead unit which may be skirmished (wholly or partially). Reinforcements: 1) C.S.A. - No reinforcements unless the optional two turns are played. If they are they receive one brigade entering the board from the northeast road from Iuka beginning turn nine. 2) U.S.A. - Stanley's Division: one infantry regiment per turn enters on the road from Jacinto at the start of each turn beginning with turn six until the game ends (turn 8 or 10). Victory Conditions: Basically a slaughterfest so we decided to award 20 points for possession of all four road exits east of the Armstrong house (the four easternmost). Terrain: Woods - Type 2, clear areas enclosed by wooden fences providing cover. Houses are for decoration only. Order of Battle:
2) C.S.A. Army of the West: Major Gen. Sterling Price All regiments are twenty figures strong and are regulars for morale purposes. Officers available for optional morale spot rule: C.S.A. Price, Hebert, Little, Martin. U.S.A. Hamilton, Stanley. Further Addendums to C.L.S. Modified for 25mm ACW: 1) The 12 lb canister pattern is further modified by Range 0-8 normal, 9-16 minus one pip from each die, 17-24 inch range, minus 2 pips from each die. 2) Routing skirmishers make other units check morale if the routing unit was totally in skirmish order. 3) Skirmishers check for morale and C.E. 4) Optional Officer Morale Rule: Officers are awarded a certain number of morale "spots"/pips to add to the die roll for any unit they choose to improve that unit's morale. The officer must be attached to the unit to improve its morale or pre-melee morale check, but not for a C.E. check. A unit to which an officer is attached that suffers three or more casting casualties during the turn will cause the officer to roll two dice to determine if the officer has become a casualty: A "2" or "12" rolled on two dice is a killed in action; a "4" is wounded, and two woundeds equal a killed in action. Wounded officers are reduced to using half their morale spots. Before an morale (not C.E.) roll, officers may add any number of their morale spots to the unit's die roll.
Thanks for Dan Rakowski and Pat Kurivial for the above ideas, advice and feedback. Back to MWAN #17 Table of Contents Back to MWAN List of Issues Back to Master Magazine List © Copyright 1985 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |