by Jerry Eberling
MAJOR-GENERAL J. E. B. STUART, C. S. A. (BATTLES AND LEADERS) J.E.B. Stuart was quoted as saying, "I had rather die than be whipped." Was he whipped at Gettysburg? Well, you be the judge. Are your cavalry troops tired of being held in reserve? Is your favorite personality figure of J.E.B. Stuart or George Amstrong Custer sitting on the shelf waiting for orders? Here's a quick-playing, cavalry action scenario that requires a minimum number of figures and a small playing area. If you're introducing a newcomer to miniature wargaming or want to try out new cavalry tactics, this scenario is ideal. It also makes a good demonstration game at a convention or Civil War club. It's suitable for two players. With a little imagination, it can be played solo as well. Average playing time is less than two hours. The scenario is based on the little-publicized cavalry action fought behind the Union lines at Gettysburg on July 3, 1863, between the forces of J.E.B. Stuart and the U.S. Cavalry. Briefly the situation was this: On the morning of July 3rd, 1863, Stuart, with four brigades of cavalry, made a march around the Union right flank. As they proceeded south with the intention of striking the Union rear, they were met by Union cavalry that were blocking their way. Stuart's exact orders have been the subject of controversy for years. Some accounts say his mission was to guard the Confederate left flank. Other sources claim the Confederate cavalry commander's mission was to hit the Union rear about the same time Pickett was charging the Union center. If Stuart's orders were the latter, the success of his mission depended upon his route of advance being unopposed. Fortunately for the Union, Stuart's advance was discovered and the Union cavlary was in place to meet him. After several hours of back and forth skirmishing and vicious mounted cavalry clashes, both sides disengaged and Stuart after darkness, returned to his own lines. The Confederate cavalry attack against the Union rear, intended or not, never took place. The total battle casualties for both sides were less than 500 men with the Union taking 58% of them. Each side claimed victory. Now you have the chance to play out the battle on your table-top and determine for yourself who really won. So, dust off your troops, draw sabers and on to Gettysburg! ScenarioJ.E.B. Stuart, with his two leading brigades, has made a sweep around the Union's right flank via the York Turnpike and arrives at Cress Ridge about 1 PM on July 3rd, 1863. As he stops to survey the surrounding area from the top of Cress Ridge (see map on next page), couriers are sent back to hurry up the brigades of Hampton and Lee. Jenkin's Brigade dismounts and takes up a defensive position behind the wooden fence near Rummel's barn. The artillery battery is unlimbered nearby. Chambliss' Brigade is held in reserve on the road near the barn. As soon as the rest of his command arrives, Stuart intends to move south and attack the Union rear. As Stuart's forces deploy, Custer's Brigade is sighted at the Hanover and Low Dutch crossroads. GAME SCALE See Order of Battle/Roster Sheets (on next page) for how many stands of figures are needed. Players may opt to play either the 200 or 150 scale. TIME LENGTH The scenario is played in 10 turns or less beginning with the Union player turn at 1 PM and ends no later than the Confederate player's turn at 5:30 PM. Each turn represents 30 minutes. VICTORY CONDITIONS In addition to the normal Victory points awarded in the rules, players may wish to award the Confederate player: 1 victory point for each non-spent brigade that exits off south edge of board east of bridge by 4 PM or... Confederate player wins if at least 2 non-spent brigades exit off the south edge of board east of the bridge by 4 PM. Otherwise the Union player wins. CONFEDERATE WITHDRAWAL The Confederate player will withdraw when his forces are down to 1 nonspent Brigade. STATUS OF STUART'S DIVISION Stuart's troops were worn and fatigued when they started their mission. To simulate this, I suggest that: All of Stuart's Brigades start out in the 'worn' status. BATTLE BETWEEN THE UNION CAVALRY UNDER GREGG AND THE CONFEDERATE CAVALRY UNDER STUART --Battles And Leaders. Special RulesINITIAL DISPOSITIONS CONFEDERATE
UNION
REINFORCEMENTS ARRIVAL In order to simulate the piecemeal arrival of units for both sides, you may suggest the following rules: At the beginning of EACH player's turn, roll an Average Die (2,3,3,4,4,5 or on a 1d6, 1=3, 6=4). If a 5 or 2 is rolled, no reinforcements for that side will arrive that turn. (FYI: a 1d6 is a one 6-sided die, 2D6 is two 6-sided dice, etc.) For the CONFEDERATE player, Hampton's Brigade will enter on road at E upon a roll of 3 and F Lee's Brigade will enter at same point upon a roll of 4. For the UNION player, McIntosh's Brigade will enter the board at 3 upon a roll of 3 while the Division Commander and 1. Gregg's Brigade will enter the same point upon a roll of 4. Reinforcements will not require a die roll on the maneuver table before entering. All will enter in road column with artillery at the rear of the column. Entry distance will be 3d6s in inches. EAST CAVALRY BATTLEFIELD JULY 3, 1863ORDER OF BATTLE / ROSTER SHEETS FOR THE FIRE & FURY SCENARIO PREPARED BY JERRY EBERLING 200 SCALE Union
I. Gregg 6.5.3 Custer (E) 9.7.5 Horse Artillery 1 Horse Artillery 2 (1/2 stand) Confederate
Chambliss 6.5.3 ** Hampton (E) 8.6.4 ** F. Lee 9.7.5 Horse Artillery 1 Horse Artillery 2 150 SCALE Union
I. Gregg 8.6.4 Custer (E) 12.9.6 Horse Artillery 1 Horse Artillery 2 Confederate
Chambliss 7.5.4 ** Hampton (E) 11.8.6 ** F. Lee 12.9.6 Horse Artillery 1 Horse Artillery 2 Horse Artillery 3 E = Exceptional Commander
CUSTER'S DISPOSITION Custer's Brigade was temporarily attached to Gregg's Division. Although he was to return to his own division when relieved by McIntosh, he elected to remain on the field. To simulate this condition, suggest the following rule: If McIntosh arrives before Gregg (Division Commander), the Union player rolls an Average Die (2,3,3,4,4,5, or on a 1d6, 1=3, 6=4). If a 3 or 4 is rolled, Custer remains on the field. If a 5 or 2 is rolled Custer will exit the south edge of board and will not return until the Division Commander enters. (Assume Custer met Gregg on his way back to his Division.) BRIGADE ORDERS If playing solo, I suggest that orders be given to each unit before rolling dice. This will prevent the player from being influenced if any of his units fail to advance as intended. BIBLIOGRAPHYTHE CAVALRY AT GETTYSBURG by Edward Longacre
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