by Jim O'Neill
This is quite a large scenario, and to play it you will need the following:
SCALES The reason for the short time scale is that the battle was furious and a 30 minute turn does not do justice to the action that took place in each hour. The ground scale is adapted to my own 8'x 5' gaming table. Feel free to alter the size.
24"=1 mile 1 move = 20 minutes GAME LENGTH The battle commences with the Confederate 3:40 p.m. and continues for 10 turns until the end of the Union 7:00 p.m. The 7:00 p.m. turn is a twilight turn and the appropriate rules apply. INITIAL SETUP The forces are set up as per the main map just prior to the assault of the Confederate III Division on the Union VII Division. Union Divisions VII, V, VI, and II are in field column, with brigades following each other; artillery is limbered. All brigades of other Union divisions are in single line with their second brigades in support and artillery unlimbered. Both Union cavalry brigades are in field column. All Confederate divisions are in single line with the option to have their second brigades in close support. Confederate cavalry is in field column and all artillery is unlimbered. To recreate the surprise attack, all units, including cavalry, in all Confederate divisions do not have to roll on the Manoeuvre Table for the 3:40 p.m. move only. All units contacted in the Union VII Division must roll for surprise per the table at the top of the next column. Note that the above die roll is different from the chart published in the official edition of FIRE & FURY, as the Union VII Division was extremely surprised. To simulate the confusion caused in the Union command/control due to the loss of two Army Commanders in quick succession, the Union C- in-C only appears at the beginning of the 4:40 p.m. turn on Widow's Peak. His rating as an 'Exceptional Leader' reflects the abilities of a Clausel rather than a Marmont. VICTORY CONDITIONS
1 VP: Each cops, division or excellent brigade leader killed, wounded, or captured 2 VP: Each spent brigade or wecked battery 4 VP: Each bigade eliminated o foced to quit the field 5 VP: Control of the specified objective Again, the above chart is slightly different to that in the official edition and is my own way of ensuring that proper care is taken of artillery. None of the above amendments are carved in stone and can be omitted or amended. All of the above modifications are made without reference to Rich Hasenauer and are not meant to be taken as improvements or criticisms to what I believe to be the perfect set of rules for this size of battle in this period. They are suggestions for a one-off scenario. Although this scenario was set up to see the effects of the change in the nature of warfare after some fifty years, wargamers are usually by instinct a competitive bunch, and therefore some sort of measure of a victory should be included. The only relevant one I can think of is to better history and this can be set out as follows. In the original battle, the casualties of the loser outnumbered those of the victor by a factor of 3: 1, and the loser fled the field. Now we're talking a different style of warfare. So I'd suggest that, to win a victory, the Confederates should score at least twice as many victory points as the Federals and occupy Widows peak entirely at the end of the 7:00 p.m. turn. Any other result would be considered a Union victory. The reason that I have gone for only twice the victory points and not more is the previously mentioned greater resilience of the armies in the War between the States. COMMENTS ON THE BATTLE AND THE MAP Setting up this scenario reminds me to some extent of Rosecrans' surprise by Longstreet's corps at Chickamauga. If the Union can form a defensive line around Widow's Peak (as Thomas did at Snodgrass Hill) after surviving the initial onslaught then they stand a good chance of success or at least avoiding utter defeat. Remember that Widow's Peak has a natural fortification at the top, which provides a defensive modifier of -1 if attacked across this obstacle. The real Greater Arapile had a natural 5' high embankment. The river is 1" wide and fordable (minus usual costs) by all arms. I have wargamed Salamanca more times than I can remember, usually as the French. I can count the times I have won as the French on the thumbs of both hands. However, it will be interesting to note the difference brought about by the changes in weaponry and tactical doctrine. Please feel free to use your cavalry dismounted, if you must, and should you tackle this as a club game, I would love to hear some post-battle comments. Now the scene is set. General John 'Reb' Hill sets Kline's Third Division in motion with the immortal words, "Doug, lad. See them thar blubellies? Send them back to Washington with the bayonet. They sure don't like it up 'em." Doug clears his throat, raises the rebel yell and marches off into history - assuming he doesn't trip over one of his custom-made stone and rail fences! More Road from Salamanca to Twin Peaks
Part II: Scenario Part II: Large Scenario Map (very slow: 220K) Part II: Jumbo Scenario Map (extremely slow: 331K) Part II: Scenario OOB (slow: 127K) Back to The Zouave Number 53 Table of Contents Back to The Zouave List of Issues Back to Master Magazine List © Copyright 2001 The American Civil War Society This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |