The Battle of Cloyd's Mountain:
A Johnny Reb Scenario

by Doug Kline


THE WARGAME

The game begins at 1100 hours and lasts 16 turns, or until 1500 hours. All woods and hills are considered to be broken terrain. The creek is also considered broken terrain. The steep (multi-contoured) hill, next to the creek, is considered to be rough terrain.

DEPLOYMENT

All Union and Confederate forces start the game hidden. Union forces can deploy in any formation in the woods on the north slope of Cloyd's Mountain, or in the woods west of the creek. Confederate forces can be deployed anywhere north of the creek in any formation desired. All Confederate units can have their frontage protected by light works. The Confederate player should indicate his deployment on a copy of the map. All Confederate defenses or units which can be seen from the forward slope of Cloyd's Mountain, should then be revealed.

It is suggested that due to the disparity of numbers, the Confederate player's units should remain hidden until the time which they would become visible. This same procedure can also be used by the Union forces, especially if a referee is utilized.

Several Union units are listed with green morale due to their performance in this battle. The Pennsylvania Reserves were due to be mustered out in a few days!

UNION ARRIVAL SCHEDULE

    1100 2nd Brigade and Artillery
    1130 1st Brigade, 3rd Brigade, and 7th WV Cavalry

VICTORY

The object of this battle is for the Union forces to drive away the Confederate defenders in order to open the way to the railroad. Naturally, the Confederate player wants to prevent this and hold on as long as possible. The Confederate player can achieve a strategic victory, if he can hold the field long enough to allow for additional Confederate defenders to reach Dublin Depot. Victory points are awarded as follows:

Union and Confederate (both):

    1 point each for each 10 infantry/cavalry castings or each gun section destroyed or captured.

Union (only):

    The Union player receives points based on how fast the Confederate player is driven from the field. These are as follows:
    • Turn 10: 10 points
    • Turn 12: 6 points
    • Turn 15: 4 points

Confederate (only):

  • The Confederate player receives 1 point for each unrouted unit left on the field (within two feet of the Dublin-Pearisburg Turnpike) at the end of turn 16.
  • The Confederate player can achieve a strategic victory if his forces remain on the field until turn 16 (within two feet of the Dublin-Pearisburg Turnpike).
  • Even if the Confederate player is driven from the field, he can achieve a a strategic victory by inflicting 25 percent or more casualties on the Union forces.

Victory Schedule (in points)

  • Draw: 1.0 to 1.25
  • Tactical Victory: 1.26 to 1.50
  • Marginal Victory: 1.26 to 1.50
  • Decisive Victory: 1.76 +

Order of Battle for Cloyd's Mountain scenario.
Cloyd's Mountain Map for scenario.
Historical Background for Cloyd's Mountain scenario.

Copyright 1995 The American Civil War Society