by Stuart Harrison
THE WARGAME The Trans-Mississippi theatre seems to be the
poor relation of Civil War wargaming, and it is
certainly true that definitive information on the
subject is harder to come by. However, the extra
effort spent on research often pays dividends, and I
hope this scenario will provide readers of
The Zouave with a few hours' worth of an
interesting diversion. TERRAIN Lay out the terrain as detailed on the scenario map. Units defending in woods receive a +1 in all combat situations. The section of road occupied by the Federal wagon train does not provide road movement benefits. Brigades using this section of road, use basic movement rates; artillery stands use rough movement rate. Define this section of road by using model wagons, or cardboard chips every two inches along the road. CONFEDERATE SPECIAL SCENARIO RULES Concerning leaders: In the battle, Mouton fell victim to Federal musketry, but his division was fortunate to have the charismatic French emigre General Polignac as a brigade commander. Polignac, known affectionately to his nonFrench speaking comrades as "Polecat," on account of his ferocity in combat, quickly assumed control of the division and outshone even the gallant Mouton in the role. Should General Mouton become a casualty as a result of the Fallen Leader table, after one "leaderless" Confederate turn following Mouton's demise, General Polignac will take over command of the division and retain the exceptional leader status of that formation's commander. However, Polignac's Brigade will lose its exceptional brigade leader once its commander takes over Mouton's mantle. CONFEDERATE INITIAL ACTION At the start of the game, all Confederate units are "frozen" in position. No unit is permitted to move until freed by the die roll procedure detailed below. No restrictions, however, apply to combat, and all Confederate units may engage in combat in the normal way. The following die roll procedure attempts to simulate history. Was it Taylor who ordered the initial Confederate assault, or was it a spontaneous charge by Mouton's Division? In the game, at least you will have a definitive answer! Confederate Initial Action Die Roll At the start of each Confederate player turn, roll two six-sided die, one red and one white. The red dice represents Mouton's Division; the white dice represents general Richard Taylor, C.S.A. If the die roll is less than or equal to the current game turn number, then:
The above procedure is perhaps best explained by way of an example. On game turn four, the Confederate player rolls both six-sided dice. The red dice stops on four, the white dice at six. Mouton's two brigades now hurl themselves at their nearest enemy and on turn five, all Confederate units become "unfrozen." Had the white dice stopped at four and the red at six, all Confederate units could have moved freely on turn four. LOOTING The first non-charging Confederate brigade to pass through or within two inches of each union wagon must halt and end movement for that turn to "loot." A charging brigade must make contact with an enemy unit at the end of a movement to be considered a "charging brigade." Once looted, a wagon is removed from play (being considered captured) and the road reverts to being a normal road for movement. Units forced to retreat do not stop to loot. UNION SPECIAL SCENARIO RULES While Confederate units are frozen, the brigades of Vance and Emerson must now move without delay and deploy, so as to have a clear line of sight into the clearing occupied by the brigades of Dudley and Lucas. During the historical action, their initial orders were to act in support of the dismounted cavalry to their front and the Federal player is to act in their spirit. The brigades of Dudley and Lucas must attempt to maintain their set-up positions until such time as either the supporting infantry of Vance and Emerson achieve their target for initial deployment or the Confederate units become "unfrozen." Once one or the other of these situations occurs, they may move freely, but all Federal units must remain northwest of the road running northwest of the north-south road which runs through Pleasant Grove, until at least one Confederate unit becomes involved in charge combat with a Federal unit. GAME LENGTH The scenario begins with the Confederate 1400 hours turn and ends with the Confederate 2000 hours turn. SET_UP AND REINFORCEMENT Confederate units set up as detailed on the tactical map, with the artillery stands of Mouton's and Green's divisions placed along the Confederate line of battle at the Rebel player's whim. There are no Confederate reinforcements. All Rebel cavalry formations are dismounted at the start of the game and may not mount until "unfrozen." Federal units set up as detailed on the tactical map. In addition, the following reinforcements are available to the Union player: 1430 hours: Major General Franklin and Cameron's Division arrives in march column at point "A." 1630 Hours: Emory's Division arrives in march column at point "A." VICTORY CONDITIONS The Confederate player wins the game by: 1. Capturing at least four Federal wagons and obtaining at least a 2:1 ratio in casualty points over the Union forces at the end of the game, or: 2. Capturing at least seven wagons and having a "non-spent" Rebel brigade exit the table at the southeastern edge. The Battle of Sabine Crossroads Historical Overview The Battle of Sabine Crossroads Order of Battle The Battle of Sabine Crossroads Map Copyright 1995 by the American Civil War Society |