Monocacy: July 9, 1862

A Fire&Fury Scenario

by Richard Kropp


Background

Jubal Early was rapidly approaching Washington and had to be delayed. This meant Union General Lew Wallace would be giving battle even though seriously outnumbered. Once Wallace made the decision to fight, his choice of ground was obvious. Most of the Union troops were placed on the east bank of the Monocacy River, and awaited the inevitable arrival of the rebels.

There was only one crossing on the battlefield that was left unguarded. This was because neither side knew it existed. However, while Early began assaulting the earthworks in front of the railroad bridge, McCauslan's cavalry located this easily fordable section of the river. Realizing a great opportunity to flank the Union troops, Early sent Gordon's Division across the ford. It is at this time that the scenario begins.

The Wargame

The game begins at 2:00 pm and ends at 7:00 pm, both with the Union player turn.

Terrain

Wooded areas provide a -1 fire combat modifier for cover, and a +1 charge combat modifier for defending favorable ground.

Hills provide a +1 charge combat modifier for defending favorable ground. The Monocacy River may be crossed only at bridges or fords. All other streams may be forded at any point. (Normal fording rules apply.)

Union breastworks provide a -2 fire combat modifier for cover, and a +2 charge combat modifier for defending favorable ground.

Monocacy Battlefield Map

Deployment

All troops should be set up according to the map.

Reinforcements

Breckinridge's Division may appear at the Confederate player's discretion at point A at 2:00 pm, or point B at 3:00 pm, or point C at 3:30 pm. The entire division, including the artillery must enter from the same point on the map. The Confederate player must decide before beginning play and write down at which point the troops will enter. He may not change his mind once the game begins.

Special Rules

Just after any Union maneuver phase, the Union player may burn any bridge except the railroad bridge marked "S" on the map, steel does not burn too well. The requirements are that the Union player controls the bridge he wishes to burn and has either an infantry or dismounted cavalry unit within 2" of that bridge. To burn the bridge, remove it from play.

Victory Conditions

The side who has accumulated the most victory points at the end of the game wins. Casualties are worth the amount of victory points as per Fire & Fury rules. The following objectives are worth:

    Tollgate: 2 points
    Crum's Ford: 4 points
    Crum's Hill: 4 points
    RR bridge across the Monocacy: 6 points
    Each bridge burned by Union: 4 Conf. points
    To Washington: 8 points
    Upper Ford: 4 points

The Battle

Upon realizing he was about to be flanked, Wallace considered retreating, but with the majority of his troops engaged, or about to be engaged, a retreat would quickly become a rout.

Gordon's Division advanced while the Union line poured fire into it. The assault continued to close musket range, but his troops were not willing to advance any further. Here, both sides settled into a murderous firefight.

Truex was pulled back across the river to help support Wallace's left, giving Ramseur the perfect opportunity to advance. Upon reaching the Monocacy River, Ramseur's Division poured a withering fire into the Union ranks.

The combination of Gordon's frontal assault and the flanking fire from Ramseur broke the Union troops. Just as Wallace had feared, retreat rapidly turned into rout with Gordon rolling up the entire Union left. The remnants of Wallace's army fled to the relative safety of Washington.

The Aftermath

Early had won the day at a cost of less than 700 casualties, while Wallace had lost in excess of 1300. But more importantly, Wallace had managed to delay Early one full day, which was just enough time to ensure that Union reinforcements would now reach Washington before Early possibly could.

Players' Notes

South: You still have another full day of marching ahead of you to get to Washington. You do not have much time to waste, so attack rapidly and forcefully. Use Gordon to mount your flank attack and possibly support it with Breckinridge and the cavalry. Try to clear the bridges, but do not waste too many men assaulting the breastworks. Ideally, it is best to flank those bluecoats.

North: Because of the large battlefield, you will have trouble controlling your widely spread out forces. By staying near the two bridges in the center,you can coordinate your defenses, stopping Ramseur as well as shifting your lines to delay Gordon, as he will advance on your left. Let those rebels come to you and trade blood for time.

Scenario Variants

1. Suppose Wallace was aware of Upper Ford. Set up Gordon's Division and McCauslan 12" northwest of the ford. Set up Clendenin's cavalry brigade on the hill just to the east of Upper Ford. All other units set up as normal.

2. Suppose neither side located Upper Ford. For this scenario, Upper Ford does not exist, both on the map and for victory points. Set up Gordon's Division and McCauslan just south of Ramseur's Division. Set up Clendenin just east of Crum's Ford. All other units set up as normal.

3. You don't have enough table space for a map this size? Then only use the southern five feet of the map. Ignore the victory points for: Tollgate, Crum's Hill, and Crum's Ford. Do not use any of the units which begin the game in the northern half of the map. Breckinridge's Division must enter at point C at 3:30 pm. All other units set up as normal.

Monocacy Order of Battle

Monocacy Battlefield Map

Historical Analysis: Events Leading Up to Monocacy


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