Pleasant Hill, Louisiana

Order of Battle

by Gerald Scarborough


Union Army Army of the Gulf:

Maj. Gen. Nath. P. Banks (benefit 0, limit 0)

19th Corps:
Major Gen. William B. Franklin (benefit 1, limit 3)

1st Division: Brig. Gen. William Emory (benefit 1, limit 3, initiative 4)

1st Brigade: Brig. General William Dwight (benefit 1, limit 3, initiative 5)

    29th Maine 800 rifles, average (-)
    114th N.Y. 400 rifles, average (-)
    116th N.Y. 400 rifles, average (-)
    153rd N.Y. 600 rifles, green
    161st N.Y. 300 rifles, green

2nd Brigade: Brigadier James McMillan (benefit 1, limit 3, initiative 4)

    13th Maine 400 rifles, average (-)
    15th Maine 400 rifles, average (-)
    47th Penn. 700 rifles, average (-)
    160th N.Y. 300 rifles, green

3rd Brigade: Colonel Louis Benedict (benefit 1, limit 3, initiative 5)

    30th Maine 600 rifles, average (-)
    162nd N.Y. 400 rifles, average (-)
    165th N.Y. 400 rifles, average (-)
    173rd N.Y. 400 rifles, average (-)

Division Artillery (Emory's command)

    25th N.Y. 4 3" ordinance Rifles, average
    1st Vermont 6 3" ordinance Rifles, average
    1st U.S., Bty. L 6 12 lb. Napoleons, average

Cavalry Division: Brig. Gen. Albert Lee (not present)

1st Brigade: Colonel Thomas Lucas (benefit 1, limit 2, initiative 4)

    6th Mo. Cav. 200 rifles, average (-)
    14th N.Y. Cav. 200 rifles, average (-)
    16th Ind. Mtd. Inf. 100 rifles, average (-)

5th Brigade: Colonel Oliver Gooding (benefit 1, limit 2, initiative 4)

    2nd N.Y. Cav. 200 rifles, average (-)
    18th N.Y. Cav. 100 rifles, average (-)
    3rd R.I. Cav. 200 rifles, average (-)

Army of the Tennessee Detachment:

Brig. Gen. A.J. Smith (benefit 1, limit 4)

16th Corps:
Brig. Gen. Joseph Mower (benefit 1, limit 4, initiative 3)

1st Division: No commander present

2nd Brigade: Colonel Lucius Hubbard (benefit 1, limit 2, initiative 3)

    5th Minn. 400 rifles, average
    8th Wisconsin 500 rifles, average
    47th Illinois 400 rifles, average

3rd Brigade: Colonel Sylvester Hill (benefit 1, limit 2, initiative 3)

    33rd Missouri 500 rifles, elite
    35th Iowa 500 rifles, average

3rd Division: No commander present

1st Brigade: Colonel William Lynch (benefit 1, limit 2, initiative 2)

    58th Illinois 300 rifles, elite
    119th Illinois 500 rifles, average
    89th Indiana 600 rifles, elite

2nd Brigade: Colonel William Shaw (benefit 2, limit 4, initiative 3)

    14th Iowa 500 rifles, average
    27th Iowa 500 rifles, average
    32nd Iowa 400 rifles, elite
    24th Missouri 400 rifles, average

3rd Brigade: Colonel Risdon Moore (benefit 1, limit 2, initiative 3)

    49th Illinois 500 rifles, average
    178th N.Y. 400 rifles, average

Artillery (Mower's command)

    3rd Indiana 4 10 lb. Parrots, average
    9th Indiana 4 12 lb. Napoleons, average

Confederate Army

Army of the Trans-Mississippi:
Maj. Gen. Richard Taylor (benefit 2, limit 3)

Walker's Division: Maj. Gen. John Walker (benefit 1, limit 3, initiative 4)

Waul's Brigade: Brig. General Thomas Waul (benefit 1, limit 3, initiative 4)

    8th Texas 300 rifles, average
    13th Tx. Cav. 400 muskets, average (dismtd.)
    18th Texas 300 rifles, average
    22nd Texas 300 rifles, average

Randal's Brigade: Col. Horace Randal (benefit 1, limit 3, initiative 4)

    11th Texas 300 rifles, average
    14th Texas 300 rifles, average
    15th Texas 200 rifles, average
    28th Texas 200 rifles, average
    Gould's Tx. Btn. 200 muskets, average

Scurry's Brigade: Brig. Gen. William Scurry (benefit 1, limit 3, initiative 4)

    16th Texas 300 rifles, average
    16th Tx. Cav. 300 muskets, average (dismtd.)
    17th Texas 300 rifles, average
    19th Texas 300 rifles, average

Division Artillery (Walker's command)

    Haldeman's Tex. Bty. 4 12 lb. howitzers, average
    Daniel's Tex. Bty. 4 12 lb. Napoleons, average

Mouton's Division: Brigadier General Camille Polignac (benefit 1, limit 2, initiative 4)

Mouton's Brigade: Col. Henry Gray (benefit 1, limit 3, initiative 4)

    18th La. 200 rifles, average
    22nd La. 200 rifles, average
    Beard's (La.) Btn. 100 rifles, average
    Crescent (La.) Btn. 200 rifles, average
    Fournet's (La.) Btn. 100 muskets, average

Polignac's Brigade: Col. Stone (benefit 1, limit 3, initiative 4)

    17th Tx. Cav. 100 rifles, average (dismtd.)
    22nd Tx. Cav. 100 muskets, average (dismtd.)
    31st Tx. Cav. 200 rifles, green (dismtd.)
    34th Texas 200 muskets, average

Cavalry Division: Brig. Gen. Thomas Green (benefit 1, limit 3, initiative 3)

Bee's Brigade: Brig. Gen. Hamilton Bee (benefit 1, limit 2, initiative 4)

    1st Texas Cav. 400 muskets, average
    26th Texas Cav. 400 rifles, average

Major's Brigade: Brig. Gen. James Major (benefit 1, limit 3, initiative 4)

    2nd Arkansas 200 rifles, average
    3rd Arkansas 200 rifles, average
    1st Tx. Part. Rangers 200 shotguns, average
    2nd Tx. Part. Rangers 200 muskets, average

Bagby's Brigade: Brig. Gen. Arthur Bagby (benefit 1, limit 3, initiative 4)

    4th Texas Cav. 200 shotguns, average
    5th Texas Cav.300 rifles, average
    7th Texas Cav. 300 muskets, green
    Waller's Tx. Cav. Btn. 300 rifles, average

Division Artillery (Green's command)

    McMahan's Tex. Bty. 4 3" ord. rifles, average
    Mosley's Tex. Bty. 4 12 lb. Napoleons, average
    Valverde Artillery 4 12 lb. howitzers, average
    West's La. Bty. 4 3" ord. rifles, average

Churchill's Wing (detached from Price's Army)
Brig. Gen. Thomas Churchill (benefit 1, limit 3, initiative 4)

Arkansas Division: Brig. Gen. James Tappan (benefit 1, limit 2, initiative 4)

Tappan's Brigade: Col. H. L. Grinsted (benefit 1, limit 3, initiative 4)

    19th Arkansas 200 muskets, average
    24th Arkansas 200 rifles, average
    27th Arkansas 200 muskets, average
    33rd Arkansas 200 muskets, green
    38th Arkansas 300 rifles, average

Gause's Brigade: Col. L. C. Gause (benefit 1, limit 3, initiative 4)

    26th Arkansas 200 muskets, average
    32nd Arkansas 200 rifles, average
    36th Arkansas 200 rifles, green
    39rd Arkansas 200 muskets, average

Missouri Division: Brig. Gen. M. M. Parson (benefit 1, limit 2, initiative 4)

1st Brigade: Brig. Gen. John Clark (benefit 1, limit 2, initiative 4)

    8th Missouri 300 muskets, average
    9th Missouri 300 muskets, average

2nd Brigade: Colonel S. P. Burns (benefit 1, limit 3, initiative 4)

    9th Mo. Sharpshooters 300 muskets, green
    10th Missouri 300 muskets, average
    11th Missouri 400 muskets, green
    12th Missouri 300 rifles, average
    16th Missouri 300 rifles, average

Scenario Notes

A routed or shaken unit may receive an "officer present" benefit only if the officer is directly in the unit's chain of command. The only exception to this rule is the units of Shaw's brigade, who may receive the bonus from A. J. Smith, Mower, Franklin, and Emory, as well as Shaw.

The scenario lasts twelve turns. It begins at 5:00 p.m. and ends at 8:00 p.m.

The gully southeast of the town provides light cover for the troops inside it against enemy units firing from front or rear. The gully provides no cover against troops firing from a full enfilade position, or against charging troops from any direction. Troops outside the gully may fire over the top of troops in the gully.

Lucas' and Gooding's cavalry brigades begin the scenario dismounted, and are commanded directly by Franklin. The only way these brigades may take action is by Franklin's command, or through initiative rolls. Only Bee's cavalry brigade begins the game mounted. Major's and Bagby's brigades must remain dismounted throughout the scenario.

All Union artillery batteries begin the scenario unlimbered. The four batteries of the Confederate cavalry division (McMahan, Mosely, Valverde, and West) begin the game unlimbered. The artillery in Walker's division begins the game limbered, and enters the game on turn 2 anywhere behind Walker's brigades.

No Union units (except the 25th New York Artillery) may move under any circumstances on game turn 1. No Union unit may move before game turn 3 unless contacted by Confederate units. Tappan's and Parson's divisions, and Bagby's brigade, are the only units which may move on game turn 1. All other Confederate units, except Polignac, may begin movement on game turn 2.

On game turn 1, the 25th New York Artillery must move from its starting position. The battery does not pay the normal one half-move penalty for limbering on this turn only. The battery does pay one inch of movement for crossing the linear obstacle. The battery may not unlimber at the end of this move. It must move to a position where it cannot be bombarded by the Confederate batteries west of the Union position.

Inactive brigades activate by making a die roll against the brigadier's initiative. If a brigade activates, all units in the brigade are activated. Regiments within the brigade may not activate individually. All Union brigades are inactive at the beginning of the battle. Shaw, Benedict, Dwight, and McMillan may attempt to activate beginning on game turn 3, if not already activated by Confederate contact. If an activation attempt is unsuccessful, add 1 to the die roll for each subsequent turn in which activation is attempted. Orders may be issued to inactive brigades (but not to inactive regiments.) However, those orders may not be carried out until the brigade activates. A brigade is automatically activated if any unit within the brigade makes contact (is charged or fired upon) with the enemy.

No unit activation is required for any Confederate movement to occur.

The 58th Illinois (Lynch's Brigade) is out of command at the beginning of the game, and is the one exception to the brigade activation rules. It may attempt to activate, and move as soon as it sees Confederate units. This unit begins the game hidden from view.

All of A. J. Smith's brigades may attempt activation on the turn following the activation of the 58th Illinois. If an activation attempt is unsuccessful, add 1 to the die roll for each subsequent turn in which activation is attempted. All Union units activate automatically as of game turn 5.

Visibility for open terrain is 48" at the beginning of the game, 36" from turns 5 through 8, and 24" from turns 9 through 12. Visibility in woods is determined on a unit-by-unit basis, and is equal to the number rolled on two six-sided dice. A unit in the open, looking into the woods from within 12" of the woods' edge, can see 1" into the woods.

A disordered unit may not take advantage of the opening volley fire modifier. Once reformed, the unit may take advantage of the opening volley advantage, if it has not already fired prior to reforming.

Shaw's brigade was "loaned out" to Emory's division on the morning of the battle. It is, therefore, under Emory's command when the scenario begins. However, Shaw was really a part of A. J. Smith's command. As a result, if Shaw receives an order from Smith, he will comply without an initiative roll, regardless of any other orders he has. If Shaw receives an order from Emory or Franklin, he will obey without an initiative roll only if he has no conflicting orders from Smith.

General Banks is nominally the commander of the Union army. But he was virtually non-existent in this battle. He is, therefore, represented in this scenario only as a figure which may be killed or captured. Franklin and A. J. Smith exercise control over their respective commands independently (with the possible exception of Shaw's brigade.) Franklin and Smith may only communicate with each other via courier, or by moving within personal communication distance.

The Union command is split at the beginning of the game. Franklin and Emory are in the town, while A. J. Smith and Mower are with Smith's command. The commanders may only converse by moving together, or by sending couriers. Shaw's troops are behind light rail cover at the beginning of the game.

Union troops noted as "average (-)" are average for fire and melee purposes, but have a BMP of 4 for routs and rallies.

Polignac's (Mouton's) division may not enter the map until game turn 3. At that time it arrives, in column, on the Mansfield Road.

Bee's entire cavalry brigade must advance along the Mansfield Road towards the woods on turn 1, and charge the Union units in the woods on turn 2, unless Bee succeeds in disobeying his orders. (See paragraph 6.1 of the Command and Control Rule Enhancements.) Both regiments of Bee's brigade begin the game in column.

All clear terrain is treated as open terrain for both movement and sighting purposes. All streams are treated as open terrain for sighting, and as broken terrain for movement. All wooded areas are broken for both movement and sighting.

Victory Conditions

Confederate Major Victory: The Confederates must drive the Union forces from the field. The 60% command point forced withdrawal meets this condition.

Confederate Victory: The Confederates must hold the stretch of road which goes through Pleasant Hill, and the intersection of the Blair's Landing and Natchitoches Roads.

Union Victory: The Union must drive the Confederates back to their starting positions, or inflict the 40% command loss required to prevent any Confederate advances.

Union Major Victory: The Union must force the Confederate army from the field. The 60% command point forced withdrawal meets this condition. Any other result is a draw. This may all seem rather severe. However, remember that historically, the Union won a "Union Victory" on the field, and Banks still decided to retreat and abort the campaign. Therefore, any tactical result less than a "Major Union Victory" is actually a strategic victory for the Confederates.

Large Map (slow download: 173K)

Battle of Pleasant Hill Historical Analysis

Bibliography

Johnson, Ludwell H. Red River Campaign: Politics and Cotton in the Civil War. Kent State University Press, Kent, Ohio 1993 (second edition.)
Martin, Dr. David (1960). "The Red River Campaign" Strategy & Tactics Magazine #106.
Battles and Leaders of the Civil War. The Century Company, 1884, 1887.

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