by John Hill
On May 8, 1864, Major General Ben Butler broached his Army of the James out from behind its works on Bermuda Hundred and turned south towards
Petersburg. And on May 9, elements of his Tenth and Eighteenth Corps
approached Petersburg's northern defenses at Swift Creek. However, an
outmanned, but aggressive Rebel defense brought the timid Union advance to
a halt.
Meanwhile, on Butler's north flank, a polyglot of Federal units
sprinkled from Chester Station to the James River guarded the Federal rear.
And General Robert Ransom, in command of the troops defending Drewry's
Bluff, sensed an opportunity to break into Butler's rear.
Being impatient to strike, Ransom ordered an early morning attack on May
10th with two brigades already in place, those of Generals Seth Barton and
Archibald Gracie. Though they were hard pressed, the Federals threw enough
troops into the fray to blunt the assault.
But, had Ransom been willing to wait until later in the morning, he might have moved Eppa Hunton's experienced brigade and some artillery down from Drewry's Bluff to bolster
the Confederate assault. This scenario assumes that this was done, and now
Butler's northern flank may be in serious peril.
"The regiment suffered in the extreme heat of the day."
"The contest was final and desperate. The enemy broke and rallied, but was
finally compelled to take cover in the woods."
"I saw General Barton several times on the turnpike and in the open field,
riding about, seemingly without object...his evident inability to manage his
command caused me to ask for another commander of the brigade."
"Confident that the illegal and unjust act of General Ransom does not meet
the approbation of the Department, I must earnestly request that proper
steps be forthwith taken to repair the injury."
Confederate Order of BattleMajor General Robert Ransom's DivisionC.S.A. Command Levels
Brigadier General A. Gracie
43rd Alabama, 12 figures, Veteran, RM 59th Alabama, 16 figures, Veteran, RM 60th Alabama, 16 figures, Veteran, RM 23rd Alabama Btn., 8 figures, Veteran, RM If Gracie's brigade loses 2 elements, it cannot advance. If it loses 4, it must retreat. Brigadier General Seth Barton
14th Virginia, 12 figures, Veteran, RM 38th Virginia, 12 figures, Veteran, RM 53rd Virginia, 16 figures, Veteran, RM 57th Virginia, 16 figures, Veteran, RM If Barton's brigade loses 2 elements, it cannot advance. If it loses 4, it must retreat. Brigadier General Eppa Hunton
19th Virginia, 12 figures, Veteran, RM 56th Virginia, 16 figures, Veteran, RM 32nd Virginia, 16 figures, Veteran, RM 42nd Virginia, 8 figures, Veteran, RM If Gracie's brigade loses 2 elements, it cannot advance. If it loses 4, it must retreat. Attached Elements Rives' Battery: 2 sections 12 lb. Napoleons, Veteran
Union Order of BattleBrigadier General Alfred Terry in command Union Command Levels
Colonel A. Voris
9th Maine, 12 figures, Veteran, RM 67th Ohio, 16 figures, Veteran, RM 169th New York, 20 figures, Green, RM Colonel J. Howell
62nd Ohio, 16 figures, Veteran, RM 67th Ohio, 16 figures, Veteran, RM 85th Pennsylvania, 16 figures, Veteran, RM Colonel J. Abbot
7th Connecticut, 16 figures, Veteran, RM 7th New Hampshire, 12 figures, Veteran, RM 3rd New Hampshire, 12 figures, Veteran, RM Colonel R. White
4th New Hampshire, 16 figures, Veteran, RM 55th Pennsylvania, 16 figures, Veteran, RM 97th Pennsylvania, 16 figures, Veteran, RM Brigadier General I. Wistar
2nd New Hampshire, 12 figures, Veteran, RM 12th New York, 16 figures, Veteran, RM 148th New York, 20 figures, Green, RM Attached Elements
4th New Jersey Light Battery: 2 sections 10 lb. Rifles, Veteran Game Length and Victory ConditionsThe Scenario is ten turns long. For the Confederates to win, they must, at any time during the game, be occupying any two of the three road exits leading off the south edge of the board at the end of any game turn. Also, the roads so occupied must be free of all Federals all the way back to the north edge. For the Federals to win, they must prevent the Rebels from occupying any tow of the three road exits at the end of the game. If at game's end, the Confederates are occupying one south road exit, the game is a draw. Union Reinforcement Rules Reinforcing brigades enter in the order indicated on the map, with on more than one brigade per turn. Roll once per turn to see if a brigade arrives. Possible Heat Exhaustion (Union units marked * on map.) Due to the extreme heat - almost 100 degrees - White's and Wistar's brigades may be seriously fatigued by the time they arrive. If a "2" is rolled for their arrival, the heat has taken its toll and all regiments in those brigades must fight as if they were green troops. Terrain Legend NotesCreeks: Treat as if broken terrain. Units in march column may move along creeks at the broken movement rate. Woods: Treat as woods. Where woods are on both sides of a creek or road, assume woods go up to the road or creek's edge. Slope: Treat as broken terrain if moving up or across. Hills are high enough for artillery on hilltops to fire over troops not on slope. If both woods and slope are present, treat as woods for movement. Buildings: Treat church as stone wall. Treat other buildings as wood fences. Map Size According to ScaleFor 5mm scale, all squares measure 8" by 8". For 10mm or 15mm scale, all squares measure 12" by 12". For 20mm or 25mm scale, all squares measure 18" by 18".Back to The Zouave Vol XI No. 2 Table of Contents Back to The Zouave List of Issues Back to Master Magazine List © Copyright 1996 The American Civil War Society This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |