by John Hill
"Dawdling damphoolishness" Scenario 1: Afternoon, May 7, 1864 Following a May 6 probe, Butler's Army of the James began a more serious advance on May 7. The first objective was Walthal Junction, where Confederate General Bushrod Johnson, assisted by Major General D.H. Hill and Brigadier General Roger Pryor, awaited with elements of two brigades. The initial Union force, under General W.T.H. Brooks, was composed of five brigades from five different divisions. After some hard fighting, the Federals managed to flank the Rebel line, but then General Brooks decided to pull back and return to Bermuda Hundred. However, this scenario assumes that Brooks does not lose his nerve and is determined -- at least initially -- to drive the Rebels from the field. Scenario 2: Early Morning, May 8, 1864 This version of the scenario assumes that the Federals delayed their advance by one day. If so, for the Rebs, add:
11th South Carolina, 16 figures, Veteran, RM 7th South Carolina Btn., 8 figures, Elite, RM to the artillery: Confederate Order of BattleBrigadier General Bushrod Johnson in nominal command C.S.A. Commanders
C.S.A. Command LevelsIn general, if a C.S.A. brigade loses one element, it cannot attack. If it loses two elements, it must withdraw. Additional Confederate CommandersThe Rebels have two additional leaders on the field, Major General D. H. Hill and Brigadier General Pryor. See C.S.A. Commanders. Brigadier General Johnson Hagood
25th South Carolina, 16 figures, Veteran, RM 27th South Carolina,, 16 figures, Veteran, RM Brigadier General B. Johnson
25th/44th Tennessee, 16 figures, Veteran, RM 16th Tennessee, 12 figures, Elite, RM Johnson's brigade may break one its merged regiments into two battalions of 8 figures each. Hankins' Battery
Provisional Battery
If batteries are together, treat as one 4 section battery, with veteran crews and all mixed guns. Union Order of BattleBrigadier General William T. H. Brooks in command of mixed divisional elements Union Command Levels
Overall Union Command RestrictionsAt the end of any turn that a Union brigade has been halted (per the brigade command rules), roll one 6D. If a "1" is rolled, Brooks has lost his nerve and orders the entire command to retire -- and the Confederates win. Brigadier General Heckman
25th Massachusetts, 16 figures, Veteran, RM 27th Massachusetts, 16 figures, Veteran, RM 9th New Jersey, 12 figures, Veteran, RM Battery L, 4th U.S. Artillery
Colonel H. Plaisted
10th Connecticut, 12 figures, Veteran, RM 24th Massachusetts, 12 figures, Veteran, RM 100th New York, 16 figures, Veteran, RM Brigadier General Burnham
10th New Hampshire, 12 figures, Veteran, RM 13th New Hampshire, 16 figures, Veteran, RM 118th New York, 16 figures, Green, RM Colonel J. Drake
9th Maine, 16 figures, Veteran, RM 112th New York, 16 figures, Green, RM 139th New York, 20 figures, Green, RM Battery E, 4th U.S. Artillery
Colonel W. Barton
48th New York, 12 figures, Veteran, RM 115th New York, 16 figures, Green, RM 76th Pennsylvania, 16 figures, Veteran, RM Terrain DefinitionsWoods: Treat as woods. Creeks, slopes and gullies: Treat as broken terrain with all charges across them going into disorder as soon as they reach the creek, slope or gully. Units in creek beds or gullies get a "-1" target DRM from all fire. Railroad: Treat as open terrain. Bridges: Narrow, treat as open, not road. Neither side is allowed to destroy them. In the May 8 scenario, the Confederates start the game with all bridges obstructed by abatis. Game LengthMay 7 scenario: seven turns. May 8 scenario: ten turns. The game continues until one side or the other is forced to retire. Victory ConditionsUnion: The Federals win if the Confederates are forced to withdraw. All Rebels must withdraw if any one brigade is forced to withdraw. Confederate: The Rebels win if the Union is forced to retire as General brooks loses his nerve. The Union must roll for possible retirement if, at the end of a turn, a Union brigade has been forced to halt. EntryUnion: Plaisted's brigade enters on the road in march formation based on a d6 roll:
Second Turn: Need "1" or "2" to enter Third Turn: Need "1" "2" or "3" to enter and so on. Burnham, Barton, and Drake brigades start the game in any formation, up to a foot into the game board (measuring 4x6 feet in 15mm, 6x9 feet in 25mm scale), and up to 1 foot (15mm scale) or 18 inches (25mm scale)on either sie of the Dunn farm. Artillery on the Dunn Farm hill cannot see over close trees, but can see any units south ofthe railroad. Heckman's brigade enters on road in march formation based on a d6 roll:
Second Turn: Need "1" or "2" to enter Third Turn: Need "1" "2" or "3" to enter and so on. Confederate Deploy anywhere south of the creek. Hidden at start until fire, move, reform, or spotted by Union unit (within 6 inches if in woods, 12 inches if anywhere else). MapBack to The Zouave Vol XI No. 3 Table of Contents Back to The Zouave List of Issues Back to Master Magazine List © Copyright 1997 The American Civil War Society This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |