Battle of
Walthal Junction
1864

A Johnny Reb Scenario

by John Hill


"Dawdling damphoolishness"

--N.C.O., 13th New Hampshire

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:

    to Hagood's Brigade:
    11th South Carolina, 16 figures, Veteran, RM
    7th South Carolina Btn., 8 figures, Elite, RM

    to the artillery:
    First Co., Washington Artillery, 2 sections, Elite, Napoleons

Confederate Order of Battle

Brigadier General Bushrod Johnson in nominal command

C.S.A. Commanders

  • Only one figure for Johnson; treat him as a Level 1 leader.
  • Hagood is a Level 1 leader.
  • Pryor is a Level 1 leader and aids any regiment he is with.
  • D.H. Hill is a Level 2 leader. If he attaches himself to a brigade, his presence negates the loss of any one element.

C.S.A. Command Levels

In general, if a C.S.A. brigade loses one element, it cannot attack. If it loses two elements, it must withdraw.

Additional Confederate Commanders

The 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

    21st South Carolina, 16 figures, Veteran, RM
    25th South Carolina, 16 figures, Veteran, RM
    27th South Carolina,, 16 figures, Veteran, RM

Brigadier General B. Johnson

    17th/23rd Tennessee, 16 figures, Veteran, RM
    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

    2 sections, Veteran, Mixed Guns

Provisional Battery

    2 sections, Green, Mixed Guns

If batteries are together, treat as one 4 section battery, with veteran crews and all mixed guns.

Union Order of Battle

Brigadier General William T. H. Brooks in command of mixed divisional elements

Union Command Levels

  • All Federal officers are Level 1 leaders.
  • If any Federal brigade loses 1 element, it cannot attack.
  • If any Federal brigade loses 2 elements, it must withdraw.
  • Batteries are considered a brigade asset.

Overall Union Command Restrictions

At 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

    23rd Massachusetts, 16 figures, Veteran, RM
    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

    2 sections, Elite, 12 lb. Napoleons

Colonel H. Plaisted

    11th Maine, 16 figures, Veteran, RM
    10th Connecticut, 12 figures, Veteran, RM
    24th Massachusetts, 12 figures, Veteran, RM
    100th New York, 16 figures, Veteran, RM

Brigadier General Burnham

    8th Connecticut, 12 figures, Veteran, RM
    10th New Hampshire, 12 figures, Veteran, RM
    13th New Hampshire, 16 figures, Veteran, RM
    118th New York, 16 figures, Green, RM

Colonel J. Drake

    13th Indiana, 12 figures, Veteran, RM
    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

    2 sections, Elite, 10 lb. Parrotts

Colonel W. Barton

    47th New York, 16 figures, Veteran, RM
    48th New York, 12 figures, Veteran, RM
    115th New York, 16 figures, Green, RM
    76th Pennsylvania, 16 figures, Veteran, RM

Terrain Definitions

Woods: 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 Length

May 7 scenario: seven turns.

May 8 scenario: ten turns.

The game continues until one side or the other is forced to retire.

Victory Conditions

Union: 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.

Entry

Union:

Plaisted's brigade enters on the road in march formation based on a d6 roll:

    First Turn: Need "1" to enter
    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:

    First Turn: Need "1" to enter
    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).

Map

Large Map (slow: 147K)


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