By Bill Miller
Learning that the Confederates had crossed the Mississippi and constructed a camp, Maj. Gen. U.S. Grant left Cairo, Illinois, with steamer transports and two gunboats. Using the gunboats as cover, they landed to the north of the Confederates and started the march inland. The Confederates, who had learned of the landing, took up position in the cornfield to the north of their camp, waiting for the Union to come out of the woods. This put their forces in a very dangerous spot. The Union fired on the Confederates from the woods and routed them back to their camp, They attacked and pushed the Rebels back towards the shore. The Union began to loot the camp, and while doing so the Confederates were sending over reinforcements who landed to the north. Grant, upon learning of the Confederate landings, ordered a withdrawal. The Confederates counterattacked the Union forces, who were now making their way back to their transports. Both sides claimed victory in this battle: the Union for destroying the camp and the Rebs for chasing the Yanks away. The battle had little purpose, but in time that little action was considered better than none. Casualties were as follows: the Union had 90+ KIA, 173 wounded and 235 missing. The Confederates suffered 260 KIA, 425 wounded and 278 missing. I have done two scenarios for this battle: one is historical; the other lets you set up your forces any way you choose and uses "hidden movement". Both are included in my booklet, DRUM BEATS. For the transports, I used "Medium River Steamers" available from MERRIMACK MINLANURES. BIBLIOGRAPHYTHE BATTLE OF BELMONT, GRANT STRIKES SOUTH By NATHANIEL CHEAiRs HUGHES. JR.
A DRUM BEATS Scenario © 1998 Bill Miller Order of BattleCONFEDERATESBrig. Gen. Gideon Pillow (+1)
13th TN 500 men Green RM 21st TN 500 men Green RM 22nd TN 500 men Green SB 13th AR 500 men Green SB MS/TN Cav 300 men Green MLC
Watson's Batt. 3 Sects. Green 6lb. SB DEPLOYMENT AT START Deploy "hidden" anywhere from ridge line to the river, in any formation. This is done because the Confederates had advanced knowledge of the Union landing. Can use hidden movement at the start. RESERVES
15th TN 500 men Green RM (2R) 11th LA 500 men Green SB (2R) 154 TN 500 men Green RM (3R) 1st MS 500 men Green SB (3R) UNIONMaj. Gen. U. S. Grant (+2) in command of 2,000 men. Brig. Gen. John McClernand (+1)
30th MA 500 men Green RM 31st NY 600 men Green RM Chicago Light 2 Sects. Green 6lb. SB 1 Sect. Green 121b. H Col. Henry Dougherty (+1)
7th IA 500 men Green RM Cavalry 200 men Green MLC DEPLOYMENT AT START
SPECIAL RULES
RESERVES
VICTORY CONDITIONSUNION
Minor: Same as above with 50-74% of force. CONFEDERATE: Prevent Union victory condition. "IRON BANKS" ARTILLERY BATTERIESOn the Kentucky shore the Confederates constructed a 3 tier battery to protect Columbus from attack. The first tier was armed with several 10" Columbiads and 11" Howitzer's. The second tier was made up of several different guns, use your imagination--I could not find info as to the type of guns (See Special Rules below.) On the top was the "LADY POLK" a 128lb. Rifled gun and several other earthen forts with guns. You will have to come up with some house rules for the 128lb. gun. SPECIAL RULESThese guns can only fire every other turn due to the time it takes to reload. Information was not available for the exact number of guns on the Kentucky shore. Use any variation. Examples:
(5) 11" Howitzer's A mixed number of other caliber Smoothbores and Rifled guns. NOTE. The small guns had no effect in the battle so don't worry about being exact. It just looks good when set up. GAME LENGTHThe action starts at 0815 a.m. and continues till the victory condition is met or night fall turn 40. UNION ARTILLERY vs. REBEL SHIPSTo Hit Ship Roll on the chart. If an 'H' (i.e. hit) is rolled, then roll immediately on the Location Chart below.
MODIFIERS
NOT MOVING: No Modifiers Location If a hit is rolled on the table above, roll a 1D10 on the following table to see where the ship was hit. Then roll a 1D6 to see what the effect is.
CASUALTIES For troop casualties, roll using the (2) column on the JOHNNYREB Fire Chart. SINKING Ships that have hull damage must return to Columbus (off board) and cannot be used in the game again. If a ship is hit 4 times in the hull, it is dead in the water (sinking), or if its movement is used up after being hit from before, it sinks.
Battle of Belmont Large Map (slow: 180K) Back to The Zouave Vol XII No. 2 Table of Contents Back to The Zouave List of Issues Back to Master Magazine List © Copyright 1998 The American Civil War Society This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |