Grant Goes Down South

Battle of Belmont
November 7, 1861

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.

BIBLIOGRAPHY

THE BATTLE OF BELMONT, GRANT STRIKES SOUTH By NATHANIEL CHEAiRs HUGHES. JR.
OFFICIAL RECORDS UNION & CONFEDERATE ARMIES SERIES 1, VOL. 3, NATIONAL HISTORICAL SOCIETY.
COMPENDIUM OF THE CONFEDERATE ARMIES BY STEWART SIFAKIS.
THE ARMIES OF U.S. GRANT By JAMES R. ARNOLD.
GENERALS IN BLUE/GRAY By EZRA J. WARNER.
UNITS OF THE CONFEDERATE STATES ARMY BY JOSEPH H. CRUTE, JR.
A COMPENDIUM OF THE WAR OF THE REBELLION, VOL'S 1 & 2 BY FREDERICK H. DYER.
THE AMERICAN CIVIL WAR REGIMENTAL INFORMATION SYSTEM, INFO CONCEPTS (5 Disc SET.)

A DRUM BEATS Scenario © 1998 Bill Miller

Order of Battle

CONFEDERATES

Brig. Gen. Gideon Pillow (+1)

    12th TN 500 men Green RM
    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
    1 Sect. Green 121b. H

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
Brig. Gen. Benjamin Cheatham (+1) (Arrives with the 2nd load of reserves)

    2nd TN 600 men Green SB (1R)
    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)

  • After the first contact is made with the enemy, roll a 1d6 to see if word of the attack has made it to Columbus. On a roll of 6, word has made it. If not, on the second try after contact you need to roll a 5 or 6 and so forth.
  • After word has been received of the attack you roll 1d6 to see what turn after contact your first reinforcements (units marked '1R' above) arrive. After your first units land, make another die roll to see when the second reinforcements (2R) arrive using 2d6.
  • When the second ship unloads, BOATS roll again to see on what turn the 3rd and final reinforcements (3R) arrive using a 3d6 roll.

    In the spirit of the game, do NOT tell your fellow Confederate when his reserves are arriving if there are 2 of you. Also do NOT let the Union player(s) see your dice rolls.

    STEAMBOATS * Move up river = 24" * Go with current = 30" All reserves enter onboard steamboats. They can disembark anywhere along the river edge. They start in disorder after being unloaded from transports.

    SPECIAL CONFEDERATE RULES

    Any Confederate regiments that rout will rout towards the river. They must make an immediate morale check. They get protection from the steep embankment unless the enemy is in visibility range. If they fail the check they move further up the river bank for safety.

UNION

Maj. Gen. U. S. Grant (+2) in command of 2,000 men.

Brig. Gen. John McClernand (+1)

    27th MA 700 men Green RM
    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)

    22nd IL 700 men Green RM
    7th IA 500 men Green RM
    Cavalry 200 men Green MLC

DEPLOYMENT AT START

  • The Union enters board edge (see top of map) in any formation. Can use hidden movement at the start.

    SPECIAL RULES

  • Union troops attempting to burn the Rebel camp must go into disorder "to simulate looting". They must not be engaged in combat for 2 game turns in order to loot and burn the camp.

    RESERVES
    None

    VICTORY CONDITIONS

    UNION

      Major: Loot camp & retire with 75% or more of your force.
      Minor: Same as above with 50-74% of force.

    CONFEDERATE: Prevent Union victory condition.

    "IRON BANKS" ARTILLERY BATTERIES

    On 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 RULES

    These 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:

      (6) 10" Columbiads
      (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 LENGTH

    The action starts at 0815 a.m. and continues till the victory condition is met or night fall turn 40.

    UNION ARTILLERY vs. REBEL SHIPS

    To Hit Ship Roll on the chart. If an 'H' (i.e. hit) is rolled, then roll immediately on the Location Chart below.

    RANGE1d10
    6LB. GUN123456 78910
    0 - 12"--HHHHH HHH
    12"-24"----HH HHHH
    24" - 30"-----H HHHH
    12LB. HOW123456 78910
    0 - 12"--HHHH HHHH
    12"-24"---HHH HHHH

    MODIFIERS

      SHIP MOVING: - 4 on the To Hit die roll (i.e. roll of 5 or less No Hit.)
      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.

    D10
    LOCATION
    D6
    DIE
    ROLLS
    EXPLANATION
    1Pilot house hit. Heavy damage, Cap't. killed & ship starts to drift. Use scatter die for direction.
    2,3,4,5Lower deck damaged. Roll for casualties on troops using (2) table.
    6Hull damage. Takes on water, movement reduced by 2" each turn.
    21Smoke stack damage.
    2,3Upper deck, roll for troop casualties.
    4,5Lower deck, roll for troop casualties.
    6Hull damage, takes on water, movement reduced by 2" each turn.
    3,4,51-5Light damage.
    6Hull damage. Takes on water, movement reduced by 2" each turn.
    6,71,2,3Upperdeck damaged. Roll for troop casualties using the (2) table.
    4,5Paddlewheel light damage.
    6Heavy damage to paddlewheel. Cannot retain foward movement. Use scatter die.
    8,91,2,3Upper deck damage. Roll for troop casualties using the (2) table.
    4,5Light damage.
    6Hull damage. Takes on water, movement reduced 2" each turn.
    101,2,3,4Light damage.
    5,6 = Hull damage. Takes on water, movement reduced by 2" each turn.

    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)


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