By Dean West
Our wargame re-fight of Jenkin's Ferry begins at.8:00 am. Green's Missouri troopers have been skirmishing with the Federals since dawn. Churchill's men arrived about 7:30 am, and are deployed and prepared to launch the initial infantry attack. Parson's and Walker's divisions have not yet arrived. VICTORY CONDITIONS CONFEDERATE: In order to win an overwhelming victory, the Rebs must inflict casualties equalling 50% of Union COMMAND VALUE POINTS, and must capture at least three wagons. A tactical victory results if 50% casualties are inflicted but no wagons taken. UNION: To win an overwhelming victory, the Federals must inflict 40% COMMAND VALUE POINT loss on Price. To win a tactical victory, simply avoid any Graycoat victory condition. It is theoretically possible for Price's Corps to be reduced by 40%, and for Walker to still come through and inflict 50% casualties on the Union. If this occurs, the conflict is judged to be a draw. Remember that these COMMAND VALUE POINT percentages have great effect on the ability of the armies to continue the fight. Please review the appropriate rules in the JOHNNY REB rulebook. The COMMAND VALUE POINTS of Price's Corps and Walker's Division cannot be combined to arrive at an army total. The ability of each to continue the fight is governed by its individual COMMAND VALUE POINT total. TERRAIN DESCRIPTION Jenkin's Ferry was fought in a forlorn and nearly uninhabited area of Arkansas. The region is traversed by few roads, the best of which Steele's little army is retreating along as our scenario opens. As this roadway approaches the Saline River, it gradually descends from a highland plateau and passes through a most inhospitable bottornland of swampy forest. This marshy woodland is broken only by two large cultivated fields that border the road on its south side. These fields are separated by a strip of woods. Immediately north of the road winds a sluggish, virtually impassable bayou named Toxie Creek. South of the cultivated fields of farmers Jiles and Cooper, the boggy forest renders the movement of troops difficult, if not altogether impossible. Due to recent torrential rains, and the passing of thousands of men, animals, wagons and artillery, the roadway itself is a quagmire. Treat all forested areas as BROKEN for both movement and visibility. The swampy ground is considered ROUGH for movement and BROKEN for visibility. Toxie Creek can be traversed as ROUGH ground. The creek should be one inch wide. All units must halt when they reach the stream, and can cross on the next movement phase. Treat the road as OPEN for visibility, but BROKEN for movement, except on the high ground. The entire high ground area is considered OPEN (including the road). OPEN ground in the bottoms (except in the two fields) is treated the same as the road. The fields are considered OPEN ground for movement and visibility, but there is a "swale" running north to south across Cooper's field. Troops taking cover in this swale cannot be seen by enemy riflemen to the east or west, and are fired on by artillery as AREA FIRE. However, should troops attempt to stand or lie along the sides of the swale so as to fire out of it, they are visible and can be fired on, but save on 1, 2 or 3. The Saline River is four or five inches wide, and is passable by wagons and artillery only on the pontoon bridge. However, infantry and cavalry can ATTEMPT to swim the raging stream. All equipment is considered abandoned, and each STAND attempting the desperate feat must be rolled for on a good old six-sided die. On a roll of 1 or 2, the stand is "drowned." On any other roll the stand successfully swims to the other side. Having survived this ordeal and reached safety, these aquatic troops can engage no more the forces of the enemy. One COMMAND VALUE POINT is added to Union losses for each regiment attempting to swim the river. DEPLOYMENT INFORMATION The Union player deploys first, and may do so HIDDEN. Additionally, 10 DUMMY HIDDEN MOVEMENT counters may be deployed. These DUMMY counters may be placed anywhere east of the high ground located at the west end of the table. Rice's brigade and up to one section of Vaughan's battery may be deployed within a two foot radius of the cabin standing between the two fields, but can also be deployed within any other INFANTRY deployment area. Engelman's brigade can be deployed within a two foot radius of the pontoon bridge. All of Vaughan's battery not operating with Rice must be deployed with Engelman. The Frontier division troops must be deployed within a one foot radius of the pontoon bridge. These regiments cannot move until TURN 5, and only then if a 1, 2 or 3 is rolled each turn on a six-sided die for each regiment wishing to move. The wagons must be deployed within one inch of the road. Wagons move at HEAVY ARTILLERY rate, and the best movement condition possible for them is BROKEN ground movement. One wagon can cross the pontoon bridge PER TURN, but if a 5 or 6 is rolled by the Union player at the beginning of each MOVEMENT PHASE, a delay of some nature has occurred, and no wagons can cross during that turn. The battalion from the 14th Kansas Cavalry may be set on the table anywhere east of the afore-mentioned high ground. After the Unionist sets on, the Rebel player may deploy Churchill's division on that same high ground. Price and Smith are present with Churchill's men. Marmaduke's men may set on as far eastward as possible without coming within three inches of any Yankee HIDDEN MOVEMENT counters (or visible units). No Union troops or counters may be west of any rebel unit. After all deployment is complete, determine visibility and expose any real units that are visible, and remove any DUMMY counters that can be "seen." At the start of each turn beginning TURN 2, the Confederate rolls one six-sided die to see if Parsons' Division arrives during the MOVEMENT PHASE of that turn. On a roll of 1 the division marches on in MARCH COLUMN during the movement phase of TURN 2 on the road leading off the south edge of the game table. If the division fails to enter on TURN 2, another die roll is made at the start of TURN 3. This time the division enters on a roll of 1 or 2. If the division again fails to enter, on TURN 4 the unit enters on 1,2 or 3, and so on until the unit finally comes onto the field. Walker's Division enters along the same road as Parsons on TURN 10. Walker's men enter in MARCH COLUMN, so it is possible that the entire division will be unable to enter on TURN 10. Marmaduke gets 2 DUMMY HIDDEN MOVEMENT COUNTERS, Churchill 6, Parsons 4, and Walker 4. GAME LENGTH The battle opens at 8:00 am, and theoretically can continue all day until one side or the other cries, "Uncle!." However, play tests seem to suggest the battle peters out between 1:00 and 2:00 pm, either because the Confederates have been repulsed and the wagons are safe, or because the rearguard has been shattered and the wagon train will be (or has been) captured. Players should keep a record of the turns to keep track of when reinforcements arrive and such. JOHNNY REB RULES NOTES There are a few rules appearing in the JOHNNY REB rulebook that require alteration or clarification, and I want to talk about several of them here. 1. The folks at Adventure Games changed the rules for visibility with regard to BROKEN and ROUGH terrain regardless of the wishes of the designers. The designers prefer players use the following variation. When rolling for visibility in BROKEN ground, throw one six-sided die. The number rolled is the visibility in this type terrain. When rolling for visibility in ROUGH ground, roll one six-sided die, but halve the number thrown to arrive at maximum visibility. 2. Note that the criteria for swampy ground in this scenario is a hybrid of the usual ROUGH and BROKEN ground definition as stated in the rules. We do this often in our scenarios in order to depict various unique types of terrain. We feel this shows in one instance the extreme flexibility of the rules system; a feature that is not always immediately apparent to the gamer attempting to learn the rules. 3. Many Confederate units have been rated GREEN, and have a BMP of 4 due to fatigue. A case can be made that the 4 BMP for fatigue is in order, but that the troops should be allowed to fire as AVERAGE and not as GREEN. My feeling is that fatigue effects aim as well as stamina and moral resolve and I feel the units should fire as GREEN. However, those Confederates holding a different view please feel free to argue the case with your opponent and if you can convince him of the righteousness of your argument, then by all means use the AVERAGE fire efficiency rating. By the way, rest assured I do not mean to imply by my GREEN rating of these Rebels that I feel they are inexperienced or lousy troops; they are just dog tired from hoofing it all over two states and fighting two stiff battles in the preceeding 30 days. 4. Please use HIDDEN MOVEMENT. By employing this game technique the "fog of war" is recreated. I recommend using 1"x3" Mattboard counters in gray and blue as a cheap and effective HIDDEN MOVEMENT MARKER. If the marker is to be a DUMMY, the underside can be left blank. If it is to represent a real unit that is not visible, then in pencil write the unit designation on the underside. By definition the hidden unit is assumed to be in column UNLESS the player has written the exact formation on the underside (i.e."skirmishing"). The center of the front of the HIDDEN MOVEMENT COUNTER is considered the exact center of the real unit it represents. I cannot impress enough upon players the importance of HIDDEN MARKER play to success in JOHNNY REB wargame operations. The gamesmanship required gives a new dimension to play. Just as a good poker player by his demeanor can adversely influence the equanimity of an opponent regardless of the hand held, so the adroit-JR player can unhinge the resolve and confidence of his opponent through the sagacity of his HIDDEN MOVEMENT play. Well then, I guess this concludes my presentation of this historical scenario. I would like to have included my .sheep rule" in the scenario, but am afraid readers, would have thought me too whimsical. Actually, at least one Rebel unit assailed the Union line reinforced by sheep driven forward ahead of the men in an attempt to disguise the attackers as returning Yankee foragers. The temperament of sheep being what it is, one can only imagine the reaction of the wooly warriors to the first crashing of musketry. I suppose it was worth a try though. Who could have imagined that the Trojan Horse would work. UNION ORDER OF BATTLETHE REAR GUARD: Brigadier General Frederick Salomon (BENEFIT 1) THIRD DIVISION, SEVENTH ARMY CORPS: Salomon
SECOND BRIGADE (remnants) 1 regiment, 15 figures, rifle-muskets, green, BMP 4 THIRD BRIGADE: Colonel Adolph Engelman (benefit 1) 3 regiments, 20 figure ave., rifle-muskets, average, BMP 3 ARTILLERY: 3 sections, 12 pdr. Napoleons, elite FRONTIER DIVISION (-): Brigadier General John M. Thayer (ben. 1)
2 regiments, 20 figure ave., rifle-muskets, green, BMP 4 CAVALRY:
WAGON TRAIN:
UNION COMMAND VALUE POINTS TOTAL 44.
CONFEDERATE ORDER OF BATTLEARMY COMMANDER: Lieutenant General Edmund Kirby Smith (ben, 2) PRICE'S CORPS: Major General Sterling Price (ben. 1[2 for Mo. troops]) CHURCHILL'S ARKANSAS DIVISION: Brigadier Gen. T. J. Churchill
HAWTHORN'S BRIGADE: Brigadier General Alexander Hawthorn 1 regiment, 20 figures, rifle-muskets, average, BMP 3 GAUSE'S BRIGADE: Colonel Lucien Gause 2 regiments, 15 figures each, rifle-muskets, average, BMP 3 DOCKERY'S DISMOUNTED MEN: none 1 regiment, 20 figures, carbines, average, BMP 3 PARSON'S MISSOURI DIVISION: Brigadier Gen. Mosby M. Parsons
BURNS' BRIGADE: Colonel Simon Burns 2 regts., 25 figs. ea., rif-musks., green, BMP 4 due to fat 1 regiment, 10 figures, rifle-muskets, fire as elite, BMP 3 ARTILLERY: Ruffner's battery: 2 secs. 6-pdr smoothbore, ave Lesueur's battery: 1 sec. 24-pdr howitzer, ave. 1 sec. 6-pdr smoothbore, ave MARMADUKE'S MISSOURI CAVALRY DIVISION (detachment)
TROOPS DETACHED FROM MAJOR GENERAL RICHARD TAYLOR'S ARMY WALKER'S TEXAS DIVISION: Maj. Gen. John G. Walker, benefit 1 (2 with Texans)
RANDAL'S BRIGADE: Brigadier General Horace Randal 2 regts. 15 figs. ea., rifle-muskets, green and BMP 4-fatigue SCURRY'S BRIGADE: Brigadier General William R. Scurry 2 regts. 20 fig. ea., rifle-muskets, green and BMP 4 -fatigue PRICE'S CORPS COMMAND VALUE POINT TOTAL 57. SMITH 5, PRICE 4, CHURCHILL AND PARSONS 3 EACH, ALL BRIGADE COMMANDERS 2 EACH. 30% (CAN NO LONGER ATTACK) = 17 40% (MUST RETREAT) = 23 WALKER'S DIVISION COMMAND VALUE POINT TOTAL 21. WALKER 3, EACH BRIGADE COMMANDER 2. 30% (CAN NO LONGER ATTACK) = 7 40% (MUST RETREAT)= 8 UNLESS OTHERWISE STATED, ALL OFFICERS REDUCE MORALE BY ONE, AND ADD ONE TO FIRE EFFICIENCY OF THE UNIT. NO OFFICER MAY EVER EFFECT FIRE EFFICIENCY BY MORE THAN +1, THOUGH CERTAIN OFFICERS MAY EFFECT MORALE BY -2.
Battle of Jenkin's Ferry Introduction Back to The Zouave Vol I No. 4 Table of Contents Back to The Zouave List of Issues Back to Master Magazine List © Copyright 1987 The American Civil War Society This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |