by Brian R. Scherzer
As with many attempts to take a real battle and write a scenario that would be fair to both sides, the 3rd Battle of Winchester was so decisive in its outcome that something different had to be added in order to make gaming it worthwhile. In this case, the author has decided to take the troop positions as they stood at 3:00 p.m. on a certain portion of the field, allow for several random possibilities to happen based on die rolls, and let scenario gaming participants do their best at leading troops as events are determined by the random rolls. In real warfare, the best laid plans often go untested due to an opponent choosing an unexpected path of attack or defense. With truly historical scenarios, the author feels that a player's skill as a field tactician goes untested because he already knows what the opposing force will do. In this scenario, such will not be the case. Not only will you not know what the opponent is planning to do, but you will have no idea what you are expected to do until after rolling the dice! Sheridan and Early will not exist as players. Rather, the dice rolls will act as these two commanders in giving the grand tactical orders. Players will assume brigade or division command status, following their orders as best they can, but being allowed to deviate as needed by events. However, one must take care, or a court-martial is around the corner should your break from orders not result in victory! A Note About The Forces As seems to be the case all too often in battles outside of the major areas of operation, research could not develop either the brigade or regimental strengths of either side's army. Knowing the overall corps and army strengths, the author has had to take a fair amount of liberty in deciding arbitrary numbers of effectives, doing so in a way that would bring a semblence of balance to the scenario. The scenario battle was designed for either medium sized gaming clubs using such rules as Johnny Reb and Stars 'N Bars or smaller clubs using Brigade level rules sets like On To Richmond. It was thought to be useless making a larger battle since very few players like to go with 4 to 1 odds, the Union having that many more effectives than the Confederates. All troops are the equivalent of "Average" morale unless otherwise specified. Assumed regimental and brigade strengths are listed in the Order of Battle in brackets. Finally, for the sake of fairness to the different rules sets, the author has given each general a rating of 0-5, with a "0" being an extremely poor commander, and a "5" being the very best as regards morale boosting effects. For Johnny Reb gamers, it is advised that you do not use generals' ratings as fire modifiers, since they are meant to gauge morale effect. Note that all troops should be considered armed with rifled muskets. UNION FORCESVI Army Corps1st Division: Brig. Genl. David Russell (3)
2nd Brigade: Brig. Genl. Emory Upton (4) (1200 men)
3rd Brigade: Col. Oliver Edwards (3) (1000 men)
2nd Division: Brig. Genl. James Ricketts (3):
2nd Brigade: Col. J. Warren Keifer (3) (2100 men: avg. of 300 men per regiment):
Artillery:
1st Battery, NY Light Artillery - six 3" Rifles; Battery M, 5th U.S. Artillery - six Napoleons Army of West Virginia1st Division: Col. Joseph Thoburn (4):
2nd Brigade: Lt. Col. Northcott (3) (1200 men: avg. of 400 men per regiment):
Artillery:
Battery D, 1st PA Light Artillery - four 10 pdr. Parrott Rifles. 2nd Division: Col. Isaac H. Duval (4)
2nd Brigade: Col. Daniel D. Johnson (2) (1000 men: with 3 regiments of 300 each and the 34th Ohio Battalion with 100 men):
XIX Corps:
CONFEDERATE FORCESBreckinridge's CorpsMajor General John C. Breckinridge (4):
Rodes's Division: Maj. Genl. Robert Rodes (4)
Grimes's Brigade: Brig. Gen. Bryan Grimes (3) (700 men - combine some of the regts. as listed below):
Cook's Brigade: Brig. Gen. Philip Cook (4) (800 men: combine regts. as listed below):
Cox's Brigade: Brig. Gen. William R. Cox (3) (900 men: combine as listed below):
Ramseur's Division: Major Gen. Stephen Ramseur (4)
Johnston's Brigade: Brig. Gen. Robert D. Johnston (3) Ir. (700 - combine certain regiments as follows):
Godwins Brigade: Brig. Gen. Archibald Godwin (3)(800: 200 per regiment):
Gordon's Division: Major General John B. Gordon (4)
Terry's Brigade: Brig. Gen. William Terry (3) (1500 men) All Troops ELITE:
York's Brigade: Brig. Gen. Zebulon York (3) (600 men) All ELITE: Sth/6th/7th/8th/9th Louisiana (300); 1st/2nd/10th/14th/15th Louisiana (300). Artillery:
Georgia Regular Battery - four Napoleons, two 3" Rifles; Fluvanna Battery - four Napoleons. Lewisburg Battery - four 3" Rodmans; Monroe Battery - two Napoleons, two 12 pdr. Howitzers; Wise Legion Battery - two 10 pdr. Parrotts, two Napoleons. The Scenario ConceptThis scenario presents some interesting possibilities and, with the random generation of grand tactical orders, can be played several times with varying potential outcomes. The advantage of numbers goes to the Union, while advantage morale and leadership rests with the Confederates, along with better terrain positioning. The author stated that players are not necessarily bound by their randomly generated orders. Should a player decide to take advantage of this, he may not move except to change formation for the equivalent of 1/2 hour of time. Once this delay has been taken, the player may then effect his own orders. However, it is important to understand that players are not allowed to discuss their plans with any other members of their side! All troops for both sides must be set up in line formation in their respective map areas at the beginning of this scenario. The game will last from 3:00p.m. until 5:30 p.m., giving all participants 2 1/2 hours to meet their objectives. At the beginning of the game each player leading a division must roll two six sided dice to determine what his orders are. The person leading Col. Thomas's brigade, which includes the 8th Vermont is the only player that does not have to roll, being able to choose what he does based on his own best judgement. No player may know or discuss with any others what his orders are. Of course, this leads to a need to trust, but the author figures that you wouldn't be playing with a cheater! RANDOM ROLL ORDERS PER COMMANDER Each Confederate division rolls for the following:
9-11 = Attack To Front After 1/2 Hour; 12 = Immediate Attack To Front. Union Divisions:
8-10 = Attack After 1/2 Hour; 11-12 = Hold Thoburn's Division
11-12 = Hold Russell's Division
10-11 = Delay Attack For 45 Minutes; 12 = Hold Rickett's Division
7-9 = Attack After 1/2 Hour; 10-11 = Attack After 45 Minutes; 12= Hold. VICTORY CONDITIONS Confederate: Minor Victory = Holding onto original positions until end of game. Major Victory = Pushing all Union Forces back by end of game. Union: Minor Victory = Pushing all Confederate forces back by end of game. Major Victory = Having routed at least 1/2 of all Confederate Units before end of game, having pushed them back, and having inflicted more casualties than were received. Draw = None of the above conditions met. A NOTE ABOUT TACTICS While the Confederates can certainly win by merely holding onto their positions, the ability to counterattack when deemed prudent can go a long way towards obtaining a Major Victory. Remember that you are no longer bound by your orders after a 1/2 hour wait. You must take care that Duval's Division, which is situated near a flank, does not roll up your units. Take great pride if your troops can stand up to bayonet charges! The Union objective is certainly to destroy the rebel forces as quickly as possible. To rush in blindly without softening up your opponent may be a quick form of suicide, however. Yet, if you delay too long, it is quite possible that you will not be able to drive the Confederate units back prior to the end of the game. Duval's Division is the key to your offensive. The hope is that he will be able to attack, siphoning off units from the front. Short of that, if forced into a delay before attacking, Duval can pin some rebel units down because of the fear of a flank attack. Colonel Thomas's Brigade, being the Elite strike force in this scenario, is free to make any choices it wishes to depending on what opportunities present themselves. The player commanding that unit has the chance of becoming the hero of the day or the scapegoat, depending on his ability to use his troops to best effect. All Union troops should look forward to carrying the enemy's positions with a bayonet charge! TERRAIN CONSIDERATIONS AND MOVEMENT RESTRICTIONS All troops will remain within the boundaries of Red Bud Run (with the exception of Duval, who starts on the other side) and the Berryville Pike. Any unit routed that is forced to move outside of those boundaries will be considered lost for the remainder of the battle. Terrain will be considered open except for troops moving through the woods. Woods will count as light cover for firing purposes, and broken terrain as regards movement. Please note that all troops who begin the game in the woods will be counted as being at the edge of those woods and will not be penalized in movement when emerging from same. Having laid out the rules of the scenario, the author wishes you much fun and hearty comraderie!
Howard's Memoirs: 3rd Winchester Back to The Zouave Vol III No. 4 Table of Contents Back to The Zouave List of Issues Back to Master Magazine List © Copyright 1989 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 |