By Brian R. Scherzer
UNION GOALS AND FORCESThere will be one Player representing the Union side, his role being to simulate the command of Captain Eastman, in charge of a Company of Federal volunteers. That Company will consist of the following officers and soldiers:
1st Lt. Phillip Dugan (Skill Level = 3) 2nd Lt. Stephen Mason (Skill Level = 4) 1st Sgt. David McClenny (Skill Level = 3) 48 soldiers armed with rifled muskets (Veteran status) The goals of this scenario are set forth in the orders above. Some advice to the Union player would include trying to arrest the mayor as quickly as possible and get back to headquarters without having to fight. Unlike his Colonel, Captain Eastman is not dedicated to burning the South down. However, even though he knows the war is nearing an end, orders are orders and they will be followed. My suggestions would include attempting to overpower any opposition as quickly as possible, since it is likely that more enemy soldiers will come once word of the mayor's arrest gets out. Knowing that he might be quickly outnumbered, Capt. Eastman has adopted the logic that it would be better to quickly engage the enemy while they are piecemeal rather than wait for them to consolidate their forces. The Union player will be allowed to split his Company into smaller detachments of at least 10 men per detachment, plus an officer or 1st Sergeant. I would recommend that the Union player use no more than one detachment in order to keep the majority of his unit together. Concentrate fire on one enemy unit at a time, if possible, rather than scattering fire at several units. Concentrated fire -like that will hopefully rapidly weaken a rebel unit. VICTORY CONDITIONS: The Union victory conditions are that the unit be able to exit the table at the western end of the Main Road with the mayor in tow, while not losing more than 60% of their troops. The unit does not count as having brought the mayor back to camp if it routs off of the table. GAME NOTE: To arrest the mayor, Union troops must merely surround his house for two impulses. Use any civilian figure, if you have one, to represent the mayor. If you don't have one, any other identifiable figure will do. THE CONFEDERATE GOALS AND FORCESCONFEDERATE FORCES The Confederate side could exist with one player, but I strongly recommend two or more to simulate the difficulty in coordinating attacks and plans. Remember that the Confederate forces in this time period were very rag-tag and were not the better soldiers. The forces are: Bate's Battalion, 3rd Company
2nd Lt. Isham Blenman (Skill Level = 3) 1st Sgt. Jake McMann (Skill Level = 0) 28 privates armed with rifled muskets (Grizzled Veterans) Area Partisans
16 privates armed with smoothbores (Veterans) Trained Militia
16 privates armed with smoothbores (Trained Militia) Town Militia
20 militiamen armed with smoothbores (Town Militia) TIPS FOR THE CONFEDERATE PLAYER(S) While the Confederates certainly outnumber the Union force, you will probably be forced into attacking the Federals piecemeal to prevent them exiting the table and winning. Your best chances lay in the wise use of your better forces who, when combined, can put up a good fight against the Union company. The militias can be used to slow down Captain Eastman, but they may cnamble quickly if not properly supported. I would suggest whittling down the Federals and then attacking as they near their exit point on the table. Coordination will be the key. Do not make foolish decisions just because you outnumber the Yanks. You cannot afford to lose too many men without risking the total disintegration of your forces. VICTORY CONDITIONS: To win, the Confederate side need only prevent the Union force from exiting the table with the captive mayor. It is expected that the Confederates may take more casualties than the Federals. However, consider it a morale defeat for your side if the Federal Company inflicts over a 2:1 ratio of casualties! The Union unit will be considered decimated and unable to carry the Mayor off if you can create 60% serious casualties on him. A Decisive Victory would be obtained if the militia were somehow able to rout the Union forces without the help of any regular units. However, this is highly improbable and trying to accomplish it could change victory into defeat. STARTING POINTS: The game starts with the Union forces surrounding the mayor's house. The Town Militia begins the game at the wcstcrn cdgc of thc tablc astridc Main Road. The Trained Militia start the game anywhere along the northern edge of the table, but must wait two turns before moving, although they can fire during that time if visibility allows. Bate's Battalion can enter the table at the eastern edge of the table along Main Road on the third turn, while the Area Partisans can enter the table right behind them beginning the 4th game turn on a die roll of either 5 or 6. If less than that, the Confederate player must roll a six sided die at the beginning of each game turn to get them on the table, a 5 or 6 still being needed.
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