Friday, June 26, 2015

1st Battle of the Valley Campaign

1st Battle of the Campaign...Battle of Kernstown

The Federal high command under General Meade has given the honor of capturing the Shenandoah Valley to General Sykes’s Corps.  To that end Sykes sends the 1st Division from Winchester on a march South by way of the Valley Turnpike to Kernstown (see map 1).
General Longstreet, intent to block the Yankee’s quickly and slow their advance sends McLaw’s division north from Newtown to Kernstown 

It is 5:30 pm, both forces have been marching since the morning and are entering the fight "tired".  Daylight ends by 8 pm.

Map


The map shows the first division of both armies at Kernstown and the 2nd Federal division vs the 3rd Confederate Division at Middletown (next post).

There are two movements per week in a campaign.

Confederate OOB:
  Division Lafayette McClaws
  [ 102] Major General Lafayette McClaws - Active B+ [950 paces]
                [ 149] 1st NC, Co A                      0/ 131 [ 5] B-
                [ 150] Troups GA Art                     0/  90 [ 4] B-                                                Total Cannon: 16
                [ 151] Pulaski GA Art                    0/  63 [ 3] B-
                [ 152] Richmond How, 1st Co              0/  90 [ 4] B-

    Brigade Joseph B. Kershaw
    [ 106] Brigadier General Joseph B. Kershaw - Active B [450 paces]
                [ 101] 2nd S.C.                          0/ 412      B
                [ 102] 3rd S.C.                          0/ 407      B
                [ 103] 7th S.C.                          0/ 408      B                                
                [ 104] 8th S.C.                          0/ 300      B
                [ 105] 15th S.C.                         0/ 449      B

    Brigade Paul J. Semmes
    [ 107] Brigadier General Paul J. Semmes - Active B [450 paces]
                [ 106] 10th GA.                          0/ 303      B
                [ 107] 50th GA.                          0/ 303      B
                [ 108] 51st GA.                          0/ 303      B                            
                [ 109] 53rd GA.                          0/ 422      B

    Brigade William Barksdale
    [ 108] Brigadier General William Barksdale - Active B+ [500 paces]
                [ 110] 13th MS                           0/ 481      B
                [ 111] 17th MS                           0/ 468      B                                                     
                [ 112] 18th MS                           0/ 242      B


                Strengths:
                                losses/active
                                     0/  5518            Bayonets
                                     0/   374             Artillerists
                                     0/    16              Cannon

                                     0/  5892            Total of all arms  

Federal OOB
Corps George Sykes
[ 502] Major General George Sykes - Active B [1300 paces]

  Division James Barnes
  [ 503] Brigadier General James Barnes - Active B [875 paces]
    Brigade William S. Tilton
    [ 507] Colonel William S. Tilton - Active B [450 paces]
                [ 501] 18th MA                           0/ 139      C+
                [ 502] 22nd MA                           0/ 137      C+                       Brigade Strength: 664 
                [ 503] 1st MI                            0/ 145      C+
                [ 504] 118th PA                          0/ 233      C+

    Brigade Jacob B Sweitzer
    [ 508] Colonel Jacob B Sweitzer - Active B [450 paces]
                [ 505] 32nd MA                           0/ 242      C+
                [ 506] 4th MI                            0/ 342      C+                          Brigade Strength: 1010 
                [ 507] 62nd PA                           0/ 426      C+

    Brigade Strong Vincent
    [ 509] Colonel Strong Vincent - Active B [450 paces]
                [ 508] 20th ME                           0/ 386      C+
                [ 509] 16th MI                           0/ 263      C+
                [ 510] 44th NY                           0/ 391      C+                         Brigade Strength: 1335 
                [ 511] 83rd PA                           0/ 295      C+

    Brigade Augustus P. Martin
    [ 506] Captain Augustus P. Martin - Active B- [450 paces]
                [ 535] 3rd MA Batty                      0/ 115 [ 5] B-
                [ 536] 1st OH Batty                      0/ 113 [ 5] B-                    Total Cannon: 13
                [ 537] 5th US, Batty D                   0/  68 [ 3] B-
               

                Strengths:
                                losses/active
                                     0/  2999             Bayonets
                                    0/367                  Artillery (13 cannon)

                                     0/  3366             Total of all arms


This campaign began with the Federal and Confederate 1st divisions meeting at Kernstown.  The commanders of both forces were for the most part novices to wargaming and to using Carnage and Glory II.  Each turn in the rules is 15 minutes.

Both sides started by arriving on the battlefield at the same time and were located roughly a mile apart.


The battle began very tentatively. It took four game turns for both sides to deploy sufficiently despite being less than a mile apart from each other.


Above and below: The Federals started the battle by deploying their entire division and loading up their right flank with the intention of out maneuvering the Confederates.  Due to the slow progress of the Federal commander the Confederates were able to advance unopposed and seize the high ground. 



Below:  This enabled them to form a sufficient battle line to face the Federal left which began by establishing themselves on a opposite ridge.  The Confederates quickly deployed one of their artillery batteries on the ridge line and supported it on the flanks with their infantry deployed into line.  The remaining Confederate artillery was unlimbered well behind the Confederate line, beyond the creek and couldn't serve much purpose.  Meanwhile, the Federals slowly moved into a battle line on their left wing and waited until their other brigades could begin a turning movement.



Below: Despite having a relatively well conceived Federal battle plan, this fell apart as the center brigade of the Federal line refused to move for 15 minutes (1 turn) due to conflicting orders.  To further complicate matters the advance against the Confederate left was poorly managed which further delayed the Federal attack plan.  By the time the Federals had their giant right wheel attack plan in effect the Confederate commander had seen the danger and refused his line in order to meet it.




Below: An hour and a half into the battle the Federals launched their left wing to act in concert with their now unfolding right wing wheel movement, their center being stalled and now acting as a reserve.  Confederate artillery fire took a fearful toll on the advancing Federal battle lines of the first brigade (the smallest of the three federal brigades).  Federal artillery fire was poorly managed when their own Federal infantry kept blocking their line of sight.

Two hours into the battle the Federal left was committed to their advance and inching ahead slowly.  At this point the Confederates unleashed their surprise flank march (option granted to them within the campaign) which arrived on the Federal left flank.  This in itself should not have been that big of a deal, but it seriously scared the Federal commander to the point that his entire battle plan unraveled.



Below: Chaos ensued in the Federal high command (see center Federal brigade) as they tried to react to this new threat.  Instead of just counter marching down the road they decided to march into the woods (road movement 900 yards, woods 225) with two regiments and send the other two regiments in column towards the waiting Confederates.  The right wing of the Federal line deployed into line.


Below: The Confederate right continues to advance towards the Federal line on the left.  Confederate artillery moves up to the ridge line.  Federal artillery slow to unlimber but does begin to take down some Confederates as their batteries open up upon their relentless enemies.

The Federal right and center attempt to coordinate their efforts of advancing but get stalled when the Confederates advance towards them slightly.

The Confederate flank attack is slow in developing but has caused enough chaos in the Federal ranks.

Below: The Confederate right continues to attack, charging the shaken Federal regiments and routs two (18th and 22nd MA) of the four Federal regiments of the 1st brigade, including charging into two artillery batteries, of which it captured one cannon.  To make things worse for the Federals the commander of the Federal 1st Brigade was struck down as he attempted to rally the fleeing Federal regiments (Colonel William S. Tilton)

Federal center and right wings stall and remain on the defensive.  The troops marching to the relief of the left wing of the Federal line emerge from the woods after realizing the futility of this movement, but only go into line and await the outcome of the fighting to their front.

The Confederate left is content to wait while their center smashes the Yankee left.  The flank force slowly advances.


Below: Only one federal regiment of the 1st Brigade refused to retreat (according to the computer) because they deemed their position to valuable despite being surrounded.  We make them surrender as they have no way to escape (118th PA).

As night was fast approaching (8 pm) and visibility was becoming more limited both sides agreed to conclude their fighting.



By the conclusion of the fighting the Federal 1st Brigade had been thoroughly whipped.  All of the Federal 1st Brigade routed except the gallant 118th PA who was forced to surrender.  The Confederate forces, having taken almost no casualties, were in perfect order to continue the fight.  

Deeming it a significant Federal disadvantage to attempt to renew the fight the following day its commander called for a withdraw under cover of darkness.  Thus, sending the Federal 1st Division back north to Winchester.

The computer recorded this as a minor Confederate Victory.  The casualties (which continue via the campaign compliments of C&G II) are listed below.  Many thanks to Nick and Dakota (two of my students who played this on the last day of school) for their participation.  Once again Dakota thumps Nick.

The casualties were originally higher at the conclusion of the battle.  However, C&G II then reassesses the walking wounded, routed units, etc. and compiles a more accurate casualty list.  I will also have to import a new commander to lead Tilton's brigade.  I will do it by creating a new officer (find out who lead the 18th MA and use him) and then upload him into the computers OOB.  Then reassign Tilton's former brigades to him.

Official Losses for the Battle of Kernstown

The Confederate Army has suffered losses of:
                [  0%]     34 men of all arms

                [  0%]     34 bayonets
                [  0%]      0 artillerists
Honors: [ 110] 13th MS

The Federal Army has suffered losses of:
                [  2%]    476 men of all arms
   incl.[  0%]     269 prisoners of all arms

                [  1%]    193 bayonets
                [  3%]     14 artillerists
                    1 cannon[s] lost
Honors: [ 537] 5th US, Batty D

Losses include 1 General[s]:
        [ 507] William S. Tilton - Mortally wounded


A Hypothetical Valley Campaign 1863

This campaign is for my own enjoyment and those individuals who participate with me.  Although it is not historically accurate in any way except for the OOBs, it is fun to play.  I have found that I learn a whole lot more about general strategy and battlefield tactics (within the use of C&G II) from running something like this.

Background to this hypothetical campaign.

It is the later part of May, 1863.  General Hooker has been relieved of his command by order of President Lincoln.  Replacing him is General Meade.  The political situation in Washington demands that Federal honor be redeemed and that the Federals regain the offensive which General Hooker squandered.  Unwilling to throw his troops into a desperate campaign along the same lines the army has occupied since late 1862, Meade plans to force the Confederates to spread their forces out beyond easy coordination reach.

To that end he plans an invasion of the Shenandoah Valley as a diversion.  Sending General Sykes V Corps into the Shenandoah Valley, Meade hopes to draw off part of General Lee’s army, thus neutralizing any offensive opportunities Lee might harbor after his recent success at Chancellorsville.
General Lee has no option but to defend the Shenandoah Valley from the ravages of an invading Yankee horde.  Without General Jackson, who was wounded and died as a result of the Battle of Chancellorsville, General Lee has no alternative but to send his most capable commander to The Valley.  Thus, General James Longstreet’s Corps heads West into the Shenandoah Valley to take on Sykes V Corps.

General Longstreet is by nature a defensive-offensive commander.  Superbly capable at finding good defensive ground, he will not act rashly or unwisely.  However, the nature of the Shenandoah Valley terrain, Longstreet’s unfamiliarity with the Valley and the need to keep at least one of the two railroads in Confederate hands to ensure easy coordination with General Lee will complicate his strategy.  His main plans for success must be to force Sykes into a series of actions quickly which can debilitate the V Corps or force Sykes to retreat across the Potomac River before he can advance too far into The Valley.

Sykes on the other hand is an average commander.  Good at managing a corps, but new to independent command.  The Valley terrain will force his divisions to remain on divergent roads, so the capture of key crossroads will be essential to his success.  The further he goes into the Valley the more troops he will lose to garrison duty.  However, his main goal is the maintain a constant source of active pressure on Confederate forces in The Valley in order to prevent those troops from being sent back to General Lee.


Thus starts the hypothetical Valley Campaign of 1863.

Campaign Goals - Point Allocation

Federal Campaign Goals

Hold strategic areas:                                       Points
·         Winchester (RR town)                                    15 pts
·         Strasburg (RR Junction)                                 10 pts
·         Newtown (Crossroads)                                     5 pts
·         Mount Jackson (RR town)                               5 pts
·         New Market                                                      5 pts
·         Luray                                                               10 pts
·         Port Republic                                                     5 pts
·         Harrisonburg                                                   15 pts
·         Buckton Station                (RR town)              10 pts
·         Staunton                                                           15 pts
·         Any town controlled that is not listed is worth 2 pts.

Enemy Army:                                                                     Points
Destroy 2/3 of the enemy army                                                40 pts
Destroy half of the enemy army                                               30 pts
Destroy quarter of the enemy army                                          20 pts

Confederate Campaign Goals

Hold strategic areas:                                       Points (only if a garrison is present)
·         Winchester (RR town)                                     15 pts
·         Strasburg (RR Junction)                                  10 pts
·         Newtown (Crossroads)                                      5 pts
·         Buckton Station (RR town)                             10 pts
·         New Market                                                       5 pts
·         Luray                                                                  5 pts
·         Port Republic                                                     5 pts
·         Harrisonburg                                                      5 pts
·         Mt. Jackson                                                        5 pts
·         Staunton                                                             5 pts
·         All towns are worth 1 point automatically unless under Federal control or not reoccupied after

Enemy Army:                                                                     Points
Destroy 2/3 of the enemy army                                                40 pts
Destroy half of the enemy army                                               20 pts
Destroy quarter of the enemy army                                          10 pts


General Rules

Movement Rules

Role of Towns:
·         One point / town may contain 1 division only unless there is an army concentrating for a battle at which time they will move in based upon the Carnage and Glory operating system

Scouting:
·         Cavalry units may be designated for scouting missions
·         All scouts will do is identify when they find the enemy (simple version for now)
·         No scouting unit can move through another scouting unit using the same road (cav act as screen)
o    For now we avoid cavalry battles until I buy / paint figures to enable this
·         Scouting units fall back from advancing brigades only – minimum three regiments
·         Cavalry movement is same as infantry in the campaign mode

Garrisoning Areas
·         For the Federal invader, troops must be designated to garrison town to establish the supply line. 
·         A minimum of 1 regiment must remain to garrison the town.  We will use the C&G number system for OOBs to keep track of units that are not available for combat.  Ex. 3rd MI is 503.
·         Garrisons can only be located in towns
·         Automatically we will take the weakest units and place them in the garrison role

Army on Retreat
·         An army on retreat always outpaced their pursuer during the ACW.
·         We make any loss an automatic withdraw to the nearest town for the moment unless there is no line of retreat available for that division which will consequently require it to remain in position / fight its way out.

Supply Lines
·         Both sides need to have open access from their base camp to their army
o    Federal – Martinsburg or via Manassas Gap RR to D.C.
o    Confederate – Staunton (primary), Secondary HQs can be established – starting Strasburg
o    A broken Bridge or RR that breaks the supply line of either side causes loss of supplies
o    A broken supply line results in ¼ ammo levels at the next battle unless reestablished in the turn prior to a turn that results in a battle.

Destroying RR or Bridges
·         It requires 1 Brigade to destroy a RR or a Bridge.  Executing this procedure happens only if the campaign sheets (earlier post) enable it to happen.
·       
           Preventing a bridge or RR burning requires that an attacking infantry brigade is within 7 miles of marching from the location (see maps from earlier post).  A D6 is rolled to determine if they can march there in time.
o    1-3 = yes and a battle can commence
o    4-6 = no and the area is burned/destroyed



Rebuilding a destroyed RR or Bridge
·         Requires 1 brigade to rebuild the bridge.  Rebuilding a bridge also requires a correct roll on the campaign sheet.
·         If an enemy force is present on the other side of that river the next battle will be one fought over a river.

Forced Marches
·         Forced marches can double the distance an division/brigade travels but has to rolled on the campaign sheet.
·         A forced march requires the marching force to enter battle “Tired” via C&G rules
·         A forced march can only be used 3 times in a row. 
o    First use, troops entering the battle come in at “Tiring”
o    Second use with no rest time,  “Tired”
o    Third use with no rest time, “Exhausted”

 Fortifying Towns
·         All towns may have fortifications build around them but this requires a Brigade to construct and takes two turns.  This means that Brigade may not move for two turns.
·         Fortifications will be basic entrenchments.
·         If a “fortified town” comes under attack via a battle the defender will have full use of the completed defensive structures.
o    If a town is attacked before turn two is completed the defender may only use half of the defenses
o    If a town is attacked before turn one is completed the defender may not use any of the defenses
·         A fortified town can hold up to one brigade within the fortifications

Off Grid Reinforcements
·         To receive reinforcements that are not associated with the immediate campaign a player would need to roll a D100
·         To qualify for reinforcements the player needs to roll a 90 or higher
·         If the player rolls a 90 or higher, he/she must roll another D100 to determine the amount of reinforcements. Maximum allotted reinforcements would be a total of another division
·         Reinforcement Rolls to determine reinforcements
o    69 and under = 2 regiments
o    70 to 90 = 1 brigade
o    90 to 95 = 2 brigades
o    95 to 100 = 3 brigades (full division)

Hypothetical Valley Campaign Overview

After a long spell away from wargaming and posting on my blog (teach and coach so summer is my time to play) I have found it time to try a ACW campaign within the realm of wargaming.  However, following a historical campaign has significant limitations.  To that end I am using historical OOBs which come from the books of my good friend John M. Priest, author of a number of great Civil War books, but with the intention of running my own version of the Valley Campaign.

I am using a historical Valley Campaign map but the OOBs come from John's latest book Stand to and Give them Hell which covers the second day of Gettysburg.  My original intention was to recreate the Battle of Gettysburg using John's OOBs but my interest has always been on the Valley Campaign.  By using totally different OOBs for this campaign I am not inclined to follow any historical pattern.

My campaign I am running solo.  This makes it really hard to out think myself or not lean in a bias process one way or the other.  To that end I have taken the concept behind the Saga rule set and tailored that idea for a solo campaign.




My basic campaign rules set, sorry its sideways, allows for the use of six dice.  Two must be used to activate a unit. Once done, orders are given to march in a general direction.  Orders have to be given (fortunately I keep having an extra 5 on remaining dice so I can maintain position).  General orders can then be given using remaining dice or not given.  I added at the bottom right of each sheet special battle abilities which enable a unit to either go in with 150% ammo, automatically conduct a flank march or enable them to march (within C&G II) up to 900 yards for the first four turns without suffering penalties (figured just for kicks).

Campaign Map



This is just a screen shot from a ppt slide.  I took the map which I found online, put it in paint and colored in the waterways, roads (all different colors) and made a key.

As I move troops, apply the actions, etc I will update the map.  Simple.

My rule set is Carnage and Glory II.  Great rule set...http://www.carnageandgloryii.com/...you can't go wrong with a program that can monitor weather, ammo, fatigue, casualties, leadership losses and compile all of it so you can either run it as a campaign or reset the oobs.  

I could write my own post about it but I find that using JJ's write up from JJ's Wargame is the best way to learn about it.  He has already written extensively about it so to learn more go here......http://jjwargames.blogspot.com/2014/01/carnage-glory-ii-whats-it-all-about-then.html

Side Note: JJ's Wargame is in itself amazing and is my inspiration when painting and wargaming.

My next post, to follow very shortly will outline the premise and structure of my campaign....


Saturday, September 6, 2014

1st Kernstown Table/Board


I have completed 90% of the Valley Army under Thomas J Jackson in  March 1862.

As I've stated before I use Carnage and Glory II as my rules.   I find them very good and it punish the person who uses poor tactics while factoring in ammo, terrain, weather, morale, etc. at the same time.

I have run two solo 1st Kernstown games.  The table I used was 6x5, and to be honest it was just too big.  It took forever to move troops.  With this in mind I am taking a page out of the guys who put together the Alter of Freedom rule/website.  My board will be significantly smaller.  Just in putting things together as a template it looks much better, although it feels strange with such a small board.  I posted a pic at the end.

In both my 1st Kernstown games the Confederates suffered 24% and 20% casualties while the Federals suffered 7% and 3% respectively.  The first time I used 1 inch equals 50 yards.  Although this worked ok for faster movement it didn't really seem to fit 6mm.  I use 1 inch equals 50 yards for 18mm.  So I redid my measuring sticks (C and G have specific rulers - they are cool) to 1 inch equals 150 yards (taken from the Alter of Freedom guys).  This worked better but made the 6x5 board way too big.

As for casualties, the Confederates have a mixture of good and bad rifles, so do the Federals but that Federal artillery just eats Confederates for breakfast, lunch and dinner.  Its murderous.  The first solo game saw the Confederates get eaten up in a head on assault towards Prichards Hill.  The second solo game saw two enveloping attacks which resulted with the Federals occupying good defensive ground in woods on their right flank with Kimball's troops.  Given this position the Confederate attack against these forces in the woods caused three of the five regiments of Garnett's command to rout after serious casualties.  The Confederate right flank pushed hard into Sullivan and was supported by guns but could not break the Federals.  Now would have been the time to launch the reserves at Prichards hill and drive the Federal guns off, but with the Stonewall brigade unable to keep the Federals occupied on the Confederate left it would have not been a good move.  Also at that time word came that Tyler had arrived with his command and was somewhere nearby.  So the Confederates withdrew....and there were 20% casualties to contend with.

Typically I play the C and G Napoleonic rules.  This is my second time with the ACW rules.  I have to say that the rifles of the ACW period are bloody murderous!  Closing on your enemy is a death sentence in many cases, and if you happen to have a unit that has to get within 200 yards of an opponent to fire at long range, and the opponents optimal range is 300  plus yards, say goodbye to your unit because it will not survive long enough to get more than one volley off.

I can see why R.E. Lee used woods to neutralize Federal superiority; why old soldiers went prone and did their fire fight instead of "charge valiantly", and why it is critical in C and G to use tactics.  Fall back, regroup, send i skirmishers, but don't just march in to the fire.

I did not send in a unit or two as skirmishers for the Confederates but i know now that my habit of using them when playing the Napoleonic rules for C and G will stay in place.

Lastly, I am posting a picture of the board I am making for 1st Kernstown.  This styrofoam board consists of three parts and use some recycled pieces I obtained from when we bought cabinet and it was surrounded by styrofoam. (My wife thinks I'm nuts)  Although white styrofoam, and I know it is not the best, its cheap and serves as my first official battlefield board.  It comes in three parts.  It is a total of 2 feet 7 inches by four feet 10 inches.  It'll work.

I have mapped out my hills, roads and water course and carved out the water course.  I vacuumed up those white little puffs after carving out the water water course with a dermal tool.  I will probably use the water down pvc glue - paper towel - pvc glue method.  I will post pictures as I go.  

You see the board as the Confederate player.  Prichard's hill is in the center.  Roads are drawn in, water curse is carved out.  I will probably use cork board for the hills but I am kicking around another method I saw the Alter of Freedom boys show recently.  Probably cork board though since its my first attempt.

If this works I believe this will be my new method of playing, and I will eventually buy 6mm NAPs and Great War figures from Baccus (via Scale Creep Miniatures) and continue this battle board process.