Showing posts with label McDowell. Show all posts
Showing posts with label McDowell. Show all posts

Tuesday, 25 November 2014

Battle of McDowell - turns 5-7

Ian has allowed me to write up the last few turns, as the game swiftly turned into a Confederate victory! Any set of ACW rules worth it's salt must surely favour the static defence in a firefight - and in this case the Federals (under time pressure to gain ground) were expending command points on movement and recovery while the Rebs tactical order sheets simply read 'load - fire - load - fire' with results familiar to wargamers everywhere !

The scenario required Union forces to control this hill by 4:30pm - quite a tall order.
The 12th Georgia had been forced back to the base of Sitlingtons Hill, but despite losing 4 stands out of their original 14 and spending most of the battle either disordered or with wavering morale - they didn't break ! Over their heads the 25th and 44th Virginia blazed away at the enemy without let up.

'Man Of The Match' award - The 12th Georgia shrug off massive losses and rollercoaster morale !
But then, over on the Staunton Turnpike, the cracks began to appear in Milroy's brigade. Rebel skirmishers worked their way up the wooded slope on the Union left flank and took out the undefended two gun section of the 12th Ohio artillery. These had been the only guns in action, and despite minimal strength had taken their toll on the Confederate line.

Reb skirmishers get in close and drive the gunners away.
The Yankee 3rd West Virginia, positioned astride the turnpike below the guns, had been trading volleys with the veteran Rebel 31st Virginia since the engagement began. Ian sensed they were about to give up the ghost and diverted the 32nd Ohio, his only uncommitted regiment, to go to their rescue - but it was too late.

Milroy personally urges the rather 'green' 32nd Ohio towards the shaky flank ......

...... but it's all over before they get there! The West Virginia boys rout (I know the flag is wrong!)
On the opposite side of the battlefield the 75th Ohio had been edging forward hoping to turn the Confederate flank, but as they closed the distance the withering fire from the hilltop sent them skedaddling as well.

A second rout on the other flank - the fleeing men of the 75th Ohio.
Our standard victory conditions kicked in at this point. Coupled with overall losses, the two broken Union regiments gave the Confederates a VP total of 11 while the Yankees could only muster 5. Game over in conclusive style!

Schenck's brigade unused at McDowell.
Each game turn is ten minutes of real time and is subdivided into six phases. Command points based on the quality of each regiment's colonel are then calculated and used to purchase actions which can be inserted into the phase grid as required. Players declare their actions phase by phase - fire too early in a turn and your target may not be close enough yet! Stop to restore order and the enemy may get in an additional volley. Absorbing levels of micro-management make these games great fun to play, although visually they may not be particularly dramatic! And still no bayonet charge !




Sunday, 5 October 2014

Battle of McDowell – turns 1-4

As our forces were already quite close together at the start of the game it was no surprise that the opposing skirmish lines were soon popping away at each other trying to get control of the ground between the main battle-lines. I had a fair bit of success in the initial phase of firing but Dave eventually found a dice that would give him enough sixes to gain the upper hand and it was my skirmishers who gave ground.

The Union skirmishers push forward eagerly!

The 75th Ohio cross the Bull Pasture River.

Men of Schenk's Brigade wait in reserve at McDowell.

The 31st Virgina deployed ready to contest any advance by the enemy along the Staunton Turnpike.

 General Schenk's HQ at McDowell.

I realised that there wasn’t going to be much room for tactical finesse in this scenario, my men had to push forward quickly and try to overwhelm the enemy line if I was to get any units onto Sitlington’s Hill and win the game. To that end I pushed the 82nd and 32nd Ohio straight at Dave’s 12th Georgia who had advanced slightly from the base of the hill and now looked to be in an exposed position. This negated the advantage I had in rifle range over the musket armed 12th Georgia but my men were soon deployed in supported line and concentrating their fire on the Rebels.

The Union battle-line advances towards Sitlington's Hill.

 The Rebs stand ready to resist the attack.

Dave wisely chose to withdraw the 12th Georgia just as I issued the 82nd Ohio with charge orders (we may have to wait for another game to test the melee rules properly) and they fell back again to the base of Sitlington’s Hill. We had decided to designate the hill as a ‘steep hill’ (in some accounts it is described as a mountain) and this meant that Dave could deploy the 25th Virginia in line along the crest and fire over the heads of the Georgia boys below. This of course effectively doubled the weight of fire the Confederates could throw at my line.

The 12th Georgia retire as my Ohio boys push forward!

The 25th Virginia deploy into single line along the crest of Sitlington's Hill.

Our playing session finished at the end of turn 4 and we were both surprised at just how much action had taken place. On the face of it a few units slugging away at each other in line should be quite boring as a game but somehow the tactical detail of the rules are making for yet another gripping little fight. So far the VP totals are low – 2VP’s to the Confederates and 1VP to the Union – but it will probably change fast when we resume play.

The situation at the end of Turn 4 (click on the image to zoom in).

Monday, 29 September 2014

Battle of McDowell

Battle of McDowell – 15mm ACW Scenario
May 8th 1862, 3.00pm – 4.30pm (9 turns)

Following his defeat at Kernstown, Jackson takes his command down the valley in an effort to destroy the Union forces advancing from West Virginia. On the morning of May 8th he comes up against Milroy’s brigade barring his way across the Bull Pasture River and orders his men to occupy Sitlington’s Hill.

Meanwhile Schenk arrives at McDowell with his own brigade and being senior to Milroy takes command. Concerned that the Rebels may try to place guns on the hill that would dominate the river crossing, Schenk and Milroy agree to launch a spoiler attack. In reality Jackson decides that it is impractical to place any artillery on the hill and his guns are left in the rear.

The action starts at 3.00pm as Milroy personally leads the Union forces in an attack on Sitlington’s Hill. The Union player must achieve a victory by 4.30pm or the Confederates will receive substantial reinforcements and the game will end in a Rebel victory.

 Initial deployment of the forces - click on the image to zoom in.

Order of Battle

Union Forces
Milroy’s Brigade
3rd West Virginia – Thompson (8)
82nd Ohio – Cantwell (12)
32nd Ohio – Swinny (10)
25th Ohio – Richardson (12)
75th Ohio – McLean (8)
12th Ohio artillery (2 guns)

Schenk’s Brigade (all units in fixed positions)
55th Ohio
73rd Ohio
1st Ohio artillery (5 guns)

Confederate forces
Stonewall Jackson
Gen Johnson (Conner’s Brigade, Army of the North-West)
12th Georgia – Hawkins (14)
31st Virginia – Jackson (10)
25th Virginia – Smith (10)
44th Virginia – Cobb (12)

(number of stands in brackets)

Victory Conditions
Sitlington’s Hill – 2VP’s are awarded for each unbroken Union regiment on the hill (all stands must be on the hill to qualify).
2VP's for each enemy unit routed.
2VP’s for each enemy brigadier killed
1VP for each enemy stand removed.
The first player to amass 10 VP's wins the game. If there is no clear winner by the end of Turn 9 the game ends in a Confederate victory.

Troop Experience Levels
Each player secretly rolls a D6 for each regiment at the start of the game and allocates experience levels as follows:
Confederates: 1,2,3,4, = hardened, 5,6 = veteran
Union: 1,2 = green, 3,4,5,6 = hardened

Leader Ratings
These are diced for by both sides as follows:
1 = poor (Confederate = unpredictable) 2,3 = unpredictable 4,5 = dependable 6 = bold

Special Rules
1. The 12th Georgia are armed with smoothbore muskets – normal firing rules apply but they are restricted to a maximum range of 200yds.
2. The Union artillery and infantry on and around Cemetery Hill and are tasked with defending the river crossings and may not move.
3. Milroy led the Union attack in person – to represent his exposure to danger Milroy must be attached to a unit at all times (he can change between units and can still exercise normal command of the whole brigade. If the brigade he is attached to is broken and he fails to rally it his command figure becomes a casualty).