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).