The ACW campaign commences. As with my Napoleonic campaign, I am using the Warplan 5/5 system but with railways added. Refer to my first blog which provides an introduction together with the first map moves.
To recap:
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The lead cavalry elements of the Union army has advanced north to scout the Confederate positions. Several Confederate cavalry units have fallen back in the face of a more numerous enemy. A couple of Confederate cavalry regiments though took the opportunity to engage the Union forces with the intention of giving them a bloody nose. To the right, Phillips with his cavalry legion based at Rorketon is one such and his location becomes the scene for the first action of the campaign. |
Continued -
I have yet to find skirmish rules that I am happy with for the ACW at this level. I will therefore be using Guns at Gettysburg but with my own modifications to shooting and melee, making them more detailed. Basically, each figure rolls one dice to hit with adjustments for troop quality, the weapon fired/used, and circumstances at the time.
Command is scaled down with the regimental commander issuing orders rather than the brigade commander. Each squadron acts as a unit in its own right.
Skirmish at Rorketon
Figures used - Baccus 6mm
Table Size - 3' x 3'.
Rules - Modified Guns at Gettysburg
Orders of Battle:
Confederate
Phillips Cavalry Legion - 24 figures in 2 squadrons
Elite, 2 pistols, shotguns
Union
12th Illinois Cavalry - 48 figures in 4 squadrons
Veterans, 1 pistol, Breech loading carbines.
Terrain - Village of Rorketon, Railway station and goods yard, smooth grassy hills, firm heathland.
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Overview at start. Union cavalry advancing along valley floor in two columns towards Rorketon. The Rebel cavalry has dismounted with one squadron each positioned on the reverse slopes either side of the valley. |
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Rorketon |
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Rorketon |
Turn 1 |
The Union commander looks on incredulously. A rapid rethinking of his plans will be required!. |
Turn 3 |
One Union squadron is ordered to dismount and engage with the Confederates on the west hill only to observe them quickly retiring to mount up (in foreground of photo). With the Union squadron on the right recovering from falter, it just leaves one squadron able to respond (middle of photo). They are formed into line formation and ordered to engage the Rebels on west hill.
With the Union commander focussing on the west hill it leaves the other Confederate squadron on east hill free to mount up and is now being lead by their commander across the ridgeline (top left). |
Turn 4 |
Command failures bedevil the Union troops with the squadron on the right the only one to respond successfully to a change of orders. I remounts ready to attack the west hill Confederates. One squadron reaches the summit of west hill and promptly halts ignoring orders to attack. The Confederates on the other hand, pass all their command tests with ease. |
Turn 5 |
Another turn and yet more Union command failures. The Union commander joins the squadron in the middle of the photo intending to charge the Confederates, only to roll a double '1' command test! This translates to a command blunder causing the squadron to go onto hold orders.
The Confederate squadron has no such problems and charges the Union unit. Their commander attempts to counter-charge only to see his squadron falter as the Confederates charge home. They were fortunate to have lost only 3 figures, inflicting 2 in return, which pushes them back with the Confederates pursuing maintaining contact.
At the top of the photo, the Union squadron had been ordered to change its target to that of the 2nd Confederate squadron now moving across the valley floor. |
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The Union squadron on the top of west hill appeared to be totally confused! It remained there looking on at developments. |
Turn 6 |
The melee across the rail tracks continues with the following up Confederates winning again, killing 3 more while losing 2. Crucially for the Union troopers, their commander receives a light wound and retires to receive treatment. Having lost half their number, the Union squadron fails its morale test and flees the field. |
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The Confederate squadron lead by their commander off east hill charged the Union squadron that had been diverted to intercept them. The Union troopers counter-charge but are overwhelmed by the ferocity of the Rebel charge. Although managing to inflict 4 casualties on the Confederates, the Union lose an incredible 6, half their number! This proves devastating to their morale and they too flee the field. |
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The last of the Union squadrons finally passes its command test and swings around the west hill to intercept the Confederates (middle right) only to see their comrades fleeing the field. Given how easy it proved to be for the Confederates to destroy most of the regiment, this last squadron decided it was time to vacate the field.
The quick but brutal skirmish at Rorketon was brought to an end with an unlikely Confederate victory. |
The final butchers bill, the Union lost 16 troopers to the Confederate 5.
NEXT: Cavalry Skirmish at Isserlohn
A very different action, that I could see going different ways .... depending on the dice of course :-)
ReplyDeleteNot the result I originally expected! Yes the dice were certainly fickle, or was it an inspired performance by the Confederate commander and his troopers? The dice seemed to think so.
DeleteWell, I thought the Union troops would have the upper hand due to numbers, but 'twas not to be. Certainly the die Gods did not favour them this game! It felt like some of the early years where the Confederate cavalry consistently got the better of the Union cavalry, until a major shake up gave them parity.
ReplyDeleteAs for rules, which are of course very subjective, I think Rebels & Patriots would work well for this level of action and I've also had good games with Black Powder II with minimal numbers of units.
As always the game a visual treat and the captions to the photos make it easy to follow what happened.
Many thanks for that Steve and also the rules recommendations. I will look up Rebels and Patriots. The next game in this campaign is another cavalry skirmish but almost twice the size. Am considering simply using Guns at Gettysburg as is and seeing how it handles a large skirmish game.
DeleteSkirmishes are not normally my thing but useful for adding flavour to a campaign.
That was fun to see the ACW cavalry the star players of the game (well, OK, the only players) for once... at least for the Confederates!
ReplyDeleteMany thanks Peter. Yes, does make a change.
DeleteHi Jon -
ReplyDeleteIf it is one thing I have learned over the wargaming years, that small actions are always chancy! Just one or two die rolls can determine the outcome, whatever the results that follow. The action seemed to hinge upon a single devastating volley that at once reduced the odds in something more manageable for the nominally weaker side.
Such events can make a campaign very inyeresting!
Cheers,
Ion
I think it was because it was so unexpected, it was nice to see the underdogs win so comprehensively. As you say Ion, skirmishes can quickly turn on a dice roll.
DeleteAll the best
Jon