There are a number of new rule
items that need to be worked out. The first will demonstrate standard battle
map movement and the transfer of units to the game board, the next the command capabilities
of the opposing generals and how that can influence deployment and lastly the
handling of some anomalies to create a simple historical scenario.
The battle map
The battle map displays
the minimum amount of information that would facilitate or hinder movement and each
square can indicate if the terrain is arable, hilly, forest, steppe or tropical;
these being the most likely encountered in
the Western theatre of 1861. Each square on the map represents approximately
one square mile, which is the size of the game board.
Map movement is similar to
the basic DBA game, an army commander leading several divisions or corps, casts
one die to allow these to move from square to square, initiate an attack or to
withdraw from the game board and return to the battle map. The smallest
maneuvering unit on the map is represented by the division, comprised of
infantry and during the early war were often supported by artillery and
cavalry.
Infantry divisions move
one square, cavalry and river craft two. Simple counters can be made to
represent the various divisions and there should be some form of record time
and note the number and type of elements under each command.
Test One
Game starts at 08.00 hrs. as the Missouri State Guard (MSG) fine Federal
troops deployed north of the Double Trouble Creek. MSG “divisions” move out of March
column and deploy along the ridge line.
This skirmish lasted about
two and a half hours or 10 bounds. Missouri Volunteer cavalry were able to threaten
the flanks of the Federal line forcing them to break off combat and withdraw
behind Double Trouble Creek. Artillery and small arms fire delivered no
casualties but the effect did delay the Rebel line.
Subsequent contact:
After two hours of steady
marching, the Missouri troops found Federal troops lining the opposite bank of
Dry Fork Creek, time 12.00 hrs. The Governor and General Price gather for a
short briefing while the “divisions” deploy in the same manner as they did
earlier in the day.
With the exception of the
tree lined creek, the field was one vast undulating prairie area. With no
terrain to mask their advance, the field became a killing ground as Federal
rifles out-ranged the muskets of the Missouri troops. After as hour of steady
volleys, three units of volunteers were eliminated for the loss of one Federal
skirmish unit.
Infantry and cavalry were
now crossing up and down the creek. Again, the Federal troops were forced to
withdraw or become encircled.
Yet another skirmish.
By 16.00 hrs. Federal
troops deployed behind Bear Branch Creek which is deep and fordable only where
the Lamar-Carthage road intersects, General Sigel’s plan hopefully would delay
the rebels long enough so as to be across Spring River and in Carthage by
sunset.
Luck was in a Blue mood
this time and in three bounds, Missouri volunteers were recoiling from the
brisk volley fire laid down. Even rebel artillery felt it prudent to withdraw.
In that brief respite, the Federal artillery could now concentrate on the
infantry and duly leveled a unit of rebels. By 17.00 hrs, the Missouri troops
demoralized but not beaten would only be able to shadow the Federal troops to
Carthage, leaving the Federal troops to cross Spring River unmolested.
Evaluation:
Note:
In this test, MSG units
kept unit or division integrity. This would serve as the largest group units
could maneuver in. From the photo you will note the four divisions, from right
to left Clark, Slack, Parsons and Rains respectively.
This worked well to
simulate the lack of training among the Missouri State Guard units as more pips
were needed to bring about a united effort. To simulate the lack of training
and the quantity of muskets (many flintlocks) the volunteers used Auxilia
factors of 3 and could not count as support for the shooting phase.
A further test will
address the influence of command characteristics on battle map movement, deployment
and control during battle.
Cheers,
Cheers,
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