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100% found this document useful (6 votes)
885 views38 pages

ACW Gamer 2

Uploaded by

Bubba Tattoo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Winter 2014

ACW Gamer
The Ezine

Wargaming the War Between the States in Miniature


ACW Gamer The Ezine
Winter 2014
Introduction to Issue 2 2 Scenario: The Morning After 26

Review: Trident Miniatures’ “Nation Battle Report: Return to 29


Divided” 40mm ACW Range 3 Castleman’s Ferry, Part 1:


Battle Report: Crossroads at 12 Review: Infantry Flags, 35
Seven Pines Longstreet’s Corps,
Gettysburg 1863
Weapons: Weird Weapons 20
of the Civil War

Above: An iconic battlefield in 6mm. Cover Photo by Lord Ashram


Photo by Greg Wagman
(6mmacw.com) Lord Ashram’s House of War
Welcome to the Second Issue
of ACW Gamer, the Ezine!
The Electronic Magazine dedicated to wargaming the American Civil War on the tabletop.

Welcome to the second issue of ACW Gamer. I am proud to say that the
Ezine has been well received and we now have subscribers in France, the UK,
Italy and Australia.

We have some new contributors this issue as well as some returning ones.
Additionally, more gamers have offered to share pictures of their figures with
us, and as you can guess, I love photos of great figures and nice terrain.

I continue to try to explore the possibilities of the electronic magazine. This


issue tests the ability to link directly from the PDF to the internet, meaning
that ‘clicking’ on a blue underlined link should take you a website based on
the address. Similarly, clicking on an email address should open your default
The official miniature of ACW Gamer
email program and create a new email message for you.
presented to contributors -
Sculpted by Chris Hughes of Sash and
As always, my ultimate goal is to create an Ezine that you enjoy and that will
Saber Casting, Photo by Bill Gilson
maybe help you pass the hours on your commuter train or even bring to your
local club. Feel free to send me suggestions of articles you would like to see and improvements which will make
your reading more enjoyable.

This issue you will also see a review of Potomac Publications’ Infantry Flags, Longstreet’s Corps, Army of North-
ern Virginia, Gettysburg 1863. I am pleased to be able to review this publication for you as the gentlemen at
Potomac Publications mentioned that other magazines were not interested in reviewing a PDF only publication.
As you can guess, a PDF publication is like a kindred spirit to this Ezine!

Potomac Publications was kind enough to send a voucher for a digital download from Wargame Vault for a free
copy of the book. New subscribers in December 2013 were entered into a drawing for this voucher and our win-
ner, Mr. DP (name withheld for privacy) of California has been sent his voucher!

Before I close, I would like to thank Greg Wagman, author of the Cross Roads at Seven Pines article for his much
appreciated advice on graphic design. I would also like to thank my new friends at Cigar Box Battle for their
support of this ezine. CigarBoxBattle.com

Stephen M. Huckaby
[email protected]

ACW Gamer Issue 2 Winter 2014 Page 2


Review

Trident Designs’
“A Nation Divided”
Miniature Range

A review of Trident Designs’ 40mm


ACW range

Doug Carroccio, owner of Miniature Service Center, sent


some of Trident Designs’ “A Nation Divided” 40mm ACW
miniature range to share with our readers, and I have to be
honest, my first thought when I opened the box, was “WOW”.

40mm continues to grow as a wargaming scale and Trident Designs is helping blaze the way for this growth. Trident
Designs, previously known for their 40mm medieval figures and their “Battle Road” AWI (American War of Independence)
miniature range, now enter the ACW fray with over 160 different figures designed by Sean Judd.

The current line consists of Confederate infantry in shell jackets, Confederate infantry in frock coats, Union infantry in
sack coats, Union infantry in frock coats (for use as Union or Confederates) and Berdan’s sharpshooters. The range also in-
cludes three personality figures: General “Stonewall” Jackson (mounted), General Beauregard (mounted) and Colonel Joshua
Chamberlain. Some extras are available for purchase including extra heads and rifles.

Most poses are offered in a choice of light kit, with blanket roll or backpack. Several poses are offered for the infantry
including loading and firing, marching and advancing. Trident Designs offers figures appropriate for a firing line, skirmish-
ing, marching figures, figures advancing under heavy fire, and finally figures charging full out. Casualties are also offered in
falling, lying wounded or lying dead poses. Pictures of all the figures are available on The Miniature Service Center website.

Trident Designs uses a metal alloy to cast their figures. The figures are cast with separate heads. Many of the samples I
received also had rifles and the hands cast separately (presumably for production purposes.) Some figures have other sepa-
rately cast details such as scabbards for officers. Some extras are available for purchase including extra heads and rifles.

Customers specify which heads they want with their figures when ordering. These head options are pretty comprehensive
including, as you might expect, kepis, slouch hats and bear or bandaged heads. Other options offered are straw hats, forage
caps and “puff ball”(M1839 forge) hats . Confederate Officers heads are offered in kepi’s, slouch hats and straw hats. Ad-
ditionally, other head options such as the kepis with bucktails, hardee hats (full dress and unpinned) and negro heads al-
low gamers to create favorite regiments such as Pennsylvania’s famous Bucktails, the Iron Brigade or United States Colored
Troops.

ACW Gamer Issue 2 Winter 2014 Page 3


Review
The Samples
Before we look at the individual samples provide by The Miniature Service Center, let’s look at characteristics common to
all the samples provided for review.
The figures remind me more of the 54mm figures painted by model sol-
dier collectors than their 28mm cousins. By which I am mean the figures
appear more anatomically proportional than many wargaming miniatures.
This proportionality might surprise a gamer used to painting ‘epic’ scale
miniatures. For example, I noticed the cartridge box plates take up less
space on these 40mm figures than they do on my 28mm Civil War figures.
This ‘exaggeration’ is less necessary in 40mm than it is 28mm.

Uniforms are all nicely sculpted with seams and cuff seams visible on
the figures. The rifles appear proportional to the figures which makes
them quite slender, but the rifles and bayonets appear robust enough for
table top use (maybe not ABUSIVE table top use). Some of the rifles even
have an indent in the muzzle of the weapon. The rifle bands, rammers,
hammers, and slings are easily discernible

Some drilling
might be neces-
sary to fit some
parts, such as the separate hands and some of the heads. Overall, it
appears that the sculptor kept assembly of the figures in mind when
he designed them. Almost all of the figures were free of flash and
few had mold lines. A few minutes with a needle file should ready
these figures for priming.

Trident Designs 40mm figure next to an Old Glory 28mm


figure.

Figures have been assembled using super glue and then


washed for photographing.

ACW Gamer Issue 2 Winter 2014 Page 4


Review
Confederate figures are listed as CS codes and Union figures are listed as US codes.

CS 38- Advancing, holding rifle at side, other hand on canteen.

This figure is depicted advanc-


ing in a convincing style. His shell
jacket is modeled open which was
common on campaign to allow
air to flow into the jacket and cool
the soldier. The buttons are flat
and large, which would allow the
painter to paint them brass or even
wood.

The provided head is convincingly


wearing a slouch hat. The slouch hat
has some flash but can be quickly rec-
tified. The face has a good 19th centu-
ry feel and the brogans are well sculpt-
ed. The base is sculpted as textured.

CS 50- Standing Officer waving hat in air, pistol in other hand.

This figure represents a Confederate infantry officer leading his men forward on foot. This is an outstanding figure which
portrays what a Civil War infantry officer might have looked like on campaign. This officer is wearing shoes versus boots,
his frock coat is worn open and he has a slouch hat in his hand. The cuffs on the
frock coat are visible and the trousers have
a convincing loose cut - even a watch fob is
visible on the figure.

The revolver is well sculpted and is obvi-


ously one of the Civil War era pistol. The
figure is wearing an officer type sword belt
and the hat, pistol, sheathed sword and head
are all cast separately. The head provided
with this figure is full of character. The base
is sculpted as textured.

ACW Gamer Issue 2 Winter 2014 Page 5


Review
CS 61- Charging, left leg bent, rifle level

Another advancing Confederate in shell jacket, this time


charging with rifle level, and bayonet fixed. The figure is con-
vincingly sculpted moving at a high rate of speed but without
looking comical. The neck on the provided head is actually cast
at an angle which makes it easier to affix to the figure whose torso
is leaning forward. The head is wearing a ‘bee hive’ type slouch
and the 40mm scale allows a thin enough brim make this hat
look authentic.

This figure does not have a cartridge box plate on the car-
tridge box which is befitting a Confederate given their supply
issues. The flap on the cap pouch is even visible , includ-
ing the tongue that latches the pouch shut. Base is textured
around the edges. This figure is one of my favorites and highly
useful for skirmishing on the table top.

US 4- Standing firing, legs together

Standing and firing, this miniature would work well in the firing
line or skirmishing. The figure is wearing a sack coat with well de-
fined buttons which should aid with painting. The buttons on the
haversack are also clearly visible. The “US” can be read on the belt
buckle and the cartridge box plate. The sheathed bayonet is sculpt-
ed with the socket clearly visible. This soldier is carrying a wooden
canteen, unusual for a Union miniature but it is well sculpted and
the side slates are inscribed in a way that will allow shading. The
head provided is wearing a kepi and the buttons are visible (which
I appreciate as the brass offsets some of overall dark look of Union
miniatures.) Some experimenting with the head will allow you to
model the figure sighting down the rifle. The base is sculpted as
textured.

ACW Gamer Issue 2 Winter 2014 Page 6


Review
US 24- Standing, ramming ball with back-
pack

Another figure that would work in a fir-


ing line or skirmishing. Uniform details
are on pare with the previous Union codes.
The head could be affixed to have the figure
facing forward, or looking to the side. The
backpack well detailed and is obviously a
Union type backpack with the blanket on
top. The rolls in the blanket will allow shad-
ing and highlighting. The base is sculpted as
textured.

US 30- Standing, rifle at high port with blanket roll

Standing with his rifle at high port, this figure would probably best in the
firing line. Like the last figure this figure is also wearing a sack coat with
well defined buttons. Again the “US” can be read on the belt buckle and the
cartridge box plate. This soldier is carrying a ‘bull’s eye’ style canteen and
the concentric rings can be
made out. The head pro-
vided is wearing a slouch
hat with a well defined
crown and hat cords.

Many Union soldiers in


the Eastern Theater wore
slouch hats but the inclu-
sion of this head speaks to
the ability to create Union
soldiers for the Western
Theater (the blanket roll
adding to that look). The
head fits best facing for-
ward, but with some adjustments, the head could be fixed to be looking to
the side, as if the figure is preparing to take a shot as part of a firing line.
The base is sculpted as textured.

ACW Gamer Issue 2 Winter 2014 Page 7


Review
US 39- Advancing bent over, rifle on shoulder with blanket roll

A another action pose, this figure is moving as if he is trying to cross


open ground quickly. The figure looks as if he is shifting his weight to his
left leg as he raises his right leg. The rifle is not shouldered or at the shift
position but is thrown over the left shoulder as if the figure is more focused
on moving quickly than proper drill and ceremony. This figure was pro-
vided with a head wearing a slouch hat with a hat band. The fact that the
figure invokes the image of a harden Union soldier advancing against the
trenches at Kennesaw Mountain or crossing Peach Tree Creek.

The rifle and right hand are cast separately. I would have preferred that
the right sleeve be more drilled out but your trusty Dremel or pin vice
should resolve any difficulties you might have.

US 211 - Officer, pointing with hand, holding pistol in the other

This is the first of the Berdan’s Sharpshooters that we will be re-


viewing. Given that many wargamers will play skirmish games
with this scale of figure, this seems to be an appropriate offering
from Trident Designs. This officer figure is wearing the Prussian
style fur covered knapsack the unit adopted. The knapsack is an
unusual, but welcomed feature for an officer miniature (officers
have stuff too!). The fur is well textured and even the buckles on
the blanket straps have been sculpted. This officer is not wearing
boots but brogans, which was often the case for officers on cam-
paign due to their suitability for marching long distances. Other
officer specific details include rank shoulder boards , the square
belt buckle and sash. The piping on his cuffs is also raised for easy
painting. The officer is wearing a leather officer style haversack
with the stamped decorative design etched onto the figure (impres-
sive).

ACW Gamer Issue 2 Winter 2014 Page 8


Review
The hand with revolver is the same as the one for CS30. I do wish that the
sculptor had put a more substantial ‘plug’ on the hand since this figure’s arm
is angled down, but if you have any concerns about the joint’s durability, you
can pin the joint. Again, the sheathed sword is sculpted separately and there a
hole on the side of the figure for the peg to assist you in affixing it.

The head provided is wearing a kepi and is sporting some very period ‘mut-
ton chops.’ The kepi is unadorned. The base of this figure is not textured but
is substantial enough for the figure to stand on its own.

US 225 – Advancing holding rifle in both hands, crouched down

An enlisted member of Berdan’s sharpshooters, this figure is ide-


al for skirmish gaming. The head provide with this figure is wear-
ing a forage hat which should look very nice painted up in Berdan
green. The rolled blanket on top of the Prussian knapsack is su-
perb, and will make painting it easy. The knapsack is as well done
as the knapsack on the officer figures. The gaiters on this figure are
well rendered - especially the buckles. The gaiters give the figure a
smart appearance. Cuff trim and buttons are well done. The figure
is wearing
a different
cartridge box
than the other
Union figures
(I cannot
identify the box by model number but I do recognize it) and even the
side walls of the box are visible. The cartridge box shoulder strap plate
is also well inscribed.

The figure is carrying the Sharps New Model 1859, single shot percus-
sion breech-loading rifle (the weapon that makes the Berdan’s partic-
ularly nasty to deal with on the wargame table). Rifle bands, hammer,
cocking lever and front sight are all visible and it’s these features that
make these 40mm figures so enduring. The rifleman is also armed with
a sheathed sword type bayonet.

ACW Gamer Issue 2 Winter 2014 Page 9


Review
US 228 – Kneeling firing rifle with scope, leaning it
on a tree stump:

This is the first figure I saw when opening the pack-


age and elicited the ‘wow’ response. A further exam-
ination of this figure reveals how impressive it actually
is. This figure is armed with a “match” rifle with an
octagonal barrel with tube sight. The rifle is very well
sculpted and makes this figure a prize. Like the other
sharpshooters, this figure is wearing the trademark
Prussian style fur covered knapsack and gaiters. The
gaiters are again well sculpted. This figure came with
a head wearing a kepi wearing a bucktail; however, the
bucktail can be painted as an ostrich feather which the
sharpshooters were known to wear. The base of this
figure is not textured but is substantial enough for the
figure to stand on its own.

The figure comes with a tree stump for the figure to


rest his rifle on as he sights in his target. A groove is sculpted in the top of the stump for the rifle and the figure’s base meets
up with the base of the tree stump nicely. The stump is well sculpted, hefty, and provides plenty of texture for washes and
highlights.

Summary
In conclusion, these are excellent figures and this range is certainly comprehensive enough for a gamer get started in 40mm
gaming (at least at the skirmish level because cannons have not been offered yet.) I like the realism of these poses and the at-
tention to detail that went into the design. If you are not planning on 40mm gaming, then you might want to consider these
for diorama or display purposes.

Trident Designs has big plans for their ACW line. Future figures will include more figures in the frock coats, along with
Texas hats and Kepis so you can create Hood’s Texas Brigade. Artillery and cavalry are planned for both sides; including
some unique cavalry such as New Jersery cavalry, Rush’s Lancers, and Virginia Cavalry.

ACW Gamer Issue 2 Winter 2014 Page 10


Review
Trident Designs also plans to add Zouaves with both baggy and straight trousers, fez and turban heads. Gamers can also
expect many more personalities, civilians, and various mounted officers and specialty packs. Even unusual figures such as
early war militia troops in shakos and bearskins are on the drawing board.

Price
When considering price, remember that number of figures you need will be decided by the scale you plan on gaming at;
for example, a 10 figure Brother Against Brother squad versus a 24 figure Johnny Reb regiment. Given the size of these fig-
ures, most gamers will probably game smaller battles or skirmishes, meaning you will not have to buy as many figures.

Infantry figures cost $3.50 each (US228 is $5.00). This puts Trident Designs ACW figures above Sash and Saber’s 40mm
ACW at $2.90 a figure (based on a 5 figure pack price) but below Perry Miniatures 40mm Napoleonic figures at $6.56 a
piece (by conversion rate for GBP at the time of this writing).

Trident Designs also offer 24 figure infantry battle packs for


$65.00 a pack which makes the cost of the figures $2.70. Most
battles packs include an officer figure, a standard bearers (two in
the case of the Union packs), and a drummer. The Berdans’ packs
have an officer and a bugler, as would be appropriate for a ‘light’
infantry unit like the Berdans.

Nineteen battle packs are are offered by poses and uniform, such
as Confederate infantry firing line in shell jacket or Iron Brigade
advancing in frock coats.

The Miniature Service Center Customers get a 10% discount on


orders over $100.00, or a 15% discount on orders over $250.00.
(This discount does not apply to the battle packs.) US shipping is
$7.00 for all orders under $50.00, and $13.00 for all orders over
$50.00 Orders are shipped priority mail. Overseas orders are charged actual shipping rate, BUT the Miniature Service Cen-
ter pays 50% of the shipping charge, a nice feature for our overseas readers!

www.miniatureservicecenter.com

1386 Portofino Drive


Yuba City, Ca 95993
(530-673-5169)

Email: [email protected]

ACW Gamer Issue 2 Winter 2014 Page 11


Battle Report
Crossroads
at
Seven Pines
By Greg Wagman

Less than ten miles from Richmond, the Battle of Sev-


en Pines, sometimes known as Fair Oaks, was the
high-water mark of McClellan’s Peninsula Campaign.
Fought in 6mm scale using the new Altar of Freedom
grand tactical rules, will this crossroads take a different
course?
The Battle of First Manassas may have started the American
Civil War, but for nearly a full year afterward, no major field bat-
tle occurred in the East. Skirmishes and minor engagements raged
across Virginia, but a decisive battle remained elusive. That changed
on May 31, 1862. The Battle of Seven Pines marked the beginning
of three continuous years of unrelenting war in the East. With the THE TWIN HOUSES: The famous “twin houses” stood watch
hindsight of history, we can also say that Seven Pines offered the Con- over the clearing around Seven Pines, which saw the heaviest
fighting of the battle.
federates a brilliant opportunity to score an even more significant vic-
tory than First Manassas.

We now know that brilliant victory did not come to pass--Seven Pines was historically a tactical draw--but using the new Altar of
Freedom grand tactical rules in epic 6mm scale, it’s possible to revisit this critical crossroads and tempt history with a new outcome.

THE BACKGROUND
In late May 1862, newspapers across the country buzzed with the
very real possibility that the American Civil War could be drawing to a
conclusion. George B. McClellan’s army of 100,000-men stood poised
less than ten miles from Richmond. To some, McClellan’s plodding
advance up the peninsula seemed like a miserable two months; but even
“Little Mac’s” fiercest detractors now had to admit that ultimate victory
was close at hand. Perhaps the methodical Federal crawl toward Rich-
mond would finally pay dividends and force Jefferson Davis to concede
defeat under the weight of overwhelming force.

After retreating so close to the capital, Confederate General Joseph


E. Johnston experienced mounting pressure from two different fronts.
To the east, he faced 100,000 confident Yankees. To the west, he suf-
fered persistent calls from Richmond asking one very pressing question:
When would Johnston stop McClellan’s advance?

GEORGE B. McCLELLAN: Commander of the Federal Although Johnston largely ignored his political superiors through-
Army of the Potomac, but not present during the Battle
of Seven Pines
out the campaign, the question of stopping the enemy had long been
on his mind. For weeks, Johnston felt content to trade space for time,

ACW Gamer Issue 2 Winter 2014 Page 12


Battle Report
falling back on Richmond and husbanding his swelling ranks. By late May,
the Confederate army counted 70,000 men, giving Johnston his best hope for
numerical parity with the Federals. Better still, McClellan committed a po-
tentially fatal error by straddling his the Army of the Potomac on both banks
of the swampy Chickahominy River.

On the night of May 30, 1862, a violent rain storm flooded the river and
washed out several bridge crossings, further isolating the two wings of Mc-
Clellan’s force. If ever there was an opportunity to turn back the Federal
advance, this seemed to be the moment--Johnston pounced. His plan called
for some 50,000 Confederate troops to concentrate against the southern
wing of the Federal army, numbering only 30,000 men. Johnston hoped his
columns would converge from multiple directions, achieving both local bat-
tlefield superiority and the element of surprise.
The grand counter-offensive was scheduled to commence at fight light...
but when the dawn passed without the sound of battle, Johnston grew wor-
ried. Dawn turned to mid-morning. Mid-morning turned to late morning,
but from his command post near the front, still Johnston heard nothing.
JOSEPH E. JOHNSTON: Confederate general and ar- Not until afternoon did the Confederate columns begin navigating their way
chitect of the Seven Pines battle, Johnston fell wounded through the tangled pine forests around Seven Pines. Would the delay prove
in the historical engagement, leading to the appoint-
fatal? Could the attack still succeed?
ment of Robert E. Lee.

Would all of Johnston’s 50,000 men somehow manage to turn up in time?


Might the delay give McClellan time to erect pontoon bridges and unite his army at the last moment?

SEVEN PINES MAP: Historical map of the battle, as seen from the Federal position

ACW Gamer Issue 2 Winter 2014 Page 13


Battle Report
THE GAME SCENARIO

Altar of Freedom is a new set of grand tactical rules for


playing the largest battles of the American Civil War. Players as-
sume the role of army or corps commanders, where the basic ma-
neuver element is an entire infantry brigade. The rules emphasize
command-and-control and coordination of divisions much more
than the micromanagement of combat. In Altar of Freedom, the
Battle of Seven Pines is actually considered a “small,” two-player
scenario. We played the entire two-day scenario in under three
hours. You can learn more about Altar of Freedom at
http://www.6mmacw.com

Every historical scenario in Altar of Freedom defines specific


victory objectives for both armies. At Seven Pines, there
are no geographic objectives of consequence--both armies
are out to break the other by inflicting at least 25% losses
on their opponent.

The scenario map calls for a


6’x4’ table, heavily wooded. The
Chickahominy River is considered
impassible, though temporary
pontoon bridges are available. The
Richmond & York Railroad cuts
through the heart of the battle-
field.

ACW Gamer Issue 2 Winter 2014 Page 14


Battle Report
MAY 31, 1862

The scenario begins at 1:00pm, with


only two of Longstreet’s divisions on the
table.
Our Confederate player wastes no time
driving both divisions directly into action
against the Federal line. This initial attack
already diverges from history by aiming
north of the Seven Pines clearing.
Longstreet’s attack crashes into Keyes’
IV Corps and fighting rages in the dense
woods. The Federal line holds strong for
almost three hours, buying precious time--
but at a grave cost.

DEPLOYMENT: The battlefield


after deployment.

James Longstreet guides his men to the front.

FIRST CONTACT! Longstreet's initial


attack finds the Federals waiting in the
woods.

ACW Gamer Issue 2 Winter 2014 Page 15


Battle Report
By late afternoon, around 4:00pm, Keyes has suffered terrible losses
and Heintzelman orders him to beat a hasty retreat closer to the Chick-
ahominy River. Limited reinforcements trickle into the battle for both
armies, including General Joseph E. Johnston himself. But with daylight
fading and the tangled woods causing delays, both armies struggle to
bring up fresh reserves into the fight. For now, these delays favor Long-
street, who is able to keep up the pressure on the retreating Yankees.

SAMUEL HEINTZELMAN: Served as acting commander on


the battlefield without McClellan present.

NIGHTTIME HEINTZELMAN: Our General Heintzelman maneuvers his divisions.

The first day of battle ends at 7:00 pm, as twilight arrives. Altar of Freedom allows players to adjust deployment during
the nighttime, and both players take advantage of the opportunity to do so. The Federal commander weighs his options, and
seeing the late arrival of Sumner’s II Corps, opts for a major withdraw. Pulling back almost a mile, the Union line contracts
into a wide semi-circle protecting the
Chickahominy pontoon crossings. The
pullback opens up a large gap between
the lines and offers the Federals some
breathing room to recover from their
hideous losses on the first day.

The Confederate player, of course,


cannot pursue during the night, un-
able to see the retreat occurring in the
darkness. Instead, our would-be John-
ston contents himself with re-ordering
his scattered divisions into a new line
of battle. Success on the first day left
the rebel lines disrupted and disjoint-
ed, a situation the Confederate player
remedies overnight. The stage is set
LATE MAY 31: The battle develops in the late
afternoon of the first day. The Chickahominy
River appears to the upper left.

ACW Gamer Issue 2 Winter 2014 Page 16


Battle Report
for the second day of battle, though the Federal ranks swell with the addition of Sumner’s corps from north of the Chicka-
hominy.

JUNE 1, 1862

Johnston appears eager to reopen the battle at 8:00 am on the second day. His line advances forward, only to discov-
er the Yankees well-anchored and ready to receive the attack. There is one potential weakness in Heintzelman’s deploy-
ment--the Federal line is stretched into a wide arc with only one division held in reserve. By attempting to protect both
crossings over the river, Heintzelman may have stretched his ranks too thinly. Johnston is determined to test the possibility.

With Anderson’s division applying pressure on one


end of the Federal line, D.H. Hill’s division spearheads a
major drive into the heart of the Yankee defense. Backed by
multiple batteries, the Confederate attack makes early head-
way. Desperate to prevent a breakthrough, General Erasmus
Keyes rides into the swirl of combat, encouraging his flag-
ging corps to hold long enough for Sumner’s reinforcements
to arrive. The hour is 10:00am when a Confederate bullet
knocks Keyes from his horse, killing him instantly. The wa-
vering remnants of his corps begin to give way.

The death of a corps commander is a disastrous blow


to the Federals, but at this critical moment, they receive help
from an unexpected source--the pine forests. HILL’S ADVANCE: D.H. Hill’s division advances along the railroad.

Johnston and Longstreet are eager to exploit their breakthrough in the center, and Huger’s division is tagged for the as-
signment. But the dense woods slow Huger’s advance, costing valuable time.

The scenario officially ends at noon on June 1, when the historical engagement fizzled to an inconclusive draw. By
the afternoon of June 1, McClellan was ushering heavy
reinforcements from the northern bank of the Chicka-
hominy, closing the window on Johnston’s opportunity
for a decisive victory. Our historical scenario also ends
at 12:00 pm, but with somewhat different results than
the historical version.

AFTER ACTION -- FEDERAL REPORT

I found myself in command of the Union IV Corps


on the wrong side of a swollen Chickahominy, facing the
threat of a large “secesh” force bearing down on me. To
prepare for the inevitable attack, I placed two of my divi-
sions straddling the railroad facing east, with a division
KEYES IS KILLED! General Eramus Keyes is shot dead in the saddle on June in reserve. I knew I must hold until reinforcements from
1, 1862. His courage and unwavering bravery held the Federal line together at a Sedgwick arrived. To do this, I had to protect the river
moment of crisis.
crossings.

ACW Gamer Issue 2 Winter 2014 Page 17


Battle Report
The assault came, as expected, from the east, down
the roads leading toward Fair Oaks Station. They came on
fast and strong and my two divisions up front were immedi-
ately pressed. Towards the
middle of the day, things
went from bad to worse.
After a massive “secesh”
push in the middle and un-
der continuing pressure on
the right, my lines began to
buckle. By shuffling some
fresh troops under the dar-
ing leadership of Keyes, I
was able to stabilize the line
ERASMUS KEYES: Federal IV Corps
SUMNER ARRIVES! Fresh troops cross the river. in a new position around
commander who survived the historical
the crossings. engagement, but died in combat during
The next day brought a renewed attack by the “secesh.” They pressed my lines hard the war-game scenario.
again, but we held. Unfortunately, the bravery of Keyes cost him his life. Our casualties were enormous and it would have
been doubtful that we could have held without the timely arrival of Sumner’s corps. We lost a lot of good men that day, but
we held the crossings and stabilized the line...just.

Had some of the fights gone differently, the “secesh” could have swept down on either side and we would have been
cut off and destroyed piecemeal. I can only attribute our being saved by the hand of God and the bravery of our men. Huz-
zah!

AFTER ACTION -- CONFEDERATE REPORT

It was clear to me from the outset that our best chance--perhaps the only chance--for a decisive victory was to press hard
on May 31. Allowing the battle to slip into the second day would only give McClellan time to reinforce his divided army. My
plan was to throw everything into the fight immediately, without holding a reserve, to force a quick decision.

Almost immediately, the plan went awry. The


thin Federal line delayed Longstreet’s attack for almost
three hours, while my reinforcing columns floundered
in the woods. When the sun set, we had driven the
Yankees back toward the river with much success, but I
knew that nighttime would be a better ally to the ene-
my than to us.

Sure enough, when the sun rose June 1, the en-


emy had withdrawn to a new defensive line, bolstered
by fresh reserves. The flanks seemed well anchored,
so I ordered a full attack, en echelon, to hit the center
of the Yankee line. A breakthrough did occur but was
quickly sealed. We came close to decisive victory but
COMMAND and CONTROL: Altar of Freedom features a unique command
-and-control system, where players secretly bid for priority. fell just short. In hindsight, I am not certain what more

ACW Gamer Issue 2 Winter 2014 Page 18


Battle Report
could have been done on the first day. On the second day, we probably should have attacked on the left instead of the center,
since the Chickahominy would have blocked a Federal rout. But for now, Richmond is secure.

Your Obedient Servant,


Joseph E. Johnston, commanding

JOHNSTON ATTACKS! On the morning of the second day, Johnston presses forward.

CONCLUSION
Historically, Seven Pines ended with roughly equal casualties on both sides--approximately 15% of each side’s available
manpower. Tactically, it had been a draw. Strategically, the blood-letting gave George McClellan pause, encouraging his mis-
guided belief that the Confederate army must have been even larger than his own to risk such a major battle. “Victory has
no charms for me when purchased at such a cost,” he would write after the battle. But the “victory,” as he claimed it, would
prove hollow. Never again did he advance so close to Richmond.

In our war-game, the Federals fared far worse tactically. They endured almost 25% losses, including the death of a
prominent corps commander, as opposed to relatively minor losses in the Confederate army--fewer than 10% casualties. Our
Confederate player flirted with the prospect of decisive success, but fell just short of achieving a brilliant victory. The most
important outcome of the scenario is what did not occur--Johnston survived the game unscathed. Historically, Joseph E.
Johnston suffered a serious wound on June 1st, leading directly to the appointment of Robert E. Lee as his replacement. And
the rest, as they say, is history.

About the Author


Greg Wagman studied history at the University of Notre Dame and is
the author of the grand tactical American Civil War rules Altar of Free-
dom. More information available at http://www.6mmacw.com

ACW Gamer Issue 2 Winter 2014 Page 19


Weapons
Weird Weapons of the American Civil War
By Chris Stoesen

Most wars see some unusual or even bizarre


evolutions in military technology and the Amer-
ican Civil War was no exception. Author and
scenario designer Chris Stoesen looks at some
of these developments and offers some ideas on
how to use them in your games

There were numerous weird weapons that were tried during the
American Civil War, especially in the South. Items such as the
double-barreled cannon, the CSS Hunley (submarine) and a host of
others existed that can be great fun to place into a scenario as a one
off item.

Most of these just did not work or were potentially too hazardous to
be put to use. But how would you use them? That is what article is
all about. While this will focus on mainly the TooFatLardies Ter-
rible Sharp Sword rules, it can be adapted to your favorite rule set
with just a little imagination.

Double-Barreled Cannon - The double-barreled cannon for in-


stance was to fire two balls (one from each barrel) with a chain
between the two that would cut through lines of infantry. The can-
non still exists today and it is in front of city hall in Athens Georgia. Union artillery men prepare to fire a Gatling Gun - Photo and
The weapon was test fired several times with devastating effects. The figures by Wargames Foundry
Confederate ordinance board in Augusta did not agree that it was a (www.wargamesfoundry.com)

good idea and only one was made and it became a signal gun. As such the double cannon is much more of a ‘what if ’ weap-
on.

Given the potential for error with this weapon, the player must designate their aiming point. Then draw an imaginary line
from the weapon out to 48 inches. The line must pass through the center of the target. Then roll a deviation die and 3d6.
The direction arrow and the result of the normal d6s determine where the actual line of the passage of shot goes. The shot
will travel up to the new point hitting every unit in that path including friendly units. Treat the weapon as if it were canister
for a super heavy gun (16 dice). If more ones than sixes are rolled, the weapon explodes inflicting 4 hits on the crew. Any
formation fired upon by this weapon should cease to be in formation until set back to rights by a Big Man.

How to model this? There are pictures available of the gun as it sits at the courthouse in Athens. Check the Wikipedia site
for a picture of the gun: http://en.wikipedia.org/wiki/double-barreled_cannon

Machine Guns – There were two main types of these weapons in existence at the beginning of the ACW. The successful one
was the Gatling Gun. This was first used in 1864 at the battle of Petersburg. It will have the range of a Minie Rifle and have 3
dice per gun per action die. These were rarely used during the war.

ACW Gamer Issue 2 Winter 2014 Page 20


Weapons
The second type is the “Coffee Mill” gun. It is so named due
to its appearance and its hopper loading mechanism. Several
of these were captured by the Confederacy at Harpers Ferry in
1861. However, it does not appear that any were used in combat.
They seem to have been dangerous to operate.

The Gatling gun was the first truly successful machine gun mod-
el. For all machine guns in the ACW, a roll of more 1s than 6s
will result in the weapon jamming. If a “Coffee Mill” type of
weapon is used and a more 1s than 6s result occurs, roll 1 more
d6. If the result is 3 or less, the weapon has a catastrophic fail-
ure and explodes giving 2d6 points of shock to the crew and
any troops within 6” of the exploding weapon. On a roll of 4
or more, the weapon is just jammed. It takes task score of 24 to
unjam.
96th PA with “Coffee Mill” gun, Feb 1862 Photo from the National
Park Service, Springfield Armory.

How to model? Apparently, QRF has not only a Gatling


gun but also a model of the Agar and Williams ma-
chine guns. These are hidden away in their field artil-
lery and machine guns section of their ACW Freikorps
lines. These will work for 15mm. In 25mm, Wargames
Foundry offers Gatling guns.

Hot Air Balloons – While these were not necessarily


new or a weapon, these were in use throughout the war
for observational purposes. While they did not mount
weapons, they could be an interesting addition to a
scenario – attempt to capture the observation balloon.
In August of 1861, the Confederacy created the first
anti-aircraft battery but this only managed to force the
Union balloon to be retracted rather than hitting it.

Balloons really would be outside the scope of a skir-


mish game. Possibly they would serve as an objective
within the scenario. A larger scale game such as They
Couldn’t Hit An Elephant might feature one and pro-
vide spotting bonuses to the possessing team.

Given the size of a hot air balloon, it is doubtful that


one would show up on a skirmish game tabletop (except Union troops prepare “The Intrepid” for flight. Note the mobile tanks and
in our sample scenario following this article, of course). the cooling and purifying boxes.
Photo and model by Richard Garrett, creator of warin15mm.com

ACW Gamer Issue 2 Winter 2014 Page 21


Weapons
A small basket to hold one or two unbased fig-
ures with a cloth covered Styrofoam balloon
should work for this.
Trains – Again, not a weapon but trains were
often targets of Confederate attacks. Jesse
James and his gang began their careers of
train robbery as Confederate soldiers. One of
the earliest battles in 1861 was an ambush of
a troop train by a South Carolina regiment.
Troops firing from a train should count as be-
ing in cover. If they fire from or at a moving
train, they should treat it as one range group
longer than it is for difficulty. Trains may
move at 2d6 when moving slowly across the
board. Only at this speed can troops fire from
the train. At higher speeds, troops may not
fire from the train. Moving moderately would
be at 4d6 and fast would be 6d6.
“the Land Merrimack”
Photo by (http://www.fat-wally.com/LandMerrimack) A train being fired on by cannon may derail
the train if a hit is scored with solid shot. Roll
to hit as normal for solid shot. If more than half of the dice are scored as hits, the train will derail. If the Engine is fired on,
roll the dice to determine if you have scored any hits. If more than ¼ of the dice are hits roll 1d6. On a score of 1 or 2, it is a
glancing blow and no more. On a score of 3 or 4, the engine is damaged and drops to half speed. On a roll of 5 or 6, the en-
gine is destroyed and an additional d6 is needed. On a 1 or 2, the engine remains on the tracks. On a 3, it derails to the left
of the track and on a 4 it derails to the right. On a 5, the crew is killed and the train speeds up. On a 6, the engine explodes
and comes to a catastrophic halt. Any units in the cars must roll a d6 as if every man in the car has taken a hit.

Attacks on trains, of course, led to the first armored trains. The Union army equipped a passenger car with iron plating on
the outside with room for troops to fire out selected view ports and room for small cannon to fire as well. In 1864 and 1865,
Confederate troops battled against these armored trains.

There are a number of manufacturers for trains for the ACW, so one would not have to scratch build something. Depend-
ing on the scale you are using, there would exist a possibility of using some of the model railroad trains.

Explosives – Where the Napoleonic Wars saw various combustibles used, the American Civil War had much better explo-
sives available for “engineering” troops to use. TNT and Nitroglycerine should pack quite a whollup and be deployed spar-
ingly per scenario. (Blow up a train bridge – use explosives, assaults on a trench works – not so much.) The consequences of
failure should be equally disastrous for the ones attempting to use it. (Hey, I found Zeke’s boot and hat!) Dynamite did not
come about until after the war ended and TNT was not made until 1863. Nitroglycerine had been around since the 1840s.

Roll 4d6 when deploying explosives. Players will need at least 2 results of 5 or 6 to have planted them. Roll another 4d6 for
detonating the explosives with the same results needed. Use the more 1s than 6s rule to determine if ‘Bad Things’ happen. If
you attempt to use these and roll more ones than sixes, the team deploying the explosives is destroyed. Place a crater at their
location. If the player managed to get the needed roll to plant the explosives or detonate them and get more 1s than 6s, then
they have managed to destroy themselves and the objective.

ACW Gamer Issue 2 Winter 2014 Page 22


Weapons
For modeling explosives, a small diorama of a couple of figures hauling on a box would suffice. In the Peter Pig ACW range
there is a pack 2:74 that has figures hauling on boxes that could prove useful.

LeMat Revolver – This weapon was actually rather well liked by the few southern officers that carried it. It was a normal
revolver with a center chamber that sported an additional chamber for shotgun round. Treat it as any other pistol in the
game. Give the firer one extra die if they use the shotgun round in close combat. Figures possessing a LeMat would have to
be declared ahead of time. Only officer figures should have the option of possessing a LeMat.

Hand Grenades – One of the most successful designs was the Ketcham grenades. These featured
a contact detonator. They were notoriously unreliable but packed a significant explosion. These
looked more like bombs with a stabilizing stick with fins attached to it to ensure that the grenade
landed on its fuse mechanism. Often this did not work and the grenades were simply tossed
back towards the attacking Union troops. The Confederacy utilized a paper fused grenade that
A Union soldier armed weighed close to six pounds.
with a grenade
(stevebarbermodels.com)
The Ketcham Grenades were patented in 1861. They found their way onto the battlefield there-
after but were used in numbers at the sieges of Vicksburg and Port Hudson. They often proved
to be as dangerous to the attacker as the attacked. They were heavily used at the seige of Peterburg which closely resembled
the trench warfare of WWI. At Petersburg, troop specialization lead to troops being designated as grenadiers. These were
mainly used in battles where troops were fighting against strong defensive positions.
Each trooper that is carrying grenades must be specified at the start of the game. Each soldier so equipped will only be
able to carry out 2 grenade attacks unless resupplied. Grenades have a range from 4” to 8”. This is shorter than the range
for later grenades, as the ACW grenades were very heavy. Each man throwing a grenade, specifies a target, usually this is
a particular miniature. A 1d6 is rolled for each man throwing a grenade. If the target is in the open, a score of 4 to 6 will
result as a hit. If the target is behind cover or in a trench, a score of 5 or 6 will result in a hit. Any other score is just a noisy
miss. Any other enemy figure with 1” of the attacked miniature also is counted as a hit. Roll on d6 for each effected minia-
ture. Results of a 3, 4 or 5 result in a point of shock and a result of 6 is a kill. With grenades, also, the more the more 1s than
6s rule should be applied. When this occurs, the grenade detonates with the thrower and not the target.

The Ketchum grenade design resembles the old 1980s game that I grew up with called Jarts. These were large steel darts
that you would throw in the air to have them land in a ring. A perfectly safe game for children to play with. We used to
throw them at trees to see if they would stick. Such an armed figure would have to be adapted and the grenade sculpted.
Again, looking at the Peter Pig ACW range, there is a figure in the Union Disordered marker pack that looks as if they could
be attempting to throw something. A little green stuff in the hand and a serviceable grenade chucker could be achieved. In
25/28mm, Steve Barber models offers grenadiers.

Torpedoes/Landmines – These were heavily used around Richmond in 1862. There were two major types: a contact fuse
and pull cord fuses. They were used extensively in Southern defensive positions. These can come in any number of sizes to
use in your scenario. The torpedo is detonated by either contact from being stepped on or through a trigger device (pull

Size of Torpedo Radius of Blast Number of Hit Dice


Small 1” 2
Medium 3” 4
Large 5” 6
Huge 8” 10

ACW Gamer Issue 2 Winter 2014 Page 23


Weapons
string or the like) by a nearby enemy unit. If the device is triggered, the following table is used.
Only the troops that are within the blast radius are eligible to be killed, the shock will be applied to the survivors of the
blast first then to the rest of the group or formation that triggered the explosion. When rolling the hit dice, a score of 5 or 6
results in a kill. A die result of 2, 3 or 4 results in one point of shock.

These weapons were viewed as barbaric weapons by those that ran into them. The Union army cried foul when they first
encountered the weapons. The Confederate Army had a more pragmatic view being they were the ones deploying them.

How to model? Since these were largely buried and hidden from view, you will need a convention to mark where these are
hidden such as a player map with a marked location. No actual model would be needed.

Greek Fire – While not the same as the historical Greek Fire, it was an incendiary substance that was used to fill explosive
shells. It was not widely used as it had a tendency to explode early causing as much damage to the crews as to the intended
targets. When firing, use the more 1s than 6s rule. If more 1s than 6s occur, the round detonates before the cannon is fired
and the crew take 2d6 worth of hits. Dice for hit results as normal. If the shot is successfully fired, treat as case shot for
damage. Mark the location with a fire indicator to note that the ground is ablaze and any formation in that area must scatter
to avoid further casualties – thus breaking the formation. The effects of these rounds can be denoted by fire markers for the
impact area.

Volley Guns – These unique pieces of equipment have many barrels lined up on a gun carriage. They are simultaneously
fired creating a devastating volley. They were slow to reload, would not often fire simultaneously as planned and were diffi-
cult to man handle into position. They tended to be best employed guarding a bridge or similar choke point. In reality, they
were rarely employed. Give one die for each barrel of the volley gun. It may fire in a straight line and only the troops that
are within the line are affected with a kill result from the dice. Shock can be distributed to those outside the line. The width
of the line is the width from wheel to wheel of the volley gun’s carriage. This limits it from being an overpowering weapon
as it was not. However, placed on a bridge it had the potential to be devastating. In 15mm, apparently QRF has a model of a
volley gun in their ACW line or you can scratch build one with spare cannon or wagon wheels and styrene rod.

Scoped Rifles – One of the advancements in technology was telescopic sights. These scopes were nearly as long as the rifle’s
barrel. They greatly extended the reach of the individual soldier on the battlefield. In Sharp Practice terms, these are lim-
ited to use by a chosen man within the unit. His reload rate is one action greater than his weapon type due to his weapon
being more cumbersome. In terms of range, they will treat it as one range band lower in terms of scoring a hit. For Light
troops, this means that they can score a hit in excess of 48” to a maximum of 58”.

Naval Torpedoes & Mines – The CSS Hunley utilized


a harpoon torpedo where the Hunley would come to
contact with the enemy ship, stick the harpoon in the
enemy ship’s hull, then back away and pull a string to
detonate the explosive. A similar device was attempted
by Union merchant mariners to attempt to destroy the
CSS Shenandoah. Their device was rowed by sailors in
a boat and parked nearby. In this instance the string
pull detonation failed to work. Using such a device for
a land game seems far-fetched. But having a rowed boat
moving as a blind in a night action might work.
A monitor in the James River with a ‘torpedo catcher’ - a predecessor to the
modern minesweeper- Photo from the Library of Congress archives.

ACW Gamer Issue 2 Winter 2014 Page 24


Weapons
Naval Mines (often called torpedoes at the time) were just being developed. Both the Confederate and Union forces made
wide use of them in blocking access to harbors. Again, for a land campaign, I do not see this being relevant. For a naval
game, that could make things interesting.

Rockets – Both Union and Confederate forces used rockets during the war. Rockets were used more by the Union Navy
than Army. Neither proved reliable enough to see widespread use. The original Sharp Practice rules already cover the use of
Congreve rockets and the same rules should be applied here.

Calcium Lights – During the Siege of Charleston in 1863, Union forces utilized these lights to keep up their attack both day
and night. These lights produced a large directed beam of light to illuminate a cone of light to shine in a line across the table.
The force using these lights would be able to spot as per normal daylight spotting. Troops illuminated by the light would
spot as if three column shifts to the right on the chart. Other troops on the receiving side would spot one column shift to the
right compared to normal night time operations.

The Winans Steam Gun – This odd invention com-


bined a steam engine on a rail engine frame. It was
reported to be able to fire some 200 to 400 rounds
per minute. It was built before the war but was
never deployed. Apparently it did not live up to the
hype. Not to mention being nearly immobile. In-
terestingly, the Mythbusters television show did an
episode featuring this weapon. From their results, it
seems to me to not be lethal past 25 yards based on
the tests they conducted. It can be treated similar
to a volley gun for usage. It might be an interesting
idea for a Victorian Science Fiction weapon mount-
ed to an airship.

To model the steam gun will require some scratch The steam gun as depicted in Frank Leslie’s Illustrated Newspaper in May 1861 - Pho-
building skills. There are pictures of the weapon to from wikipedia.org
available on line. Several drawings of the device
show a large gun shield mounted to the front of the gun. Others show the gun shield
removed. Either way it will take some work to reproduce.

How to use it?

Well now that we have some ideas about the oddities that were and almost
were used, let’s run up a sample scenario featuring some of these items in the
next article. Others can be placing a Union volley gun on a covered bridge
that Confederate troops are attempting to take from a defending Union force.
Or a River boat with rockets attempting to provide supporting fire while on
the flank of the battle. One that may be seen later in ACW Gamer will be
a scenario featuring Ketchum grenades and an attempt to storm trenches at
Vicksburg.
Chris’s preferred rules;
Too Fat Lardies website

ACW Gamer Issue 2 Winter 2014 Page 25


Scenario
The Morning After
a fictional scenario

By Chris Stoesen

On the late afternoon of August 24th, 1861, a freakish storm blew in from
the Atlantic ocean that caught the Union Army by surprise. Before the bal-
loonists looking out at the Confederate positions on Munson’s Hill could be
brought back to the ground the storm swept the balloon off of its moorings.
In a heroic effort Sergeant Eugene Fitzpatrick attempted to single handed-
ly save the loose balloon and grabbed the broken mooring rope. The ser-
geant was dragged nearly to death by the rapid west ward movement of the
balloon. He was found naked and 30 feet up a tree in the next county by a
Confederate patrol that witnessed his heroic act. In a moment of kindness Balloon and Photo ByAngelo Giordano
they returned the sergeant to Union lines under a flag of truce.
The loss of the balloon was not as severe as the presence of the semaphore operator within and his code book.
Captain Malachi Jones and Corporal Matthew Henry were the sole occupants of the balloon along with the valu-
able code book. This book must be retrieved at all costs. Scouts have reported that the balloon has landed
across the Potomac River on the Confederate side near Leesburg. It landed near a Confederate fortification
called Fort Evans after the general in the area.

A few days earlier, visiting the camp of General Nathan Evans, is a shady looking fellow from Richmond with an
item that he brought from Harpers Ferry. He unveils the infernal device and calls it a Coffee Mill gun. With great
reservation the general foists it off on the defenders of Fort Evans. Maybe it will do good there. After all, a fort
with only Quaker Guns could use any help it could get.

Confederate Briefing
You are Captain George Brenam of the 17th Mississippi Infantry. Your company is tasked with guarding the
exposed Fort Evans. The “fort” is an earthen trapazoidal structure facing
a ford across the Potomac River. It sits on a small hill overlooking the riv-
er. Each wall has four embrasures for guns. Unfortunately there are only
Quaker Guns in the fixtures at the moment.

Last night, as the storm raged, a flying machine crashed into a tree in front
of the fort. Your men gathered in the rain to watch it crash into the tree.
The balloon is now draped over the top of the tree and the basket is some
15 feet above the ground. You think that you can see some people moving
about inside but you are unsure.

Attempt to secure the balloon before the Yankees come looking for their
A mighty ‘Quaker Gun’
device. You must hurry as you have spotted boats landing near the ford.
Photo from the Library of Congress archives.
Your company is under strength. The device that Mr Hunsacker brought
two days ago is mounted in one of the embrasures. Do not lose the fort.

ACW Gamer Issue 1 Fall 2013 Page 26


Scenario
Your Forces:
Captain Brenam – Level III Big Man
Lieutenant James – Level II Big Man
Musician
4 groups of 8 men Minie Rifle Armed. Tested, Drilled, Acceptable Shots, Determined
Coffee Mill Gun with four crew
Union Briefing
You have been assigned to retrieve the balloon from the opposite side of the Potomac.The navy has prepared
boats to haul your command out across the river. You were assigned two reduced companies of infantry from
the 20th Massachussetts and a light cannon with a Regular Army crew. You are not to engage the fort, just get
the code book and retreat across the river.

Your Forces:
Major Wayne – Level IV Big Man
Musician

Captain LaPierre – Level III Big Man


4 groups of 8 men Inferior Rifles. Greenhorns, Drilled, Acceptable Shots, Downcast

Lieutenant Porter – Level II Big Man


4 groups of 8 men Inferior Rifles. Greenhorns, Drilled, Acceptable Shots, Downcast

Sergeant Anderson – Level I Big Man


Light Gun with 5 crew. Tested, Drilled, Acceptable Shots, Determined Map

6 ft X 4 ft Table
Note that the table should have slight undulations and not be completely flat. The path is not a
paved road but a rutted cart path leading to the river.

ACW Gamer Issue 2 Fall 2014 Page 27


Scenario
Umpire Notes

The infantry can cross the river at the ford on foot or board their boats to either side of the ford. The light woods do not
allow troops to be in formation within them.

Cards
Generic Cards
Coffee Break Smoke
Confederate Cards Union Cards
Captain Brenam Major Wayne
Lieutenant James Captain LaPierre
Seize the Moment III x1 Lieutenant Porter
Seize the Moment II x1 Sergeant Anderson
Seize the Moment IV x1
Seize the Moment III x1
Seize the Moment II x1
Seize the Moment I x1

Bonus Deck
Water x3 Ammunition x3 The Good Book x1
Stonewall x2 Tarnation x1 Old Glory x2
Heat of the Day x2 Sharpshooter x2 They’s a Comin’ x2
Ambush x2 Whiskey’s in the Jar x2 Hold there Boys x1
Rebel Yell x3 Crashin’ Volley x2 Smokin’ x1
Foot Cavalry x2 Two Left Feet x1
Definitions on some of the Bonus cards can be found in the first issue of
in the Pohick Church Scenario
About the Author

Chris lives in the Atlanta area and enjoys history and war gaming. Chris
is a regular contributor to the TooFatLardies bi-annual specials and has
several scenario books published through them. He has also written
several scenario books including The Coming Thunder - June - Dec
1861 that covers the first few months of the ACW in Northern Virginia.
There are 16 individual scenarios and a campaign generator included.
These were all written for the TooFatLardies rules Terrible Sharp Sword
but are easily transferable to other rule sets such as Brother Against
Brother.

In addition he has several scenario books covering the air war in North
Africa during World War II. If you are interested, check out his blog:
http://cstoesen.blogspot.com. Information on ordering his books can be
found at: http://cstoesen.blogspot.com/p/for-sale.html. If you wish to con-
tact Chris, send him an e-mail: [email protected]

ACW Gamer Issue 2 Winter 2014 Page 28


Battle Report
Return to
Castleman’s Ferry
Part I
By Robert Sweeney

Members of the Shores Gaming Group (Greg


Castle, Neil Mitchell, Marty Pielach, and Bob
Sweeney) out of Michigan share their refight of
a classic Johnny Reb scenario and their fantastic
gaming aids.

This is an AAR (After Action Report) of Castleman’s Ferry; a 2nd edition


Johnny Reb scenario found in the scenario book To the Sound of the Guns
(copyright 1988, GDW). Since, we now use the 3rd edition rules (JR3),
some changes have had to be made; the most key ones for this scenario are:

• Regiments had 5 stands instead of the 4 used in JR3

• “Artillery Duels” no longer exist

• Leaders have different values

• Elite units can “self order” (JR3, pp 31)

Additionally, like most gaming groups we have some “House Rules”


(see below) and some modifications:

• In JR3, each figure on an infantry stand represents 30 men. As an


economical decision, the number of figures per stand is irrelevant
- they are for display purposes only. The number of figures per
stand is displayed on the labels below each flag stand (see below),
thus I can use my 42 infantry regiments and 6 cavalry regiments to
recreate any battle from divisional to corps sized battles.

• Our group of four normally plays each scenario four times (ro-
tating around the board playing each side of the board). So, if any
decision is made that affects game play – that rule remains in effect
when you play the other side...really balances decisions!

As an aside, this scenario is one I particularly enjoy as I really learned JR3


on this field of battle. Hasty Works, Charges, River Crossings (under fire),
morale, leadership and tactics all play a key role. When I first played the
game, I was told it was unwinnable for the CSA players – then it was un-
winnable by the Union – after multiple plays; it’s a chop – based on tactics Johnny Reb III and To the Sound of the Guns
and die rolls – either side can win. covers used with permission.

ACW Gamer Issue 2 Winter 2014 Page 29


Battle Report
The Units
Green or blue band hanging from
Order disks for leaders match the State National Colors indicate unit still has
colors on the Leader stand its “Opening Volley” available.

Rear side of base showing these units


Two Union regiments with game markers belong to two different Regiments.

Regiments are 4 stands each. The Regiments have two flag stands; usually one with National colors and the other with a
State, Historical or created Color displayed. (I know the CSA usually had just one, but playability and being able to define a
unit clearly were over riding factors). The rear facing side of each base has been painted a unique color or bands of color so
as to make them easier to identify as belonging to that specific Regiment. The National Color stand is always the rightmost
stand and the other Flag stand forms the end unit. Casualties are marked on the center stands first (and they are removed
when such removal is required). So, in the infantry regiments shown above, they have 4 figures on each stand but the label
states there are 5 figures for gaming purposes. The label placed under the flag stands define gaming information.

SWEENEY 1
RM VET 5

In the Regimental Label shown above: Brigadier “Sweeney” is in command of the Brigade. This is the first Regiment of that
Brigade (SWEENEY 1). The unit is armed with Rifled Muskets (RM), is a VETERAN (VET) formation and has 5 figures per
stand. A “blue” or “green” band is placed on the National color stand – this band is removed when the unit uses its “Open-
ing Volley” (JR3; pp 10, 14, 18 and 55). Casualties are initially marked with yellow (infantry) or red (artillery) bands (the
difference is reflected in the Morale rolls - +1 is added for each red band due to hits caused by artillery fire (JR3; pp 25). Red
disks indicate “Routed” units (JR3; pp 5, 25, 28, 36, 37), yellow disks indicate “Shaken” units (JR3; pp 25, 28, 31, 33, 36, 37)
and black disks indicate “Spent” units (JR3; pp32).

ACW Gamer Issue 2 Winter 2014 Page 30


Battle Report

BG SWEENEY
MG McPherson

Leader Labels list the name of the Leader on the first line and his next ranking commander on the next line. Officers have
1 figure (Brigade Leader), 2 figures (Divisional Leaders) or 3 figures (Corps, Wing or Army Leaders) per stand. Each stand
has a minimum of 2 Flags; a National Color and another Flag (usually a State Flag). Officer orders are marked with “Order
Disks” (ordered from Dial Dude) which match their State Flag. Individual Regiments follow that command or have the usu-
al “Order Markers” as provided in the JR3 game if different than the Leader marker (JR3; pp 33).

The Terrain

The map shown in To the Sound of the Guns (pp33) does not exactly match the map being gamed. Limitations are im-
posed by the terrain I have available. Any literary license that may have been taken, has been discussed by the gamers and
approved prior to play. Additionally, the simplistic terrain has been “beefed up” by the liberal placement of fields (corn, cot-
ton, hay, horse and wheat).

Hill terrain is displayed in the “cake” style – looks less realistic but clearly defines where the terrain cost has to be paid and
makes sighting easier. Don’t really like using the Geo-Hex for the hills (as it is too easy to estimate distances before declaring
fire) but it is what I am currently using. The sighting effects of terrain are defined by “levels” (approximately 12 feet tall). The
gaming board itself is defined as “level 0”; the river bed “Level -1. Hills are defined as “level 1, 2 or 3. Additionally ridges can
be added to all terrain levels to cause “half level” obstacles. Units firing “uphill” suffer a -1 DRM (missing high will place the
shots over the heads of the unit being fired upon) and units firing “downhill” gain a +1 DRM (shots that are “high on the first
rank of targets will hit or have a chance to hit the back ranks).

Buildings are actually a group of buildings located within two inches (2”) of the model (House, outhouse, sheds, bards,
etc). When units enter this area, the model is “lifted off ” the board and a piece of gray felt is placed to indicate the area of the
buildings. Units must be Routed, Disordered or in March Column formation to be in
this area. The buildings are sighting obstacles based on the number of stories shown
on the model (one for each story on the model.)

Trees which define forests are one or two levels higher than the terrain they are
based upon (depending on scenario). At Castleman’s, trees are one level higher; so, if
a tree is placed on a Level One terrain – the trees are Level Two sighting obstacles and
block line of sight from other Level One terrain (but maybe not from Level Two and/
or Level Three terrain).

We use a laser sighting device and fishing line to define straight line sighting mea-
surements (from center of sighting unit to nearest stand of target unit).

More information on the Johnny


Reb rules at
http://johnnyreb.wikidot.com

ACW Gamer Issue 2 Winter 2014 Page 31


Battle Report

The various types of gaming terrain are shown above and game effects are described as follows:

BRIDGE: Only allowable areas of river crossing not using a Ford – MUST be crossed in Rout, Disorder or March Column
formation, non movable, not destroyable, ONLY place where artillery can cross river [OPEN terrain; no sighting obstacle]

CORN FIELD: Indicated field has full height growth (Level 0.5 terrain), may remove model once traversed (replace with
Hay Stack or tan felt) [ROUGH terrain when first traversed, BROKEN afterwards; Level 0.5 sighting obstacle until traversed,
then no sighting obstacle]

COTTON FIELD: Indicated field has full height growth, non movable [ROUGH; no sighting obstacle]

FENCES: Constructed terrain (Stone and Wooden) with fire and movements modifications [JR3, pp 8, 13, 14, 37, 46, 51, 55,
58, 60]. Wooden fences may be removed by spending 2” of movement by any unit.

FORD: Only allowable areas of river crossing not using a bridge – MUST be crossed in Rout, Disorder or March Column
formation with a maximum 2 stand frontage, impassable to artillery, non movable [ROUGH terrain; no sighting obstacle]

FOREST: Only allowable areas of crossing, may remove trees to facilitate unit movement (mark with moss or green felt)
[WOODS terrain; +1 Level sighting obstacle]

HASTY WORKS: Constructed terrain with fire and movements modifications [JR3, pp 13, 26, 37, 51, 60, 61]

HAY STACK: Indicated field has already been harvested, may remove model to ease movement of forces [BROKEN terrain;
no sighting obstacle]

PASTURE: Animal: non movable [ROUGH; no sighting obstacle]

RIVER BED: Prohibited entry terrain, non movable, no sighting obstacle

ACW Gamer Issue 2 Winter 2014 Page 32


Battle Report
ROAD: Constructed terrain with movement modifications [JR3, pp 5] and no sighting obstacle

SHRUB BARRIER: Natural Terrain that is uncrossable and is a Level 0.5 sighting barrier.

STREAM: ROUGH terrain, no sighting obstacle

TRAIL: Negates terrain for units in DISORDER or MARCH COLUMN [CLEAR terrain; no sighting obstacle]

WHEAT FIELD: Indicated field has full height growth (Level 0.5 terrain), may remove model once traversed (replace with
Wheat Shock or tan felt) [ROUGH terrain when first traversed, BROKEN afterwards; Level 0.5 sighting obstacle until tra-
versed, then no sighting obstacle]

WHEAT SHOCK: Indicated field has already been harvested, may remove model to ease movement of forces [BROKEN
terrain; no sighting obstacle]
House Rules

UT FILIOLUS MOS: Each player is allowed to draw a card from the Ut Filiolus Mos deck. (A must have gaming aid – espe-
cially as I am the author!) As an example of play using the example card above, your opponent is about to DISENGAGE and
your CHARGING unit is about to see his target flee. But wait, by playing the card, your opponents’ commander misinter-
prets his orders and goes to CONDITIONAL HOLD instead (with all the effects thereof). Ah, the (mis)fortunes of War!

The cards, images and rules are available for free at: http://boardgamegeek.com/boardgame/4510/johnny-reb-iii
Board Game Geek is a free website and a highly recommended source of information on nearly every game ever published.
Or, you can ask for a free PDF at my email address: [email protected]
I had the decks manufactured for me but you can use these rules with any standard card deck as well.

Other House Rules we use:

LOW AMMUNITION: A unit which runs “Low” on ammunition gets one chance to recover (during
Routs, Rally and Recovery phase). Units that fail are “LOW” on ammunition and roll one less die for
ALL fire combat. A second “Low Ammunition” result for the same unit allows a second recovery roll
(again with a single chance to recover) a second failure equals “OUT OF AMMUNITION” and the
affected unit must retreat from the game board.
Homemade Counters
SIGHTING: Sighting is defined (JR3, pp 12, 47) and the use of Area Fire (JR3, pp 12, 47), Blind Fire
(JR3, pp 12) and Fire over Friendly Troops (JR3, pp 20) rules are critical. Additionally, sighting from one level to the other
is blocked at a 4:1 ratio unless on the Level edge. (For example, if one inch behind the edge of a Level One hill – the first four
inches after the Level One hill is “blind” to the unit.

ACW Gamer Issue 2 Winter 2014 Page 33


Battle Report
Game Setup

Union Alternate Entry Point

Options
GAME: Normal water height conditions exist

UNION: Turn 4 and Turn 7 reinforcements can enter on the Northern Trail 2 Turns after their scheduled entry (Turn 6 and
Turn 9). Decision must be made prior to game start.

CSA: Evans’ Command, 3 Regiments, 1 Battery

CSA: York’s Command, 2 Regiments, 1 Battery

CSA Main Entry Point

CONFEDERATE: Vaughn’s Cavalry can enter anywhere along Northwest edge (but must so designate prior to game start.

WAGON TRAINS: In the past we have allowed each Corps to have a wagon train for supply of ammo (thus the Union
would have 2 and the CSA 1). Not used in this scenario.
NEXT ISSUE: THE BATTLE BEGINS
ACW Gamer Issue 2 Winter 2014 Page 34
Review
Infantry Flags, Longstreet’s Corps, Army of
Northern Virginia, Gettysburg 1863
A review of Potomac Publications book detailing
Battle Flags flown at Gettysburg

Potomac Publications has released a comprehensive book (or eBook if


you will) covering the infantry flags of James Longstreet’s Corps as carried
at Gettysburg. This is part of a three volume set about the flags of the Army
of Northern Virginia (ANV) at the battle. This booklet and the second
booklet on Ewell’s Corps are now available at WargameVault.com and the
volume on Hill’s Corps is expected early in 2014.

Infantry Flags, Longstreet’s Corps is 27 pages long including the cover,


table of contents, the Regimental Flag Index at the back of the booklet and
the bibliography.

The volume begins with a brief introduction to the type of battle flags
carried by the ANV during the Gettysburg campaign, including materials
used in their manufacture, period of issue and sizes. We then get into the
meat of the matter and my first pleasant surprise with this book - there is
more to see here than just pictures of flags. The book is organized by divi-
sion with each section featuring a brigade in the division. As a student of
the Civil War might guess, the Confederate brigades are named after their
commanders at the time of the battle. Infantry Flags, Longstreet’s Corps
provides a brief service history of these commanders and a synopsis of the
brigade’s actions at Gettysburg. Available at Wargames Vault
The authors have also included a photograph of each brigade commander as well - handy for those gamers searching
through their command figures for just the right miniature to portray the brigade commander. The other handy addition to
each section, and something else I didn’t expect - the strength of each regiment in the brigade at Gettysburg. Obviously, this
is an asset to gamers planning out their regiments or brigades to represent Longstreet’s Corps on the table top.

The information on the flags carried by each regiment in the brigade includes a description of the material the flag was
made from and information on the size of the flag when it deviated from the ‘standard’ issued flag.

The flags themselves are depicted in color with all appropriate battle honors and a few things you might not expect, such
as the unique flags that were flown with battle streamers and even those with extra ties! The drawing of the flags are depicted
in scale to each other; for example, a 36” X 36” battle flag is shown in scale to the standard 48” X 48.”

Infantry Flags, Longstreet’s Corps comes in a watermark PDF format and displays nicely on my laptop using “preview”
mode but I was also able to view the book on my iPad using both Adobe Reader and Kindle.

Wargame Vault, carries the booklet for $9.00 which places Infantry Flags, Longstreet’s Corps is at the higher end of the

ACW Gamer Issue 2 Winter 2014 Page 35


Review
Ebook/Ezine price spectrum, but I believe that it is an excellent addition to any ACW gamer’s digital library.

The addition of unit histories and regimental strengths makes this a concise but very inclusive guide for the gamer who is
preparing his army for flanking Meade’s army at the Round Tops.

L E P L E
M P M
S A S A

P L E
A M
S
Sample pages
About Potomac Publications
Potomac Publications consist of Ray Toews and George Anderson. Ryan Toews (Canadian) has spent 20 years on research
for the flags discussed in this book, as well a other ACW flags. This knowledge has allowed him to produce what he believes
to a definitive guide to the flags flown those fateful days in July, 1863.

George Anderson (Scottish), is the group’s graphic designer and primary author. George also does cartographic work for
Helion Publishing on a freelance basis, and has been a contributor to Miniature Wargames Magazine for at least 25 years,
as well as the odd piece for the former Zouave and Charge! magazines.

Potomac Publications has written eight scenario/campaign booklets for the ACW mainly for regimental (one for brigade)
level actions. They have all now been re-released and are available on Wargame Vault.

ACW Gamer Issue 2 Winter 2014 Page 36


Next Issue
Issue 3 of ACW Gamer will be published on 15 April 2014. Authors or adver-
tisers who wish to contribute to future issues can contact the Ezine at Info@
ACWGamer.com

Featuring:
• Part 2 of the Return to Castleman’s Ferry battle report

• A new regular feature for newer ACW Gamers: The Civil War Primer

• How a gamer built his own 15mm Civil War observation balloon

And of course, great pictures of ACW miniatures!!

Battle rages at Antietam Creek.


Photo: On Campaign with BT Sherman

Subscription Information at ACWGamer.com

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