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Iron Brigade Uniform Guide 6mm ACW Gaming! Figure Conversion - Adding Havelocks!
Iron Brigade Uniform Guide 6mm ACW Gaming! Figure Conversion - Adding Havelocks!
Issue 7 The Official Newsletter of the Johnny Reb Gaming Society $5.00
Ebenezer Creek
DEPLOYMENT
McLaws’ Division – Maj. Gen. Lafayette McLaws +2 1 st Brigade – Col. Ario Pardee, Jr. +1
5 OH - 360 men, 12 figures, RM, veteran
Blanchard’s Brigade – Brig. Gen. Albert Gallatin 29 OH - 360 men, 12 figures, RM, veteran
Blanchard +1 66 OH – 480 men, 16 figures, RM, elite
1 Btn. SC Reserves – 360 men, 12 figures, RM, green 28 PA – 480 men, 16 figures, RM, elite
2 Btn. SC Reserves – 360 men, 12 figures, RM, green 147 PA – 480 men, 16 figures, RM, elite
6 Btn. SC Reserves – 360 men, 12 figures, RM, green 31 GA –
7 Btn. SC Reserves – 360 men, 12 figures, RM, green 2 nd Brigade – Col. Patrick H. Jones +1
33 NJ - 360 men, 12 figures, RM, veteran
Conner’s Brigade – Brig. Gen. John D. Kennedy +1 119 NY– 360 men, 12 figures, RM, veteran
2 SC – 240 men, 8 figures, RM, veteran 134 NY- 360 men, 12 figures, RM, veteran
3 SC Btn. / 8 SC – 240 men, 8 figures, RM, veteran 154 NY – 360 men, 12 figures, RM, veteran
3 SC – 360 men, 12 figures, RM, veteran 73 PA – 360 men, 12 figures, RM, veteran
7 SC – 360 men, 12 figures, RM, veteran 109 PA – 480 men, 16 figures, RM, veteran
15 SC – 240 men, 8 figures, RM, veteran
20 SC – 360 men, 12 figures, RM, veteran 3 rd Brigade – Col. Henry A. Barnum +1
60 NY - 360 men, 12 figures, RM, veteran
102 NY - 360 men, 12 figures, RM, veteran
Harrison’s Brigade - Col. George P. 137 NY – 360 men, 12 figures, RM, veteran
Harrison, Jr. +1
149 NY – 360 men, 12 figures, RM, veteran
5 GA – 300 men, 10 figures, RM, vet. 29 PA – 360 men, 12 figures, RM, veteran
32 GA – 480 men, 16 figures, RM, vet. 111 PA – 480 men, 16 figures, veteran
47 GA – 240 men, 8 figures, RM, vet.
Fiser’s Brigade – Col. John C. Fiser +1 Corps artillery brigade – Maj. John A. Reynolds +1
1 GA Regulars – 240 men, 8 figures, RM, veteran Battery I, 1 NY Light – 3 sections 3” Rifles, veteran
2 Btn. GA Reserves – 240 men, 8 figures, RM, green Battery M, 1 NY Light – 2 sections 10# P, veteran
6 Btn. GA Reserves – 240 men, 8 figures, RM, green Battery C, 1 Ohio Light - 3 sections, 12# N, veteran
27 GA – 360 men, 12 figures, RM, veteran Battery E, Independent PA Art. – 3 sections 10#
Parrotts, veteran
Brooks’ Artillery Battalion – Capt. J. W. Brooks +1
Anderson’s (GA) Battery - 2 sections 10# Parrott ********************************************
Rifles, veteran This scenario won an HMGS-East Battle Streamer and a
Brooks' (GA) Battery - 2 sections 12# Napoleons, Gamers' Choice Award at Fall-In 2003.
veteran
Green’s Louisiana Guard Battery - 2 sections mixed
guns, elite
1st GA Reserve Art. - 2 sections 6# Smoothbores,
militia
Cavalry
Smith McDonald
Lithonia Road
Nelson Hill
Carter Hill
Nelson
www.battlefieldterrain.com
Making Model Wheatfields The “cut wheat” comes from a simple hand brush [or
whisk broom]. I chop it straight from the stem with
Alan Sheward scissors. Now, spread white wood glue (such as Elmer’s)
Birmingham, England all over the base and sprinkle on the cuttings, making
sure to
The Idea push extra
When I decided to make wheatfields (amongst amounts up
others) for my 15mm games, the aim was to have against the
realistic terrain that was not just flat in the right colour, standing
but also not completely untouched with figures wheat. If
balancing on top. My method is, I think, a good you leave it
compromise between the two, while also giving a like this, it
realistic look to the bargain. After all, try walking would be
through a wheatfield and look at the trail you make (I hard to
remember this as a child, and I didn’t check it out in paint under
farmer Giles’ crop at the tender age of 47!), so imagine the trodden wheat so while the glue is still wet, sprinkle
what 400-800 men in rank would do to it. scatter [flock] all over the base to fill all the spaces
underneath. My scatter is from Woodcraft Scenics,
The Construction and the colour mix is listed as wheat stubble.
Basic materials may differ in name across the pond, so
I will try to keep the explanation plain with that in mind. A couple of shades of heavy dry brush and a coat of
To stop warping, I use 3/4mm Plasti-Glass/Perspex varnish are the final touches. It only remains for me to
[Editor: a clear, stiff polycarbonate plastic often used as wish you good luck with your modeling and gaming!
a replacement for glass window panes] cut with an
electric Jig Saw. Occasionally, it does crack, as it’s a
very brittle material, so use proper protective gear when
handling the plastic. Once cut to size, I chamfer/angle
the edge to approx. 45 with a Bench Grinder, as it has a
glass-like surface. I then use sand paper to rough it up to
better adhere glue.
The `standing
wheat` is produced
from a doormat. It’s
almost the right
colour to start with
and it is
impregnated into a
Editor's note: Questions may be sent to Alan at
rubberised base. To
alansheward@blueyonder.co.uk
get the right effect,
One of the finishing touches required for all units is National Colors
the placement of flags and unit identifications. The
ACW (American Civil War) is famous for the variety of
flags used by both sides of the conflict. Here is the When viewed from the rear, the rightmost standard
basing method I use (and some of the flags) for my (hole) receives the national colors. In this case, the 3rd
minis edition of the CSA national flag and the 35 star Union
Regimental Colors flag are displayed.
BDE Flag
2/III
2/III
2/III
2/III
one on the left rear. The stand with the bearer on the NY NY
right front generally holds a Regimental ID f lag (usually
one of my own creations).
76
76
76
76
NY NY
1/2/III 1/2/III
2nd Brigade, 3 rd 2. I paint the shaft of the nail using Apple Barrel™ matte
Di vision, 4 th Corps black from Wal-Mart.
2nd Di vision, 25 th People that have seen these trees are often surprised that
Corps they are merely nails, plastic, and sponges. While not as
impressive as the Woodland Scenics / Sunlight Vistas
3rd Di vision, 6 th Corps
trees that make up most of my forests, these blend in
well and add depth at a fraction of the cost of Woodland
Scenics tree kits.
Cut the napkin into strips about 1/8 inch wide. Brush a
small amount of glue onto the head of the kepi figure
and place the end of the napkin strip over it.
Brush additional glue over the napkin strip, to moisten The last photo shows our miniature regiment, adorned
and shape it around the kepi headgear. with havelocks, heading into battle. Notice that for
added variety, I did not outfit every figure with
havelocks, but included a mix of some with kepi only.
Suggested chart:
*******
Your force is part of General Sterling Price’s Army of the West, operating in Mississippi in 1862.
Your mission is to detain Federal troops and thus prevent General Ulysses Grant from sending
reinforcements to General Don Carlos Buell, whose army is pursuing CSA General Braxton Bragg’s
army as it invades Kentucky.
You have placed yourself on the railroad by occupying Iuka, Mississippi, a crossroads, so that the
Union cannot afford to ignore you. Now there are reports that the U.S. Army of the Mississippi
under William Rosecrans is approaching Iuka from the southwest. At the same time, a U.S. corps
under General Edward Ord is rumored to be coming toward Iuka from the northwest. Dabney
Maury’s Division of your army is fending off Ord – you hope. Your Division (Henry Little’s) is
facing Rosecrans to the southwest, but Union forces may also come at you from the northwest, along the
road from Burnsville and the railroad tracks. Your cavalry has not been very efficient, so you just don't
know! Where should you deploy your troops to counter all these possibilities?
Union Army: Orders of the Day
September 19, 1862
Your force is part of General William Rosecrans’ Army of the Mississippi. Together with other forces
under the command of Ulysses Grant, you are trying to corner the Confederate Army under Stirling
Price. You have reports that he is in Iuka, and you are proceeding northeastward to that town.
Rosecrans promised Grant that your troops would be there by 2:30 this afternoon. You’re a little late.
You know that a US corps under General Edward Ord is also approaching Iuka from the northwest
along the railroad. Perhaps you can catch Price’s army in a pincer movement. However, you have not
heard from Ord in a while, so perhaps you should approach Iuka from the west as well as the southwest
by using the north-south road. You want to deprive Price of the supplies in Iuka that he recently
captured from a US brigade. On the other hand, Price is likely to retreat toward the southeast, so you
must also try to get troops astride the Fulton Road and thus trap his supply trains in Iuka.
It’s your decision: attack straight up the road to the northeast, swing wide to the south, or come in
from the west? Where is Price least likely to expect you? How can you inflict the most damage on the
enemy forces before sundown?
You should set up in march columns on the north-south road that runs up the west side of the table.
You have the option of deciding before the game starts that some forces will come in on the Mill Road.
However, they will be delayed at least four turns and on the fourth turn they must roll to see if and
when they actually enter.
Q. - Say a line of infantry has advance movement orders (NOT Charge orders) that would result in
contacting an enemy regimental skirmish stand. What happens? One side said the moving line would
have to stop before contact.
A. - There are a number of ways for a gamemaster to handle this, both are realistic, but -- in my opinion --
the preferred choice depends on the type of game that is being run, as follows:
In a large convention type game, the important issue is to resolve events quickly. Hence, in this situation, I would
simply have the skirmishers automatically fall back to their regiment and rejoin it, since it was not usually skirmishers
job to contest the advance of formed troops. This method is quick, and conforms to tactical doctrine.
However, in a smaller game, where more tactical flavor and/or choices are desired, I would use the following
method:
The "defending" player -- the one with the advanced regimental skirmishers would declare if the skirmishers would
attempt to hold or fall back. If they chose to fall back, use the method above. But, if they decide to hold -- for
instance, if the skirmishers were being advanced on by a disordered unit with a stand missing an d their regiment
had not lost any stands -- they might be able to stop the advance, or if the situation was desperate and called for a
"hold at all costs" response. So, if the decide to try to HOLD, use the following mechanic.
1. The skirmishing stand, if desired, would get to fire a defensive volley: roll for distance (however, this would count
as the regiment's opening volley, if not already done) and resolve the volley. Resolve the results of the volley -- you
might get real lucky, kill a figure, and force a first casualty morale check, causing the advancing unit to rout.
2. Assuming that the volley caused no effect, go to "dice down for impact." If the skirmishers win, the advancing
regiment falls back per normal mechanics. If the advancing unit wins -- which is the more probable result -- resolve
the "defenders" retreat per the normal mechanics -- with the following modifications, based on the fact that they
were detached skirmishers:
-- If the defending skirmisher' stand was "shaken," it falls back to the parent regiment, which then must take a
morale check for seeing its skirmishers come fleeing back. If it passes, then the entire regiment (including the
skirmishers) is now in good morale. If it fails, then the entire regiment is now "shaken".
-- If the defending skirmisher stand was "routed", it is assumed that they disintegrate and run for the lives, and the
stand is removed - "picked up." This is considered a loss of stand and the parent regiment must now take an
immediate morale check, with the added detriment of loss of stand (+3) to its morale point.
In my opinion, ordering a detached company or two of skirmishers to "hold at all costs" would be a desperate order,
and the above mechanic would capture that if it didn't work the outcome could be harsh. However, there are
instances, where such an order would be necessary and occasionally it would work -- but that "occasionally" was
definitely a rare, but heroic event.
John Hill