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Issue 17 The Official Newsletter of the Johnny Reb Gaming Society $5.00

ASSAULTING Fort Fisher


Frank Leslie, Famous Leaders and Battle Scenes of the Civil War (New York: 1896)

“Jack Tar” add-on rules for Naval Wargaming!


The Battle of Belmont
Civil War Carbines
The First Attack on Fort Fisher

Steven Hofner (Order #35311104)


2

Welcome to “CHARGE!” From the Editor’s Desk


This is the official newsletter of the Johnny Reb
Gaming Society, an international association of When one thinks of the Civil War, often the
miniature wargamers who use regimental-level first images are of grand infantry charges sweeping
rules such as the Johnny Reb gaming rules across open farm fields, of ragged battle lines
developed by John Hill. The newsletter will slugging it out in woods, or of mounted cavalrymen
provide a quarterly forum for exchanging struggling to the death in hand-to-hand combat. For
information regarding the rules, original many ACW buffs (and miniature wargamers), what
wargaming scenarios written with JR in mind, does not immediately come to mind is the riverine
and historical articles of general interest to the and coastal warfare: every bit as bitter, but often not
regimental ACW gamer. as bloody or high in publicity as the fights of the foot
soldiers and cavaliers.
US membership in the society is $20 per year,
Civil War infantrymen were often generically
which will partially cover the cost of assembling,
nicknamed as ―Billy Yank‖ and ―Johnny Reb.‖ Far
printing, and mailing the newsletter. Dues are
less often heard today is a similar period designation
payable via money order or personal check, for sailors—―Jack Tar.‖ In this issue of Charge!, we
which must be made out to Deborah Mingus
proudly present what we believe is the most
(society treasurer and secretary). Our mailing
comprehensive bolt-on rules for Johnny Reb 3 for
address and e-mail address are as follows:
riverine and coastal warfare and combined operations
The Johnny Reb Gaming Society – Sgt. Chris Maes’ new Jack Tar rules addition.
1383 Sterling Drive Chris has taken a fresh look at naval warfare
York PA 17404 and in these pages presents his initial playtest version
jrgsnl@comcast.net of Jack Tar. He invites the membership of the Johnny
Reb Gaming Society to give these rules a try and to
We welcome your submissions of articles, provide feedback and suggestions directly to him.
scenarios, advertising, and related information, Adding ships, gunboats, transports, and the like to
as well as letters to the editor. The copyrighted traditional ground-based JR3 gaming expands the
name Johnny Reb is used by written permission overall utility of the rules set, and enables the gamer
of John Hill. to use marines, sailors, riverside and coastal batteries,
and other miniature models in combination with
those regiments of infantry and cavalry.
Table of Contents Also in this issue is a classic reprint of Brian
Scherzer’s overview of the various types of carbines
used during the Civil War, a few of which found their
American Civil War Carbines
way onto ships. The carbine was the primary long-
An Overview . . . . . . . . . . . . . . . . . . . .2 arm of the cavalry on both sides of ―the late
Ask John Hill . . . . . . . . . . . . . . . . . . . . . . . . . .5 unpleasantness,‖ and Brian’s interesting article
American BattleLines provides the gamer with a short description and
Belmont, Missouri . . . . . . . . . . . . . . . . . 6 history of each major (and the minor) manufacturers
of this weapon.
Jack Tar
We welcome to the ranks of our writers and
Rules for Integrating
contributors Jonathan Coulter of Virginia. Jon is an
Naval Operations in JRIII . . . . . . .9 owner and principal of Old Dominion Game Works,
Fort Fisher which has a prominent presence at most HMGS-East
(First Attack) . . . . . . . . . . . . . . . . . . . .21 wargaming conventions. They sell lines of
miniatures, as well as publishing rules sets such as
Mein Panzer and others. Among their titles is
Coming attractions in CHARGE! #18
American BattleLines, which includes an edition
specific to the American Civil War for regimental-
Plum Point Bend naval scenario! Product reviews
level gaming. Jon presents his interpretation of the
and more infantry scenarios! The return of
Battle of Belmont, one of U.S. Grant’s early fights.
Burkhard Schulze’s column from Germany!
Andy Mac’s popular painting guides!

Steven Hofner (Order #35311104)


3
cartridges. During the Civil War, there were four
American Civil War different models, each an improvement in some way
Carbines over the others. The fourth model was 39 ½‖ long
and 7 pounds, 2 ounces in weight. The maximum
An Overview range was about 500 yards, with the actual effective
range extending out to 200 yards. The Union forces
purchased a total of 33,031 Burnsides for the war
Brian Scherzer effort. The author could not find any information on
the rate of fire. Some of the cavalry units known to
have used this carbine were the 1st New Jersey; 1st
Michigan; 3rd Indiana; 5th, 6th and 7th Ohio; 3rd W.
Virginia; 13th, 14th and 18th Pennsylvania; 14th and
21st New York; and the 2nd, 12th, 14th and 16th
Illinois.
The carbine, almost exclusively used as a
cavalry weapon, was a major factor in the E. G. LAMSON CARBINE (BALL & PALMER):
improvement of Union mounted forces from 1863 E. G. Lamson bought the factories and assets that
until the end of the war. The repeating carbine, allowed them to manufacture and provide to the
especially, was responsible for the dramatic government two different carbines—the Palmer and,
turnaround in performance of Union cavalrymen over later, the Ball carbines. The .50 cal. Palmer was the
Confederate troopers. Considering the importance of lightest of all ACW carbines, being 36‖ long and
these weapons, it is surprising to note how little weighing only 4 ½ pounds. It had some initial
attention they get in wargaming literature. While this problems: the rifling grooves had no effect because
short article does not pretend to be the final word on of a smaller cartridge used by the Federals. However,
the subject, information on nineteen types of carbines in a test conducted at West Point in 1863, an
is covered, including (when possible) effective range improved .32 cal. Palmer was fired 12 times at a
for firing, units known to have been issued the target 336 yards away, with all shots hitting the target
weapons, and the numbers of each carbine model within a 3-foot pattern. The Palmer was found to
produced for use with the armies during the war produce good results at a rate of fire of 15 shots per
years. The following is an alphabetical listing of all minute. The Ball Repeating Rifle was produced too
carbines known to be used during the Civil War: late in the war to be counted as a wartime weapon.

BALLARD CARBINE: The wartime carbines were GALLAGER CARBINE: The Gallager Carbine,
produced by Ball & Williams between 1862 and patented in 1860, was manufactured in Philadelphia.
1866, with those manufactured prior to 1864 being In the patent, inventor Mahlon J. Gallager of
.54 caliber and those made in 1864-65 being .44 Savannah, Georgia, claimed that his carbine was a
caliber. The .54 caliber ―Old Model‖ was 38" long superior weapon because of the easy removal of a
and weighed 7 pounds, while the 1864 model (.44 spent cartridge from the breech. However, the
cal.) was 37 ¼‖ in length with a weight of 6 3/8 mechanism was flawed, and cartridges frequently had
pounds. The sight was graduated to 500 yards, the to be removed by prying them out. Even so, the cost
maximum realistic range for any accuracy at all, was low enough that the government procured 17,728
although effective ranges were more like 150-200 of the .50 cal. weapons, each being 39 ¼‖ long and
yards. Tests showed that the Ballard could fire up to weighing 7 lbs., 8 ounces. Of the 50 officers who
18 rounds per minute, although not accurately aimed. tested the Gallager, 40 rated it as totally worthless.
The Federal Ordnance Department purchased 1,509 Effective range seems to have been about 130 yards.
carbines, all being the .44 cal. variety. However, Cavalry units that used the weapon included the 3rd
Kentucky state troops used as many as 18,500 of the West Virginia; 2nd, 3rd, 4th and 6th Ohio; and the
weapons (.54 cal.), and it is known that the 13th 13th Tennessee.
Kentucky Cavalry and the 30th Kentucky Mounted
Infantry were armed with Ballards. GIBBS CARBINE: The Gibbs Carbine had a very
short lifespan during the war, but left an unusual
BURNSIDE CARBINE: Invented in 1856 by footnote in history. Based on the same principles as
Ambrose Burnside (who later led the Army of the the Gallager Carbine, this .52 caliber weapon was
Potomac), the Burnside Carbine was the first weapon 39‖ long and weighed 7 pounds, 6 ounces. Only
purchased by the government that used metallic slightly more than 1,000 had been delivered from the

Steven Hofner (Order #35311104)


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factory in New York City by July 1863. On July 13, 8th Indiana; 1st N.Y. Dragoons; 19th N.Y.; 13th
the New York Riot occurred, and rioters assaulted the Tennessee; 9th Pennsylvania; 3rd West Virginia; 1st
building. At first, 34 policemen armed with Gibbs Wisconsin; 1st Nebraska; 1st Nevada; and the 11th
Carbines guarded the factory. They shot 3 rioters Ohio.
before being ordered to another area, at which point
the mob burned the factory down, effectively ending LINDNER CARBINE: Only 892 Lindner Carbines
the career of the Gibbs Carbine. The few soldiers in were purchased during the war, and the only use of
the field that used the weapon were not very the weapon in combat was by the 1st Michigan
impressed. Cavalry in the Shenandoah Campaign and, later, at
the Second Battle of Bull Run. The troopers
GWYN & CAMPBELL CARBINE: Also known exchanged their Lindners for Sharps Carbines in late
as the Cosmopolitan, there were 3 separate models of 1862, ending the brief debut of the weapon during the
this carbine in use by the end of the war—the Civil War.
Cosmopolitan and the Gwyn & Campbell types 1 &
2. Each design was only slightly different, and all MAYNARD CARBINE: An extremely accurate and
used linen .32 caliber cartridges. While the Type 1 well liked weapon, the Maynard was found in some
G&C carbine had sights graduated out to 900 yards, quantity in arsenals in the Southern states at the
none of the models had an effective range more than beginning of the war. Coming in two varieties, the
200 yards, but they could be fired with steadily .35 cal. and the .50 cal., this weapon was a good
diminishing results up to 500 yards. The weapon was performing gun. The inventor, a dentist named Dr.
39‖ long and weighed 6 lbs., 9 ounces. A total of Edward Maynard, held a demonstration for the
9,342 carbines of all models were sold to the government in 1859 where he fired 237 rounds (at a
government. Cavalry units using the weapon included rate of 12 rounds per minute) at a 3 ft-by-6 ft. target
the 2nd and 3rd Arkansas; 5th, 6th and 16th Illinois; placed 200 yards away—and ―never missed.‖ The
3rd and 4th Indiana; 4th and 8th Iowa; 2nd, 6th and weapons were light, but the .50 caliber carbine had a
14th Kansas; 10th, 12th, 14th and 40th Kentucky; 4th bit too much of a kick to it. Not used by Union forces
and 8th Missouri; 5th and 8th Ohio; 7th Tennessee; very much because of the late delivery (1864-65) of
and the 3rd Wisconsin. the weapons, Confederate cavalrymen used them to
great advantage. The 9th and 11th Indiana; and the
HALL CARBINE (U.S. MODEL 1843): The Hall 11th Tennessee were known to have been issued
Carbine was the first carbine introduced in the world, Maynards during the war.
with the first weapons being sold in 1834 to the 1st
Regt. of U.S. Dragoons. Being a smoothbore, the MERRILL CARBINE: The Merrill Carbine seems
government had many of the carbines rifled for .58 to have been either loved or hated, depending on who
cal. cartridges. The weapon was neither accurate nor was reviewing the weapon for the Ordnance Dept.
efficient, leading all 21 officers who tested the Survey of Weapons. I have chosen to use the ratings
weapon to rate it as either poor or worthless. The of the 91 officers who helped to conduct the weapons
range was considered too short, and the carbines trials. They rated the Merrill as generally a poor
often fouled after only a few shots. The 2nd and 9th choice (72 of the officers rated it as "fair" to
Illinois Cavalry were armed with Hall Carbines, but "worthless," with only 19 calling it "best" or "good").
many of the troops apparently found other arms. However, General George Stoneman liked the
carbine and asked for many of his cavalry troops to
JOSLYN CARBINES (MODELS 1855, 1862 AND be armed with it. Using a paper cartridge of .54
1864): All of the carbines manufactured by Joslyn caliber, the Merrill Carbine was 37 3/8‖ long and
were of the .54 cal. single-shot variety. The first weighed 6 pounds, 8 ounces. There does not seem to
model was 38 ¼‖ long, weighing in at 7 lbs., 4 be a record of its effective range. Cavalry units
ounces. The 1862 model, being a rim-fire weapon, known to have carried the 14,255 Merrills purchased
was 38 7/8‖ long and weighed 6 pounds, 10 ounces. by the government were the 27th Kentucky; 1st, 5th,
A total of 11,261 Joslyn Carbines were purchased by and 18th New York; 1st New Jersey; 7th Indiana; 1st
the government, even though officers who tested the and 3rd Wisconsin; 11th, 17th and 18th
guns did not like them. The range was similar to most Pennsylvania; and the 1st Delaware.
carbines of the period, but the breechblock tended to
blow open when the weapon was fired. An additional REMINGTON CARBINE: This weapon has been
problem was that Spencer cartridges fit poorly in this listed in several books covering Civil War carbines,
gun. Cavalry units issued the Joslyn were the 4th and but the actual orders from the government were not

Steven Hofner (Order #35311104)


5
received until the war was over, so this carbine will SMITH CARBINE: In 1860, a board of officers met
not be reviewed. at the Washington Arsenal to conduct tests on
weapons that were being considered for future
SHARPS CARBINE: This famous weapon was first purpose. The carbine that generated the most raves
produced during 1849-50 in Pennsylvania. Two later was the Smith, being considered the simplest to
models, the "New Model 1859" and the "New Model operate and the most durable for cavalry use. This .50
1863" were the types used during the war. The caliber weapon was 39 ½‖ long and weighed 7
Sharps Carbine was widely used, with 5,800 being pounds, 8 ounces. Taking either a foil and paper
purchased by the government in 1861, 17,134 in cartridge, or one of rubber, the Smith was not the
1862, 22,205 in 1863, 25,039 in 1864, and 7,152 most accurate, the fastest loading, or the carbine that
being delivered in 1865, for a total wartime purchase could extend a shot out over great distance. It was,
of 77,330 weapons. Both models used during the however, reliable, and the troops that were issued the
Civil War were .52 caliber and 39 1/8‖ long, weapon rated it highly. A total of 31,002 were
weighing in at a hefty 7 lbs., 12 ounces. Field officers purchased for the war. Units known to have been
who responded to an 1863-64 Ordnance Dept. survey given the carbines include the 1st Massachusetts; 6th
about the weapon overwhelmingly shouted its praise. and 9th Ohio; 1st Connecticut; 7th and 17th
0f 422 officers, 215 considered it the best arm in the Pennsylvania; 7th and 11th Illinois; and the 3rd West
service, 199 rated it as "good," and only 8 mere rated Virginia Cavalry regiments.
the Sharps as "fair" or "poor." The Battle of
Gettysburg showed the intense ability of this gun to SPENCER CARBINE: This carbine was the royalty
stop an enemy. General John Buford's cavalry, 5 of the Civil War period. Capable of firing 7 rounds
regiments of which were armed with the Sharps within 10 seconds, the Spencer Repeating Carbine
Carbine, threw back Confederate infantry attacks on certainly did much to change the fortunes of the
the first day until Union infantry reinforcements Union mounted regiments. Brig. Gen. James W.
came to the rescue. The rate of accurate fire was ten Ripley, Chief of the U.S. Ordnance Department,
rounds per minute at up to 600 yards, although 300 being a typical myopic bureaucrat, refused to believe
yards was considered to be the effective fire range. that such an advanced weapon could actually be of
The Confederates also had access to some Sharps value on the field. Nonetheless, the Federal
Carbines, with 5,200 of the guns being manufactured government procured more than 95,000 of these
between 1862 and 1864. Some of the Union cavalry repeaters because of the insistence of President
units issued the weapon include: 1st, 2nd, 4th, 6th Lincoln, who personally tested the Spencer. This gun
and 8th Illinois; 1st California; 5th and 6th Ohio; the used a copper rim-fire cartridge that was easily
1st through 6th U.S. Regulars; 1st Michigan; 3rd and loaded with a maximum of 7 rounds. The Blakeslee
13th Pennsylvania; 1st and 2nd Massachusetts; 5th cartridge box, patented in 1864 by Col. Erastus
Iowa; and the 20th New York. While many more Blakeslee of the 1st Connecticut Volunteer Cavalry,
regiments obtained the Sharps Carbine, my research gave troopers much more firepower capability than
could not come up with their names. before. This cartridge box was capable of holding up
to 13 ―tubes‖ of 7 cartridges each, giving the Union
SHARPS & HANKINS CARBINES: There were cavalryman an additional 91 rounds at his fingertips.
three distinct models put out by the Sharps & Being effective at up to 400 yards, Confederate
Hankins factory, none of which saw much use during reports of battles fought against units armed with the
the war. Of the 1,468 S&H carbines purchased by the Spencer often grossly exaggerated the number of
government, 500 went to the Union Navy, and many enemy combatants involved. The Spencer carbine
others were of a fairly experimental nature. The was effective not only in a defensive mode, but also
differences between the models were primarily in the attack, because troops armed with it could fire
connected with the release and breech-frame on the run without needing to reload. Units armed
mechanisms. The Sharps & Hankins model that with this weapon were too numerous to mention, but
debuted in 1863 was timed at a rate of fire of 14 Custer's Michigan troopers made good use of the
rounds in 1 minute, 40 seconds. One very short carbine at Gettysburg and other battles.
model (slightly over 33‖ in length) was tried out for
cavalry usage, but was manufactured too late in the STARR CARBINE: Better known for its revolvers,
war to make any impact in the field. The 9th New the Starr Arms Company also produced a carbine that
York Cavalry and the 11th New York Volunteer started the war as a percussion weapon and ended up,
Cavalry are known to have been issued the special with only slight modifications, as a rim-fire carbine.
short-barreled carbines. The .54 caliber Starr Carbine was 37 5/8‖ long and

Steven Hofner (Order #35311104)


6
weighed 7 pounds, 6 ounces, with an effective range ASK JOHN HILL!
of about 200 yards. The percussion model was well
liked by the Navy, but in a test conducted by 78
officers during the 1863-64 survey, 61 of the men Q: When do units marked Hold resolve their
rated the weapon as ―poor or worthless.‖ The major fire attacks? Can they be resolved prior to
complaint was that it would not fire much of the time. the fire attacks of moving enemy units, or
Later, the rim-fire model was a vast improvement, are they resolved simultaneously during the
but only 5,001 of these guns made it to armories Moving Fires Phase?
before the war's end. The following cavalry
regiments were known to have been issued the Starr A: The unique advantage of the HOLD order is
Carbine: 1st Arkansas, 5th Kansas, 11th Missouri, that units that are on HOLD can fire anytime
and 24th New York. during the turn after all FIRST FIRES are fully
completed -- which includes any morale checks
WARNER CARBINE: This was the only brass that resulted from the FIRST FIRES. And
frame carbine produced during the Civil War. It did
anytime means just that. This means that a unit
not go into production until 1864, used Warner rim-
fire cartridges (many of which were poorly made), on HOLD can chose to fire before, during, or
and was tested at a rate of fire of 13 rounds in a after the Movement Phase. The "holding unit"
minute. However, the carbine was plagued by an does not have to wait until the Moving Fires
extraction problem with swollen cartridges that Phase.
frequently had to be removed by hand. I could find
no facts concerning whether the guns were ever And any casualties or morale checks that result
actually issued for use in the field. The government from the fire of a "Holding Unit" are resolved
purchased 4,001 Warner Carbines, but they may have immediately after they happen -- hence, an
never seen action, and certainly they did not have unlucky moving unit may be hit so hard by a
much of an impact on the war. "holding unit" that he never gets a chance to fire
back in the Moving Fires Phase.
WESSON CARBINE: The U.S. government
purchased only 151 of these carbines, although
approximately 4,500 were sold to the state forces of Bottom line -- if you march a column across the
Indiana, Kentucky, Kansas, and Missouri. This front of a "Holding" unit...do expect to be
carbine had a serious flaw in that the cartridge, once punished for your actions.
fired, had to be removed by hand, and often it was
necessary to use a ramrod, since this gun had no Hope this answers the question,
extractor system. The only photo of a Civil War
soldier carrying a Wesson Carbine that I have seen
was a Confederate. It is possible that many of the
John
guns were abandoned by Union soldiers because the
Wesson was intensely disliked.

Sources:

* Lustyik, A. F., Civil War Carbines from Service to


Settlement. 1947.
* McAulay, J. D., Carbines of the Civil War. 1981.
* Lewis, Col. B. F., Notes on Cavalry Weapons of the
ACW 1861-1865. 1961.

This overview first appeared in The Zouave, Volume


1, Issue 3. Reprinted and updated by written
permission of Marek/Janci Design of Wheaton,
Illinois, owners of the copyright. Gilbert Gaul – The Skirmish Line

Steven Hofner (Order #35311104)


       A M E R I C A N B7 A T T L E L I N E S       

BELMONT, MISSOURI
November 7, 1861
The Setting
On November 6th , Brigadier General
Ulysses S. Grant and his troops boarded
six riverboats—the Chancellor,
Memphis, Alex Scott, Keystone State,
James Montgomery, and Rob Roy. They
set sail from Cairo, Illinois, to
demonstrate against the Confederates at
Columbus, Kentucky. Escorted by the
gunboats USS Lexington and USS Tyler,
Grant discovered the next morning
Confederate troops had crossed the
Mississippi River near Belmont,
Missouri. Grant landed his forces
upriver on the Missouri shore out of
range of the big guns in Columbus.
In Columbus, Leonidas Polk had a
respectable force, but thought Grant’s
move was only a feint and sent only part
of his force across the river to Camp
Johnston.

The Scenario
On the morning of November 7th , Grant’s troops
The Terrain
came ashore at Hunter’s Farm, almost three miles
from Belmont and Camp Johnston. The location was
The wargame was designed to be played with
selected as it was out of the range of the big guns in
10mm miniatures on a 4’x4’ game table. If playing
Columbus, including a 128-lb. Whitworth rifle. They
with larger miniatures, simply elongate the table
marched two miles south and formed a line of battle
down the length of the road.
in front of a cornfield. A little further south, in front
The area is mostly flat, with a scattering of
of Camp Johnston, the Confederates had formed their
trees. A single road winds through and around
line of battle.
several cornfields, each surrounded by fencing. At
This scenario is actually played in two parts. The
the far south is Camp Johnston with several tents.
first part recreates Grant’s march and assault on
The Mississippi River is also a major feature.
Camp Johnston. Once the camp was taken, Grant
was surprised by Confederate reinforcements to the
Part I Setup
rear, blocking his path back to his transports. The
second part will be detailed a little later.
UNION
All Union forces are deployed in map grids 4-1
through 4-4.

Steven Hofner (Order #35311104)


8
CONFEDERATE
Confederate Part I forces may be deployed in CONFEDERATE
grids 1-1 through 1-4 and slightly inside grids 2-2 The Confederates must prevent the Union
and 2-3 as indicated on the map. from breaking through and reaching their boats.
OBJECTIVES VICTORY RESULTS
UNION UNION
During Part I of the scenario, the Union must If the Union can make it off the board with all
totally take Camp Johnston. That must be units AND the captured guns and prisoners, it will be
accomplished before Part II can be played. a Union victory. Getting some of the units off the
CONFEDERATE board will be a draw.
Johnny Reb must prevent Grant from taking
the camp, or at the very lease inflict as many CONFEDERATE
casualties as possible upon him. If the Confederates prevent any Union troops
from exiting the board, it will be a Rebel victory.

AFTERMATH I AFTERMATH II
Grant was successful in pushing the Confederates
During Grant’s fight to return to his transports,
back into the camp. A little over 100 men
the big guns in Columbus opened fired on his rear.
surrendered to the Union troops, but most were able
They were silent earlier when there were
to pull back and boarded two boats, the Prince and
Confederates within range, but now, with a clear line
the Charm, but they abandoned their colors and two
of sight to the enemy, they entered the battle. Their
guns in the process. When Grant’s inexperienced
support was short lived, though, and the two U.S.
soldiers entered the camp, they began to plunder and
gunboats opened fire on Columbus, diverting their
party. In an attempt to gain control over the men,
attention.
Grant ordered the camp burned, which resulted in
Grant managed to get back to his transports, but
several wounded Rebels being burned to death.
with one unit missing. He returned to the field to
The Confederates surprised the Union by
look for the unit, but quickly changed his mind after
appearing in the rear with fresh troops, as well as
seeing Rebel units moving toward him. When he
those who managed to escape earlier. Grant said
returned to the transports, they had all cast off. The
―Well, we must cut our way out as we cut our way
closest one had just pushed off when the captain saw
in.‖
Grant return. According to Grant’s memoirs, the
And so begins Part II of the scenario.
captain delayed starting the engines, giving Grant
time to make it to the boat, where his horse slid down
Part II Setup the bank and trotted on board without hesitation.
Some sources portray Belmont as a Union
For Part II, the deployment areas are victory, while the Confederates claimed the victory
reversed, with the Confederates setting up in 4-1 as well. In truth, it was really a draw, with about
through 4-4 and the Union in 1-1 through 1-4. 1,500 casualties combined.

OBJECTIVES
UNION
The Union doesn’t have much choice… it must
fight its way through the Confederate line and exit off
the bottom table edge.
- Scenario by Jon Coulter of Old Dominion Gameworks

Steven Hofner (Order #35311104)


9

ORDER OF BATTLE
UNION
UNIT
TQ MM FM SK CQ CR STANDS WEAPON
B. General U.S. Grant +2 2 1M

First Brigade
B. General McClernand +1 1 1M
27th Illinois Infantry 11 0 0 Y 5I/1F Springfield
30th Illinois Infantry 11 0 0 Y 5I/1F Springfield
31st Illinois Infantry 11 0 0 Y 5I/1F Springfield
15th Illinois Cavalry 11 -1 0 Y 2C/1M Carbine
1st Illinois Artillery, Battery B 11 -1 0 N 3A/1F 6lb Gun
Supply Wagon

Second Brigade
Colonel H Dougherty +1 1 1M
22nd Illinois Infantry 11 0 0 Y 5I/1F Springfield

7th Iowa Infantry 11 0 0 Y 5I/1F Springfield

Note – During Part II, the Union player also has four unmanned Confederate guns (two stands)
and one 4-figure stand of Confederate prisoners.

CONFEDERATE PART I
UNIT
TQ MM FM SK CQ CR STANDS WEAPON
B. General G.J. Pillow +1 1 1M

12th Tennessee Infantry 11 0 0 Y 5I/1F Enfield


22nd Tennessee Infantry 11 0 0 Y 5I/1F Enfield
21st Tennessee Infantry 11 0 0 Y 5I/1F Enfield
13th Tennessee Infantry 11 0 0 Y 5I/1F Enfield
13th Arkansas Infantry 11 0 0 Y 5I/1F Enfield
Watson’s Battery 11 -0 0 N 2A/1F 6lb Gun
Supply Wagon

CONFEDERATE PART II
UNIT
TQ MM FM SK CQ CR STANDS WEAPON
B. General Cheatham +2 2 1M
15th Tennessee Infantry 11 0 0 Y 5I/1F Enfield
2nd Tennessee Infantry 11 0 0 Y 5I/1F Enfield
11th Louisiana Infantry 11 0 0 Y 5I/1F Enfield
B. General G.J. Pillow +1 1 1M
Blythe’s Mississippi Regt 11 0 0 Y 5I/1F Enfield
Mixed Regiment #1 11 0 0 N 3I/1F Enfield
Mixed Regiment #2 11 0 0 N 2I/1F Enfield

Steven Hofner (Order #35311104)


10

Light- Wooden Vessels without substantial


Introduction: reinforcement; -3 Target DRM; equivalent
to Hasty Works.
C. Crew Size: This is the number of figures
Sgt. First Class Christopher Maes is a career
required to man the guns, operate the engines,
soldier in the Michigan National Guard and a
steer the vessel, and assorted other shipboard
veteran wargamer. He manages the post-
functions. Divide the listed number of crewmen
deployment health care system and is a platoon
sergeant in the 1st Squadron of the 126th by 15 to calculate the number of figures
Cavalry Regiment. required. Note: there must be a minimum of 1
figure per gun, plus 1 additional figure to operate
For some time, he has been working on a set of the ship. As crew figures are lost to combat, it
add-on rules for use with Johnny Reb 3 and may be necessary to reassign crew to other
other popular regimental gaming systems. The functions.
rules he presents here are meant to be an Crew Figure formula: Figs = (listed ship’s
addition to the standard rules set, and are useful crew) / 15 or 1 figure per gun + 1.
for combined arms operations, as well as for D. Crew Quality: Represents the general
stand-along riverine and coastal warfare. training and morale of the ship’s crew, and uses
Questions and suggestions may be addressed the same BMPs as JR III. Naval crews rarely
to christopher.maes@ us.army.mil. have a rating worse than Veteran, and (almost)
never are Militia. Merchant crews rarely have a
rating better than Green, and are usually rated
Ship Attributes: as Militia.
E. Officers: In addition to any crew figures, a
All ships and boats have the following attributes. Players ship also requires a Captain. This officer is
will have to derive the specific values on their own from treated the same as a Brigade command figure,
relevant source material (see examples and references).
and gives orders to the ship and crew. A normal
Captain is considered to be a +1 leader. A Flag
A. Hull Points: This value represents a boat’s Officer may also be present: he is treated as a
ability to absorb damage and stay afloat. To Division or Corps commander, with a +2 or +3
calculate Hull Points, add ship’s length, beam bonus.
(width) and draft (depth), and then divide this F. Speed: This is the maximum listed speed of
number by 25. the ship in knots. From this, we can determine
Hull Point formula: H = (L + W + D) / 25. the ship’s Base Move and Flank Speed. Ships
B. Armor: This value represents how resistant rarely operate at max speed; rather they usually
the ship is to damage based on the ship’s armor operate at Cruise speed; this is the ship’s Base
type, thickness, and quality. Armor value is Move. For short durations, however, they can
expressed as Heavy, Medium, or Light, and is increase their speed to Flank Speed. Flank
equivalent to JR III fortification levels. Speed is treated much like Charge Bonus
Heavy- Ironclads (> 1” iron backed by Movement, and involves a number of d6 extra
heavy timbers); -8 Target DRM; equivalent
inches of movement on top of the ship’s Base
to Heavy Works. Includes monitors and Movement. To calculate movement points in
casemate ironclads. inches, take the ship’s speed (in knots) and
Medium- Tinclads/”Cottonclads” (<1” iron multiply this by 6; this is the ship’s Base Move.
backed by heavy timbers, or cotton bales, To determine Flank Speed Bonus movement,
or extra heavy timbers); -6 Target DRM; roll 1 d6 per knot of speed. Thus a ship capable
equivalent to Medium Works. of 5 knots speed would have a Base Move of

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11
30” (5 x 6”), and a Flank Speed movement J. Rams: The ship’s bow may be reinforced for
bonus of + 5d6” (or 5-30 inches). ramming, or not.
Movement Point formula: Base Move = knots x K. Spar Torpedo: Some vessels (notably
6 inches. Bonus Move = knots x d6 inches. certain Confederate Ironclad Rams and
Movement in Reverse is at half speed. Union/Confederate Torpedo Launches) may be
G. Turn Cost: A ship’s maneuverability and equipped with Spar Torpedoes, depending upon
turning rate is expressed as a number indicating the scenario.
the cost (in inches of movement) per 45-degree Spar Torpedo attacks are resolved as a
turn. Generally, the larger the ship, the less ramming attack, and cause additional damage
maneuverable it is, and thus, the higher the cost as follows (roll a d6): 1-2 = Torpedo fails to
per 45-degree turn. Without better information, explode; 3-4 = Target ship takes 2d6 points of
assume that a ship less than 150 feet in length Hull Damage; 5-6* = Target vessel takes 3d6
has a Turn Cost of 2; vessels with a length of points of Hull Damage. Note: on a roll of 6, the
150-249 feet have a Turn Cost of 4; those with a attacking vessel also takes 1d6 points of Hull
length greater than 250 feet have a Turn Cost of Damage!
6. Ships equipped with side wheels have their L. Troop/Cargo Capacity: This is a vessel’s
turn cost reduced by 1, making them more ability to carry troops, etc. This capacity will be
maneuverable. Alternately, they may spend half expressed as a number of figures. Unless
their movement and pivot in place. specified, assume that warships can transport
Small Craft such as Ship’s Boats, Long Boats, up to 1.5 times their Hull Rating in troops.
Whale Boats, Launches (including Torpedo Vessels actually constructed as transports can
Launches), etc. have a Turn Cost of 0. Some carry 6 times their Hull Factor. Artillery Batteries
vessels were built as Double-Enders for service take up 2 spaces per gun section without
in narrow waterways, with rudders on both their horses, and 4 per section with horses.
stern and bows; these ships may move in either Command figures take up 1 space per figure on
direction at full speed. the base (i.e. 1 per Brigade officer, 2 per
Reversing course costs half a ships movement, Division, 3 per Corps, etc…) due to a
as does docking, anchoring, or weighing need/demand for better quarters, horses, etc…
anchor/getting under way. Supply Columns take up 20 spaces. It is up to
H. Draft: A ship is considered to be Shallow the referee to determine how much other cargo
Draft if it draws less than 6 feet of water. A ship a ship could carry. Any troops carried by
drawing 6-12 feet of water is considered to be Ironclads will be treated as “overload”.
Medium Draft, while those drawing more than M. Paddle Wheel(s) (optional): Vessels
12 feet are considered Deep Draft. Ships with propelled by side or stern paddle wheels will
Shallow Draft are less likely to ground in shallow have 3 boxes to track hits. The first hit reduces
water, while those with Deep Draft are more speed by ½; the second hit means the vessel
likely to get stuck, and are thus restricted to may not move (though side-wheelers may still
deeper water. pivot); the third hit destroys the paddles, and no
I. Guns: This is the armament of the ship. movement is possible. Note: stern-wheelers hit
Weapons may be mounted in a number of ways: on frontal arc ignore paddle wheel hits.
Bow, Stern, Port and Starboard – These
guns are restricted to an arc of 45 degrees
left or right.
Movement:
Pivot Guns – May be pivoted to fire to
A. General: Ships are restricted to movement
different facings. Changing facings is not
on water. If a vessel is to move, it must be given
considered movement.
a Move order. The direction of movement is
Turret Guns – Can (theoretically) fire in any
indicated by the arrow.
direction. Most monitors had at least some B. Movement Distance: A vessel may move
restrictions to their firing arcs due to the any or all of its Base Move; it must use ALL of
presence of pilothouses, smoke stacks,
any bonus movement resulting from the use of
ships boats, etc. Traversing is not
Flank Speed.
considered movement. C. Turning: In addition to the Turn Cost, ships
The range and firing modifiers of ship’s guns are must move at least 1 inch forward per 45-
listed in the Gun Tables.
degree turn. Small Boats, including Steam
Launches are exempt from this, as they can

Steven Hofner (Order #35311104)


12
essentially move in any direction. Ships which a Crew Competency Check (modified by
suffer a Rudder Hit have their required move Officers). If either ship FAILS the check, treat it
between turns increased. as a ramming attack, with the ship that failed the
D. Currents and Tides: Most rivers will have a check the attacker. If BOTH ships passed the
current whose direction and speed will be check, continue movement as planned.
specified before the scenario. Ships heading H. Ramming Attacks: During the War Between
upstream will have this deducted from their the States, ramming was considered a legitimate
speed, while those heading downstream will tactic for sinking another vessel; some vessels
have it added to their speed. Movement may be even being constructed just for this purpose. To
broken down into two half-moves (just as on attempt a ramming attack, the vessel must have
land) to determine effective speeds. Thus, a GOOD morale (or SHAKEN with an Officer
ship which spends half its movement going present), and have marked CHARGE in the
downstream will have the current speed (halved) Orders Phase of the game turn. Ramming
added to the ship’s speed to determine attacks will be resolved in order of closest
movement points. Coastal waters may likewise attacker to intended target. The attacking
be subject to the effects of tides. vessel will first move any bonus movement
E. Running Aground: Most waters have some points toward its intended target, making any
sand bars, shallows, etc. hereafter referred to as necessary turns, etc. The target vessel now
shoals. Shoals may either be shallow or deep. takes Crew Competency Check (modified for
The chance of a vessel grounding on a shoal is Officers), and if passed, may pivot up to 45
related to the depth of the water/shoal, and the degrees. If the target vessel has good morale, it
draft of the vessel, and determined by rolling a may also attempt a bow-to-bow ram on the
d6. attacker. The target vessel may also fire any
Shallow Draft Vessels will pass freely over weapons that bear on the attacker. If contact
a Deep and ground on a 1 or 2 on a Shallow still occurs, resolve the ramming attack (see
Shoal. below). If contact does not occur using only
Normal Draft vessels will ground on a Deep bonus movement, the target vessel may now
Shoal on a roll of 1 or 2, and on a Shallow move its full move, followed by the attacking
Shoal on a roll of 1-4. vessel. If contact occurs, the target may now
Deep Draft vessels will ground on a Deep fire any weapons that bear (- 1d6 if fired
Shoal on a roll of 1-3, and automatically previously), then resolve the ramming attack. If
ground on a Shallow Shoal. If a vessel no contact, wait until the Moving Fires Phase to
grounds on a shoal, it immediately ceases resolve any gunfire between the two ships. As
movement. long as there is an Officer present, morale
There is also the potential for damage to the loss due to enemy action will not prevent a
vessel’s hull. The ship immediately takes a Crew ramming attack.
Competency Check by rolling versus the crew’s I. Resolve Ramming Attacks: If contact
Base Morale Point (BMP) on 1d6. If the roll is occurs, determine which facing of the target
higher than the BMP, no damage is taken. The vessel was struck (bow, portside, starboard side,
presence of a Naval Officer gives a +1 to the or stern). If it is unclear which facing is struck,
roll. Hull Damage taken is equal to the ships the target vessel takes a Crew Competency
current speed in knots divided by two (Kts / 2). Check (modified for Officer); if the roll passes,
F. Grounded Vessels: Once grounded, a ship he may determine which facing is struck.
is considered stuck unless it passes a Crew Damage from the ramming attack will be
Competency Check with the following modifiers: determined as follows:
+1 if Officer present, -1 if attempting to move Bow- First, determine relative speeds of
forward rather than reversing off the shoal. If attacking and target vessels: add target’s speed
the roll is failed three times in a row, the ship is (inches moved since last 45 degree turn
stuck fast and requires assistance from a towing divided by 6) to attackers speed (inches moved
vessel, which will add +1 to all subsequent rolls. since last 45 degree turn divided by 6);
Additionally, the ship will take one point of Hull apply this as a DRM. Consult the JR III Combat
Damage if it attempted to move forward. Results Table (CRT), using attacking vessels
G. Collisions: If two vessels come within 1 inch remaining Hull Points as the number of
of each other, there is a chance of an accidental attacking batteries; modified by relative speed,
collision. To avoid a collision, both ships will take target armor, officer, and crew quality Then roll

Steven Hofner (Order #35311104)


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2d6 (3d6 if the attacking vessel is equipped with Points (B). A ratio of 1:2 (or less) will reduce the
a Ram), the result is the number of Hull Factors available speed by ¼. A ratio 1:1 (or less) will
lost by the target vessel. Additionally, if it was a reduce speed by ½. A ratio of 1:2 will reduce
Bow-to-Bow Ram (see above), resolve an attack speed by ¾. Larger ships may not be towed, or
on both vessels! may require more than one towing vessel.
Side- Use the number of inches of movement
since last 45-degree turn (divided by 6) as a Firing From Ships:
DRM. Consult the JR III Combat Results Table
(CRT), using attacking vessel’s remaining A. General: Ship’s guns are fired in the same
Hull Points as the number of attacking manner as their land-based cousins. Each gun
batteries; modified by relative speed, target on a ship is treated as a section of artillery and
armor, officer, and crew quality Then roll 2d6 can engage separate targets, or combine their
(3d6 if the attacking vessel is equipped with a fire like an artillery battalion per JR III rules.
Ram), the result is the number of Hull Factors B. Rate of Fire: Heavy Naval Guns generally
lost by the target vessel. If the target is a side- had their magazines located close by, had larger
wheeler, it also takes a Paddlewheel Hit. gun crews, and were designed for rapid
Stern- Determine the relative speeds of the two reloading. Therefore, they are not restricted to
vessels by subtracting the target’s movement firing every other turn, as are Coastal Artillery
from the attacker’s movement (inches moved (see Gun Tables).
since last 45 degree turn divided by 6), use this C. Magazines: Ships usually have a well
as a DRM. Consult the JR III Combat Results stocked magazine; so guns will not go Out-of-
Table (CRT), using attacking vessel’s Ammo unless the ship has suffered a Magazine
remaining Hull Points as the number of Hit. They are not restricted in the number of
attacking batteries; modified by relative speed, canister (grapeshot) rounds available, unless the
target armor, officer and crew quality Then roll ship has suffered a Magazine Hit.
2d6 (3d6 if the attacking vessel is equipped with D. Moving Fire: Ship’s guns are generally
a Ram), the result is the number of Hull Factors considered to be on Hold orders (even if the ship
lost by the target vessel. Additionally, the target moved), and do not fire down one die for moving
vessel will suffer the effects of a Rudder Hit. If fire unless they used Flank Speed bonus
the target was a stern-wheeler, it also takes a movement.
Paddlewheel Hit. E. First Fire: Ships may never be given First
J. Damage to Ramming Vessels: For each Fire orders.
“1” rolled, the attacking vessel also suffers 1 F. Subsequent Shots: Unlike land-based siege
point of Hull Damage. If the attacker is and fortress guns, ship-borne guns never get the
equipped with a Ram, there is a chance that it firing modifier for subsequent shots at same
will be lost as a result of the attack. A roll of 6+ target unless the firing ship is anchored or
means that the Ram has been lost. Each moored.
additional ramming attack increases the chance
by +1. If the attacker is a Wooden Vessel (WV) Firing At Ships:
without a ram, and the target is an Ironclad, the
attacker automatically suffers at least 1 point of
A. General: a ship may be fired at by artillery or
Hull damage.
K. Towing or Pushing: A vessel may tow or small arms in the normal manner.
B. Firing Modifiers: The following modifiers
push another. The two vessels must first be
apply as normal: opening volley, officer present,
secured together with a Crew Competency
crew quality, target armor, and raking fire.
Check (by the moving vessel only) to determine
Shore batteries may get additional modifiers.
if an accidental collision occurred. On the next
C. Target Armor: Apply the appropriate DRM
game turn, mark both vessels with a Formation
for target armor. Raking Fire: If the line-of-fire
Change order. If the crew of the towing vessel
is down the length of the ship, there is a +3
is Veteran or Elite, they may still get a half move
in the Movement Phase of the turn; if they are DRM.
D. Shore Batteries: Shore batteries are artillery
Green or Militia, the ships may not move this
positions specifically constructed to defend a
turn. The speed at which the vessel may be
harbor, coastline, or section of a river. Because
towed/pushed is based on a ratio of towing
vessel Hull Points (A) to towed vessel Hull the guns are carefully sighted in, and ranges

Steven Hofner (Order #35311104)


14
known (and frequently marked), shore batteries right. Immediately make a 45 degree turn in
get an additional +1 DRM. If the firer is that direction. All Turn Costs and Required
howitzer, mortar, or firing from a significant Movement are doubled. Turns to the
elevation, reduce the armor value by 1 level (i.e. opposite direction are prohibited. Roll a d6
Hvy becomes Med) for plunging fire. Shore each Routes/Rallies/Replacement Phase;
batteries never get the subsequent shot bonus fixed on a roll of “6”).
to hit moving targets. Magazine hit- Roll a d6: 1-4, the ship is on
fire; 5-6, Explosion-ship destroyed!
Effects of Artillery Fire Against Fire- Immediately mark off d6 Hull Boxes.
Roll a d6 each Routes/Rallies/Replacement
Ships:
Phase for each crew figure assigned to fight
the fire; fire is extinguished on a roll of “6”).
A. General: Use the JR III Combat Results If fire not extinguished, mark off another d6
Table (CRT), with appropriate modifiers, to Hull Boxes, and roll a second d6; on a roll of
determine the number of “hits” on a ship. For “6”, fire has spread to the ship’s magazine
each “hit”, roll a d6 and consult below. (see above for effects). Note: fire will
1- Hull hit; cross off 1 Hull Box. continue to burn until extinguished, or the
2- Hull hit; cross off 1 Hull Box. ship sinks.
3- Crew hit; eliminate 1 Crew figure.
4- Solid hit; cross off 1 Hull Box, and
Morale:
eliminate 1 Crew figure.
5- Penetrating hit; cross off 2 Hull and 2
crew. A. General: Shipboard morale is as per JR III.
6- Critical hit; roll again on table below Base Morale Points (BMP) are the same: Elite,
(d6). 2; Veteran, 3; Green, 4; Militia, 5.
1- Paddle Wheel hit B. Morale Modifiers: Use the following
2- Boiler hit modifiers: -1/-2/-3 for Naval Officer present, -1
3- Gun hit for behind cover (if crew is protected), -2 for
4- Waterline hit Heavy/Medium armor, -1 for Light Armor, +4 if
5- Rudder hit no enemy in sight/range, +1 for each crewman
6- Magazine hit killed, +1 for each Hull Hit, +1 for each ship in
B. Effects: All hits are cause for a morale same division out of action, +2 if Shaken, +3 if
check. Check morale after all fire from a single ship on fire, +4 if routed.
attacker has been resolved. Critical hits have C. Morale Results:
the following effects: GOOD- ship performs all actions
Paddle Wheel hit- Mark off 1 Paddle Wheel normally.
box (or Hull box if none available). SHAKEN- ship’s guns fire down one die;
Boiler hit- Roll d6: 1-2, speed halved; 3-4, crew may not conduct boarding actions,
steam lost, no movement (roll each turn in etc. (see boarding actions); ship may not
the Routes/Rallies/Replacements Phase; initiate ramming attacks (unless officer
fixed on a roll of “6”); 5-6, Explosion (2 Hull present).
Boxes, 2d6 Crew casualties, plus the ship is ROUTED- ship’s guns may not fire; ship
on fire! will attempt to flee battle at best possible
Gun hit: Destroys largest gun (and crew) on speed; if not possible, attempt to run ship
facing side (or random gun if not ashore; if not possible, the ship will
available/obvious). Also, a fire will be started “strike colors”, and be out of action for
on a d6 roll of “6”. the remainder of the game, or if ship on
Waterline hit- A lucky shot causes extensive fire, abandon ship!
flooding: mark off d6 Hull Boxes.
Note: ignore if hit by plunging fire; instead Embarked Troops:
mark off 2 Hull Boxes.
Rudder hit- Damage to the rudder or A. Infantry: Embarked troops may fire as if
steering gear has caused the rudder to jam. from land, but only ¾ may fire to any side. If the
Roll a d6: 1-2, rudder jammed left; 3-4, vessel is a casemate ironclad, only ¼ may fire
rudder jammed center; 5-6, rudder jammed from under armor to either side.

Steven Hofner (Order #35311104)


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B. Artillery: Other than the ship’s guns, no C. Morale: A defending unit on deck that fails a
artillery may fire from a ship. Naval gun crews Morale Check will retreat below decks; if it fails
may opt to fire small arms rather than their another Morale Check, it will surrender.
heavy armament. D. Melee: Melee will be handled normally,
C. Embarking/Disembarking: Troops wishing figures not eligible fire on the attacker counting
to load or unload from a vessel should be as supporting troops. Troops/Crew that ROUT in
marked Formation Change (FM). Troops melee will surrender.
transported in small craft automatically
disembark in disorder when they reach shore. Small Craft:
D. Charge: Troops may never charge from a
ship. Ships may be charged by enemy infantry General: Small Craft have their own special
(not mounted cavalry), but the last inch of rules.
movement is considered to be ROUGH terrain,
and must be done in disorder. Row Boats: May move 12” per game turn.
E. Casualties due to Enemy Fire: Embarked They can transport up to 8 figures or 1 Boat
troops may be targeted by small arms, or suffer Howitzer section per boat. They are a -3 target
casualties as a result of fire directed at the ship to hit due to their small size, but they provide no
itself. If targeted by small arms, treat as normal, cover. There is no target modifier for formation.
but ignore DRMs for formation. Only use the Upon reaching shore, occupants immediately
following DRMs when firing at embarked disembark in disorder.
troops/ship’s crew: opening volley, officer Boat Howitzers (and Rifles): These were very
present, morale, and appropriate cover light guns with two carriages: a wooden sled
modifiers. Embarked troops may also suffer from mount for use on small boats, and an iron,
artillery fire directed at the ship. For each Crew wheeled carriage for use on land. Transition
casualty taken, mark off a hit on each embarked from one mode to the other was very rapid.
unit also, as if by penetrating fire. They were pulled into action by their crews, or
F. Morale: The morale of embarked troops is
other foot troops. They fire as any other 12-
treated normally, except they ignore modifiers pound howitzer or rifle. Ammunition was
for fire on flank/rear, losses to (or morale of) transported slung from the carriage, and was
units not onboard the same ship, and formation. thus in limited supply; they will therefore go “Out
G. Overloading: A ship may take on extra of Ammo” on a roll of all 5s or 6s. Boat
cargo/personnel than is safe or advisable. Howitzers may perform Moving Fire while
Overloading a ship allows a 50% increase in embarked.
carrying capacity. However, the ship will lose
25% speed, all casualties to the embarked
troops will be doubled, and passengers will
disembark in Disorder. Any troops carried by
Ironclads are treated as “overload”.
H. Splitting Units: It is not necessary for all of
a unit to be transported on the same ship;
figures may be split up among several ships if
necessary.

Boarding Actions:
A. General: Ships may be boarded by enemy
crew or infantry.
B. Charge: A charge may be declared against www.battlefieldterrain.com
a moored/beached ship by a land unit on foot The one stop for all your Civil War wargaming
(not mounted cavalry). The last inch of terrain needs!
movement is considered to be Rough terrain,
and must be done in Disorder. Resolve the
charge normally, ignoring formation, but always
giving a cover DRM to the defending figures.

Steven Hofner (Order #35311104)


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Gun Tables

Naval & Coastal Artillery


Fortress RANGES RANGES
Mortars
guns CNSTR NORM LONG EXT NORM

32 # Smoothbore +3 DRM 4 19 38 12 # Coehorn 24


42 # Smoothbore +4 DRM 4 20 40 24 # Coehorn +1 DRM 24
8" Seacoast
Howitzer +4 DRM 4 18 36 8" Siege +2 DRM 24
10" Seacoast
Howitzer +4 DRM 4 16 32 10" Siege +3 DRM 24
8" Columbiad +4 DRM 4 21 42 96 10" Seacoast +4 DRM 24
13" Seacoast &
10" Columbiad +5 DRM 5 24 48 112 Navy +5 DRM 24
12 # Wooden
15" Columbiad +6 DRM 5 27 54 94 Coehorn * 12
20" Columbiad +7 DRM 5 36 72
100 # Parrot Rifle +5 DRM 5 24 48
200 # PR (Army) +6 DRM 5 27 54
300 # Parrot Rifle +7 DRM 6 30 60
6.4" Brooke Rifle +5 DRM 5 24 48
7" Brooke Rifle +6 DRM 5 22 44
7.5" Blakely Rifle +6 DRM 6 44 88
70# Whitworth
MLR +5 DRM 6 50 100
150 # Armstrong
Rifle +3 DRM 6 80 160

RANGES
siege guns
CNSTR NORM LONG

18 # Smoothbore +2 DRM 4 16 32
24 # Smoothbore +3 DRM 4 19 38
24 # Siege
Howitzer +2 DRM 3 13 26
32 # Siege &
Garrison +3 DRM 4 19 38
8" Siege Howitzer +4 DRM 3 23 46
30 # Parrot Rifle +2 DRM 3 36 72
4.5" Parrot Rifle +3 DRM 3 35 70
4.5" Ordnance
Rifle +3 DRM 3 30 60
4" Armstrong Rifle +3 DRM 3 60 180
12 # Siege Rifle +1 DRM 2 20 40

Steven Hofner (Order #35311104)


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RANGES
naval guns
CNSTR NORM LONG EXT
32 # +3
Smoothbore DRM 4 19 38
42 # +4
Smoothbore DRM 4 20 40
+4
8" Shellgun DRM 4 17 34
+5
9" Dahlgren SB DRM 4 17 34
10" Dahlgren +5
SB DRM 5 17 34
11" Dahlgren +5
SB DRM 5 20 40
15" Dahlgren +6
SB DRM 5 17 34
50 # Dahlgren +5
Rifle DRM 3 20 40
80 # Dahlgren +4
Rifle DRM 4 24 48
20 # Parrot +1
Rifle DRM 2 20 40
30 # Parrot +2
Rifle DRM 3 36 72
100 # Parrot +5
Rifle DRM 5 24 48
150 # Parrot +6
Rifle DRM 5 27 54
42 # Army Rifle +3
(James) DRM 3 26 52
6.4" Brooke +4
Rifle DRM 4 24 48
+5
7" Brooke Rifle DRM 5 22 44

Boat RANGES
Howitzers
CNSTR NORM LONG EXT
12 # Boat
Howitzer 2 15 30
12 # Rifled Boat
How. 2 18 36

JR3 Rules Questions?


Gamers, if you have questions involving rules
interpretation, send them to Scott Mingus, Sr. at
jrgsnl@comcast.net.
Questions will be collected and forwarded to John
Hill for the “Ask John Hill” column.

Steven Hofner (Order #35311104)


18

Mortars, Howitzers & Columbiads: follow the basic rules as if for a battery captured and
used by infantry.
All indirect fire by MORTARS (as well as
HOWITZERS firing over intervening terrain) is Historically, while mortars could be deadly, they
treated as Blind Fire unless the firer can actually see usually suffered from faulty or poorly timed fuses;
the target or is within line-of-sight (LOS) of a either exploding harmlessly at too high an altitude, or
SPOTTER/SIGNAL team that is also within LOS of burying themselves in soft ground. It seems that
the target, in which case treat the fire as Area Fire. while they caused much fear and consternation, very
little real damage, and few casualties, are attributed
HOWITZERS with LOS to their target follow normal to mortar fire during the War Between the States,
direct fire rules. perhaps because they were generally used against
prepared positions designed to protect the defenders
Movement – MORTARS were not provided with from such fire. That said, mortars did tend to disrupt
field carriages, and were generally emplaced in formations, cause fear, and force the defenders from
prepared positions. Some heavy mortars were their battle stations into their ―bombproofs‖ or other
mounted on rail cars, or on specially constructed shelter; thus they could be useful in direct support of
mortar boats or rafts. Unless so mounted, all Mortars an assault (one of the primary uses of Coehorns at
are considered immobile, though they may pivot. Petersburg).
The exceptions to this rule are Coehorns, which
could be carried by four soldiers, moving as COLUMBIADS are a bastard form of heavy
Disordered Infantry. gun/howitzer, typically employed for coastal defense.
They were usually equipped with special gun
Rate of Fire (ROF) of 13‖ Mortars is once every carriages enabling higher degrees of elevation, which
other turn, because the massive mortar is difficult to when coupled with the ir larger powder charges,
aim and the shell weighs 200 pounds! allowed them to engage targets at very long ranges.
When engaging targets at Extreme-range, they will
Target Cover modifiers (Hsty, Med, Hvy works, fire with 1 less die than at Long-range. Thus, they
etc.) will be reduced by 1 for HOWITZERS firing will fire with 6 dice at CNSTR range, 3 dice at
indirect fire, and by 2 for MORTAR fire; this NORM, 2 dice at LONG, and 1 die at EXT. At EXT
includes ships. This is to reflect the fact that the range, they will gain a –1 Target Cover DRM for
attack is coming from above, thus negating some of plunging fire. In all other ways, they will comply
the defensive cover. Heavy and Medium Works will with the standard rules for Fortress Guns.
provide useful protection DRMs, as they would be
better constructed than Hasty Works, and frequently
included ―bombproof‖ shelters.

Units targeted by mortars will test morale for any


hits, *, or MC results on the Combat Results Table.
Any morale modifiers for cover will be reduced by 1;
failure will reflect the unit’s desire to seek better
cover, to include ―Bombproofs‖ if available.

Coastal Mortars frequently used what we would call


today ―Target Reference Points‖ or TRPs, ie known
ranges and bearings to specific (frequently marked)
locations such as river bends, channels, obstacles,
buoys, etc… Mortars are entitled to a +1 DRM when
firing at a target within 6 inches of that location.

Employment – many small mortars (Coehorns) were


operated by infantry, rather than artillery personnel.
This could be represented as a separate mortar
section with, perhaps, a lower morale/quality rating
or DRM. Or it could be attached to the infantry and

Steven Hofner (Order #35311104)


19
U.S.S. Maratanza (wooden side-wheeler,
Examples of Ship Data double-ender gunboat)
Hull Points: 10 Armor: Light (-3 DRM)
U.S.S. Onondaga (2 turret monitor)
Crew: 7 Quality:
Hull Points: 12 Armor: Heavy (-8 DRM) Speed: 10 kts Base Move: 60‖
Crew: 9 Crew Quality: Bonus Move: 10d6‖ Side-wheels:
Speed: 7 kts Base Move: 42‖ Turn Cost: 4 Draft: Medium
Bonus Move: 7d6‖ Armament: 1x 100# PR, 2x 9‖ Dahlgren SB, 4x
Turn Cost: 4 Draft: Deep 24# SB, 1x 11‖ Dahlgren SB
Armament: 2x 15‖ Dahlgren SB, 2x 150# PR (1 Troop/Cargo Capacity: 11 figs.
ea. per turret), or 4x 15‖ Dahlgren SB Overload: 16 figs.
Troop/Cargo Capacity: 0 figs.
Overload: 18 figs. U.S.S. Commodore Perry (wooden side-wheel
gunboat, ex-ferry)
U.S.S. Lehigh (single turret monitor) Passaic
Hull Points: 8 Armor: Light (-3 DRM)
class
Crew: 7 Crew Quality:
Hull Points: Armor: Heavy (-8 DRM) Speed: 11 kts Base Move: 66‖
Crew: 5 Crew Quality: Bonus Move: 11d6‖ Side-wheels:
Speed: 7 kts Base Move: 42‖ Turn Cost: 1 Draft: Medium
Bonus Move: 7d6‖ Armament: 2x 9‖ Dahlgren SB, 2x 32# SB, 1x
Turn Cost: 4 Draft: Medium 12# Boat Howitzer
Armament: 1x 15‖ Dahlgren SB, 1x 11‖ Troop/Cargo Capacity: 12 figs.
Dahlgren SB or 2x 15‖ Dahlgren SB Overload: 18 figs.
Troop/Cargo Capacity: 0 figs.
Overload: 15 figs. U.S.S. Fucia (wooden 4th Rate Screw
Combatant)
U.S.S. / C.S.S. Water Witch (wooden side-wheel
Hull Points: 5 Armor: Light (-3 DRM)
sloop)
Crew: 7 Crew Quality:
Hull Points: 7 Armor: Light (-3 DRM) Speed: 10 kts Base Move: 60‖
Crew: 5 Crew Quality: Bonus Move: 10d6‖
Speed: 12 kts Base Move: 72‖ Turn Cost: 2 Draft: Medium
Bonus Move: 12d6‖ Side-wheels: Armament: 1x 20# PR, 4x 24# Howitzer, 1x 12#
Turn Cost: 4 Draft: Medium Boat Howitzer
Armament: 1x 30# PR, 1x 12# rifle, 2x 12# SB Troop/Cargo Capacity: 8 figs
Troop/Cargo Capacity: 11 figs. Overload: 12 figs
Overload: 16 figs.
U.S.S. Rose (Steam Tug)
U.S.S. Cayuga (wooden screw gunboat)
Hull Points: 4 Armor: Light (-3 DRM)
Unadilla class ―90-day Gunboat‖
Crew: 3 Crew Quality:
Hull Points: 8 Armor: Light (-3 DRM) Speed: 8 kts Base Move: 48‖
Crew: 8 Crew Quality: Bonus Move: 6d6‖
Speed: 10 kts Base Move: 60‖ Turn Cost: 2 Draft: Shallow
Bonus Move: 10d6‖ Armament: 1x 20# PR, 1x 12# SB, (Spar
Turn Cost: 4 Draft: Medium Torpedo, 1864)
Armament: 1x 11‖ Dahlgren SB, 4x 24# SB, 1x Troop/Cargo Capacity: 6 figs
20# PR, 1x 30# PR Overload: 9 figs
Troop/Cargo Capacity: 12 figs.
Overload: 20figs.

Steven Hofner (Order #35311104)


20
U.S.S. Neosho (River Monitor) Speed: 6 kts Base Move: 36‖
Hull Points: 9 Armor: Heavy (-8 DRM) Bonus Move: 6d6‖ Sternwheel:
Crew: 6 Crew Quality: Turn Cost: 4 Draft: Shallow
Speed: 10 kts Base Move: 60‖ Armament: 2x 20# PR, 4x 24# SB, 1x 12# Boat
Bonus Move: 10d6‖ Paddlewheel: Howitzer
Turn Cost: 4 Draft: Shallow Troop/Cargo Capacity: 10 figs
Armament: 2x 11‖ Dahlgren SB Overload: 16 figs
Troop/Cargo Capacity: 0
Overload: 14 figs C.S.S. Richmond (Casemate Ironclad)
Hull Points: 9 Armor: Heavy (-8 DRM)
Crew: 12 Quality:
U.S.S. Cairo (City class River Ironclad) Speed: 6 kts Base Move: 36‖
Hull Points: 9 Armor: Heavy (-8 DRM) Bonus Move: 6d6‖
Crew: 16 Quality: Turn Cost: 4 Draft: Medium
Speed: 8 kts Base Move: 48‖ Armament: 1x 7‖ R, 1x 10‖ SB, 2x 6.4‖ R, Spar
Bonus Move: 8d6‖ Paddlewheel: Torpedo
Turn Cost: 4 Draft: Shallow Troop/Cargo Capacity: 0 figs
Armament: 3x 8‖ SB, 3x 42# R, 6x 32# SB, 1x Overload: 14 figs
30# PR, 1x 12# SB
Troop/Cargo Capacity: 0 figs C.S.S. Hampton (Wooden Gunboat)
Overload: 14 figs Hull Points: 5 Armor: Light (-3 DRM)
Crew: 4 Quality:
Speed: 10 kts Base Move: 60‖
U.S.S. Tyler (Timberclad Gunboat) Bonus Move: 10d6‖
Hull Points: 9 Armor: Medium (-6 Turn Cost: 2 Draft: Shallow
DRM) Armament: 1x 9‖ SB, 1x 32# SB
Crew: 8 Quality: Troop/Cargo Capacity: 8 figs
Speed: 8 kts Base Move: 48‖ Overload: 12 figs
Bonus Move: 8d6‖ Sidewheels:
Turn Cost: 3 Draft: Shallow C.S.S. J.A. Cotton (Cottonclad, Sidewheel
Armament: 6x 8‖ SB, 1x 32# SB Gunboat)
Troop/Cargo Capacity: 14 figs Hull Points: 9 Armor: Medium (-8
Overload: 20 figs DRM)
Crew: 5 Quality:
U.S.S./C.S.S. Queen of the West (Wooden, Speed: 10 kts Base Move: 60‖
Sidewheel Gunboat) Bonus Move: 10d6‖
Hull Points: 9 Armor: Light (-3 DRM) Turn Cost: 3 Draft: Shallow
Crew: 8 Quality: Armament: 2x 24# SB, 2x 12# SB
Speed: 10 kts Base Move: 60‖ Troop/Cargo Capacity: 14 figs
Bonus Move: 10d6‖ Sidewheels: Overload: 20 figs
Turn Cost: 3 Draft: Shallow
Armament: 1x 30# PR, 3x 12# Howitzer Generic Side-wheel Transport
Troop/Cargo Capacity: 14 figs Hull Points: 6 Armor: Light (-3 DRM)
Overload: 20 figs Crew: 2 Quality:
Speed: 6 kts Base Move: 36‖
U.S.S. Cricket (Tinclad Gunboat)
Bonus Move: 6d6‖
Hull Points: 7 Armor: Medium (-6 Turn Cost: 3 Draft: Shallow
DRM) Armament: Typically none
Crew: 8 Quality: Troop/Cargo Capacity: Overload:

Steven Hofner (Order #35311104)


21

Credits:
work is much great er in scope and detail than
mine (almost a complet e set of ACW naval
rules) while mine is a much simplified and
refined attempt on the same subject.
Information and data for this work came from many
sources; most are publicly available on the Internet.
John Hill, creator of the Johnny Reb series
Notable sources include, but are not limited to … of miniature wargames we know and love so
much.
Vicksburg National Military Park, for data on
Siege and Garris on Artillery.

Dictionary of American Naval Fighting Ships,


an excellent article by Eugene B. Canfield on
Civil War Ordnance.

Encyclopedia of Civil War A rtillery, for


descriptions of Seacoast Howitzers &
Cross ed Sab ers
Columbiads. Gettysburg in Miniature
Civil War Ordnance, for gun data on
Dahlgren, Brooke, and P arrot Rifles.

CivilWarArtillery.com, for transcripts of


actual, period gunnery tables taken from The
Conf ederate Ordnance Manual and The
Artillerist Manual.

Warships of the Civil War Navies, by P aul H.


Silverstone,
Naval Institute Press, Annapolis, MD, 1989.

In addition I would like to thank the following groups


and individuals…

My wife, Majel, for her love, patience, and 12 cavalry scenarios


tolerance of my hobby interests. from the Ge ttysburg Campaign
Sean Brady, Ray Bramer, Ste ve Gaumer, For regimental -level minia ture
John K ailukaitis, Jay Langone, Paul Maes,
Ethan McCallum, Rob Reed, Mark Walsh,
w argaming
and the members of the Lansing Miniature
Gamers. Scott Mingus
Scott Mingus and his wife Deborah, for
editing and publishing Charge!, the finest
Civil War gaming magazine out there.

The members of the Johnny Reb III ORDERING INFORMATION:


discussion group on Yahoo.com for their
lively and interesting discussions, and acting Send $17.00 postpaid per copy within the USA:
as a sounding board for many of t he ideas in
this rule set. JRGS - 1383 Sterling Drive - York, PA - 17404

David Ternes, who published an earlier, and


Make checks payable to Debi Mingus
very similar, work on the subject for t he Or use your PayPal account!
nd
Johnny Reb (2 Edition) rules set. Any
similarities between our works may be
attributed to the fact that I was much inspired
by his direct and logical approach to rules
writing, and the subject matter at hand. His

Steven Hofner (Order #35311104)


22
Fisher. Skirmishers of the 117th New York had
Fort Fisher actually penetrated the fort’s palisade and advanced
to the base of the fort without drawing fire.
(First Attack) Messengers were sent back to General Butler
requesting permission to attack, but no replies came.
As if on schedule, the naval bombardment stopped,
Christmas, December 25, 1864 and the Union officers were horrified to see 700
North Carolina Confederate riflemen where once were empty
ramparts. This was going to be no easy task, but it
By Sgt. Chris Maes was not going to get any easier by waiting. It was
now or never, and General Weitzel gave the word—
“… it would b e butchery to order an assault on that work
“Advance!”
under the circumstances.” .
- Ma j. Gen. Godfrey Weitzel, USA THE WARGAME

The scenario begins at 5:00 p.m. and ends


BACKGROUND after the 7:20 p.m. game turn (tenth turn), and assumes
a more aggressive action on the part of generals
Christmas Day dawned calm and clear; the Weitzel and Butler.
sea’s surface was like glass. Col. William T. Lamb Table size is 5x6 feet for Johnny Reb III ,
looked out from the ramparts of Fort Fisher and 15mm scale. Adjust as needed for other ground scales
beheld a spectacular sight—more than 50 Federal or rules sets. All infantry units get a +2 opening
warships and transports lay at anchor about a mile off volley die roll modifier, as do the Confederate land
shore. The fort’s commander shivered, not from the face guns of Fort Fisher (but not the sea face guns, as
morning chill, but from the certain knowledge of they have been dueling with the Federal fleet off
what was about to come. shore). Turn 0 represents the long-range gun duel
For two days, Admiral Porter’s Federal fleet between the fort’s sea face guns and the Union fleet
had pounded Fort Fisher and its outlying batteries. from 2:00 p.m. to 5:00 p.m. The game proper begins
Confederate casualties had been low, but several with the 5:00 p.m. game turn.
large guns had been rendered inoperable. Inside the
fort, spirits remained high, as it was learned that DEPLOYMENT
Hoke’s division of more than 6,000 men was at Fort
Anderson, 5 miles north of Fort Fisher, and prepared Set up is as per the map. The 117th NY is
to repulse any landings. deployed in skirmish formation at the palisade line (at
Around 2:00 p.m., on the 25th , Christmas least 2‖ from any Confederate troops). The remainder
Day, 450 men from two New York regiments rowed of Curtis’s 1st Brigade is deployed in line or extended
ashore. Resistance from the outlying batteries was line 16‖ from the palisade. Curtis and Weitzel deploy
quickly smothered under an avalanche of shot and with the 1st Brigade main body.
shell from the Union warships offshore. Soon, the
Rebel batteries were in Federal hands, their crews Naval forces deploy as per special rules.
having fled back to the safety of the main fort. More Confederate gunners on the land face begin
troops and artillery followed, and soon a sizeable the game in their bombproofs. Gunners of the sea face
beachhead was established. guns are manning their pieces, engaged in a duel with
The Federal invasion force consisted of the Federal fleet. One artillery crew figure may be
around 9,500 men from the XXIV and XXV Army deployed at the palisade battery, or sheltering in the
Corps under the overall command of Maj. Gen. north sally port. All infantry forces begin the game in
Benjamin Butler, a man known for his excesses and bomb proofs. Colonel Lamb begins the game with any
hair-brained schemes, and not for his successes. confederate unit. Any element deployed outside of
Butler had, in fact, pulled rank over Maj. Gen. shelters is subject to the pre-game bombardment.
Godfrey Weitzel, who had been appointed by Grant
Reinforcements come in as follows:
to command the Army troops. Weitzel had been
Chief Engineer of the Army of the James, and had 5:00PM CSA – Gen. Whiting and combined SC
witnessed the attacks on Fort Wagner in July of 1863. Battalion enter from SW corner.
By 5:00 p.m., Weitzel and Bvt. Brig. Gen.
Newton M. Custis were within 800 yards of Fort

Steven Hofner (Order #35311104)


23
5:00PM USA – Col. Pennypacker’s 2 Brigade nd
E. 32# Smoothbore
arrives from the north in brigade column. The XXIV F. 8‖ Columbiad
Artillery Brigade (Lee’s 16th NY Ind. Lt. Arty. Btry.) G. N. Sally Port – 12# Napoleon
arrives limbered on the Wilmington Road. Naval H. Wilmington Gate – 12# Napoleon
Beach Party enters from north along beach in any I. Coehorn Battery – 24# Mortar
formation * (see also Special Rules). Sea-face Batteries
1. NE Bastion – 8‖ Columbiad
5:20PM USA – Brig. Gen. Ames and Col. Bell’s 3rd 2. Pulpit Battery – 10‖ Columbiad
Brigade enter in march column on the Wilmington 3. E. Sally Port – 8‖ Columbiad
Road. 4. Armstrong Btry. – 150# Rifle
5. Telegraph Btry. – 10‖ Columbiad
TERRAIN 6. Mound Btry – 8‖ Columbiad
Battery Buchanan – 10‖ Columbiad
The area around Fort Fisher is mostly flat,
sandy beach with some scrub and beach grass, and a Attached – Gen. W.H.C. Whiting +1
few trees. North of the fort is a small brackish creek 11th , 21st , 25th SC, consolidated –
and a salt marsh. The Wilmington Road crosses the 12 figures, veteran, Rifles
marsh and creek on a narrow causeway. Units on this
causeway can only be in march column, any other Union
formation must be treated as if in ROUGH terrain.
Further north is a line of low sand dunes, and a larger Army of the James - Maj. Gen. Benjamin Butler +0
sandy hill; use BROKEN for all non-road movement (Not present on the field)
outside the fort. The woods were generally fairly
light in density, and were relatively free of Weitzel’s Provisional Corps – Maj. Gen. Godfrey
underbrush. Roll for combat visibility in full inches. Weitzel +2
Woods do serve as cover for morale and rally die
rolls. Signal Corps Detachment – 1 figure

VICTORY CONDITIONS Second Division, XXIV Army Corps –


Brig. Gen. Adelbert Ames +2
Union: Clear the land side-works, and capture the
Confederate HQ (Pulpit Battery) for a victory. Clear 1 st Brigade – Bvt. Brig. Gen. N. Martin Curtis +1
all the land and sea face works and inflict 40% 3rd NY – 8 figures, elite, Rifles
casualties for a resounding victory. 112th NY – 12 figures, veteran, Rifles
117th NY – 12 figures, veteran, Rifles
* Union Navy: capture the Confederate HQ before 142nd NY – 12 figures, veteran, Rifles
the Army does. *
2 nd Brigade – Col. Galusha Pennypacker +1
Confederate: Prevent Union victory conditions. 47th NY – 8 figures, veteran, Rifles
48th NY – 8 figures, veteran, Rifles
ORDER OF BATTLE 76th PA – 12 figures, veteran, Rifles
97th PA – 12 figures, veteran, Rifles
Confederate 203rd PA – 16 figures, green, Rifles

Fort Fisher Garrison – Col. Wm. T. Lamb +1 3rd Brigade – Col. Louis Bell +1
40th NC – 12 figures, veteran, Rifles 13th IN – 12 figures, veteran, Rifles
10th NC Battalion – 12 figures, veteran, Rifles 4th NH – 12 figures, veteran, Rifles
13th NC Battalion & Junior Reserves – 115th NY – 12 figures, veteran, Rifles
12 figures, green, Rifles 169th NY – 12 figures, veteran, Rifles
C.S.A. Navy Detachment – 8 figures, green, SBM
Land-face Batteries- Artillery Brigade – Capt. Richard Lee +1
A. NW Bastion – 8‖ Columbiad 16th NY Ind. Lt. Arty. – 2 sec, elite, Napoleons
B. 30# Parrot Rifle
C. 32# Smoothbore Federal Fleet – Rear Admiral David Porter +2
D. 8‖ Columbiad

Steven Hofner (Order #35311104)


24
Naval Landing Party – their movement. On a roll of 1 or 2, the unit suffers 1
Lt. Cmdr K. Randolph Breese +1 casualty due to exploding mines buried in the sand, is
* Lt. Cmdr. William Cushing +1 * thrown into disorder, and must check morale.
U.S. Marines – 12 figures, veteran, Rifles
U.S. Marines (sharpshooters) – Palisades – Extended across the land face of the fort.
8 figures, elite, BLR Troops at the fence must spend 1 turn stationary (in
U.S. Sailors – 8 figures, veteran, P/C/M disorder) to make a gap as wide as the unit. The
U.S. Sailors – 8 figures, veteran, P/C/M palisade also provides cover like a regular wood
U.S. Sailors – 8 figures, veteran, P/C/M fence. All units touching the palisade are within
Boat Btry. – 2 sec., veteran, 12# Boat How. normal rifle range and canister/grapeshot range of the
Boat Btry. – 2 sec., veteran, fort’s guns. Once inside the palisade, the Confederate
Mixed Boat How. & Rifles guns cannot depress to fire at the infantry.

Inshore Squadron – Thrown/rolled artillery shells, grenades, explosives


U.S.S. Monadnock (2-t monitor) – veteran Artillery crews may opt (instead of loading or firing
U.S.S. Canonicus (monitor) – elite their gun) to throw explosives down the slope of the
U.S.S. Huron (wooden vessel) – elite fort wall at infantry below, within 1‖ of the fort’s
U.S.S. Maratanza (wooden vessel) – veteran base. Roll 3d6, and consult the artillery results table
for the number of crew figures.
Main Fleet-
Land Side Batteries – They are stocked with plenty
Northern Division- of ammunition, and will therefore never go ―Out of
1 battery, 2 sec. Mixed Heavy Guns Ammo‖.
5 batteries, 3 sec. Mixed Heavy Guns
(Fires from NE corner of map.) Sea Side Batteries – They have been engaged for two
days now, and have exhausted much of their
Southern Division- ammunition. They will go ―Out of Ammo‖ on a roll
1 battery, 1 sec. Mixed Heavy Guns of all 6s. The 150-Pound Armstrong Rifle was
5 batteries, 2 sec. Mixed Heavy Guns critically low on ammunition, and will go ―Out of
1 battery, 3 sec. Mixed Heavy Guns Ammo‖ on a roll of all 5s or 6s. No replenishment is
(Fires from SE corner of Map.) possible during the time frame of the game.

SPECIAL RULES Battery Buchanan – Protected the back door to Fort


Fisher, and is located 12‖ off the SW corner of the
Confederate map. The battery contains several heavy guns
crewed by C.S. Navy volunteers. If any Union troops
Gen. W.H.C. Whiting – He was the former district are seen within 6‖ of the NW Bastion, the gunners of
head until he was demoted and replaced by Braxton Battery Buchanan will fire on them using Long range
Bragg. He refused to take command from Col. Lamb, Area Fire (2dice) with one section of 10‖
and was present merely to show his support for, and Columbiads, veteran crew. Half casualties will
share the fate of the fort’s defenders who he felt were ALSO be applied to any Confederate unit within 2‖
being sacrificed by an incompetent and uncaring of the intended target unit. This fire will continue
commander. He may confer a +1 morale and firing unless they pass a d6 roll vs. BMP, or receive word
bonus to all troops. by courier to cease fire. The crews may abandon
their guns and attack as infantry if they receive orders
Col. William Lamb – A former engineer who had by courier or it grows too dark to see. Either way,
never seen serious combat in his military career until they will take the fastest, most direct route to the post
this day. His two years of effort turned Fort Fisher HQ at the Pulpit Battery unless they encounter enemy
into the ―Gibraltar of the South‖. He confers a +1 or come within command range of an officer.
morale and firing benefit to all troops. In addition, he
acts as an artillery officer, and thus may use his Union
bonus to affect the fires of any gun he is present at.
Lt. Commander William Cushing – Famous for the
Land Torpedoes – Any unit crossing the torpedo line sinking of the C.S.S. Albemarle, Cushing led a bold,
(16‖ north of palisade) must roll a d6 at the end of but unsuccessful attempt to find a deep-water passage

Steven Hofner (Order #35311104)


25
allowing the Federals to attack Fort Fisher from the Shore Bombardment
rear.
* If Lt. Cmdr Breese becomes a casualty, Main Fleet – May only conduct
Cushing will assume command and order an bombardment during the preparatory bombardment
immediate charge on the nearest Confederate unit. (turn 0) phase of the game. Each ―battery‖ may make
Returning to the fleet, he proposed 3 attacks against any land target as Long Range Fire
landing a second force and attacking the fort directly (2 dice). Note: any attacks against targets ―inside‖
from the sea. Admiral Porter dismissed the idea as the fort are Blind Fire (1 die). They always get the
too risky, and landed his Sailors and Marines to the First Fire (+1) bonus, and do not take a moving fire
north of Fort Fisher, where they joined the Army’s penalty as they are at anchor.
overland attack. What if a small detachment of Inshore Squadron – Consisted of shallow
volunteers had been allowed to try Cushing’s bold draft vessels, and may enter the board by making a
plan? BMP roll per ship, each turn. If the roll beats the
The Union player may choose to try ship’s BMP, it may enter from the north edge of the
Cushing’s plan and make an assault landing. map. They may not move within 8‖ of shore. They
Cushing may personally lead a landing party of no may conduct Moving Fire at targets they have LOS to
more than 8 Sailor figures and 2 sections of boat and can actually see. They may Area Fire against
howitzers in an assault from the sea. This assault targets they cannot see, but whose location is known.
maybe launched from the Main Fleet, or from an They may Blind Fire at any target they have LOS to
inshore vessel (specified in writing before the start of whether that target has been spotted or not. They
turn 1). The assault is transported in small boats; see cannot engage targets BEHIND walls inside the fort,
below. or in bombproofs. They MAY mark First Fire. They
will ALWAYS take the moving Fire penalty unless
Small Boats – May move 12‖ per game turn. They they are at anchor, in which case they are +2 to hit.
can transport up to 8 figures or 2 Boat Howitzer
section per boat. They are a -3 target to hit due to Signal Corps – May direct guns onshore, and fires
their small size, but they provide no cover. There is from inshore vessels. If Signal Corpsmen have LOS
no target modifier for formation. Upon reaching to both target and firing batteries, the guns may Area
shore, occupants immediately disembark in disorder. Fire. If the firer can also see the target, it is treated as
Boat howitzers may perform moving fire while normal fire. They can only direct the fires of one ship
embarked. or battery per turn. All fires that they are directing get
a +1 DRM.
U.S. Navy Sailors – These volunteers are armed with
Pistol/Cutlass/and Musket. They are treated as green General Godfrey Weitzel – Though a veteran officer
troops in all respects. They did not carry bayonets, of the Army of the James, this was to be his first
instead relying on their cutlasses and pistols for close independent command. That is, until Butler intruded.
in fighting. Due to their unusual armament, they are The confused command structure left Weitzel unsure
+1 on Impact when receiving a charge. When of his authority, and deferred all of his decisions to
conducting a charge, they may not fire with rifles Butler, who was nowhere near the fighting. Weitzel
during the Moving Fire phase, as they have slung or witnessed the slaughter at Fort Wagner a year-and-a-
discarded these in favor of pistol and cutlass. Their half earlier, and feared a repeat.
use of pistols gives them a +1 in melees. If any single brigade suffers 40%
casualties, he will order ALL units to halt, dig in and
Boat Howitzers (and Rifles) – These were very light await orders. Units may roll against BMP (with
guns with two carriages: a wooden sled mount for use officer benefit) to ignore these orders and press on
on small boats, and an iron, wheeled carriage for use using local initiative.
on land. Transition from one mode to the other was If any single brigade suffers 60% losses,
very rapid. They were pulled into action by their he will order ALL troops to evacuate the fort and
crews, or other foot troops. They fire as any other assume defensive positions. Again, units may attempt
12-pound howitzer or rifle. Ammunition was to use local initiative to ignore these orders, by
transported slung from the carriage, and was thus in rolling against their BMP.
limited supply; they will therefore go ―Out of
Ammo‖ on a roll of all 5s or 6s.

Steven Hofner (Order #35311104)


26

Fort Fisher
(First Attack)
N
December 25th, 1864

Northern
Division
Dunes
A and
A Scrub
ad
n Ro

F
ingto

F
e
Wilm

e
d d
Torpedoes e
e r
r a
Inshore
a l
Squadron l F
A
F l
G
B
C D E F 1 l e
H e
I
2 e t
e
―The t
Pulpit‖ 3

6 Southern
Btry Buchanan Division

Steven Hofner (Order #35311104)

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