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"Jack Tar" Add-On Rules For Naval Wargaming! Civil War Carbines
"Jack Tar" Add-On Rules For Naval Wargaming! Civil War Carbines
Issue 17 The Official Newsletter of the Johnny Reb Gaming Society $5.00
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
Sources:
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.
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
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
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
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
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.
Gun Tables
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
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
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.
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.
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
Fort Fisher
(First Attack)
N
December 25th, 1864
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