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Issue 29 The Official Newsletter of the Johnny Reb Gaming Society $5.

00

Battle of Honey Hill


Modeling sunken roads
“Black Powder” rules review
Surprise in the Forest
And much more!

Steven Hofner (Order #35311104)


1

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


This is the official newsletter of the Johnny Reb It has been a beautiful autumn here in south-central
Gaming Society, an international association of Pennsylvania. I have spent some excellent time at
miniature wargamers who use regimental-level various Civil War battlefields, and have quite a list of
rules such as the Johnny Reb gaming rules those I have been to this fall, including Ball’s Bluff,
developed by John Hill. The newsletter will Gettysburg, Chancellorsville, Wilderness, Second
provide a quarterly forum for exchanging Fredericksburg, Fredericksburg, Salem Church, and
information regarding the rules, original many others. Of particular interest have been several
wargaming scenarios written with JR in mind, visits to Manassas, where I am still planning to break
and historical articles of general interest to the down the battle into bite-sized regimental pieces for
regimental ACW gamer. wargamers, similar to Enduring Valor and Undying
US membership in the society is $20 per year, Courage.
which will partially cover the cost of assembling,
printing, and mailing the newsletter. Dues are I have been busy as well with business travel, which
payable via money order or personal check, has given me a chance in hotels and airplanes to
which must be made out to Deborah Mingus polish my latest manuscript, Gettysburg’s
(society treasurer and secretary). Our mailing Controversial Old Confederate General, Gov.
address and e-mail address are as follows: William “Extra Billy” Smith of Virginia. I have an
agreement in place with Savas Beatie LLC to publish
The Johnny Reb Gaming Society this title. This marks my third book on Jubal Early’s
1383 Sterling Drive division in the Gettysburg Campaign.
York PA 17404
jrgsnl@comcast.net In this issue of Charge, we bring you an excellent
regimental level scenario for the Battle of Honey
We welcome your submissions of articles, Hill, SC. This is a fascinating battle to wargame, with
scenarios, advertising, and related information, Georgia militia and their goober beans, a U.S. naval
as well as letters to the editor. The copyrighted battalion, black troops, and other specialty units. My
name Johnny Reb is used by written permission good friend Doug Rogers and I played Honey Hill
of John Hill. back in the late 1990s at a now defunct wargaming
store in Madison, Ohio. We had a blast. Lowell
Hamilton’s new scenario looks fun. While written for
Table of Contents Regimental Fire & Fury, it is readily adaptable for
Johnny Reb 3 and other similar rule sets.
The Battle of Honey Hill . . . . . . . . . . . . . . .. .2
The Battle of Honey Hill Jim Kopchak and Doug Rogers take a look at using
A Regimental Fire & Fury Scenario . .10 the Black Powder rules for ACW combat, in this case
Surprise in the Forest . . . . . . . . . . . . . . . . . . . 20 Shiloh.
The Battle of Front Royal, VA . . . . . . . . . . . . 24
Second Manassas Terrain Boards . . . . . . . . . . 27 Also in this issue is an original scenario by Brad
After Action Report: Butkovich, who has emerged as the most prolific
Shiloh ACW Game Using “Black designer of Johnny Reb 3 scenarios in the present
Powder” Rules . . . . . . . . . . . 28 day. Brad has three scenario books in print, and all
are excellent. They can be purchased as digital
Shiloh Impressions . .. . . . . . . . . . . . . . . . . . . 33
downloads from the Wargame Vault.
DIY Terrain Tip
Sunken Road . . . . . . . . . . . . . . . . . . . . 34 By the war, Wargame Vault now sells all back issues
Coming attractions in CHARGE! #30 of Charge from issue #1 through #24 for only $2.99
each – a 50% savings off the cover price! Why not
Larry Reber’s scenario for Grierson’s Raid;
pick up those back issues you may have missed?
interview with Ivor Janci, and much more! Terry
Cabak on how to design effective wargaming
Scott L. Mingus, Sr.
scenarios and beautiful maps.
Scenarios! Product reviews and more!

Steven Hofner (Order #35311104)


2
and is used to pin enemy forces in place and/or
“Hatch, why in h--l didn’t you flank them on draw reinforcements away from the true
their right?” - MG William T. Sherman. objective. The ever-cautious Halleck had subtly
altered Sherman’s request, reducing it to a less
THE BATTLE OF HONEY ambitious and less decisive objective.
HILL, SOUTH CAROLINA
Wednesday, 30 November 1864
by Lowell D. Hamilton

Union Strategic Objective

In early November 1864, Union MG William T.


Sherman was in Atlanta, Georgia, which he had
captured in early September, finalizing plans for
his next campaign. He was determined to
march his ―army right through the South‖ as
―proof positive that the North can prevail in this
contest‖. The plan Sherman proposed and won
approval for was a route of march from Atlanta
to ―the seashore at Charleston (South Carolina) Brigadier General John P. Hatch
or Savannah (Georgia)‖.
Commander of the Coast Division
Union Operational Objective
The Union Force Assembles, Sails and Deploys
On 11 November 1864, Sherman requested
support for his campaign by telegraphing Union
Foster, with the help of Rear Admiral John A.
Chief of Staff, MG Henry W. Halleck in
Dahlgren, quickly organized a force - the Coast
Washington, D.C. He stated, ―I would like to
Division - that included 5,000 soldiers and about
have (Major) General (John G.) Foster
500 Sailors and Marines under the command of
(commander of the Union’s Department of the
Union BG John P. Hatch. The division and
South) to break the Savannah and Charleston
brigades were provisional organizations made
(rail) road about Pocotaligo (South Carolina)
up of hastily assembled units stationed along the
about 1 December.‖ The Savannah to
Atlantic Coast from Charleston to Florida. The
Charleston railroad was the line of supply and
Coast Division sailed on 27 November 1864
communication for the two objectives of
from Morris and Folly Islands near Charleston
Sherman’s campaign. The first objective was to
and headed for Hilton Head, South Carolina.
break the 102-mile long railroad to interrupt
The division rendezvoused with other troops at
supplies and reinforcements that could reach the
Hilton Head and then departed in the early
enemy on his front and the second was to cut
morning of 29 November up the Broad River.
the rail line to prevent the escape of
The plan was to disembark at Boyd’s Landing,
Confederate LTG William J. Hardee’s 10,000-
march the nine miles to the Savannah and
man force defending Savannah.
Charleston Railroad located one mile beyond
Grahamville (present-day Ridgeland), South
Unfortunately, Halleck muddled Sherman’s clear
Carolina, and then physically occupy the
and succinct request when he passed it on to
railroad, tear up the tracks, burn railroad
Foster. Writing to Foster, Halleck said Sherman
buildings and destroy nearby railroad bridges.
―wishes you, if possible, to cut the Savannah
and Charleston Railroad‖ but then Halleck
The ―Friction and Fog of War‖ quickly destroyed
added the muddle, ―at all events a
the Union plans for 29 November. Early morning
demonstration on that road will be of
fog delayed the start of the convoy and
advantage‖. A military demonstration implies a
hampered efforts to locate and land at Boyd’s
threatening move toward an enemy position but
Landing. Once ashore, the Union’s lack of
not necessarily the occupation of the position

Steven Hofner (Order #35311104)


3
accurate maps coupled with inept (or devious)
local guides lead to aimless marching and
counter-marching throughout the day. Union
soldiers, sailors and marines marched up to
fifteen miles during the day and into the night
only to advance a total of three miles toward the
railroad, ending the day still seven miles short of
their objective. The Coast Division had missed
its best opportunity to reach the Savannah and
Charleston Railroad virtually unopposed.
Lieutenant Colonel Charles J. Colcock
The Confederate Response South Carolina 3rd Military
District Commander

Fortune smiled on the Confederates throughout


the 29th since the only units available to oppose
the Union’s 5,500-man Coast Division were The defense of the Savannah and Charleston
small vedettes of the 3rd SC Cavalry (246 men) Railroad was the responsibility of the 3rd South
dispersed to guard possible landing sites and Carolina Military District Commander, LTC
four batteries of artillery (415 men) deployed to Charles J. Colcock. Alerted by the vedettes, the
guard the three avenues of approach to 32nd GA and 47th GA Regiments were ordered by
Grahamville. The Confederates used this Hardee (in Savannah) from Charleston to
reprieve to organize a defensive force to oppose Grahamville via the Savannah and Charleston
the Union incursion. Railroad. BG Charles Chestnut’s 350-man SC
Reserve Regiment in Augusta, Georgia was
ordered to Grahamville but would not arrive until
The following map is reproduced courtesy of midnight on the day of battle, while BG
North and South Magazine. Lawrence S. Baker’s 1,960-man NC Brigade
traveling from North Carolina would began
arriving just before daybreak on the day after the
battle.

Steven Hofner (Order #35311104)


4
sputtered to a halt. They were held as a reserve
The nearest infantry units that could reach the in case the battle resumed.
area in time were the 1,880-man GA Militia
Brigades and Battalions under the command of Smith arrived at 0800 and put Colcock in charge
MG Gustavus W. Smith, presently on a north of selecting and preparing the most
bound train heading for Savannah. Smith’s advantageous defensive position to engage the
entire GA Militia Division was scheduled to make Coast Division. Colcock was an inspired choice-
the trip to Savannah from Macon, Georgia but a -before the war he was a local planter, had
lack of rolling stock limited all but two brigades founded the Savannah & Charleston Railroad
and two battalions from making the journey. which he was defending, and was intimately
The train carrying the GA Militia units arrived in familiar with the area of operations.
Savannah at 0200 on the day of battle. Aware
of the emergency, Hardee ordered the GA Militia Confederate Delaying Actions
units to continue with the 50-mile train ride from
Savannah to Grahamville.
Colcock chose to delay the Union forces by
deploying two companies of his 3rd SC Cavalry
At first, Smith resisted at sending his Georgia
and two Napoleons of LT Zealy’s artillery section
troops beyond the borders of his state to fight in
on the Grahamville Road east of Honey Hill.
South Carolina. Smith’s GA Militia Division had
The Coast Division was advancing methodically
recently fought a disastrous battle on 22
along the Grahamville Road as they finally had
November where they made a frontal assault on
discovered the correct route to the railroad.
Sherman’s entrenched veteran rearguard at
Fighting an inspired delaying action from three
Griswoldville, Georgia. Smith’s Division suffered
different defensive positions, the small
more than 600 casualties to the Union’s 95. His
Confederate force delayed the enemy for two
troops were exhausted having traveled from
and one-half critical hours, allowing the GA
Macon to Savannah. With the direct path
Militia and SC Artillery units time to occupy and
blocked by Sherman’s forces, the circuitous
prepare the Honey Hill fortifications shortly
route entailed a rail journey of 95 miles, a 55-
before the arrival of the advancing Coast
mile road march in 54 hours and then another
Division.
200-mile rail ride to reach Savannah. After
Hardee explained the situation, Smith consented
and continued on the 50-mile train ride to Honey Hill-Confederate Main Line of Defense
Grahamville although without prior approval to
move his GA Militia units from the state. The site Colcock chose as his main line of
Georgia Gov. Joseph E. Brown later approved of defense was an old position of fortifications at
the deployment after learning the details. Honey Hill, located three miles east of
Grahamville. The mile-long fortifications were
On the morning of the battle, Wednesday, 30 constructed when GEN Robert E. Lee
November 1864, Confederate forces formed commanded the area from November 1861
around Grahamville and the nearby Savannah through February 1862. Two artillery redoubts
and Charleston Railroad Depot. Colcock had were built, rifle-pits were constructed on both
planned to be married this day but left his bride flanks and trees were cleared from the front of
to be in Savannah the night before. the improved positions to provide clear fields of
Accompanied by elements of the 3rd SC Cavalry, fire. The fortification had not been maintained
he rode nearly 50 miles to arrive in Grahamville since 1862, but it had not deteriorated and was
at 0700. In addition, other elements of the 3rd SC still viable.
Cavalry and artillery were arriving from various
points and at 0800 elements of Smith’s GA Colcock ordered the bridge on the Grahamville
Militia began arriving by train from Savannah. Road over Euwah Creek dismantled as his
The 47th GA also arrived by train from troops finished preparing the fortified position
Charleston in time to march to Honey Hill and just minutes ahead of the Union advance. He
form on the Confederate right flank between then informed Smith that all was in readiness
1100 and 1200. BG Robertson’s reinforcements and tendered his resignation from further
arrived on the field at 1630 as the battle command, as Smith was the senior commander
on the field. Smith replied, ―No, Colonel, you

Steven Hofner (Order #35311104)


5
have prepared so fine an entertainment that you
must receive your guests.” The 35th United States Colored Troops (USCT)
regiment made one unsupported charge up the
The Confederate position was strong in the Grahamville Road to Honey Hill and was
center but weaker on the flanks. The Honey Hill repulsed. The 55th MA (Colored) regiment then
artillery redoubt was an open earthwork with charged up the Grahamville Road to Honey Hill
embrasures for four guns and extended two three times, each charge with 5 of 8 companies
hundred feet on each side of the Grahamville in field column. The second assault received a
Road. The terrain immediately in front of the supporting charge on their left flank from the
artillery redoubt was comparatively open. At 150 127th NY. All three of these charges were
yards to the front, the shallow, sluggish Euhaw repulsed. The 25th OH regiment charged
Creek (two feet deep and 20 yards wide) unsupported on the Confederate rifle-pits north
opened up into a marsh on both sides with a of Honey Hill and was repulsed. Each assault
heavy growth of trees and dense underbrush was repulsed and defeated in detail as the
that ran along the frontage of the entire position. Confederates were allowed to concentrate
The obvious approach to the Confederate sequentially their fire on one Union attack at a
position was by the Grahamville Road but the time. Between and during these assaults, the
Union commanders were completely unaware of front line Union regiments engaged the
the existence of the earthworks despite the fact Confederate position with small arms fire. The
they had been built over two years before. Confederates noted that the Union uphill fire
usually passed over their heads and did little
For the past day and a half, Hatch and the Coast damage while their downhill fire was much more
Division were opposed by small skirmishing effective.
elements of the 3rd SC Cavalry and, at times,
two guns. In each action, the Confederates were Adding to the confusion of battle, COL Hartwell’s
either repulsed as they skirmished along the line 2nd Brigade (Colored) arrived on the field and
of communication leading to Boyd’s Landing or was thrown in behind Potter’s 1st Brigade as
fought a delaying action as the Federals (unneeded) supports instead of being deployed
advanced along the Grahamville Road, however as a tactical maneuver element to turn the
this situation was about to change. Confederate position. Command, control and
communication (C3) in the thick forest and
The Battle of Honey Hill-Tactical Level swamp was difficult enough without further
erosion of C3 by the intermingling the two
The Grahamville Road approaching the brigades with one another.
Confederate position made a sharp turn to the
left as it passed through the thick forest and The Union artillery was actively employed
swamp. The improved positions were nearly throughout the day. Battery B, 3rd NY was
invisible to the Federals as they entered the turn unlimbered at the ―Crossroads‖ of the
and advanced along the road in march column. Grahamville and Wood roads, the only place
At 1100 the Federal column rounded the turn from which Union artillery could easily target
and the Confederates opened fire on the column Honey Hill. The forest was thick and the enemy
with canister and musketry. The Union troops was invisible until they fired. Union guns, on
were repulsed and the Battle of Honey Hill had lower ground, aimed at the discharge of smoke
begun. from Confederate guns firing from Honey Hill
that were seen over the intervening trees, often
Hatch spent the next hour forming a line of battle firing over their own infantry. Battery F, 3rd NY
with BG Potter’s 1st Brigade on either side of the later replaced Battery B, 3rd NY when Battery B
Grahamville Road and drove the Confederate began to run low on ammunition. Both New
skirmishers from the thick woods back into their York batteries were engaged from 1100 to 1600,
improved position. Then at about noon when their ammunition was nearly exhausted.
regimental commanders on their own initiative At 1600 they were replaced with the six-gun
began to make uncoordinated and mostly Naval Battery that continued to fire until dark.
unsupported attacks on the Confederate works.
These attacks continued through out the
afternoon.

Steven Hofner (Order #35311104)


6
Participant Assessment of the Battle
The after action reports mention the Spencer-
armed 4th MA Cavalry Company activities during Hatch, the Coast Division commander, wrote,
the battle. They apparently scouted the road “The affair was a repulse owing entirely to the
network north of the battlefield to protect that strong position held by the enemy and our want
flank and perhaps find an avenue of approach to of ammunition.” Potter, commander of the 1st
turn the enemy’s flank. The 1st NY Engineer Brigade, wrote about his troops, ―Nothing but
detachment was tasked with repairing the the formidable character of the obstacles which
docking facilities at Boyd’s Landing to expedite they had to encounter prevented them from
the unloading of troops and supplies. achieving success.‖
Meanwhile, the 26th and 32nd USCT, elements of
the 54th MA (Colored) and 102nd USCT, Battery Not surprisingly, Union Officers in junior
A, 3rd RI and a section of the Naval Battery commands held a different view. CPT Soule,
guarded the line of communication back to 55th MA (Colored) in his account of the battle
Boyd’s Landing. says, "The generalship displayed was not equal
to the soldierly qualities of the troops engaged.
Union Defeat and Withdrawal There appears to have been a lack of foresight
in the preparations." CPT Luther B. Mesnard,
At dusk (1720) the Union retreat commenced. commander of B Company, 25th OH, wrote in his
The Union forces skillfully withdrew by defensive diary,
bounds covered by infantry and artillery taking
most of their wounded and equipment with them. “Our troops were badly handled, no generalship,
The 127th NY and 102nd USCT along with one strategy or tactics. As a diversion in Sherman's
section of the Naval Artillery formed the rear favor the fight may have amounted to a little, but
guard and remained at the front, keeping up a nothing to what it would have if we had brushed
slow fire with artillery. By 1930 the main body of the rebs away and cut the Savannah and
the Coast Division was beyond pursuit and the Charleston Rail Road, as we could have done
rear guard withdrew. There was no Confederate under an efficient commander.”
attempt at pursuit—the troops were too
exhausted from the long trip to the battlefield Confederate viewpoints reflect the positive
and the ensuing battle. outcome of the battle. Smith praised his troops
writing, “I have never seen or known of a
Casualties reflected the results of the battle. The battlefield upon which there was so little
GA Militia avenged and reversed the casualties confusion, and where every order was so
suffered at the Battle of Griswoldville. The Coast cheerfully and promptly obeyed, and where a
Division reported casualties of 88 killed, 623 small number of men for so long a time
wounded (of which 147 were slight wounds), successfully resisted the determined and oft-
and 43 missing for a total of 754. LTC Charles repeated efforts of largely superior attacking
C. Jones Jr. in his book Siege of Savannah forces.”
claims Confederate loses of 4 killed and 40
wounded (not all units reporting their casualties). LTC Charles C. Jones Jr., in his book Siege of
The day following the battle a Savannah Savannah, opines, "The victory at Honey Hill
newspaper (Republican) stated, "Our loss was released the city of Savannah from an
between 80 and 100 killed and wounded." In his impending danger, which, had it not thus been
after action report, Smith wrote, ―Our loss in averted, would have necessitated its immediate
every arm of service was 8 men killed and 42 evacuation."
wounded.” If the higher casualty figure is used
(more reasonable) then the Confederate Historical Assessment of the Union Campaign
casualties represent 4% (100 / 2,680) of the
committed force and only 13% (100 / 754) of Looking back on the battle, CPT Luis F. Emilio
Union casualties. wrote in his regimental history of the 54th MA
(Colored), ―It would seem with the light of the
present that our position was as strong for us to
hold as was the enemy's. This granted, the
natural criticism is, would not the battle have

Steven Hofner (Order #35311104)


7
been better fought to have held the position with morning. Perhaps he was waiting for the
a portion of our troops and pushed out the main artillery or COL Hartwell’s 2nd Brigade (Colored)
body well on one flank or the other, drawing the to appear before proceeding. Whatever the
enemy from his work to fight us and preserve his reason, another opportunity was missed to
communications?” advance unopposed toward Grahamville. A
battle might still have been fought but it would
In May 1884, CPT Charles C. Soule, 55th MA have been fought beyond the fortifications of
(Colored), wrote two articles that appeared in Honey Hill in more open terrain.
the Philadelphia Weekly Times. An eyewitness
to the battle, he listed the following shortcomings CPT Soule went on to criticize the ―irresolution‖
of the Union leadership. of the reaction to the Confederate delaying
action,
Port Royal, South Carolina on the Broad River the “inaction which left a line of battle without
and the base of operations for this campaign orders and made no systematic attempt at
was captured on 7 November 1861. A little over reconnoitering and turning the enemy’s flanks”,
three years later, the Coast Division sailed up and the “bad judgment which ordered” (or
the Broad River in heavy fog with one competent allowed)
pilot to lead the invasion fleet to Boyd’s Landing. “single regiments to charge successively by a
Elements of the fleet ascended the wrong rivers, narrow road upon a strongly fortified position,
ran aground or waited for the fog to clear before defended by artillery and infantry”. The blame
arriving at Boyd’s Landing later in the day on 29 rested on Hatch “who was present at the front
November. When they did land, they had no and directed operations during the day.”
accurate maps of the area of operations to guide
them quickly to their objective, the Savannah & In January 1865, Sherman toured the battlefield
Charleston Railroad near Grahamville. with Hatch and asked him, “Hatch, why in hell
Consequently, they wondered around lost the didn’t you flank them on their right?” MG Jacob
rest of the day and into the night, missing the D. Cox summed up the battle in his 1898
best opportunity to destroy the railroad. volume, Sherman's March to the Sea-
Campaigns of the Civil War series; “It was a
Reconnoitering US Navy expeditions ascending fresh instance of the manner in which irresolute
the river during the three years of occupation leadership in war wasted the lives of men by
would have trained more pilots and familiarized alternation between an ill-timed caution and an
them with the soundings and rivers to avert the equally ill-timed rashness.”
problems encountered with the fog. These
expeditions could have also carried US Army It is easy to criticize the leadership of Hatch and
scouts or engineers to reconnoiter the he deserves much of it. However, remember the
surrounding road network and create accurate muddled orders that Halleck passed on to
maps. In fact, many slaves in the area of Foster, Hatch’s commander, ―…at all events a
operations ―rallied to the colors‖ and jointed the demonstration on that road will be of
USCT regiments that operated in the area of advantage.‖ In his mind, Hatch may have
operations. These ex-slaves could have been believed that he carried out his orders by
used to guide the leading elements of the demonstrating and drawing Confederate forces
invasion. away from Sherman’s March to the Sea. He
certainly fought the battle as if it were a
On the morning of the battle, Potter’s 1st Brigade demonstration. The 754 Union casualties
was under orders to march before daylight to represent 16% (754 / 4,720) of the committed
Grahamville and destroy the railroad. The march force, a high percentage for a demonstration. If
began at 0900 instead, which permitted the 3rd Hatch thought he was conducting a
SC Cavalry and Zealy’s artillery section get in demonstration, he apparently didn’t keep his
position to fight a two and one-half hour delaying subordinates ―well in hand‖ as they attempted to
action that allowed the Confederates to occupy fight a battle.
the Honey Hill position just ahead of the Union
forces. Perhaps Potter’s men were still
exhausted from the prior day of marching and
counter-marching which only ended at 0200 that

Steven Hofner (Order #35311104)


8
The Union did not coordinate and conduct their McNair, Robert B., The Battle of Honey Hill,
attacks in such a manner that might have South Carolina, November 30, 1864 and the
stretched the Confederates to their breaking Opening Days of the Broad River Campaign,
point. The Confederates took advantage of the Western Carolina Historical Research, 2nd
Union mistakes and conducted an excellent Edition, 2010.
defense of their position. The delaying action
was inspired, the coordination between the Note: This is the single best publication on the
artillery and infantry was flawless and the spirit Battle of Honey Hill. Anyone serious about the
of the soldiers, exhausted as they were, was battle should possess this book, $25.00 + $4.80
superb. Praising his opponents, Soule summed shipping.
it up thus, “On their side it was all good Robert B. McNair
generalship and good luck; on ours it was the Western Carolina Historical Research
reverse.” 557 Highland Park Drive SW
Aiken SC 29801-3703
Bibliography http://sites.google.com/site/wchr97/

Anderson, George, Chattanooga Choo Choo; Riddle, Keryn L., Prepare Fer to Get!: American
Honey Hill, Zouave! Magazine, Vol. 4, # 2, Civil War Scenarios, Vol. 1, Honey Hill,
Summer 1990, pp. 17-20, 26. (Regimental Reynella, Australia, 1990, pp. 46-49.
scenario) (Regimental scenario)

Anderson, George and Toews, Ryan, Across a Scaife, William, The March to the Sea, Blue and
Deadly Space; Honey Hill, Potomac Gray Magazine, Vol. 7, #2, Dec 1989,
Publications, 1998, pp. 29-31. (Regimental pp. 29-32.
scenario)
Scaife, William, The March to the Sea,
Cox, MG Jacob D., Sherman's March to the Sea Washington Printing Co., 1989, pp. 55-67.
- Campaigns of the Civil War series, 1898.
Stone, H. David, Vital Rails: The Charleston &
Field, Ron, American Civil War Marines 1861- Savannah Railroad and the Civil War in Coastal
65, Osprey Publishing, Elite #112, 2004, pp. 21- South Carolina, University of South Carolina
3. Press, 2008, pp. 210-225.

Battles and Leaders of the Civil War, Vol. 4, Part Visit the web-site listed below for written after
2, Weider History Group, 2006 (reprint of 1884- action reports of the battle, orders of battle,
1887 edition), pp. 668-669 personal accounts of the battle, a summary
description of the battle, a complete listing of
Beckman, W. Robert and McDonald, Sharon S., Union casualties, maps and diagrams,
Heroism at Honey Hill, North and South photographs and links to related web-sites.
Magazine, Vol. 12, # 1, Feb 2010, pp. 20-30, 35- http://www.dcnyhistory.org/gary/hhbattle.html
43.
Thanks
Emilio, CPT Luis F., A Brave Black Regiment:
The History of the 54th Massachusetts, 1863- Thanks to Michael Montemarano, the senior
1865, Boston Book Co., Boston, MA, 1894. Regimental Fire & Fury ―Rules Lawyer‖, who
proofread this article and improved it.
Jones, Charles C. Jr. (Late Lieut. Col. Artillery,
C. S. A., and Chief of Artillery A special thanks to Rich Hasenauer, designer of
During the Siege), The Siege of Savannah in Regimental Fire & Fury, who also proofread this
December, 1864, and the Confederate article and created the superb scenario map.
Operations in Georgia and the Third Military
District of South Carolina During General A super-special thanks goes out to my wife,
Sherman's March from Atlanta to the Sea, Peggy. She is an English Major (lucky for me)
Albany, N. Y., Joel Munsell, 1874, pp. 32-43. who ―scrubbed‖ the text with the eye of a non-
wargamer and improved its clarity and grammar.

Steven Hofner (Order #35311104)


9

Order of Battle, Honey Hill, South Carolina Confederate Order of Battle

Union Order of Battle st


1 Division, Georgia Militia, MG G W Smith
(On the field but relinquished battlefield command)
Coast Division, BG Hatch (Poor) (4,720, 14 guns)

Engineer rd
3 South Carolina Military District Commander, COL
st
1 NY Engineers Battalion (1 company) Colcock (Gallant) (3,120, 12 guns)
(Rebuilt docking facilities at Boyd’s Landing) (Battlefield ―division‖ commander)
Cavalry Cavalry, MAJ Jenkins
th
4 Mass. Cav., CPT Hurlbut (Vet RP 40) rd
3 South Carolina Cavalry (Vet RC 240)
(1 company, not engaged) (guarding line of communication (four companies, unattached)
on the northern flank)
th
st 47 Georgia Infantry, LTC Edwards (Vet RM 400)
1 Infantry Brigade, BG Potter (Able) (3,040) (unattached)
th
56 New York, LTC Tyler (Vet RM 440)
th
127 New York, COL Gurney (Vet RM 640)
(7 companies) st
1 Brigade Ga Militia, COL Willis (Able) (1,240)
th
144 New York, COL Lewis (Vet RM 480) st
1 Georgia Militia (Trn RM 320)
(8 companies) nd
2 Georgia Militia (Trn RM 400)
th
157 New York, LTC Carmichael (Vet SM 160) th
5 Georgia Militia (Trn RM 320)
(5 companies) Georgia Militia Battalion (Trn RM 200)
th
25 Ohio, LTC Haughton (Vet RM 520)
nd
32 USCT, COL Baird (Trn RM 480) Georgia State Line Militia Infantry Brigade, COL Wilson
th
35 USCT, COL Beecher (Brave Col.) (Vet SM 320) (Able) (320)
st
nd 1 Georgia State Line Militia (Vet RM 160)
2 Infantry Brigade (Colored), COL Hartwell (Gallant) nd
2 Georgia State Line Militia (Vet RM 160)
(1,040)
th
54 Massachusetts, LTC Hooper (Crk RM 320) Battalions of Infantry Reserves, MAJ Cook (Gallant)
(8 companies, 2 not engaged (Crk RM 240), guarding line (320)
of communication at Bolan Church) Athens Local Defense Battalion, MAJ Cook
th
55 Massachusetts, LTC Fox (Trn RM 520) (Trn RM 160)
(8 companies) Augusta Local Defense Battalion, MAJ Jackson
nd
102 USCT, COL Chipman (Trn RM 200 (Trn RM 160)
)(5 companies, 2 not engaged (Trn RM 120), guarding rear
against stragglers)
th
26 USCT, COL Silliman (Trn RM 160) South Carolina Artillery “Battalion”, CPT Stuart (Able)
(8 companies, not engaged, guarding line of (160)
communication at Boyd’s Landing) Beaufort Artillery, CPT Stuart (Vet HS 40)
th
34 USCT, LTC Marple (Trn RM 320) (one section-- two X 12-pound Napoleons)
(8 companies, not engaged, guarding line of Lafayette Artillery, LT Zealy (Vet HS 40)
communication at Boyd’s Landing) (one section—two X 12-pound Napoleons)
Palmetto Battery A, LT Scruggs (Vet HS 20)
Artillery Brigade, LTC Ames (Able) (160) (one section-- one X 12-pound Napoleon) (Vet HH 20)
rd
Battery B, 3 New York Artillery, CPT Mesereau (one section-- one X 24-pound Howitzer)
(Vet HS 80) Palmetto Battery G, LT Manget (Vet HS 40)
(two sections--four X 12-pound Napoleons) (one section-- two X 12-pound Napoleons)
rd
Battery F, 3 New York Artillery, LT Titus
(Vet HS 80)
(two sections--four X 12-pound Napoleons) Reinforcements, BG Robertson (Poor) (440)
rd
Battery A, 3 Rhode Island Artillery, CPT Hamner (arrived on the field at 1630, as the Union was withdrawing
(Vet LR 60) and formed the reserve)
(one section--three X 10-pound Parrotts, not engaged,
guarding line of communication) nd
32 Georgia Infantry, LTC Bacon (Vet RM 240)
nd (1 battalion, not engaged, arrived after battle, unattached)
2 Fleet Brigade, CDR Preble (Able) (480) Kirk Rangers Cavalry Company (Vet RM 120)
Sailor Battalion, LT O'Kane (Trn RM 160) (2 companies, not engaged, arrived after battle,
Marine Battalion, 1LT Stoddard (Trn RM 200) unattached)
(3 Companies) German Battery, CPT Bachmann (Vet HS 80)
Naval Artillery Battalion, LT CDR Matthews (Able) (two sections--four X 12-pound Napoleons, not engaged,
(Trn LH 120) arrived after battle, unattached)
(three sections--six X 12-pound light ―boat‖ howitzers)
(one section--two X 12-pound light ―boat‖ howitzers (Trn
LH 40) (not engaged, guarding line of communication at
Bolan Church)

Steven Hofner (Order #35311104)


10
limbered move at the Open Ground rate. There
The Battle of Honey Hill, SC is no ―road bonus‖ rate. Line of sight is based
A Regimental Fire & Fury Scenario upon the terrain around the road.

by Lowell D. Hamilton Honey Hill and Contour Lines. Honey Hill is


rated Open Ground. Units defending in charge
MG William T. Sherman’s request for support combat on higher ground will add one for
read, “I would like to have General Foster to Favorable Ground. Line of sight is blocked if it
break the Savannah and Charleston road about passes through any part of Honey Hill. The line
Pocotaligo about 1 December.” This scenario of sight is not blocked along the contour line
simulates the Union attack on the Confederate running north and south along the Confederate
defensive position at Honey Hill, South Carolina battle line but is based upon the terrain
and assumes that the original intent of surrounding the contour line.
Sherman’s request was passed on to Foster
through Halleck without embellishment or Euhaw Creek and Streams. The Euhaw Creek
alteration. It further assumes that Foster briefed and the two unnamed streams are rated Broken
Hatch, the Coast Division commander, who in Ground. All infantry and dismounted cavalry or
turn thoroughly briefed his infantry, artillery and dismounted leaders may cross the creek and
naval commanders of the campaign’s streams at any location. Dismounted cavalry or
operational objective and tactical plans. dismounted leaders that cross a creek or stream
may not remount until they return to the side of
The Union has 13 turns (1200-1500) to the creek or stream on which they dismounted.
maneuver through difficult terrain and break
through the Confederate defensive position. If Artillery in any movement mode and mounted
the battle continues beyond 1500, the Union will cavalry or mounted leaders are prohibited from
be hard pressed to reach the railroad three miles crossing the creek and streams. Euhaw Creek
away at Grahamville before sunset (1720). and the streams were wide (20 yards) and
Meanwhile, 2,300 Confederate reinforcements shallow (2 feet or less) with marshy ground
are racing to Grahamville and will arrive at extending on both sides. There are no intact
midnight through 0700 on the morning after the bridges or fords on the Poor roads for artillery,
battle. The Confederates must delay the Union mounted cavalry or mounted leaders to cross.
advance at Honey Hill, protect the railroad and Units defending in charge combat against an
then unite with the arriving reinforcements to attacker that crossed a creek or stream add one
drive the invaders away. for Favorable Ground. Line of sight is open.

Terrain
Rifle-Pits. Rifle-pits are rated Broken Ground.
Map Scale. The map is scaled for 15mm Infantry and dismounted cavalry deployed
miniatures at 12‖ (300 yards) per grid-square behind rifle-pits are considered in Full Cover and
requiring a 5’ X 7’ table. I game with 6mm subtract two when targeted. Artillery
miniatures and its easy to convert the map scale unlimbered behind rifle-pits subtracts one for
from 15mm to 6mm. Using the 6mm map Partial Cover when targeted. Units defending in
legend, draw a 440-yard grid over the map. In charge combat add two for Strong Position.
6mm scale, each 440-yard (1/4 mile) grid-square Line of sight is clear to units occupying rifle-pits
represents 12‖ or 3’5‖ X 4’9‖ table. The black but to units behind them, line of sight is based
portions of the Confederate fortifications shown on the surrounding terrain.
on the map are extant.
Artillery Redoubts. The two artillery redoubts
Game Scale. Infantry and cavalry stands are rated Broken Ground when crossed. The
(mounted or dismounted) = 40 men, gun stands large artillery redoubt was 400 feet wide and
= 2 guns (a section), 1‖ = 25 yards (36.6 yards open to the rear (technically, it was a redan) and
at 6mm), 1 turn = 15 minutes. was located about 100 yards from Euhaw Creek.
A maximum of 4 guns total (counting the 1/2 gun
Roads. All the roads are rated Poor. Units stands or a damaged gun stand as 1 gun each)
moving along the roads in march column or may occupy the large redoubt.

Steven Hofner (Order #35311104)


11
Two guns may occupy the small northern Swamps. Swamps are rated Rough Ground for
redoubt. Guns fire with their normal 15-degree all infantry, dismounted cavalry and dismounted
arc of fire and may pivot normally to fire from leaders. Swamps are rated Impassible Terrain
within the redoubt. The artillery redoubts are for artillery in any movement mode and mounted
considered a Fortified Position and subtract cavalry and mounted leaders. Dismounted
three when targeted. Units defending in charge cavalry and dismounted leaders that cross a
combat against attackers charging a redoubt swamp may not remount until they return to the
add two for Fortified Position and also add one side of the swamp on which they dismounted.
for Favorable Ground if defending higher Units in extended line are considered in Full
ground. Note: This is an exception to the rule Cover and subtract two when targeted. Other
stating that these modifiers are not cumulative. units are considered in Partial Cover and
Guns also apply add one for Supported Guns if subtract one when targeted. Units defending in
a friendly unit is within 2‖ (1.5‖ at 6mm) or charge combat add one for Favorable Ground
subtract one for Unsupported Guns if there is against attackers charging through swamps.
no friendly unit within 2‖ (1.5‖ at 6mm). Guns Line of sight is limited to 10‖ (7.5‖ at 6mm) when
may also be supported in charge combat by an passing through swamp but remember
infantry or mounted cavalry unit in line of battle command radius is 4‖ (3‖ at 6mm) for
within 2‖ (1.5‖ at 6mm) behind the guns and dismounted leaders.
count their numbers in the Outnumbered
calculation. Confederate infantry units can “The Crossroads”. Union artillery may
occupy an artillery redoubt if there are no unlimber at the Crossroads of the Grahamville
artillery units in the redoubt. Line of sight is and Wood Roads and target enemy units in the
clear to units occupying the redoubts but thick forest or the artillery redoubt on Honey Hill.
blocked to units behind them. A maximum of 4 guns total (counting a damaged
gun stand as 1 gun) can be deployed at the
Open Pine Forest. Open pine forests are rated Crossroads. Union artillery at the Crossroads
Broken Ground. Units in extended line are may fire over their own infantry on lower ground
considered in Full Cover and subtract two to target the artillery redoubt. Subtract one
when targeted. Other units are considered in when unlimbered artillery is targeted at the
Partial Cover and subtract one when targeted. crossroads.
Units defending in charge combat add one for
Favorable Ground against attackers charging Leader Command Radius. The Leader
through open pine forests. Line of sight is Command Radius is 8‖ (6‖ at 6mm) for mounted
limited to 10‖ (7.5‖ at 6mm) when passing leaders with a clear line of sight to a unit.
through open pine forest. Command Radius is reduced to 4‖ (3‖ at 6mm)
for attached leaders, dismounted leaders or a
Thick Forest. Thick forests are rated Rough line of sight passing through thick forest.
Ground. All units may move through thick
forests but artillery must be unlimbered and Friendly Map Edges. Broken Union units must
hand hauled through thick forest, 2‖ (1.5‖ at retreat toward the eastern map edge between
6mm) per turn, leaving the limber behind on a roads A and C and stop at the edge. Broken
road. Gun stands hand hauled away from their Confederate units must retreat toward the
limbers are considered fixed guns in charge northern or western map edge between roads D
combat. Units in extended line are considered and E and stop at the edge. If a Broken unit that
in Full Cover and subtract two when targeted. halted at the table edge fails to Reform in the
Other units and unlimbered or hand hauled next Maneuver Phase, its remaining stands are
artillery subtract one for Partial Cover when removed from play and count towards Heavy
targeted. Units defending in charge combat add Casualties and Greater Losses.
one for Favorable Ground against attackers
charging through thick forest. Line of sight is
limited to 4‖ (3‖ at 6mm) when passing through
thick forest. Command radius is 4‖ (3‖ at 6mm)
for mounted and dismounted leaders.

Steven Hofner (Order #35311104)


12

Union forces. Total Combat Arms Stands Confederate forces. Total Combat Arms
represent a force of 4,720 men with 14 guns. Stands represent a force of 3,120 men with 12
Off-road Union infantry units starting the game guns. All Confederate infantry units starting the
on the board are all in line except for the game on the board are in extended line. Guns
Marines who are in extended line. On-road units in redoubts are unlimbered and guns behind
are in march column or limbered. Honey Hill are limbered. Reinforcements are
shown on the Honey Hill Time & Reinforcement
Reinforcements appear at the designated time Chart. They either appear at the designated
at the designated entry road (A) in march time on the designated entry road (D or E) in
column or limbered. Before the game starts, the march column or limbered.
Union players must commit the entire 2nd
Brigade to Road A, B or C. If Road B or C is
chosen, the 2nd Brigade reinforcements are each
delayed by one turn.

Order of Battle

The following stands are required to play Honey Hill:

Stand Type Union Confederate


Infantry 98 53
Infantry Command 13 10
Cavalry 0 7
Cavalry Command 0 2
Artillery (Gun with Limber) 7 7
Artillery (Gun without Limber) 0 0
Dismounted Cavalry 0 6
Dismounted Cavalry Command 0 2
Horse Holder 0 1
Brave Colonel (Dismounted) 1 0
Brigade or Artillery Leader 5 5
Division Leader 1 1
Corps Leader 0 0
Army Leader 0 0
Dismounted Leader 4 5
Ammunition Wagon (Small Arms) 1 0

Total Stands 130 94

Total Combat Arms Stands 118 79


Heavy Casualties (20%USA / 25%CSA) 24 20

Steven Hofner (Order #35311104)


13

Victory Conditions
Sailor and Marine Battalions. The Union
One side must achieve more victory conditions Sailor and Marine Battalions may only form two
than their opponent to claim victory. Inflicting formations, march column or extended line.
Heavy Causalities, Greater Losses and They were given one or two days at most of
capturing a Key Position are victory conditions infantry training prior to sailing and their mission
as follows: was to provide infantry support for the Naval
Battery.
Heavy Casualties. The Union player achieves
one victory condition if Confederate forces lose Unit Labels
20 troop and gun stands (25%). The
Confederate player achieves one victory Unit Chain of Command. The chain of
condition if Union forces lose 24 troop and gun command is represented by label color. Each
stands (20%). After an army reaches its brigade (X) leader and all of the units he
threshold for Heavy Casualties, all units commands have the same color. The division
subtract one in subsequent maneuver checks. (XX) leader’s label has a unique color but can
command any unit as a Provisional Commander.
Greater Losses. A second victory condition is The three artillery leaders (Arty Ldr) in the game
achieved after an army reaches both its Heavy only may command same color gun sections.
Casualties threshold and is also suffering They cannot provide Provisional Command to
Greater Losses than the enemy. Subtract two infantry or cavalry or to other artillery units of a
from the maneuver check for as long as this different color band.
condition lasts.
Unit Name and Size. Any name of the unit is
Key Position Lost. The Honey Hill artillery identified on the top of the label, often followed
redoubt (X) is a Key Position. One side by the unit size: XX division, X brigade, Bn
achieves this victory condition if at the end of the battalion, Co company or a letter (B, 3 NY)
game they were the last side to have friendly representing a battery. Gun labels represent a
units occupying the Honey Hill artillery redoubt. two-gun section and each gun stand has a label.
Often the name of the commander is the unit ID.
In addition to being a victory condition, each turn If there is no unit size shown, it represents a
after all Confederate units are driven out of the regiment.
Honey Hill artillery redoubt and is occupied by
Union forces, all Confederate units subtract Unit Experience. There are three levels of unit
one in subsequent maneuver checks. If all experience in the scenario, from highest to
Union units are driven out in a later turn and lowest:
Confederate forces occupy the redoubt, the Crack Veteran Trained
modifier is reversed and all Union units subtract (Crk) (Vet) (Trn)
one in subsequent maneuver checks. The 54 MA 56 NY Marine Bn
subtract one modifier always applies to the last Vet RM Trn RM
side to lose possession of the Honey Hill artillery
redoubt.
Crk RM 11--9--6 5--//--4
8--5--3
Special Scenario Rules 1-1//.5-.5 1-1//.5-.5 1-1//.5-.5

Ammunition supply. Confederate units cannot All unit types-infantry, cavalry and artillery-have
replenish ammunition after suffering a low on a unit experience level and all three levels
ammunition effect. Union infantry units can represent die roll modifiers on the Maneuver,
replenish small arms ammunition (only) after Musketry & Cannonade and Charge tables.
suffering a low on ammunition effect by being on There are no Green (Grn) units in the scenario.
a road and within 12‖ (9‖ at 6mm) of the
ammunition wagon or within 4‖ (3‖ at 6mm) in
the woods. The small arms ammunition wagon
arrives on turn 5 at road A and only moves on
roads at the rate of 12‖ (8‖ at 6mm) per turn.

Steven Hofner (Order #35311104)


14
Weapon Type—Small Arms. There are three
small arms weapon types in the scenario: Rifle Unit Effectiveness. There are three levels of
Musket (RM), Rifle Carbine (RC) and unit effectiveness, from highest to lowest: Fresh
Smoothbore Musket (SM). Small arms in the – Worn - Spent. These levels are expressed
rules have up to four range bands, 4”--8”--12”-- with the numbers on the unit label (8--6--4). The
16” (3”--6”--9”--12” at 6mm). 8 represents the number of 40 man stands
when the unit is Fresh at the start of the
Smooth scenario (8 stands X 40 men = 320 man unit).
Rifled Rifled Bore As stands are lost during the battle, a unit will
Musket Carbine Musket become Worn when it reaches 6 stands and
(RM) (RC) (SM)
Spent when the unit has 4 or less stands
47 GA 3 SC Cavalry 157 NY remaining. All three levels of unit effectiveness
Vet RM Vet RC Vet SM are die roll modifiers on the Maneuver and
10--8--5 Dismounted 6--5--3 4--3--2 Charge tables. Infantry and cavalry are rated for
1-1//.5-.5 1-1//.5-0 1//.5-0-0 unit effectiveness but guns are not.
Dismounted Leaders. Union players must
The white label below the unit label shows the dismount leaders to move them across the
fire point value at each range band for each Euhaw Creek, streams and swamp. Included is
stand in the unit. Close range fire points are a set of leader labels for dismounted leader
shown in red while long-range fire points follow stands. Mounting or dismounting is free of
the ―//‖ and are shown in black. movement cost. No labels are provided for
Hatch, Brave Colonel (already dismounted) or
Weapon Type—Guns. There are three gun artillery leaders (guns cannot cross creek,
types in the scenario: Light Howitzer (LH), stream or swamp).
Heavy Howitzer (HH) and Heavy Smoothbore
(HS). Guns in the scenario fire up to three, four Regimental Battalions. The 127 NY is split
or five of the six range bands, 4”--12”--36”-- into two battalions, A & B. I recommend splitting
48”--60”--72” (3”--9”--27”--36”--45”--54” at 15+ stand regiments into two equal or nearly
6mm). equal battalions for ease of maneuver. Treat
both battalions as independent regiments in all
Light Heavy Smooth respects.
Howitzer Howitzer Bore
127 NY / A 127 NY / B
(LH) (HH) (HS)
Vet RM Vet RM
Naval Scruggs Scruggs 8--6--4 8--6--4
Section-1 Section-1 Section-2 1-1//.5-.5 1-1//.5-.5

Trn LH Vet 1/2 HH Vet 1/2 HS


Miscellaneous. Two Quick Reference Sheets
5-3//3-0-0-0 6-4//3-2-0-0 5-4//3-2-1-0 (QRS) are supplied with the rules and have the
fire point values and range bands for both
Gun batteries contain 2 or 3 stands each musketry and cannonade. The information
representing a two-gun section with a label. The below the unit labels was added to speed the
white label below the unit label shows the fire game for players and Game Master. If the
point value at each range band for each gun labels are too cluttered, just trim them off when
stand. Close range / canister fire points are they are mounted.
shown in red while long-range fire points follow
the ―//‖ and are shown in black. Note: Scruggs’ Game Length
Section-1 consists of one HH (1/2) and section-2
consists of one HS (1/2) and both fire with 1/2 The game is played in 13-turns starting with the
fire points (rounded down). If damaged, they are Union player turn at 1200 and ending with the
removed from the game and count toward the Confederate player turn at 1500. The weather is
Victory Conditions of Heavy Casualties and clear and hot. Sunset (twilight) is 1720.
Greater Losses.

Steven Hofner (Order #35311104)


15
(5) The Heavy Casualty level for the Union
was decreased from 25% (30 stands) to
Designer Notes 20% (24 stands). This adjustment is
reasonable since in Hatch’s mind he
Obtaining play balance in this scenario was was conducting a demonstration rather
difficult. Competent Union commanders usually than a battle. This adjustment means
will defeat competent Confederate commanders the Union will have command and
if the scenario follows the course of the actual control (maneuver check) problems
battle. To prevent a Union ―cake walk‖, some sooner and make moving and
adjustments were added to make the scenario coordinating attacks more difficult.
more balanced.
(6) The 3rd SC Cavalry was posted on the
far Confederate left flank with one gun,
(1) The Confederate Militia units were just off of the northern map edge and
originally rated Green before they were was not engaged in the battle after their
increased to Trained. This is a delaying action in the morning. This unit
questionable adjustment although now appears as a reinforcement on turn
research found the Georgia State Line 3 but the gun remains in place. This
Militia Brigade to be a Veteran unit. adjustment is somewhat reasonable as
Colcock could order them to support the
(2) The Confederate rifle-pits were defense of the Honey Hill position when
increased from Favorable Ground to he learns the actual size of the Union
Strong and the artillery redoubts were force. Colcock was the former
increased from Strong to Fortified with commander of the 3rd SC Cavalry.
the addition of the Favorable Ground
modifier when defending higher ground. Union players must be patient and carefully
This is a reasonable adjustment. maneuver their units into position before
assaulting the Confederate works. There are 13
(3) Robertson’s reinforcement arrival was turns, plenty of time to set-up a strong attack on
advanced three hours from the historical a broad front using the optional entry roads.
time (1630) to a play balance time Stretch out the Confederate defenders then
(1315). Union reinforcement times were attack across the whole front. Use the Crack
also advanced slightly and an optional unit to spearhead the main attack. When you
entry road rule was added to broaden break the line at some point, exploit it and flank
the ―front‖. This compresses the battle the works. Or, if you are feeling lucky, you can
into a smaller time span and makes for attempt a quick strike at Honey Hill with the 1st
a more exciting game with all players Brigade before the Confederates can shift their
getting into the action quicker. forces to better defend Honey Hill but this
strategy can be risky.
(4) The original scenario was a 21-turn
Confederate players must maneuver their units
game (1200-1700) but was too long for
to protect the Honey Hill artillery redoubt at all
a convention game and was fought to a
costs. Use Colcock (Gallant+1) at the Honey Hill
decision well before 1700. The 13-turn
position to assist maneuver checks. Try to keep
game compresses the action and forces
a reserve in support 2‖ (1.5‖ at 6mm) behind the
the Union to break through with enough
artillery units in the Honey Hill redoubt and add
daylight left to reach and destroy the
their numbers in charge combat. Losing this Key
railroad (three miles away) before
Position subtracts one on all maneuver checks
sunset (1720). The 2,300 Confederate
and will decrease your maneuverability. If you
reinforcements arriving later that night
try to defend the entire line equally, your line will
would be too late to save the railroad.
be broken more easily. Use the 3rd SC Cavalry
as a mobile reserve to plug gaps or delay
flanking maneuvers if the line is broken.
Robertson’s Command is the reserve force that
arrives at the most critical location.

Steven Hofner (Order #35311104)


16
Honey Hill Time & Reinforcement Chart
All reinforcements enter on the road in march column or limbered.
Before the game starts, the Union players must commit the entire 2nd Brigade to enter at Road A, B or C.
If Road B or C is chosen, the 2nd Brigade reinforcements are each delayed by one turn.
Robertson’s Command enters on turn 6 at E in order of march: cavalry - infantry - artillery.

Turn Time Union Phase Confederate Phase


Move First Move Second
1 1200
2 1215 COL Hartwell, 55 MA at A
3 1230 102 USCT at A 3 SC Cavalry at D
4 1245 54 MA at A
5 1300 Ammunition Wagon at A
6 1315 BG Robertson’s Command at E
7 1330 LCD Matthews, Naval Battery at A
8 1345
9 1400
10 1415
11 1430
12 1445
13 1500

Please address questions, comments, corrections, suggestions or errata to: lowellhamilton@hotmail.com

[Editor’s note: Watch for more Regimental Fire & Fury scenarios in the future from Lowell Hamilton, as
well as ideas on how to convert and swap scenarios between JR3 and RFF. We at the Johnny Reb Gaming
Society congratulate Rich Hasenauer on the publication of RFF, and we look forward to further
expanding the available body of regimental-level scenarios for Civil War miniature wargaming. The
more, the merrier!]

Steven Hofner (Order #35311104)


17

Steven Hofner (Order #35311104)


18
Union Honey Hill Order of Battle Labels
SmallArms
Coast
1X 2X 2 Fleet X
XX Ammo
Hatch Wagon Potter Hartwell Preble
Gallant
Poor -1 Turn 5 @ A Able 0 Able 0
+1
Dismounted leader labels

35 USCT
Beecher
Brv Col
1X
+1
127 NY / 127 NY /
Potter 56 NY A B
144 NY 157 NY 25 OH 32 USCT 35 USCT
Vet Vet Vet Vet Vet Vet Trn Vet
Able 0
RM RM RM RM SM RM RM SM
13--10-- 12--10--
11--9--6 8--6--4 8--6--4 12--9--6 4--3--2 8--7--6
7 8
1-1//.5-.5 1-1//.5-.5 1-1//.5-.5 1-1//.5-.5 1//.5-0-0 1-1//.5-.5 1-1//.5-.5 1//.5-0-0

B, 3 NY B, 3 NY F, 3 NY F, 3 NY
Section- Section- Section- Section-
2X Arty Ldr
1 2 1 2
102 Vet Vet Vet Vet
Hartwell 55 MA 54 MA Ames
USCT HS HS HS HS
Gallant Trn Trn Crk 5-4//3-2-1- 5-4//3-2-1- 5-4//3-2-1- 5-4//3-2-1-
Able 0
+1 RM RM RM 0 0 0 0
13--11--
5--//--4 8--5--3
9
1-1//.5-.5 1-1//.5-.5 1-1//.5-.5

Turn 2 @ A Turn 3 @ A Turn 4 @ A

Naval Naval Naval


Section- Section- Section-
Arty Ldr
1 2 3
2 Fleet X Matthews Trn LH Trn LH Trn LH
Sailor Marine 5-3//3-0-0- 5-3//3-0-0- 5-3//3-0-0-
Preble Able 0
Bn Bn 0 0 0
Trn Trn
Able 0 Turn 7 @ A
RM RM
4--//--3 5--//--4
1-1//.5-.5 1-1//.5-.5

Steven Hofner (Order #35311104)


19
Confederate Honey Hill Order of Battle Labels

1XXGA 1XXGA State Line GA 1 X GA


Mlt Mlt X Reserve Mlt
X
Colcock Colcock Wilson Cook Willis Robertson
Gallant Gallant
Able 0 Able 0 Able 0 Poor -1
+1 +1
Dismounted leader labels

Stuart Zealy Manget Scruggs Scruggs


Section- Section- Section- Section- Section-
Arty Ldr
1 1 1 1 2
Vet Vet Vet Vet 1/2 Vet 1/2
Stuart
HS HS HS HH HS
Gallant 5-4//3-2-1- 5-4//3-2-1- 5-4//3-2-1- 6-4//3-2-0- 5-4//3-2-1-
+1 0 0 0 0 0
Artillery Redoubt Honey Hill Reserve, Honey Hill Northern
Damaged Redoubt
Damaged

State Line GA
X Reserve
1 State 2 State Athens Augusta
47 GA Wilson Line Line
Cook Bn Bn
Vet Vet Vet Trn Trn
Able 0 Able 0
RM RM RM RM RM
10--8--5 4--3--2 4--3--2 4--3--2 4--3--2
1-1//.5-.5 1-1//.5-.5 1-1//.5-.5 1-1//.5-.5 1-1//.5-.5

1 X GA
Mlt
GA Mlt
Willis 1 GA Mit 2 GA Mlt 5 GA Mlt 3 SC Cavalry
Bn
Trn Trn Trn Trn
Able 0 Vet
RM RM RM RM
8--6--4 10--8--5 8--6--4 5--4--3 Mounted 6--5--3
1-1//.5-.5 1-1//.5-.5 1-1//.5-.5 1-1//.5-.5 No fire or cold steel
3 SC Cavalry
Vet RC
Dismounted 6--5--3
1-1//.5-0

Turn 3 @ D

Bachman Bachman
X Section-1 Section-2
Robertson Kirk Rngrs Cavalry Co 32 GA Vet HS Vet HS
Poor -1 Vet Vet RM 5-4//3-2-1-0 5-4//3-2-1-0

Mounted 3--2--// 6--5--3


No fire or cold steel 1-1//.5-.5
Kirk Rngrs Cavalry Co
Vet RM
Dismounted 3--2--//
1-1//.5-.5

Robertson's Command Turn 6 @ E

Steven Hofner (Order #35311104)


20
out of visibility. Brigade commanders should
Surprise in the begin within an inch of any regiment in their
brigade. The division commander can be placed
Forest anywhere within the deployment area.

1862
By Brad Butkovich

Background

In the confused fighting in a forest, two


divisions have a surprise encounter. The side that
prevails might provide the army with the decisive
breakthrough for the day!

Game Overview
Breakthrough in the center!
There are two uses for this game. First, it Victory Conditions
is an excellent introductory scenario for 3-4
players, or two players of they are up to handling Victory goes to the side that forces the
two brigades at a time. Second, this game is ideal other off the board, or with the most Victory
for playing with hidden movement (page 62 of the Points. Casualties inflicted upon an opponent are
JR3 rulebook). Stalking through the forest, not worth Victory Points, as are the Victory Locations
knowing where your enemy is or his strength, can on the map. Located on page 32 of the JR3
be a challenge and quite tense. rulebook, the point values are as follows:
The map is 3’ x 4’, and designed for 2-4 Each regiment, battery, and brigade
players. The game begins at 12:00 PM in the commander are worth 2 points
afternoon, and ends at 2:00 PM, Turn 7, or when
The division commander is worth 4 points
one side loses.
If any unit or officer is removed from the board
due to the affects of combat or morale, the Victory
Terrain
Points are awarded to their opponent. Also,
remember that after a brigade or division loses
Most of the map is light woods for
40% of its points value it can no longer advance.
visibility and cover. Use the broken terrain
After 60% loss it must begin to withdraw from the
movement rate. The slopes of the hill should be
field.
woods terrain for movement, since it combines
Locations A and B are worth 3 Victory
both the woods and the upward grade. However,
Points each. To receive the points for Location A,
it is still light woods for visibility. The creek in the
no enemy unit may be within 2 inches of the fence
center of the map shallow and requires only an
surrounding the farmstead. For Location B, no
additional inch of movement to cross it. However,
enemy unit may be within 2 inches of the base of
its small banks are steep, and provide an
the hill. If an enemy unit is within range of these
additional cover bonus for those regiments that
Locations, neither side collects the Victory Points.
stay in the creek. Therefore, with the woods DRM
Officer figures cannot be used to control Victory
of -2, the total Target cover DRM would be -3. Wet
Locations.
and uncomfortable, but better than being shot!
Optional Rules
Deployment
Regiments are modeled after forces
engaged during the mid-war period. For a
In this generic scenario, no one side of the
different feel consider changing the number and
map is specifically Union or Confederate. Players
morale of one side or another, and varying the
should agree upon the sides before the game
weapons on individual regiments. For early war
begins. Opponents should start at least a foot
scenarios, have more regiments on one or both
away from each other, which in woods should be

Steven Hofner (Order #35311104)


21
sides equipped with smoothbore muskets. For
later war scenarios, have more elite regiments,
and both sides uniformly armed with rifle-
muskets.

This game is included in the scenario book

Musketry Like Thunder, published by Historic


Imagination. Also in the book are ten more
fictional scenarios covering several tactical
situations commonly encountered during the Civil
War. It is available as a downloadable ebook in
.pdf format from Wargame Vault.
www.wargamevault.com

Order of Battle

Use the following order of battle for this


scenario. Feel free to modify the regimental
strengths up or down for even numbers of figures
per stand (8, 12, 16).

Steven Hofner (Order #35311104)


22

Union

1st Division 40% loss/ 60% loss


Major General [+2] 12 pts./ 18 pts.

1st Brigade Strength Status Armament 40% loss/ 60% loss


Brigadier General [+1] 52 4 pts./ 6 pts.
1st Union 11 Veteran Rifle
2nd Union 16 Veteran Rifle
3rd Union 14 Veteran Rifle
4th Union 12 Veteran Rifle

2nd Brigade Strength Status Armament 40% loss/ 60% loss


Colonel [+1] 51 5 pts./ 7 pts.
5th Union 9 Veteran Rifle
6th Union 10 Veteran Rifle
7th Union 10 Veteran Rifle
8th Union 10 Veteran Musket
9th Union 12 Veteran Rifle

Artillery Status Armament 40% loss/ 60% loss


Battery A Veteran 3 sections 10 lb. Parrots 2 pts./ 3 pts.
Battery B Veteran 3 sections 12 lb.
Napoleons

Confederate

First Confederate 40% loss/ 60% loss


Division
Major General [+2] 12 pts./ 18 pts.

First Brigade Strength Status Armament 40% loss/ 60% loss


Brigadier General [+1] 47 4 pts./ 6 pts.
1st Confederate 11 Veteran Rifle
2nd Confederate 12 Veteran Rifle
3rd Confederate 13 Veteran Rifle
4th Confederate 11 Veteran Musket

Second Brigade Strength Status Armament 40% loss/ 60% loss


Brigadier General [+1] 58 5 pts./ 7 pts.
5th Confederate 14 Veteran Rifle
6th Confederate 12 Veteran Rifle
7th Confederate 11 Veteran Rifle
8th Confederate 11 Veteran Musket
9th Confederate 11 Veteran Rifle

Steven Hofner (Order #35311104)


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Artillery Status Armament 40% loss/ 60% loss
First Battery Veteran 2 sections 12 lb. 2 pts./ 3 pts.
Napoleons
Second Battery Veteran 2 sections Mixed guns

Steven Hofner (Order #35311104)


24

The Battle of Front Royal, VA piece of old N gauge train track for the tracks in the
game. I still needed to build the terrain board, and
at Nashcon 2010 find a way to make realistic looking rivers and hills.
After some rummaging around my garage I found a
By Cory Ring 2x4 wood board to use as my base board. Some
additional rummaging yielded some pink styro-foam
pieces. These were cut down to size and glued to the
base board, as well as a few hills. I made sure to put
some weights on top to prevent warping and air
bubbles…..I’ve seen that really mess up some guys
work! I let that dry for a couple days, all to the
amusement of my wife who was wondering what
project I had started on that was taking up half of the
garage!
Once the Styrofoam was securely glued
down, I lightly traced the terrain features onto the
board. I then got out my trusty old scrap of sand
paper and sanded down the outline of the rivers
(these I sanded down pretty deep), the roads, the
edges of the hills, and a few patches of rough ground.
After everything was sanded, I painted the whole
board dark brown and added sand to the paint while it
was still wet. After it dried this gave me a great
textured surface to dry brush. I then added two lighter
shades of brown and tan to the board. I thought the
“dirt” surface looked great and then it was time to
add the grass. I just spread out some glue on the
board in small areas and started throwing flock
randomly!
The rivers were painted in a mix of green and
blue and I glued some rocks and bushes along the
banks. I poured a lot of clear Elmer’s glue into the
river basin, hoping that when it dried it would give
I had been wanting to try my hand at some the river some depth. I had a problem here, and it was
custom, specialized terrain for my 15mm Johnny Reb a good learning experience for me…..the glue kept
games and I decided to use Nashcon 2010 for this slowly running out of the river ends. I had blocked
purpose. Normally I use a cloth mat with Styrofoam the river ends with some plastic and tape, but to no
hills underneath, and that looks great, but it lacks the avail. Next time I think I’ll just wait to cut out the
true 3D look of streams, sunken roads, etc. that I was river ends until after the glue has dried. I did get
looking for. I made the decision with only about four some glue to stick however, and although the rivers
weeks to prepare for the con, so I needed a scenario weren’t as “deep” as I wanted, they still looked
that was small enough to complete quickly! My “wet”. I also had to build two wooden bridges to
second goal was to be able to fight a scenario at the build to go over the river and I built these quickly
con that could be decisively concluded in the time using a little spare balsa wood and glue. So more or
slot frame of 4 hours. less the terrain was ready and it was time to get the
The classic Front Royal 1862 scenario (found troops out and get ready to fight the battle!
in the original JRII box game scenario booklet) was The scenario, “The Battle of Front Royal”,
small enough to meet my goals….well actually it was involves a small vanguard of Stonewall Jackson’s
so small that I decided that the players would play the army attempting to capture two vital bridges over the
battle once, then switch sides and play it again! It Shenandoah River. These bridges are defended by a
also includes some random elements, like the arrival tiny union garrison, who are tasked with either
of a train, burning bridges, etc. that make each game driving off the attacking rebels, and/or burning one
unique. the bridges to prevent the Confederates from crossing
I already had the troops all painted and ready, the North or South Fork of the Shenandoah. I have
as well as the buildings, trees and fences. I used a played this scenario many times and it’s always a

Steven Hofner (Order #35311104)


25
nail-biter! The scenario can be usually be played in friends. My friend Chris met me at the con to help
about an hour and it is always decisive, due to its me carry in the troops, and I was surprised to see two
victory conditions. Some of the random elements that friends from Tallahassee there, John and Ken, who
make the game unique include rules for burning the had the made the drive up early in order to play in the
bridges (the Yanks need to set them on fire!), game. So, we now had all the commanders ready and
extinguishing bridge fires (put out that fire Rebs!), we sat down at the table and started rolling dice!
isolation (for units on the opposite side of a burning In the first game, John took command of the
or captured bridge), and train robbery (the LA Tigers Union forces while Ken and Chris played the Rebs.
will ignore their orders and charge and plunder the John and Ken have a lot of experience with the JR
train if it arrives during the game (1/3 chance each system, but Chris was new to the game. The first
turn). Whew! game started with John basically retreating the Union
forces to concentrate around the second bridge.
While this was happening they got pretty well shot up
and then charged by Ken playing the first wave of
Rebs. The whole thing was starting to look like a
disaster for the Union, until the little ten-man Union
unit came down off the hill and set fire to the second
bridge. The bridge burned a turn and was not
extinguished, and then on the second turn a rebel unit
commanded by Chris was ready to move onto the
bridge to try to extinguish it, but failed their morale
check to go onto a burning bridge! The bridge burned
to the ground and the Yanks had saved the day, even
though the majority of their troops had been shot up
and/or routed! The train never appeared in the game
Terrain board
and the LA Tigers kept their composure!
The Union forces (for JR1 & JR2) consist of
only 2 green regiments of 20 figures (posted in a
forward position near the South Fork bridge), 1 tiny
battalion of 10 figures (positioned on a hill to the rear
protecting the North Fork bridge), and a section of
10# Parrott artillery. Leading the troops is Col. John
Kelly (+1). This isn’t a whole lot to work with! The
Yankee commander has to come up with a plan pretty
quick since he’s be under attack on turn one! I also
like the feel you get in a game when a player only has
3-5 units to control, since I find that they play more
cautiously since they don’t have any cannon fodder!
The Confederate forces come onto the south
edge of the table on turn one. They have a unit of 20 The bridge has been set on fire and will not be
figures, an elite 15-figure unit (the LA Tigers), and a extinguished by the Rebs
battery 6# guns, all lead by Col Bradely Johnson
(+1). On turn three the Rebs get Brig Gen. Richard We changed commands around for the
Taylor (+1), two more 20’s and the 6th Maryland Cav. second game. Ken played the Yanks, Chris took the
The infantry units enter on the south edge, but the 6th first wave of Rebs and John took the Rebel
Maryland cavalry can enter anywhere on the west reinforcements. Instead of retreating his Yanks, Ken
edge of the board, south of the North Fork. This is held the line. It worked out well for him since the
really the Rebs “secret weapon”, and if used correctly train showed up early and the LA Tigers were forced
(with some hot dice thrown in too of course), can be to charge into the teeth of two holding Union units
a game winner. and were shot up pretty bad, effectively removing
I scheduled the game to run in the first them from the game. Chris’ second unit was then
session on Friday afternoon. I like to get in to the con shot up by the two Yankee units and by turn two or
early and have plenty of time to set up the game and three Chris’ force had been destroyed. This made it
then look around the dealer’s room and chat with hard on the John rebel reinforcements since they now

Steven Hofner (Order #35311104)


26
had to fight their way up the table. With the front with JR, but weren’t current players. One old
looking somewhat secure, Ken disengaged one of his grognard told me that JR was the first miniatures
units to cross over the first bridge and moved down game that he had ever played! We had to turn away a
the small unit off the hill to light the second bridge on few last minute walk-up gamers, which was
fire. unfortunate, because the scenario was so small. I
think I will run a slightly larger game next year,
which can accommodate 6 or so players. I already
have a Chickamauga or Vicksburg scenario in mind!

Did You Know?


th
Col. William ―Extra Billy‖ Smith of the 49 Virginia briefly
commanded Jubal Early’s brigade at Second Manassas.
The union holds the line with one unit and sends Smith, the Governor of Virginia during the Mexican War,
the other to the bridge had commissioned Early back then as a major, and now
reported to him. Smith would rise to general under Early
and during his second term as governor would try to get
At this point things were looking good for Robert E. Lee to fire Early during the 1864 Shenandoah
the Yanks and it looked like the Rebs were going to Valley Campaign.
be in for a tough day…but then the cavalry showed
up. Through some awesome dice rolling the cavalry
was able in the next two turns to charge a Yankee
unit on the bridge, rout it, and capture the bridge. Ken
started to suffer from some continued bad die rolling
at this point and his unit on the other side of the
bridge was routed by artillery fire. What had looked
like a sure Union victory had in a turn or two
completely turned around and the Rebels were able to
capture both bridges and win the game. Wow…don’t
you love playing JR?

Rebs about to capture a bridge

So we had a great time playing the scenario.


The Rebels won a game and the Yanks won a game.
A lot of gamers came by and made positive
comments on the rules set, terrain board, figs, etc. I
got the impression that a lot of gamers were familiar

Steven Hofner (Order #35311104)


27

Second Manassas Terrain Boards


By Bill Moreno

My club (South Florida Miniature Gamers) did our


annual Civil War Weekend August 21-22. For the
game I ran Second Manssas from the original Fire &
Fury Eastern Battles Scenario Book. I thought you all
may enjoy some shots of the completed terrain. I
used a lot of fencing and cornfields which I have
purchased from Doug Kline at Battlefield Terrain
Concepts as always.

The terrain boards were sculpted from cheap white


foam boards purchased at Home Depot. I have my
own methods for water and roads which I have Lucinda Dogan
discussed with all of you at one time or another and I
used just about every single technique I have learned
over the years to make this board. This one has
about forty individual pieces of elevation on it. It was
a pain in the keister to build but the end result is
pretty pleasing to the eyes.

The Dump

Dogan Ridge

The Schoolhouse

Did you know?


Groveton
Richard S. Ewell lost a leg during the Battle of
[Editor’s note: SMG’s website is well worth a Groveton. He would be out of the army for many
visit if you are a gamer in South Florida. months, but would return as a lieutenant general in
http://www.soflgamers.org/index.html They commander of part of Stonewall Jackson’s old corps.
keep their calendar of games on-line, and
invite the public to stop by and say hello!]

Steven Hofner (Order #35311104)


28
adjusted. The 12” move rate is used for a 6 foot wide
After Action Report: table. If five feet, infantry should move 10”and if
four feet wide, it should move 8”. Also weapons
Shiloh ACW Game Using ranges need adjustment to keep shooting distance in
“Black Powder” Rules balance.

One division was used on a side and requires about 3


By Jim Kopchak and Doug Rogers hours playtime. Each division in the game was
composed of three brigades as follows:

Yankee Left: 3-infantry regiments, 1-cav. Regiment,


1-battery (12lb)
Yankee Center: 4-infantry regiments
(One is in skirmish formation to the front)
Yankee Right: 4-infantry regiments, 1-battery (12lb)

(Most Yankee units start asleep in camps near the 6-


foot table edge. Each brigade is ~3 feet apart).

Opposite them on the other 6-foot edge were the


following Rebel units:

Rebel Right: 3-infantry regiments


Rebel Center: 4-infantry regiments, 1-battery (12lb)
Rebel Left: 3-infantry regiments, 1-battery (12lb)
Being an American Civil War (ACW) history buff
and re-enactor for 15 years, most of my gaming (The Rebs are organized & ready to attack knowing a
interests focus on playing American Civil War Yankee skirmish line is somewhere in front).
games. Consequently, I like to try new rule systems,
which include this period. The Rebels are attacking and must take two of the
three Yankee objectives for a partial victory. One
I recently setup a game at our clubs (NOWS) mini- objective is located on the left, one in the center and
convention using Black Powder as the rules. The one on the right and all are located about 1-foot in
ACW scenario is from the rules book, which lists from the Yankee’s 6-foot table edge.
others from the 1700’s to the late 1800’s since Black
Powder is generic. Five players were in my game and An overview of the rules follows to better understand
Doug Rogers controlled the Union Center. Doug and the significant impact die rolls have on a game.
I are co-authoring this article and I will focus on rule Players must prepare for this during play in which a
mechanics as best as I understand them. Doug will string of bad rolls has a dramatic result on movement,
describe how the game played using Black Powder. shooting, melee & break tests. This happened in my
game three hours into the fight. It was obvious the
The rules are hardbound, published in 2009 (UK), game was over after a series of poor rolls on the
and contain 80+ pages. They seem designed for “Break Table” resulted in two infantry units out of
25mm figures or larger at regimental level play and three breaking and being eliminated from one side. I
uses 6-sided dice to resolve actions. It adapts to have put the game sequence into 5-steps to help
smaller size models and I used my 15 mm figures for explain the rules, which have several novel concepts.
the game. This worked fine, since the game was
played on a 6-foot wide x 12-foot table as suggested It must be decided which side goes first. This side
in the rules book. moves and fires all units first in its turn for the entire
game since there is neither turn initiative nor
Adjusting move rates to the width of the table is opportunity fire except if charged. Consequently, the
important in Black Powder because line infantry may Defender usually goes first & completes steps 1-5
move three times (36”) in one turn depending on die below. The side going second now completes its turn
rolls. A smaller width table significantly reduces the by following the 5-steps below. This completes one
distance to reach objectives if move rates are not full turn. The US side went first in this scenario.

Steven Hofner (Order #35311104)


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Two 6-sided die are rolled to determine if the
Step 1: Broken Brigade Check. A Brigade is order is followed and also how far the unit(s) moves.
“Broken” if 50% or more infantry units are gone or This order is executed before another is issued!
shaken. Other units in that Brigade cannot advance,
reorder or recover if shaken and must retire one move (The CO# is modified (see rules) so it may not end up
if within 12” of a foe. If 50% of brigades are at 8).
“Broken” the Army retires and that side loses. (In my
game to determine broken status, I count units that If the sum of the 2d6 is the CO# or less, the unit,
are gone and not those that are only shaken). brigade part or brigade carries out the order. And if
the sum is the CO# or one less (8, 7), it moves once,
Step 2: Initiative movement: Units starting 12”or if two below the CO#, it moves twice and if three or
less from a foe may make one free move within 45º less (5, 4,3,2), it moves three times, but only if you
of the enemy without receiving an order at Step 3. have placed the chit or identified the exact spot you
want to move to if placed out that far (except if
Step 3: Issue Orders: This requires forethought ordering a “Follow Me” order) !
about how to order a brigade, what orders to give,
and where to go. Then, 2d6 are rolled to determine if If the roll is greater than the CO#, the order is not
the order is executed. The roll total is compared to a carried out and that Commander cannot give any
CO# (8 in this game). If the roll is greater, the order more orders! No unit, brigade part or whole brigade
fails & no more orders are given by that CO! Below that failed to execute an order can be ordered again
is the procedure: that turn.
(If rolls a 12, another 1d6 roll is made on a
Orders are suppose to be verbal, and are performed Blunder Table causing random movement).
before another one is given. I used my JR 3 chits
(face-up) and marked where units go to. Typical The Division General is the C-n-C and also gives
orders are: orders to a unit, brigade part or entire brigade if it had
not yet been given an order! These orders are issued
Advance, Charge(C), Fall-back, last. A die roll is made to determine if the order(s) is
Rally (H) or Follow Me(FM) executed and if fails, no more are issued- the order
phase ends (If rolling a 12, check the blunder table).
Only a single unit starting 12” from an officer may be
ordered to “Rally” or “Follow Me”(see pg. 3). The “Rally” or “Follow-Me” order is issued by a
Commander or the C-n-C to a single unit but only if
The rules say formation change must be a given meeting all these conditions:
order, but may also be part of another order.
 The officer starts a turn 12”or less from the unit
 The officer has not yet issued a failed order
 Decide to order each unit (brigade, part or whole  The unit has not been given an order
brigade) and then give one order to:
This may be the first order issued to a unit or ordered
1). The unit (regiment in this game) you chose anytime after. The problem is that once issued, the
from the brigade or CO cannot give out any more orders because he is
2). Part of the brigade* or (units in a brigade too busy with this one unit The Commander rolls 2d6
part must stay within 6” of each) just like any other order. If the roll is successful, he
*Brigades may be divided into two parts so a 5- moves 12”or less, attaches to the unit and then yells
unit brigade may divide into 1 & 4 or 3 & 2 parts. “Rally around me” or “Follow Me”. If the
3). The whole brigade (to order a whole Commander fails it cannot attach to the unit. It does
Brigade, all units must start & end in 6” of each) not matter if the roll is successful or not, the CO
STOPS issuing orders!
(In these rules, a brigade may have Infantry, Cavalry
and Artillery units).  Rally means the CO attaches to the unit, one
casualty marker is removed If more than one, and it
 The CO has a Command number (CO#). (It’s 8 Holds its position. This helps recover a unit from
for all COs & CnCs in this scenario). being “Shaken”. Shaken means a unit reached is

Steven Hofner (Order #35311104)


30
Stamina number of casualties (Usually 3, but varies) battlefield and attempts to advance to this spot. It
Being shaken causes negative modifiers to die rolls. cannot exceed the distance marked even if rolled for
more movement and cannot go into melee. It stops 1”
 Follow Me means the CO attached to the unit and from a foe.
it may move three times As long as the CO passed
its CO number. It does not matter by how much he Step 4 Shooting: The side going first fires all units
passed. If he rolled an 8 or a 5, the unit moves up to first unless it charged. In that case some enemy units
36”and you do not need to announce the order may fire a closing volley first at close range before
before hand so you may move, charge etc… the Charger fires. Some units (skirmish) may Evade
one move back instead.
(officers that ATTCH to a unit may become targets-
see page 4) Bases are not counted to shoot and bases are not
removed if hit. Casualty figures are used to show
 After all orders are issued by COs & the CnC, casualties and 3 usually indicate a unit is “Shaken”
they may move up to 48”. (see below)

In summary of Step 3, a unit, part of a brigade or To fire, most medium infantry units roll 3-six sided
brigade is given an order, and rolls 2d6 when added dice(3d6’s). Smaller units roll 2d6 and larger ones
must be at the CO# or lower to execute the order. If 4d6. These rolls are doubled in Melee. One Artillery
the roll is higher, it has failed to execute the order battery fires 3, 2, or 1 die depending if its close (in
and that Commander cannot give anymore orders to 6”), medium or at long range.
any part of its Command (apparently the CO staff
goes dysfunctional). To score a potential hit, units need a 4, 5, and 6 on
each die rolled. These numbers are modified on a “To
Unit(s) or brigades that failed to execute the order Hit Modifier” table depending on different conditions
cannot receive new ones that turn, so cannot such as being at Close Range, which is 6” away or
Advance, Charge, Change Formation or Fall back, less. As an example, this is a +1 modifier, which
but only Hold its position. It’s allowed to fire and means that you add a pip to the die roll so to hit the
melee normally. The CnC gives orders last to units target is now a 3, 4, 5, and 6 on each die. If the table
that did not receive orders yet that turn. Officers indicates -1, it mean a pip is taken away. So now 5 or
move last. a 6 is a hit for each die rolled.

Example: if the CO gives one order to a whole In addition if a “6” is rolled, the target is Disordered
brigade and it fails the execution roll, the CnC cannot (DO). One DO marker is placed on the unit no matter
give another order to it since all units in the Brigade how many 6’s are rolled. DO units cannot move at all
have failed the order. But if a player decides to order during its next player turn. This can be disastrous
only part of the Brigade or to order individual units, since double dice are rolled (6d6 instead of 3d6)
then the CnC could issue orders to those that did not when firing on a flank, or on the front or rear of a
yet receive an order that turn. However, if the CnC march column! It reorders at the end of its own
issues an order and it is not executed successfully, no player turn, not always at the end of the full turn (i. e.
more orders are issued now ending the Command the DO penalty is paid one time during its next own
Phase. players turn).

Each order is issued and executed before another After calculating the number of hits on the target,
order is issued. saving rolls are made equal to the number of hits and
these are called Morale Rolls. These saving rolls are
This completes Step 3. made for every hit. A hit is cancelled for each die
generating a 4, 5 or 6. A Morale Table is consulted
Before explaining shooting, it is important to note before rolling to modify these numbers, like in
that the charge move and advance move distance is shooting.
the same, the only difference being in action:
For example, if rolling 3 dice as typical for infantry
A unit ordered to charge, chooses an enemy unit to fire and 2 hits are scored, the target rolls 2 saving
charge and moves into melee if able to make contact. dice and if rolling 4, 5, or 6 on both the hits are
The unit ordered to advance marks a spot on the cancelled. For every hit that is not cancelled, a

Steven Hofner (Order #35311104)


31
casualty marker is placed on the unit and even though units face. There are no flank or rear penalties since
the hit from rolling a 6 may be cancelled, the skirmish units have no flanks or rear. This is
Disorder (DO) remains. important to keep in mind when playing with
skirmish units.
This leads us to discuss Stamina and Shaken. The
Stamina number (St#) is the amount of permanent Also, the width of a unit in skirmish formation
casualties a unit takes and is then Shaken. The compared to a line is not listed in the rules, however
Stamina number is usually 3 for medium infantry and scenarios show a typical skirmish unit covering about
so when a unit reaches this number of casualties it is 30 inches (2½ feet ~over 3 times the front of a line
Shaken! If this unit received 4 casualties or more it unit). Assuming that 25mm figures are mounted on a
takes one check on the “Break Table” that turn. Once 1½” wide bases, and six bases are a medium infantry
taken, if the unit survives, extra casualties above the unit in line, then skirmish bases are about 4”apart
stamina # are removed. (1½” x 6 + 5 spaces 4”apart=29”). If a skirmish unit
of regular troops is charged to its front, it contracts
The details on when and how to take a “Break Test” into a 9” line and is contacted by one unit in front to
are listed in the rules book, but in general 2d6 are melee. It cannot fire a closing shot since its forming
rolled and added together. Then -1 for each casualty into line. This is in reference to troops described as
over the stamina number, another -1(far) or -2 if a regular, which dominates the ACW.
casualty is by artillery, -1 if Disordered and -1 if
shaken by closing fire if charging. These are If playing in other periods, this skirmish rule appears
accumulative. to work differently for what BP calls “Irregular
Units”. These are war bands such as Indians or Zulu
Once the die roll is modified, if results are a 4 or less, type units etc…. The rules are not very clear about
the unit is eliminated from the game. If greater than 4 this, but Irregular units have a default formation that
up to 6, the unit moves back one or two times. If the Zulus or Indians always stay permanently in which is
result is 7 or more, the unit holds. If an officer is skirmish or a war band. The width of these two
attached and that unit is eliminated, the officer is formations is not defined for irregular units so if its
gone. Also, if the unit exceeds its stamina number width is double or triple a line unit width, apparently
having an attached officer, roll 1d6 for each number two or three line units could feasibly charge its front
over the stamina #, and a 6 kills the officer. Excess on this kind of single irregular unit, allowing a lot
casualties over the stamina number are now removed. more die rolls against it in melee. I am sure there is
plenty of discussion on the Internet to clarify this,
Step 5 Melee: If a unit charges the enemy’s front which I have not yet viewed.
(which is 45º from each outside edge) and makes
contact, a Melee ensues. It is important to note the The width of irregular warbands and units must be
rules imply that the charging unit’s bases match up to clarified by the game master when playing scenarios
charged unit’s bases, base-to-base if charging its using regular and irregular units. I have been told by
front and means units match-up center to center fellow gamers that if this is not understood by a game
before the melee. If two same sized units want to master, then Zulus or Indians (warbands) etc. may
charge an enemy front, only one could make contact incorrectly form into a line & fight melees like
with a defender of the same size. If the second unit regular units in skirmish generating unrealistic
charges it stops next to the Charger and can only results.
offer support to the Charger in contact. How smaller
units match up when charging larger units and vise Also keep in mind that after a charged unit fires its
versa is covered in the rules. closing fire, the charging unit rolls saving rolls and
then a Break Test if required. If successful the
Line units must have their own front facing a charger then fires back at the defender before melee.
defender’s front, flank or rear to charge these This can be overlooked, but is clear in the player turn
positions. Up to 4 units may charge a single sequence. Remember that two player turns equal one
defending unit if each unit starts its front facing each full turn. I have been conditioned to call these player
one of these positions. Skirmishers cannot charge line turns phases, but the rules use the words “player
troops, but may charge skirmish units. Skirmish units turns”-don’t get confused as I did!
have front facing all around them (360º) and so when
skirmishers charge a skirmish unit, the charger(s) Once the charged and charging unit fires and any
contact it from all four directions no matter how the ensuing Break Tests are completed, then there is

Steven Hofner (Order #35311104)


32
melee. The melee hit numbers are 4-6 and modified I attended a seminar by the co-authors of Black
on a melee table. Charging is a +1 so 3-6 are hits. Powder at Historicon, and several addendums
Flank and rear attacks are a penalty to the charged covering specific time periods are being planned to
unit and are -1 to its Melee hit numbers decreasing to help fine tune the rules for those eras. The first is on
5’s & 6’s. the ACW and another on the AWI. They are also
considering ECW, Colonial, and Ancients all of
Shooting dice are doubled in Melee. Most infantry in which seem possible once the basic framework of the
line roll 3d6 to shoot so in melee they roll 6d6. Both rules is learned.
sides roll at the same time and both roll saving rolls.
The casualties each unit inflicted to the foe from the The second part of this article, which follows, is
Melee, are added to its combat factors such as being written by Doug Rogers and describes how Black
supported by other friends in 6”(+1 per unit). The Powder’s game mechanics played out in the ACW
higher number side wins the Melee. The loser must game at the NOWS mini-con in June.
check on the Break Table.

As an example my unit inflicts 3 casualties on you


and you 2 on me. So far I win by one, but now lets
add up combat factors. You are supported by units
within 6” on the right, left and to the rear= +3. You
add your 2 hits you inflicted on me and add 3 for a
total of 5. You win 5 to 3. I lose and make a check on
the Break Table. If I hold we are locked in melee for
the next player turn and other units may contact the
enemy if a space is open to the sides or rear. No unit
can be added to the front.

This completes a summary of Black Powder and


provides enough information to give readers a good
idea of how the rules play. I had played several Black
Powder games at Historicon 2010 and found the
beauty of the rules lies in the fact that you can play
Did you know?
almost any era having a good understanding of how
they work. I felt motivated to play many different One of the leading Union generals at Shiloh was
time periods I never would have attempted before Lew Wallace, who would later gain fame as the
and felt very comfortable in the games. author of the popular historical novel, Ben Hur?
I participated in one of the colonial games at Another Union general named Wallace, in this
Historicon (Into the Bush Again-1878) run by John case William H.L., was mortally wounded at
Shirey from the Potomac Wargamers who knows the Shiloh. He was just one of more than 13,000
rules very well. I was able to play his scenario easily Federal casualties. The Rebels lost more than
and adapt from ACW to this colonial period game. I 10,000 in what at the time was one of the
was in control of three Boer skirmish units and was bloodiest battles in American history.
charged repeatedly by 10 units of Xhosa (Zulu like
units). Since they were trying to win by getting off
my side of the table, I held on-and-on by good rolling
and although my units were almost destroyed at the
end, the British line troops came from the opposite
side of the table and destroyed the Xhosa resulting in
a colonial victory.

The rules as is are generic, but offer many options in


the back to adjust them to a certain era. This requires
some prior knowledge of that period to use the
options provided to give the correct feel to the battle.

Steven Hofner (Order #35311104)


33

Shiloh Impressions I had little problem activating my brigade as a


whole and got them moved up to defensive
positions on fence line and woods edge with the
“NOWS Mini-Con” battery. Dave crossed the stream with two of his
June 18, 2010 regiments initially and held the rest in reserve in
camp. Our Union left formed on fence line in
Berea, Ohio front of their camp with more effort.
By Doug Rogers After a lot of attempts to activate and move up to
firing and charge range in the center, my units
were assaulted. They wavered but held. Dave
was contacted in a faltering advance on our right
as Rebs belatedly occupied the middle zone.
With my focus on the center and right I did not
follow our left closely, but heard reports of a
deep Confederate advance with heavy firing and
charges to take the middle ground. The result
was that the entire Rebel brigade routed leaving
Union troops in command of the middle ground.
With game turns up, the result of the Union
holding half the battlefield against heavy odds
resulted in a Union victory.

Maybe it was knowing the actual history of


Shiloh, or the complete reversal of initial
Battle of Shiloh by Thure de Thulstrup expectations given the wide range of possibilities
“Black Powder” offers to create FOW, but the
My son Dave and I participated in a test game flow of the game and results seemed strange.
run using “Black Powder” rules GM'd by Jim The inability of the Confederates to mount a
Kopchak of NOWS against Rick Dunn and other stronger attack due to the activation problems
volunteers. I commanded the Union center while completely bogged them down making it
Dave was ordering the Union right. While Dave frustrating for them and not interesting/exciting
had a non-crossable waterway to shield his camp for us on the defense.
with only a bridge to defend, I was charged with
holding the center with only three regiments and The consensus was that serious adjustment was
a battery of Napoleons. My initial impression needed to use these rules for this period. It has
was that it was going to be hot work against potential for being a fast game for conventions,
superior numbers of Rebels. Movement but this didn't prove out this time.
promised to be fast with the activation rules as
described, and I expected the Secesh to be on me
in no time.

The Confederates had to control five of nine


zones for a victory, and both sides started in
control of three zones. As it turned out, after
some initial fast advance by the Confederates in
my front that blew away my skirmishers, their
activation rolls were poor, slowing them to a
snail’s pace. I felt frustrated for the Rebs on the
center and their left. Their left flank could not
get out of column in the woods and took several
turns of direct fire from Dave's guns from his
side of the stream.

Steven Hofner (Order #35311104)


Christopher
Maes 2008.
This
miniature Bridgehead Breakout 34
wargaming
Simply flock the two Ridge pieces to
scenario may (Play Area 4’ x 6’)
be match your own choice of terrain
photocopied flocking, and then assemble and glue
the
or otherwise reproduced for personal use only. No person shall reproduce and/or snakeforrail
distribute fencing.
profit I built
without written mine during
permission of the author. All rig
N C a single evening.

AA The BTC Ridge pieces are 14 inches long


and 4 ½ inches wide. The ridge pieces
can be placed on both sides of your
model road to form the side banks of
DIY Terrain Tip the sunken road; or if terrain space is
limited, the ridge pieces may be placed
abutting side-by-side.
Sunken Road at Antietam
“Bloody Lane”
Larry Reber
GettysburgSoldiers.com
B
For your next Antietam scenario, here is
a quick and easy method of building an
attractive and useful terrain piece
depicting the Sunken Road,
D
remembered as the “Bloody Lane”.

For the materials list, only three items are


needed to assemble the parts of the
sunken road, and are available from
Battlefield Terrain Concepts (BTC) who
advertises here in the pages of CHARGE.

You will need two of the BTC Ridge SL-4


(cast resin hill) and one package of BTC
Snake Rail Fence Kit. Total cost should Antietam Sunken Road photo by Scott Mingus.
Bloody Lane image by Alexander Gardner,
be under $60.
courtesy of the Library of Congress.

Steven Hofner (Order #35311104)

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