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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.
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)
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.
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
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.
[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!]
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
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
1862
By Brad Butkovich
Background
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
Order of Battle
Union
Confederate
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
The Dump
Dogan Ridge
The Schoolhouse
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