"Bull Run" Topic
18 Posts
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Bernhard Rauch | 11 Aug 2011 12:21 p.m. PST |
I am designing a scenareo for a part of Bull Run and having some trouble deciding on troop quality. The system I am using , Johny Reb, has four: Elite. Veteran, Green and Militia. I can't decide if the bulk of the units should be rated Green or Militia. I also do not know how well the Artillery was trained. Does anyone have any ideas? |
ScottWashburn | 11 Aug 2011 2:02 p.m. PST |
Well, on the Federal side you had a battalion of US Regular infantry. They were a composite battalion from several regiments, but I think they ought to be rated veterans. There was a battalion of regular cavalry and several regular artillery batteries that should also be veteran (granted, they had little or no combat experience, but compared to everyone else, they were veterans). The Marine battalion was a mish-mash of recruits scraped together from the Washington Navy Yard, so Green or even militia would probably be reasonable. Pretty much everyone else on both sides should be green or militia, although you could pick a few units who performed especially well in the real battle and rate them veteran, too, to get the proper game balance. |
Dn Jackson | 11 Aug 2011 3:09 p.m. PST |
I wrote a book years ago that included a Bull Run scenario. If you're in the US drop me a line at danjac224(at)yahoo(dot)com and I'll check and see if I can photocopy it and send it to you. I'll disagree with Scott on one point, thta being the Marine's morale. While it's true they were 95% new recruits, the commander of the battalion, Maj. Reynolds, drilled them at every chance on the way from Washington to Bull Run. While they did break and run four times, they rallied and came back three times. Every other unit that broke once just kept running. In Johnny Reb terms I consider them average. |
Old Contemptibles | 11 Aug 2011 5:36 p.m. PST |
I have played the battle many times. There are two great scenarios for the battle by Rod Thayer that was published in the Zouave. "First Blood Part One" Bull Run McLean's Ford 7/21, Zouave #53 and "First Blood Part Two", Bull Run Blackburn's Ford 7/21 – Zouave Vol. 3 #1 Spring. They are for Johnny Reb but any regeimental set of rules will work. These are the ones you want they are loads of fun. Too bad MagWeb isn't around any more or you could get it there. Here is part one. First Blood Part I Battle of Bull Run July 21, 1861 by Rod Thayer The following scenario is based on the situation facing the opposing forces on the Confederate right flank during the battle of Bull Run. Certain slight changes have been made however, in order to make a better game. During the actual battle, Union units of Miles' Division and Richardson's Brigade were ordered to make a diversion against the rebels at Blackburn's and Mitchell's Fords. Though they engaged in some minor skirmishing and artillery fire, the Union troops on this sector of the line were remarkably unaggressive. This lack of combativeness allowed the Confederates to transfer troops to their left, where the main battle was being fought. This scenario looks at the possibility of a full scale Union assault on three of the lower fords of Bull Run. If the Union forces would have been able to clear the fords and advance in some strength on Manassas Junction, this surely would have pulled more Confederate troops to this threatened sector, at the expense of the main battle on the left. Who knows, this may have changed the results of the battle. In any case, the situation provides a very tense and unpredictable game. VICTORY CONDITIONS AND GAME LENGTH To win, the Union forces must exit at least four routed infantry units off the south edge of the table by turn 22 (where each turn equals 15 minutes). NOTE: 3 sections of artillery can substitute for one infantry regiment, hut no more than one infantry regiment can be replaced in this way. For the Confederates, they must prevent the Union forces from achieving their victory conditions in order to emerge victorious. TERRAIN DESCRIPTION (Using Johnny Reb terms) Bull Run is impassible to all troop types except at fords. The fords are only one stand wide and can be crossed as broken terrain. Little Rocky Run can be crossed as rough terrain. All woods are light and the slopes are gentle, both being treated as broken terrain. The banks of both streams are covered with brush and scattered trees along most of their lengths and should provide a cover benefit equal to that of a wooden fence to any fire passing through it. DEPLOYMENT (Note: Hidden movement counters should be used by both sides. Each regiment and battery getting one dummy and one real counter). The Confederates deploy Longstreet's and D.R. Jones' Brigades anywhere south of Bull Run before game's start. Bonham's Brigade will enter as reinforcements. The Union forces can enter on road square A or trail square B or both. Any troops entering on road square A may enter on turn 1. However, any troops entering on trail square B cannot enter until turn 4 due to the delay in marching. Regardless, Union entry time cannot be delayed past turn 4. REINFORCEMENTS The Confederate Bonham's Brigade enters the game as reinforcements in two groups. The first group Consists of the 11th N.C., 3rd and 7th S.C., and Shield's Battery. It will enter on turn 8 at either road square C or D, at the Confederates option. The second group consists of the 2nd and 8th S.C., and Kemper's Battery. Its entry time is subject to a certain event and a dice roll. The turn AFTER an unrouted Union infantry regiment moves to the south side of Bull Run, the Confederates roll one six sided die. A result of 5 or six allows the group to enter that turn at road square C or D. Any other result and they do not arrive that turn. The Confederates roll every turn until they either arrive or the game ends. Regardless, this group may not arrive before turn 8. ORDERS OF BATTLE (Note: The strength of the brigades have been reduced proportionately, for in reality they were so large that it would be unfeasible for gamers to field them. Morale ratings are given as per Johnny Reb rules. Weapons: Before the game, roll 2D6 for each regiment. Odd no. = smoothbore muskets, even no. = rifled muskets. UNION Col. Blenker will command all Union forces. Miles' Division: Col. Dixon S. Miles (Miles not present; drunk in Centreville) 1st Brigade: Col. L. Blenker (+1) 8th N.Y. Green 400 men 29th N.Y. Green 500 39th N.Y. Green 400 27th N.Y. Green 300 Battery A, 2nd U.S. Artillery: 1 sec.12 lb. How., 1 sec. 6 lb. smoothbores. 2nd Brigade: Col. T.A.Davies (+1) 16th N.Y. Green 400 men 18th N.Y. Green 400 31st N.Y. Green 400 32nd N.Y. Green 400 Battery G, 2nd U.S. Artillery: Average, 2 sections 10 lb. Parrotts Richardson's Brigade: Col. Israel B. Richardson (+1) 1st Mass. Green 400 men 12th N.Y. Green 500 2nd Mich. Avg. 400 Mich. Avg. 300 Battery G, 1st U.S. Artillery: Average, 1 section 20 lb. Parrotts Battery M, 2nd U.S. Artillery: Average, 2 sections 12 lb. Napoleons CONFEDERATE Longstreet commands until Bonham arrives, then Bonham has seniority. Longstreet's Brigade: Brig. Gen. James Longstreet (+1) 5th N.C. Green 400 1st Virg. Avg. 400 11th Virg. Green 300 17th Virg. Avg. 300 3rd Company, Washington Artillery; Avg. 1 section 6 lb. Smoothbores Jones' Brigade: Brig. Gen. D R Jones (+1) 17th Miss. Green 500 18th Miss. Green 400 5th S.C. Green 300 2nd Co., Wash. Art.: Avg. 1 section 6 lb. smoothbores Bonham's Brigade: Brig. Gen. ML Bohnam 11th N.C. Green 400 2nd S.C. Green 500 3rd S.C. Green 400 7th S.C. Green 500 8th S.C. Green 400 1st Rich. How. (Shield's): Avg. 2 sec. 6 lb. James rifle Alexandria Art. (Kemper's): Avg., 1 sec. 6 lb. smoothbore |
Old Contemptibles | 11 Aug 2011 5:45 p.m. PST |
Here is part two. I can't seem to post the maps. I thought we could post pictures now but I have not figured out how to do it yet. First Blood Part II Battle of Bull Run July 21, 1861 by Rod Thayer First Blood, Part I In an earlier issue we examined the action around Blackburn's Ford during the battle of First Bull Run. Now we switch our attention to the Confederate left flank, where the main battle of the day was fought. Basically, the Confederate plan of action was to mass the majority of its brigades on the right, around Mitchell's and Blackburn's Fords, then cross bull Run and attack Centreville, thereby cutting the Union army off from Washington (see strategic map). This plan was pre-empted by the Union strike against the Confederate's own left flank, a move that was not foreseen by Beauregard, the rebel commander. However, noticing this maneuver from his position behind the Stone Bridge, was fiery rebel colonel Nathan 'Shanks' Evans. Quickly perceiving the threat, he moved his small brigade to the left, arriving in the nick of time on Matthews Hill about 9:15 in the morning. Other Confederate units, in the form of Bee's and Bartow's brigades were also rushing to the scene. Crossing Sudley Ford with Burnside's brigade in the lead, the Federals emerged from the woods northwest of Matthews Hill about 9:30 a.m. (see battle map). Fighting soon erupted between Burnside and Porter on one side, and Bee, Bartow, and Evans on the other. The issue was finally decided around noon when Franklin reinforced the Federals from the rear and Sherman appeared on the Confederate flank from the east. Making a hasty retreat that soon degenerated into a rout, the rebels fell back toward Henry House Hill. Their effort, however, delayed the Union advance long enough that more Confederate troops were able to reach the scene. Among the first to arrive were Hampton's South Carolina Legion and General T. J. Jackson's (who was soon to be known either by criticism or compliment as 'Stonewall') brigade. Recognizing that Henry Hill was the most important piece of ground on the battlefield, overlooking as it did both the upper fords of Bull Run and the Warrenton Turnpike, Jackson deployed his troops behind its crest. Hampton moved his troops down behind the Turnpike fence near the Robinson house. While Bee's, Bartow's, and Evans' disorganized remnants fell in to the east of Henry Hill, a comparitive lull fell over the battlefield as both sides marshalled their forces for the next round. McDowell added Keyes' and Willcox's brigades to his forces, while Beauregard, who had finally arrived, organized a defense around Jackson with whatever units happened to turn up. Between 1 and 2 p.m., the next stage of the drama unfolded. The Federals pushed their forces onto Henry Hill and engaged Jackson. Heavy casualties were taken by both sides and there was even a flamboyant charge made by J.E.B. Stuart's 1st Virginia Cavalry against the 11th New York 'Fire' Zouaves. But the decisive moment came when one of Jackson's regiments assaulted the relatively unsupported Union batteries of Griffin and Ricketts. Through a combination of good timing and luck, the Confederates managed to decimate the gun crews and force the Federals to abandon the pieces. This action disorganized the Union attack and forced them temporarily back down the hilt. But more importantly, it took away the Federals' initiative which they had enjoyed so far that day. It is at this point, around 3 p.m., that our scenario ends, for it was only up until that time that McDowell had his best chance of winning. After 3 o'clock, Howard arrived for the Union, while Elzey's brigade and portions of Early's, Cocke's, and Bonham's appeared to strengthen the rebels. With the initiative now in their hands, the Confederates continued to hammer the Union line. Around 4 or 4:30, the Federals began to retreat, which soon turned into a rout. Thus, the largest battle yet fought on the continent came to its ignomious end. Interesting Scenario This battle provides an interesting scenario because of the accidental and often lucky arrival of the various forces of both sides. It takes a good (or lucky, as in real life) commander to use his troops effectively when they arrive in driblets. The arrival times were ascertained by a very careful reading of Davis and others, and should be accurate. The only changes made to history were the strengths of the opposing brigades and regiments. Since the average brigade numbered about 3000 men and the average regiment about 700, it was felt that some sort of reduction was necessary to make the battle gameable. Since all reductions were made proportionally, this should not effect the battle. VICTORY AND GAME LENGTH The game begins with the 9:30 a.m. turn and ends at 3 p.m., turn 23. By that time the Union forces must control the Henry House plateau. Control is defined by having a majority of unrouted regiments on the plateau and the Confederates can no longer seriously contest the occupation. Otherwise, victory goes to the rebels. TERRAIN (J.R. terms used) All slopes are gentle and woods are light, and both are treated as broken terrain, except where they overlap, in which case they are rough terrain. Young's Branch is a small stream and can be crossed anywhere as broken ground. A special consideration is the cornfields, which are marked on the map. Since they are ripe, they block the line of sight of units on the same level and can be crossed only as broken terrain. All other terrain is standard. DEPLOYMENT Evans' brigade begins the game set up anywhere on Matthews Hill. Bartow's and Bee's (minus the 6th North Carolina) brigades are deployed in march column in the area between the elbow of Young's Branch and the Warrenton Turnpike, marked by an "A" on the map. All other troops enter as reinforcements. REINFORCEMENT SCHEDULE Below is listed in chronological order the arrival of troops and leaders of both sides, and by what roads they enter the table, which are marked by numbers on the map. All units enter in march column. Each turn is equal to 15 minutes. TURN Unit LOCATION 1 U.S. Burnside's with Gen. Hunter 1 HRI 30" 2 U.S. Porter's 1 20" 8 C.S. Hampton's Legion 3 HRII 10" 9 U.S. Franklin's w/ Heintz. and McD. C.S. Jackson's 1 3 HRIII 30" 30" 11 U.S. Sherman's 2 15" 12 U.S. Keyes' C.S. General Beauregard 2 3 10" 10" 13 U.S. Willcox's C.S. 49th Virginia 1 3 (east side of sq.) HRIV 30" 25" 14 C.S. 8th Virginia 3 20" 15 C.S. 6th North Carolina C.S. 1st Virginia Cavalry 3 4 15" 18" 17 C.S. Squire's Battery 4 HRV 30" ORDERS OF BATTLE On the next page is listed the orders of battle, along with brigade strengths (or regimental where applicable) and morale ratings. Where Stars 'N Bars III morale is different than Johnny Reb, it is listed in parenthesis. SNB3 leader ratings are also listed in parenthesis. Armament for each regiment should be found by rolling two six sided dice, with odd numbers equaling smoothbore muskets and even numbers equaling rifled muskets. Union Gen. Irvin McDowell +3 (Med/Imp.) 1st Division Gen. Tyler (on opposite side of Bull Run) 1st Brigade: Col. Keyes (+1) 1400 men 2nd Maine Green 1st Conn. Green 2nd Conn. Green 3rd Conn. Green 3rd Brigade Col. Shemian (+2; Superior Brigade Leader) 1700 men 13th New York Green 69th New York Average (Regular) 79th New York Green 2nd Wisc. Average (Regular) E/3rd U.S. Art. (Ayres) Ave rage (Vet. Reg.) 1 sec. 12 pdr. How.; 1 sec. 10 lb. Parrotts; 1 sec.6pdr. Smoothbores. 2nd Division: Gen. David Hunter +1 (Desp/Uninsp.) 1st Brigade: Col. Porter (+1) 2000 men 8th N.Y. Militia Militia 14th N.Y. Militia Militia 27th N.Y. Militia Militia Bn. U.S. Infantry Elite Bn. U.S. Marines Green Bn. U.S. Cavalry Avg. (Reg.) D/5th U.S. Art. (Griffin) Avg. (Vet. Reg.) 2 sec. 10 lb. Parrotts; 1 sec. 12 lb. How. 2nd Brigade Col. Burnside (+1) 1300 men 2nd N. H. Green 1st R.I. Green 2nd RI. Green 71st N.Y. Green 2nd R.I. Art. Green 3 sect. 12 lb. James Rifle 71st N.Y. Art. Green 1 sect. 12 lb. Naval Howitzers 3rd Division: Gen. Heintzelman +2 (Med/Imp.) 1st Brigade: Col. Franklin (+1) 1300 men 5th Mass. Green 11th Mass. Green 1st Minn. Avg. (Vet. Reg.) 1/1st U.S. Art. (Ricketts) Avg. (Vet. Reg.) 3 Sect. 10 lb. Parrotts 2nd Brigade Col. Willcox (+1) 1100 men 11th N.Y. Green 38th N.Y. Green 1st Mich. Avg. (Regular) D/2nd U.S. Art. (Arnold) Avg. (Vet. Reg.) 1 sec. 12 lb. James Rifles 1 sect. 6pdr. Smoothbores CONFEDERATE: ARMY OF THE POTOMAC Gen. P.G.T. Beauregard +3 (Poor/Imp.) Commands all rebel units regardless of army Evans' Brigade: Col. Evans (+1) 900 men 4th S.C. Green Wheat's La. Tigers Avg. (Vet. Reg.) Lynchburg VA Art. (Davidson) Avg. (Reg.): 1 sect. 6pdr. Smoothbores Independent Units (*NOT* brigaded) Hampton's Legion Avg. (Vet. Reg.) 350 men 8th VA (Cocke's Brig.) Green 300 men 49th VA (Cocke's Brig.) Green 250 men Army Of The Shenandoah Gen. J.E. Johnston (off table) Jackson's Brigade: Gen. T.J. Jackson (+2 Superior) 1700 men 2nd VA Average (Reg.) 4th VA Average (Reg.) 5th VA Average (Reg.) 27th VA Average (Reg.) 33rd VA Average (Vet. Reg.) Rockbridge Art. (Pendleton) Avg. (Vet. Reg.) 2 sect. 6 pdr. Smthbrs. Bartow's Brigade: Col. Bartow (+1) 700 men 7th Georgia Green 8th Georgia Green Wise VA Art. (Alburtis) Avg. (Reg.) 2 sect. 6pdr. Smoothbores Bee's Brigade: Gen. Bee (+1) 1000 men Elite 4th Alabama Elite 6th N.C. Avg. (Vet. Reg.) *Remember, this is not set on table at game's start 2nd Miss. Green Staunton VA Art. (Imboden) Avg. (Reg.) 2 sect. 6 pdr. Smoothbores Independent Units (*NOT* Brigaded) 1st VA Cavalry Elite 200 men 4th/Washington Art. (Squires) Avg. (Vet. Reg.) 2 sect. 6pdr. Smoothbores SOURCES My primary sources for this scenario were Scott Bowden's ARMIES AT FIRST MANASSAS; William C. Davis' BATTLE AT BULL RUN; BATTLES AND LEADERS. VOL. I; the OFFICIAL ATLAS, plates 3 and 5; and portions of the OFFICIAL RECORDS |
Old Contemptibles | 11 Aug 2011 5:49 p.m. PST |
I can't post the maps but if you want to give me your email I can send you the maps and some pics of our games. |
John the Greater | 12 Aug 2011 7:37 a.m. PST |
Great stuff. These are both great battles to game because the morale is so brittle. If you ask too much of your troops, they will disappear on you. I will say, the last time I did a Bull Run scenario the rolls for variable arrival times went 100% in favor of the Confederates. They all appeared to be truck mounted while the Union troops were wearing concrete shoes. Sometimes the dice gods do that to you. |
Bernhard Rauch | 12 Aug 2011 11:44 a.m. PST |
To Rallynow my email is bhrauch@earthlink.net, thank you for all the help. So far I am using the new book "The Maps of Bull Run" but any extra help is greatly appreciated. Bernhard |
DSRGames | 12 Aug 2011 11:57 a.m. PST |
Take a look at the boardgame "3 battles of Manassas" (MMP) or the older AH classic "Bull Run". Both are available on Vassal as well
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Tiger73 | 12 Aug 2011 1:40 p.m. PST |
Rallynow, Many thanks for posting the scenarios. If possible I'd appreciate a copy of the maps also. jonn1@sbcglobal.net I've been thinking about doing a 1st Bull Run game using JRIII rules for quite some time. TIA Jerry |
Old Contemptibles | 12 Aug 2011 8:58 p.m. PST |
I sent the emails plus some pics of the most recent time we played it. Have fun! |
Bandit | 28 Sep 2011 6:34 a.m. PST |
Rallynow, I'd love to get a copy of the maps and photos as well. Can you send them to: public@falcontechnologies.org Thanks in advance! Cheers, The Bandit |
Maxshadow | 09 Mar 2013 7:14 a.m. PST |
Thanks for the great OOBs! |
Idler203 | 01 Nov 2013 11:07 a.m. PST |
Check out Wargaming in History Vol 6 First Bull Run link |
Trajanus | 01 Nov 2013 11:55 a.m. PST |
I think it depends on your definitions of terms like 'Veteran', 'Elite' etc. However, in terms of combat experience, I'd have a hard time believing any unit on either side had enough experienced personnel under arms to merit such a label, based on being under fire in a full on battle situation. Who had they been fighting in the previous thirteen years? |
Cleburne1863 | 01 Nov 2013 2:30 p.m. PST |
Indians. But I agree with your basic point. In terms of Johny Reb 2, the best I would rate the Regulars is Average. JR 3 Veteran. The rest would be Green. It would depend on your regimental research, but those who had little to no experience drilling would be Militia. Heck, at Shiloh some regiments went straight from the recruiting grounds to Pittsburgh Landing. But I digress. Most would be Green. |
CATenWolde | 02 Nov 2013 2:04 a.m. PST |
Is there any way to get old issues of the Zouave, like the digital downloads of "Charge!"? |
Trajanus | 02 Nov 2013 11:23 a.m. PST |
Cleburne, Yes, I asked for that one didn't I. :o) However,I do agree with your assessment. I always find it a real joke for these categorizations in most rules, whatever the period in the war. My stock smart guy question to all of this is "What where the 1st Texas after Antietam?" They were a force of nature during the battle but what effect on the unit had the 41 guys who walked away from that mess on the unit when it was rebuilt? Wargamers answer – Obviously it was a Veteran unit – my question – on the basis of what? |
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