For this game I used the original Portable Wargame rules by Bob Cordery; Exhaustion Point (EP) was 30% casualties. Two identically composed ACW armies were used; neither side had artillery.
To win, a commander needed to occupy both the hill (known locally as Little Gold Top) and the Road/Rail crossing. In the Scenario Army Red (the CSA army) has initiative for all 15 turns, and arrives at the hill first, allowing a defense with an uphill advantage.
The Federal Army, under Colonel Potter, arrived with 4 battalions of regular infantry and a battalion of Zouaves, and 2 squadrons of cavalry. Potter's plan was to hold the crossing with infantry whilst sending his cavalry, supported with 1 battalion of foot, to take the hill.
The Rebels were led by Colonel Zebediah Protheroe, an ex-mercenary who had fought with Garibaldi. He led 2 battalions of Infantry and elements of his own craze-eyed Bushwhacker Brigade. Protheroe's plan involved leaving his regular infantry to defend the hill whilst he led his Bushwhackers in an attempt to encircle the crossroads. He instructed his cavalry to dismount in range of the enemy and fight on foot.
It transpires that the back-story to the battle is more interesting than the fight itself. It was a dark and stormy morning as the two sides rushed towards their objectives...
End of the game - Union just about hold the Xroads... |
...whilst the Confederates stubbornly hold the hill |
An indecisive action as it stands. Standard terrible dice rolling meant that the fighting favored both the defenders of the hill and the crossroads, though the Rebels inflicted more of the casualties so I'm inclined to give the win to Protheroe. Lessons learned: Repeatedly charging uphill against a determined defender is certainly not a great plan.