Thursday, February 20, 2020

ACW Scenario: Siege of Vicksburg, 1863

Here is my official write up for my Vicksburg game.  I have a small supplement for This Hallowed Ground I'll be publishing that covers the Ironclad rules.

Overview

The siege of Vicksburg lasted from the Spring of 1862 thru to the surrender of Vicksburg in July of 1863.  This was a pivotal and often overlooked battle in the American Civil War, primarily because of the battle of Gettysburg -which is far more well known and also was fought in July of 1863.

I argue that while Gettysburg is seen as a turning point in the war, the surrender of Vicksburg was as critical - if not more critical in contributing to that turning point.  The fall of Vicksburg cut the Confederate states in half by eliminating their key supply line across the Mississippi river.  This resulted in the Union's total control of the Mississippi river.

Disclaimer:  I've taken several liberties with this scenario in order to make it both more enjoyable to play and scenic (for example, shifting were the historical Union assault occurred and adding in a Confederate naval component).  This is all done in order to provide a great gaming experience while keeping somewhat in theme with the historical battle.

Scenario Map

This scenario combines both land and naval elements into the same game.  There is an alternate map that doesn't use the naval element as well.  This focuses on the initial (and unsuccessful) Union assaults on the city's fortified positions.  While the land action didn't occur near the river, I've shifted the rail line and assaulted positions for the scenario around to the area by the river simply so I could fit both land and naval battles within a reasonable table footprint.  This also allows for more scenic elements to be included.

There was really no naval action other than the Union navy passing and bombarding the city - I've taken the liberty to add a Confederate naval element to the game in order to expand the enjoyment of the game.

Below you will find the details on the table layout and scenario map.

Scenario Map - Full

The full sized scenario map is above.  This is a 6 foot by 16 foot table size (for 28mm games).

Scenario Map - Alternate

For those that don't want to play with the naval/river elements, you can use this alternate scenario map that focuses on the land battle only.


Additional pictures of this table layout can be seen here:

https://jayswargamingmadness.blogspot.com/2020/02/vicksburg-cabincon.html

Scenario Rules

This scenario is designed for This Hallowed Ground (free download) but can easily be used with other rule sets with little or very minor translation.

Game Length
This game lasts for 7 turns.

Objectives
Each Confederate siege gun position (as shown on the map) is worth 15 victory points for the Union if occupied by a Union unit at games end (regardless of the unit state).

A sunken gunboat or ironclad is worth 10 victory points.

All other victory points are awarded as per the standard rules.

Limited Reinforcements
Confederate units that pass a successful Rally order will recover D2 hits (instead of the normal D3+2 hits).

Siege Artillery
The following rules apply to all siege artillery units:
  • Units are fixed in place and cannot be moved.
  • Ignore the dice modifier for shooting at units that are in cover.
  • When shooting at siege artillery, the -4D6 for shooting at unlimbered artillery is replaced by a -2D6.
In addition to the above, siege mortars also have the following rules:
  • No LOS needed to target unit to shoot, however if no LOS can be draw to the target unit, apply a -2D6 die modifier to the shooting dice pool.
  • Saves from shooting at always a 6 (no rerolls if in a fortified position).
  • When targeting artillery units, siege mortars ignore the shooting dice modifier for firing at unlimbered siege, field or horse artillery.

Railroad Line
The area between the Confederate right and left trench lines that is cut by the railroad tracks is barricaded and considered impassable for this scenario.

Observation Balloon/Towers
The Union observation balloon allows one Union artillery unit to reroll all shooting misses each turn.  The 2 x Confederate observation towers allow two Confederate artillery units to reroll all shooting misses each turn.

Cheval de Frise
Units must stop moving when Cheval de Frise is encountered.  The unit can Advance on the next turn and pass the Cheval de Frise but can not execute a Run or Charge order.

Confederate Order of Battle


Headquarters
1 x C-in-C
HQ is fixed and located near the railroad track (denoted by the larger tent pictured on the map).

Confederate Left
1 x Commander
5 x Infantry Units (regular size)
2 x Siege Artillery Units (regular size)

Confederate Right
1 x Commander
5 x Infantry Units (regular size)
3 x Siege Artillery Units (regular size)

All Confederate units start deployed on the table in the positions denoted on the map.

If using the naval component:
1 x CSS Virginia Ironclad
1 x CSS Tennessee Ironclad

Union Order of Battle


Headquarters
1 x C-in-C

1st Brigade
1 x Commander
4 x Infantry Units (regular size)
1 x Siege Mortar Unit (regular size)

This brigade starts on the Union left.  The siege mortar and 2 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2.

2nd Brigade
1 x Commander
5 x Infantry Units (regular size)

This brigade starts on the Union left between the 1st and 3rd brigades.  3 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2. 

3rd Brigade
1 x Commander
4 x Infantry Units (regular size)
1 x Siege Artillery Unit (regular size)

This brigade starts near/on the train tracks by the central Union siege gun position.  The siege artillery and 2 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2.

4th Brigade
1 x Commander
5 x Infantry Units (regular size)

This brigade starts to the right of the central Union siege gun position.  2 infantry units are deployed on the table as shown on the scenario map.  The remaining 3 infantry units can enter from the table edge at the start of turn 2.

5th Brigade
1 x Commander
4 x Infantry Units (regular size)
1 x Siege Mortar Unit (regular size)

This brigade starts on the far Union right.  The siege mortar and 2 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2.

If using the naval component:
1 x USS Monitor Ironclad
1 x USS Cairo Gunboat
1 x USS Essex Gunboat

2 comments:

  1. Great resource my friend! This Hallowed Ground scenario book coming Q4 2020 😀
    You never mentioned the outcome of the game last week, I'd be interested to see how it differed historically with the changes you made.

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    Replies
    1. Lol, getting to the point I could do a book :-) Ahhh, the outcome. Played historically accurate. Union died like dogs on the hill (major Confederate victory). Made some minor adjustments though that will make a big difference and balance things out. 1 more turn would have likely yielded some results for the Union force.

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