Showing posts with label American Civil War. Show all posts
Showing posts with label American Civil War. Show all posts

Monday, January 20, 2025

Civil War Letter by Thomas Pear, Newbern, NC, December 28th, 1862

 When I came to New Milford, CT 40+ years ago, I assumed the practice of an older (in his early 50's) Family Physician, Dr W. "Fritz" Lahvis. He was a fine physician, and I learned a lot from him during the 6 months or so that we transitioned his practice to me. He asked for nothing for this, except someone to look after his patients. One of his long time patients was Mr. Thomas Pear. ASs we got top know each other over the years, Mr. Pear became aware of my interest in Military History, and mentioned there was Civil War era letter in his family's possession. He recently provided me with a photocopy of same (he says no one is quite sure where the original is now). The letter is from his ancestor, also named Thomas Pear, to his brother Edward, who was. if I recall what he told me correctly, himself a silversmith in Massachusetts. The letter makes reference to the 10th Connecticut Regiment, one of the more distinguished Union regiments of the War; I believe Thomas served in a CT regiment, if not the 10th. 


Page 1; reference is made to "one of the smarter Major Generals [John Gray] Foster "

Major General John Gray Foster, photo by Mathew Brady, 1863. According to the Wikipedia article, which is well worth reading, Foster was a West Point graduate from Nashua, New Hampshire, who served with distinction as an Engineer during the Mexican-American War and was second in command at Fort Sumpter at the beginning of the American Civil War. He commanded the 1st Bruigade of General Ambrose Burnside's North Carolina, and distinguished himself at the battle sof Newbern and Roanoake Island. When Burnside left for Virginia, Foster assumed command of the Union Department of North Carolina, and was promoted to Major General in July 1862. 

Page 2; reference is made to Confederate [Brigadier] General Nathan G. Evans.


Brigadier General Evans; also a West Point Graduate, "a number of examples of Evans' good tactical leadership and bravery in battle are recorded. However, his abrasive personality and his passion for intoxicating beverages led to his constant difficulties with colleagues and superiors."

The action described is the Battle of Goldsborough Bridge, December 17, 1862.The bridge was a vital link in the railroad from the port of Wilmington, NC, and destroying it disrupted the rail supply line for the Confederates. 

I find the very neat handwriting (done in far less than ideal circumstances)  and the very correct spelling and grammar most impressive as well. 

The (1st) Battle of Newbern, fought in March 1862 There is a Battlefield Park site

Many thanks to Mr. Pear for sharing the letter with me!

Sunday, January 22, 2023

2nd Manassas

On Saturday, Thomas, Nick and I got together for a game at Jared's home on short notice; he already had another game set up in the basement, and his wife was out for the day, so we played on the dining room table!

The scenario was 2nd Manassas (Bull Run), and the rules were Big Bloody Battles by Chris Pringle. Jared had run games with the rules, and I had a copy which I had skimmed a bit, but none of us had ever actually played the rules before! 


We diced for sides, and that left Jared and me with the boys in blue, and Thomas and Nick with the Rebs. The Confederates started with just Stonewall Jackson's command on the table, but well situated on hill with rifle pits at its base. 

Thomas and Jared deployed well, with their 3 batteries being exceptionally well positioned on the hilltop. 

Close up of the troops on Jackson's right. The figures are from Jared's excellent  15mm ACW collection; he says they hadn't been out on the gaming table for at least 10 years

J.E.B Stuart's cavalry were the only troops protecting one of the three Confederate objectives... at least to start. We both knew the other side had reinforcements coming on, but not when or where! The game is wonby taking at ,least 2 of the three enemy positions while holding at least 2 of your own. 


Part of the Union deployment.

The rest of the Union deployment.

Situation after the first Union move; one of our Divisions is moving to seize control of the Bridge over Bull Run and its associated Objective; unfortunately, much of these troops are Raw and thus rather brittle. 


Although we had troops that could have entered on Turn 1, they flubbed their roll and failed to appear. Longstreet's boys showed up nice and promptly for the Secessionists!

On Union Move 2, the bridge is taken with no losses...

because the men in grey have focused all their fire on two of the Union batteries, silencing one; it will have to withdraw to the rear next move, then move up on the following move, before it will be able to fire offensively again! In these rules, "opportunity" fire can be taken during your opponents move at any troops that moved or changed formation. With most of the infantry armed with rifled muskets (range 9"), and the artillery having an 18" range, this can be a real nuisance!


Fire by Johnny Reb's guns have silenced a second Union battery on turn 2!

Still, we Yanks control one Rebel objective; unfortunately, taking a second is not seeming very likely!

Longstreet's men deploy in preparation for an attack on our not very strong center, and our own reinforcement finally arrive! Stuarts cavalry use the swift road movement (troops move TWICE as far on roads, something the author conveniently left off the QRS; what is it about authors and their rules summary sheets? You'd think such a huge factor belongs on it, wouldn't you?!)

Another view of the overall situation at this point. 

Another view of the same. 

Our reinforcements advance, much faster than their first attempt, now that we know about the huge road move bonus! Not the blue chip denoting an objective way out here!


One of Longstreet's Brigades advances boldly upon our center. Our defensive fire? "They couldn't hit an Elephant!"
 
The consequences of their ineffectual fire was an assault by the aggressive Rebs, whose own closing fire disrupted our brave boys. 


In the event, the assault was narrowly repulsed. 

Our reinforcements move up, while Stuart's cavalry attempt an outflanking move!

Overview of the action, Stuart's cavalry having redeployed to their right. 

Stuart's cavalry charge, the boys in blue once again failing to have any impact with their defensive fire. Grr! At least the Confederate infantry behind them, which was planning to support the attack, rolled a half move and lacked sufficient legs to join the fight!

First and ten, do it again; Rebs from the Palmetto state, having shaken off their disruption, charge again.  Had I realized it, if the unit behind them been in contact with the unit to their front, this would have given positive melee modifiers for depth and numbers. This time the Yanks are pushed back, and both units are disrupted. 

Quite mess on the Union far left; bringing our superior numbers to bear has proved very challenging!

Judging the time right, Jackson's infantry move of their defensive positions, and move to the attack!

Close up of Jackson's advance - veteran troops supported by artillery, and facing off against Raw; this will go well... not!

Their supports, our sole Veteran brigade, get shot up by rifle and artillery fire, losing a base and becoming disrupted. Ugh!

Longstreet (played by Nick) continues his aggressive push up the center; this time the attacking unit is supported by a second unit in Depth behind them; this gives positive modifiers for  Depth and 2:1 outnumbering. Yuck! Not surprisingly, this time my Yanks are forced back 9" with disruption and the loss of a base. 

This allows the victorious Rebels to make a breakthrough move and continue to attack!  Now worries, 2 batteries of artillery firing at cannister range should rip them to shreds! Eh, what's that? NO defensive fire at breakthrough charges? Hellfire and damnation! Who wrote these rules?  :-)

My batteries rolled very well to escape with "retreat 3 inches, silenced! At least only ONE breakthrough assault is allowed per unit per turn. Phew!

Final charge of the game, Confederate infantry supported by their cavalry, charge Jared's infantry. Once again, they fail to hit anything, while the Rebs fire achieves a disruption. Yeah, they're gonna win that one - NOT! At this point, it was the end of Turn 5; mercifully, for the Union cause, night fell and the fighting died off. 



The photos are a combination of mine and those by Thomas. He had a number of funny quips following the game:

"Thomas just about polished off all the chips. Thank God he missed the poker ships on the table!"

"Gotta prep for Church tomorrow, Nick!"

Jared says "Let's see... if I order pizza I bet I can get Peter to start liking this period. I'm gonna try!"

Peter says "Nice try, Jared (though the pizza was delish), but  no, that's not for me! Not enough color on these troopers, and where is combined arms warfare? dragoons who can't even follow through on a decent saber attack?!"

In truth I had a great time, with great guys! Learning a new set of rules is always an experience. I prefer Field of Battle/Battle Command, but I'd play these rules again, too! 

Saturday, March 10, 2018

Battling with Bastardized Black Powder: Big Bash Based upon Borodino, Part 3

We pick up the action with the Russians eagerly awaiting their half of Turn 3. However, what happened was... French Turn 4, as Napoleon played his "Seize the Initiative" card, giving the French a free Turn!


There was much lamenting in the Russian camp over this unexpected turn of events (neither side knew what cards the other had, nor what they did). but after some melodramatic wailing and and even a few brotherly hugs of  consolation, they did what Russians always do - dug in their heels on defense, and planned how to wear down the enemy until their chance would come!


French gave them little respite before pressing the attack! I believe that is the Old Guard behind the lines of French infantry in front of the Fleches. 


Napoleon himself looks on as the French attempt to take the Great Redoubt!


French cavalry charge Russians in the woods. As might be expected, this didn't end well for them, but some times you gotta try it to find out!


The very ground nearly shook with the roar of the canon and the sharp pops of musket fire all along the lines. 


Chargez!


French and Italian troops press the attack on Utitsa and the hanging Woods. 


Another view of the situation on the South of the field. 


And yet another view from the Russian perspective - they have plenty of reserves behind Utitsa! 


On the extreme North of the woods, a French column charges a Russian Line. 


Some of the heaviest fighting occurred around the Fleches.


Especially brutal was the combat in the French salient between the hanging Woods and the Fleches. 
"The Battle of the Bulge!"


Russian position between the Fleches and the Great Redoubt... 


and between the Great Redoubt and the Northern Woods. 


Aerial view of the Fleches.


French troops try to swarm the Great Redoubt. 


The Rusians seem to be gaining the upper hand in the Bulge.


In the great Redoubt, 2 Russian batteries are shaken and Disordered, another with 2 hits. This battery would be Shaken if it were anything but Russian, but the large Russian batteries have a stamina of 3... just like the Russian Infantry has a stamina of 4 instead of 3 like the French. Still, how much longer can the Russians hold this position?



We had three visitors to the game from HMGS East, including the Treasurer and a photographer. Jared's club has received modest financial support from a grant from HMGS, and they'd like to see similar, successful programs at other schools. 


General Uvarov contemplates when and where to best use the special effects of his Command Cards. 


Hours of combat can  be exhausting... even the miniature kind!


Close up of the fighting around Utitsa. 


Volatile situation around the Hanging Woods.


View from the ruissian side, looking just North of Utitsa. 


Close up of combat North of the Hanging Woods. 


Close ranks!


Intense fighting continues around the Fleches. 


The Hands of God (Junot) pluck a dispersed unit from the table. 


"The Bulge" again


Overview of the battle form the North near the end of French Turn 4.


The French attack upon Utitsa is defeated!


SCORE:  French 25, Russians 14 at the end of French Move 4,, Russian Move 2. The French have done some serious damage, but will it be enough? 



The Russians finally get their chance to strike back, and, if your humble correspondent's memory is correct, Kutusov plays the Counterattack card; all Russian infantry will get an additional +1 in Melee this Turn!


It is now 2: 20 PM, and the French seem a bit exhausted by two back to back turns of fighting!


Back to the action around Utitsa. 


Action in the Bulge and the two Southern Fleches. 


Situation at the Northern end of the field. 


Desperate fighting continues all along the line at the Fleches. 


View of the fighting at Utitsa, the Hanging Woods, and the Bulge from the French vantage point.


"Send in the Cossacks!" bellows Kutusov, comiting them from Reserve 


Blood bath at the Great Redoubt.


I believe this is the Cavalry of the Imperial Guardj ust North of the Great Redoubt... Chasseurs a Cheval, Grenadiers a Cheval, and the Chevau-Legers Lanciers Polonais. 


The ongoing meat grinder at the Fleches. 


Utitsa as seen from he Russian baseline.


Russian lines near the Hanging Woods. 


Panorama looking North from the Hanging Woods.



The Russian artillery defending the Great redoubt is badly battered, but does not break. 


Here's the situation in and around the Northern Woods. 


More or less impervious to the French cavalry, the French infantry is slowly grinding down the Russian squares. 


Kutusov commits the rest of his Reserves... all of them. They can not charge in their first appearance, but otherwise they enter on to the table up to 12:", and then dice for moves as usual. 


View of the Northern table from behind the French lines. 


Overviews of he table from the North...


and from the South.


Russian Heavy Cavalry to the Rescue near the Fleches!


The Russian defenders in the Great Redoubt are crumbling, but still control the objective!


The infantry of the Russian Guard enters the fray as well!


Kapsevitch and Lavarov battle the French to a bloody standstill around Utitsa. 


The French Salient is crumbling - note all the black markers!


The struggle around Utitsa from the French side. 


More fresh Russian troops enter he table. 


Battle lines at the Fleches. 


South of the Great Redoubt, the Russians have formed a sort of Divisional Square, pouring out fire all around into the flanks and rears of the French. 


Close up of this unique formation!


The Big Picture around the Great Redoubt. 


At the key moment, a true (?)Russian arrives wearing a Kalmnuck cap and playing Russian folk music to buoy the spirits of the warriors of the Tsar. "Save, oh God, thy people..."
I actually spent quite a bit of time with him later explaining the game etc, with a little gratuitous Napoleonic history thrown in, only to find that he teaches European History, LOL!


Russian Cuirassiers threaten to ride down Polish infantry near the Great Redoubt. 


Action South of the Redoubt again. 


The scene at Utitsa.


close up of fighting between Utitsa and the Fleches. 


Fierce fighting at the Fleches.


French positions in the North.



SCORE:  French 35, Russians 38 at the end of French Move 4,, Russian Move 3. The Russians have come roaring back!



The mood is somewhat tense as the French kick off their Move 5. It is now 3:30 PM. 


Pretty much everyone is in the thick of the action!


It's now or never - the French press the attack all along the line. 


at the Great Redoubt...


but the Russians hang on!


Near the Northwoods,  the Russian infantry hangs out grimly in their shaken squares. 


Bruyere and supporting troops launch a massive attack upon Utitsa. 


The Russians have the situation at the Hanging Woods well in hand.


The French have taken  two of the three Fleches! 




  Marshal Nay approaches Napoleon, begging for more troops to consolidate his success. 


The Emperor replies, "More Troops?!  And where do you expect me to get them? 
I am I supposed to paint them?!"


Situation at the end of French Turn 5; it is actually now 4:15 PM. With a Russian turn to come, and with them having plenty of  Fresh troops, it is doubtful that the French will be able to hold even the meager gains they have made (the + numbers are objective points). 
The battle is declared a Russian Victory, if not a decisive one. 



A little celebratory music for the Russian players;  "The Great Gate of Kiev",
from "Pictures at an Exhibition" by Modest Mussorgsky, as arranged for orchestra by Ravel.
This music was on the first album I ever bought!


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For those who have asked, here are the rules modifications that Jared and company used for this game, followed by the QRS:


Modifications to Black Powder:


- We play grand tactical Black Powder, meaning every unit is a regiment, every command is a division, and divisions are organized into corps.


- I decreased movement rates to 6 inches for infantry, 9 inches for cavalry, and reduced weapon ranges to feel a bit more accurate (and for 15mm figures with a 4 foot wide table - Peter) .


- To demonstrated the ability of light cav, horse arty, and columns to move faster, I gave all of them +1 to command checks.


- Regarding orders- I allow units to take at least one move even if they fail their command check.  This keeps things moving quicker.  That said, if a command is failed, we still use the rule that no other commands can be given to that division.


- We don’t use the blunder table.


- Other than charges, limbering and unlimbering, and forming square, we allow players to roll their command check first, and then decide what they want to do with their increments. 


- We allow disordered troops to receive orders at a -1 penalty.  Additionally, we allow them to declare charges.


- We allow shaken troops to receive orders at a -2 penalty.  Additionally, we allow them to declare charges, though if they take a single hit the charge is stopped as per rules as written.


- I streamlined all of the special rules, which can be overwhelming, and incorporated unit abilities into stat lines.  Thus, I simplified the whole process so the students wouldn’t need to look up special rules every 5 minutes.


- We don’t use any light infantry, but make the assumption that they are present in front of regiments.  To reflect the better French skirmishing, we have them fire at +1 from 0-3in whereas the Russians take a -1 penalty at 3-6in and receive no bonus for short range OR closing fire.


- I use a victory point system not included in the rules.  1 point scored for “shaking” a unit, 1 point scored for “destroying” a unit, with bonuses if you destroy guard units and negatives for militia and Cossacks.  (Peter: I believe this is 2 points each for shaking/destroying Guard Units, and 0.5 point for Shaking/destroying Militia/Cossack units)

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(Jared's version of the QRS has this nicely formatted with 2 columns per page, and it all fits on 2 page sides. I couldn't figure bout how to preserve that formatting for the blog post, so if you want a copy in PDF  format, just ask) 


Black Powder Quick Reference Sheet 


1) Sequence of Play:
A) Team A makes initiative moves, make command checks, and move all other troops.
B) Team A fires.
C) Team A carries out and resolves melee.
E) Team A removes disorders.
F) Repeat process for Team B


2) Command Chart-
Roll 2D6 to administer order.
Equal or 1 less than command rating= 1 segment
2 less= 2 segments
3 less or greater= 3 segments
FAIL- 1 segment- no more orders for that command
Assault Column, Light Cav, Horse Arty: +1 to command checks.
Divisional “Follow Me!”
Attach divisional commander to a single unit: +2 to command check


3) Movement Chart:
Infantry - 6in per segment
Limbered Arty- 6in per segment
Horse Arty- 9in per segment
Cavalry- 9in per segment
Commanders- 24in
Costs 1 segment to:
Change formation
Change facing
Column to Line= FREE


4) Shooting Ranges: in inches
Muskets- 0-3/3-6
Light Artillery- 0-12/12-24
Heavy Artillery- 0-16/16-32

5) Shooting Modifiers:
Base 4+ to hit
-1 shaken or disordered
-1 target is unlimbered artillery
-1 Russian muskets at long range
-1 shooter used 2 increments
-2 shooter used 3 increments
+1 French muskets at short range
+1 French closing fire
+1 artillery firing at 3in or less
+1 target is a square or column
Flank/Rear Shot= DOUBLE DICE
Formations + Shooting:
Assault Columns: Reduce to 1D6
Squares- 1D6 per facing up to maximum of 3D6 total shots.
 
Roll of “6” to hit = DISORDER
If the modified to hit is 7+, TWO “6s” cause ONE hit AND DISORDER.

6) Save Modifiers
+1 cover (against shooting only)
-1 hit by Light Artillery
-2 hit by Heavy Artillery


7) Close Combat Modifiers:
Base 4+ to hit
+1 Charging
+1 Locked in combat AND WON last round
-1 Shaken or disordered
-1 Engaged on flank or rear
Roll to hit and save as normal.
 
8) Combat Results:
Each side must determine their combat score.
Add the number of unsaved hits you caused +/- the following modifiers to determine total score.
+1 Defending an obstacle or cover
+1 Rear supported (max 2)
+1 Per flank supported (max 1 per flank)
+2 Infantry in assault column
+1 Cavalry vs infantry in assault column
+2 Cavalry vs infantry in line formation
+2 Infantry/cavalry vs artillery
+6 Square vs cavalry
Flank/Rear support=
Friendly unit facing same direction within 3 inches.
If winner is SHAKEN in combat, remove hits as if the unit just passed a break test.
Loser takes a break test!. Consult Break test chart.

Winner: No break test. May Sweeping Advance OR hold position. Cavalry may make a second charge.
Loser: Take a break test!. Consult Break test chart.
TIED COMBAT: Both sides take a break test IF SHAKEN AND TOOK AN EXTRA HIT, otherwise remain locked in melee.


9) Break Tests:
Break Test Modifiers:
-1 disordered
-1 shaken
-1 per excess hit past stamina
-1 unit hit by artillery this turn
-1 infantry in line defeated by cavalry in melee
-1 artillery defeated in melee
-1 unit shot at or in melee on flank or rear
Roll 2D6 +/- modifiers.  Consult chart to determine results.
Artillery:
7 or less- Unit destroyed.
8 or more- Unit holds ground.
Cavalry:
4 or less- Unit destroyed.
5- Unit retires 1 move.
6- From shooting- Unit holds ground.  From melee- Unit retires 1 move.
7 or more- From shooting- Unit holds ground.  From melee- Unit retires 1 move.
Infantry:
4 or less- Unit destroyed.
5- Unit retires 1 move.
6- From shooting- Unit holds ground.  From melee- Unit retires 1 move.
7 or more- Unit holds ground.