Friday 4 November 2022

The Battle of Fort Donalson. Stewart County. Tennessee. 11th / 16th Feb, 1862.



 The following is my personal interpretation of this battle. Any mistakes are my own. I would also like to thank Marvin Scott for the information that he provided about the battle

In keeping with the Anaconda plan devised by the Union General Winfield Scott, Brigadier General Ulysses Grant came up with a plan to take the Confederate forts on the Mississippi River thereby splitting the Confederacy in half and fracturing the Confederate supply lines.

When Grant put his ideas to his Superior, Halleck, he was met with indifference. Grant was at that time, a local Commander of the Union Garrison of Cairo.

Grant was lucky in that he got on well with Admiral Andrew Foote, the commander of the Mississippi River fleet. The Admiral interceded with Halleck on Grants behalf and managed to convince  the General that Grants plan was sound. During 1862 Grants efforts aided by Footes river fleet made progress against Fort William Henry partly helped by the fact that the Fort was prone to flooding. The 2000 Confederate troops that survived the attack made their way to Fort Donelson on the Cumberland  River

Grant moved his Army in pursuit  while Footes Squadron moved out of the Tennessee River, up the Ohio, then into the Cumberland. As Grants troops marched the 12 miles toward Fort Donalson; they were slowed by the delaying tactics of Confederate cavalry led by Nathan Bedford Forrest.



Eventually, Grant’s force arrived at the Confederate held fort. There were two Union Divisions. John McClernand’s, which took the right flank, and Charles Smith’s, on the left.

From the 11th to the 14th the Union Army  and Navy launched sporadic attacks against the Fort but these were beaten off by the Confederate defenders. The ships of Andrew Foote’s river Squadron suffered a lot of damage. The Gunboats could not elevate their guns to hit the Fort effectively. The Confederate gunners of the Battery facing the river used plunging fire, so were able to cause considerable damage to the Union Flotilla.

The Union General Grant realised that he needed more troops in order to besiege the Fort. Therefore he called up Lew Wallace’s Division which had been left at Fort William Henry. In a meeting at Crisp House, Ulysses Grant met with Andrew Foote to discuss tactics. It was decided that one of the Gunboats still operational, would make a demonstration against the River Batteries of the Fort while troops surrounded the defences on land.

Union reinforcements arrived and were added to Lew Wallace’s Division arriving from Fort William Henry. Grant positioned Wallace’s Division in the centre of the line allowing McClernand’s Division to move to the right completing the investment of Fort Donalson and the adjacent town of Dover.


The Confederate General; John B. Floyd held a meeting with with his Senior Officers: Gideon Johnson Pillow, Simon B. Buckner and Nathan B. Forrest. There was a realisation that starvation and attrition would take its toll on the Garrison. Therefore, It was decided to attempt a breakout from the Fort, south -east toward Nashville. ———————.

THE UNION ARMY: 24,500 = 24.5 pts x 3 = 74 points.

C-in-C: Ulysses “Sam” Grant  @  2 points.

1st DIVISION;

1 General, ( John McClernand )   @   1 point.

5 stands of 2nd class Line Infantry @ 2pts = 10 points.

3 stands of  Dragoon Cavalry @ 1 point =  3 points.

2 stands of Light Artillery  @ 1 point = 2 points.

2nd DIVISION;

1 General ( Charles Ferguson Smith )   @  1 point.

11 stands of 2nd class Line Infantry @ 2 points = 22 points.

1 stand of Skirmish Infantry  @ 1 point.

1 stand of Light Artillery   @ 1 point.

3rd DIVISION;

1 General ( Lew Wallace )  @ 1 point.

14 stands of 2nd class Line Infantry @ 2 points = 28 points.

1 stand of Skirmish Infantry @ 1 point.

1 stand of Light Artillery  @ 1 point.

note: This force would later be known as The Army of Tennessee.

CONFEDERATE ARMY GARRISON OF FORT DONALSON;

13,000 Infantry,

600 Cavalry.

2,400 Artillery Personnel ( 600 Gunners, 1,800 attached infantry ).

Total: 16,000 = 16 points x 3 = 48 points.

RIGHT WING AROUND FORT DONALSON;

1 General ( Simon Bolivar Buckner )  @ 1 point.

7 stands of 2nd class Line Infantry  @ 2pts = 14pts.

LEFT WING;

C-in-C, John Buchanan Floyd   @  1 point.

1 General ( Gideon Johnson Pillow )  @ 1 point.

8 stands of 2nd class Line Infantry @  2pts = 16 points.

CAVALRY BRIGADE, ( in the town of Dover).

1 General ( Nathan Bedford Forrest )  @ 1 point.

2 stands of Dragoon Cavalry  @ 1pt = 2 points.

ARTILLERY;

1 stand of  Position Artillery  @ 2 points.

5 stands of Light Artillery  @ 1 point = 5 points.

UNION RIVER FLOTILLA;

The original Flotilla had 4 Ironclads and 2 Tinclads. I calculated a total of 6 x 100 crew = 600 crew.

0.600 x 3 = 1.8 or 2pts r/u. =  2 ships @ 1 point each.



BATTLE NOTES;

* The Confederates retain the Initiative Point for the entire Battle. Who gets first move in each Game-Turn is still diced for as this decides tied results and who decides the Combat sequence.

* In regard to ranges, I’ve stayed with the ranges for smoothbore weapons.

* Light Artillery move up to 2 squares.

* The Confederate defenceworks count as “Trench”. Plus a 2 point deduction for attacking uphill

( The defenceworks around The Confederate position were a series of trenches and rifle pits behind Abbatis, It had been raining which had changed to snow showers. However, the weather was dry during the battle and doesn’t seem to have affected movement or firing).

* The tree line along Hickman Creek cannot be entered by either side.

* The Gunboats move at 2 squares each Game-Turn.

* The  2 Confederate Batteries facing the river from the Fort can add 1 point to the die roll for the plunging fire.

* The Light Artillery move at 2 squares range.

* Rivers can only be crossed by the bridges.



EXCHANGE OF FIRE BETWEEN THE GUNBOATS AND SHORE BATTERIES;

*  The gunboats and shore guns do not have to “ Moveback”. Damage is caused by any lower score. The Gunboats can take two hits. On the first hit, one point is deducted from return fire. After the second hit, 2 points. The third hit destroys the Gunboat. 

The same rule applies to the two stands of  Confederate guns facing the river. All the other guns follow the normal rules for Artillery.

* The battle will be played for 8 Game-Turns. The winner will be;

A) The Union Army wins if there are any Union stands inside the Confederate Defenseworks at the end of Game-Turn 8.

B)  The Confederates win if there are no Union stands inside the Defenseworks by the end of Turn 8.



As an alternative you could fight this scenario as two scenarios. In the first battle, the Union army has two Divisions ( C.F Smith and McClernands) which is played for 8 Game-Turns. McClernands Division is placed in Lew Wallaces position.

In the second scenario, the remains of Smith’s and McClernanand Divisions are positioned as shown on the map above with Lew Wallace’s Division placed in the centre. The Confederate player can either A) leave the remaining stands where they are, or B) moving remaining stands back inside the defenseworks.

CREDITS;

All the figures shown are mostly Peter Pig and Minifigs with some Essex Miniatures. The Gunboats are scratchbuilt. The Hills are a mixture of ones made by Brian of Essex Miniatures and homemade from kneeling pads and cork tile. The trees are from Amazon decorated with runny PVA glue and snow dust.

The “snow” ground is thin card as are the rivers and roadway. The bridges are nearly all scratchbuilt. The houses are mostly Peter Pig with a couple of Hovels.

The defences were made from cardboard and pan scrubbers with added brown Plasticine..

The battle is played on a 3 foot ( 90cm ) x 2 foot ( 60cm ) table.










Wednesday 28 September 2022

Added Rules ( Instructions) for Science Fiction Gaming.

Below are some extra rules to add to to those listed in the Table Top Battles 2nd Edition.

VEHICLE STATS                  DEFENSE POINTS.                                  

Deployed Towed Artillery;                3pts.                         

Deployed Towed Heavy Artillery;    3pts.                         

Limbered Towed Artillery;                4pts.                  

Light Armoured Personnel Carrier.   4pts.

Heavy Armoured Personnel Carrier.  5pts.

Vehicle-Mounted Small-Arms;        ————.                  

VEHICLE STATS:                     ATTACK POINTS,

Deployed Towed Artillery             5pts.

Deployed Towed Heavy Artillery: 6pts.

Vehicle-Mounted Small-Arms:       3pts.

* RULE CHANGE: Small Arms and Rifles have no effect on Vehicles of 4 DEFENSE POINTS OR ABOVE.

*During a Game-Turn, both sides will roll a 12 sided die to see who fires first, prior to the Firing Phase.

MACHINE GUNS AND  MINIE GUN AGAINST INFANTRY:   If the target infantry stand is caught in the open by Machine gun fire, the target infantry stand is automatically removed on any lower score.

 NOTE: Players will still throw a 12 sided to decide who moves first, gains the Initiative Point and decides Combats.

* The side with the Initiative Point also decides any tied results. 

* Vehicles do not have to “ move-back” as a result of Firing. If not moving back,  a vehicle will have 2 Points deducted from any Firing die roll on return fire within the same Game-Turn.

* vehicles cannot move over or through a square containing another vehicle, wether they be friendly or otherwise.

* Vehicles CAN move through /over a square containing friendly Infantry but cannot actually stop within the square containing the friendly infantry.

* Vehicles and Artillery As Targets : If within 2 squares the target will be destroyed on any lower score, HOWEVER, if the TARGET STAND SCORES HIGHER, IT IS THE FIRING STAND THAT IS DESTROYED.   Infantry targets are classed as a miss, should the Infantry score higher and still have the option to “move-back”.

* If two opposed Vehicles/guns are in adjacent squares during the combat phase and neither wishes to “avoid”, then both vehicles/guns are destroyed in a collision. When the situation is a vehicle versus enemy infantry, then if the infantry fail to avoid, the infantry stand is removed from play.



* Opposed forces will have their Morale calculated by adding the combined Defense and Attack Points of each stand into a grand total. This total is divided by 2 and the end result is the Morale of the Force. This is reduced as stands are destroyed.

* Destroyed vehicle stands are left on the playing area and Both Sides CANNOT move vehicles or figures over or through that square, or diagonally between that square and any obstacle.

* Destroyed vehicles do block line of sight for Firing.

* The Infantry within an APC can leave the APC when the APC stops moving. The Infantry are positioned alongside the APC on that Game-Turn. The infantry can fire. When infantry are adjacent to an APC they can mount up and the APC can move.

* If an APC is hit, it’s points total,plus the points total of the stand or stands it was carrying are removed from the morale total of that army.

BASING FIGURES: 

This is just a suggestion. On my stands I have used this system. 5 figures for Regular armed “Riflemen”. 4 figures for a “Heavy Weapons” group and 3 figures for a Command Group which includes a “Heavy Weapon”. I’ll use 6 figures for a Militia group.

The Kra’vak, I’ve based as 5 “rifles” and 4 to a Heavy Weapons Team. There is no Command. These Aliens just come together for an attack or Campaign!.

This picture shows the “ Orbital Knights Vehicles” from ETSY which are six to a pack. Two I have converted to tanks. The other four are APC,s which each carry two squads. The figures are from Ground Zero Games Kra’vak range.



This picture shows the small “Blower” APC,s. Each one carries  a squad of figures. Each “Company” is of two squads of Rifles. 1 Heavy Weapon squad and one Command Squad that also has a heavy weapon.( This is part of the force that is listed as a Mercenary Company by Brigade Models).



* Towed Artillery can limber up and move OR move and unlimber. The Towed Artillery cannot perform both functions in the same Game-Turn.

* Towed Artillery cannot fire while limbered, and cannot fire in the same turn as unlimbering.

* Towed Artillery do not use the “Move-Back rule but do deduct 2points if firing back within the same Game-Turn.

This picture shows the same artillery piece limbered and unlimbered. ( artillery crew from Brigade Miniatures, Gun and Tractor from Alternative Armies Bradly Fighting Vehicles.)



The above instructions have come about since playing the game shown in the previous blog.

I used the basic rules given in the Table Top Battles 2nd edition and I thought to add a little more detail.

The map of the imaginary world of Esper is in the rulebook.