a scenario for Stonewall's Last Battle from the Great Campaigns of the American Civil War series
designed by Trevor Bender
NOTES: Because of the inability of the Federal outpost line to prevent
Confederate reconnaissance of the Army of the Potomac during the winter
of 1862-63, and due to the Union Cavalry’s utterly poor performance during
the Hartwood Church affair on February 25, 1863, Hooker called for his
newly formed Cavalry Corps to strike the foe. Simultaneously, Brigadier
General William W. Averell, commander of the Second Cavalry Division which
was bested during the Hartwood action, begged for permission to take the
fight to the enemy. With orders to “rout and destroy him”, Averell initiated
the first Union large scale independent offensive cavalry operation of
the war as an act of retribution against his rival in the saddle and former
West Point classmate, Brigadier General Fitzhugh Lee.
Upon approaching the Rappahannock, Averell received bad intelligence that caused him to divert two regiments to the north. His plans were further attrited by obstacles and stubborn opposition at the ford. It was noon before his three brigades were across and reformed. What ever advantage in maneuver he once had was now lost--this action would be determined by saber and pistol alone.
(For this scenario, the unit scale has been halved to 375 cavalrymen per manpower point; there is no impact on game mechanics.)
MAP: Use the map and counters from SLB.
GAME LENGTH: 1 turn; March 17, 1863
SPECIAL RULES:
HINDERED RIVER-CROSSING TABLE
| Die Roll | Crossing | Result |
| 1 | Rebuffed | Unit may not cross, becomes disorg*, and receives an F and E result. |
| 2 | Stalled | Unit crosses, becomes disorg*, and receives an F and E result. |
| 3 | Opposed | Unit crosses but receives an F and E result. |
| 4 | Contested | Unit crosses but receives an f and E result. |
| 5 | Slowed | Unit crosses but receives an E result. |
| 6 | Hindered | Unit crosses, receives an f result, but may continue moving. |
| 7+ | Success | Unit crosses and may continue moving. |
* a previously disorganized unit suffers no additional effect.
VICTORY CONDITIONS:
The Union player gains and loses Victory Points (VP) for the following occurrences.
+1 if a Union unit enters Elkwood (2215) at anytime during the game.
+2 if a Union unit occupies Culpeper (1418) at the end of the game.
+1 for each point of Confederate Manpower Value lost in combat or retreat (not in extended march, force march, or moving from one enemy ZOC to another).
-1 For each point of Union Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
|
3 or more |
Union Decisive Victory |
|
2 |
Union Substantive Victory |
|
1 |
Union Marginal Victory |
|
0 |
Confederate Marginal Victory |
|
-1 |
Confederate Substantive Victory |
|
-2 or less |
Confederate Decisive Victory |
UNION SET-UP:
| Hist Unit | Counter | Size | Cmd | Type | Manpower | Hex |
| Duffie | Gregg | Brig |
2 |
Cav |
2 |
3117 (Morrisville) |
| McIntosh | Brig |
2 |
Cav |
2 |
3117 (Morrisville) | |
| Reno | Sargent | Brig |
2 |
Cav |
1 |
3117 (Morrisville) |
| Flank Gd | diCesnola | Brig |
2 |
Cav |
2 |
3307 (Catlett’s Station) |
CONFEDERATE SET-UP:
| Hist Unit | Counter | Size | Cmd | Type | Manpower | Hex |
| Stuart | Corp |
Cav |
Ldr |
1418 (Culpeper) | ||
| 3 VA | Regt |
Cav |
Cav |
1 |
1418 (Culpeper) | |
| F Lee-A | Brig |
Cav |
Cav |
2 |
2317 |
* All counters and the rules for this scenario come from STONEWALL’S LAST BATTLE (SLB). In some cases the unit that participated is represented by a different unit as listed under the “counter” column.
HISTORIC RESULTS: The main action developed about 3/4 mile from the ford. Through a series of charges and countercharges, Averell was able to push the Rebels back a couple miles. Unable to develop the situation any further, and upon perceiving signs of Confederate reinforcements, the Second Division made an orderly withdrawal back the way it came.
Casualties were surprisingly light for an action of this intensity. Although the Federals came out ahead in this department, combined casualties did not even equal a strength point in game terms. It was the lack of any real Union progress that allowed the Rebels to claim a marginal victory Nevertheless, the horsemen in blue experienced a confidence level never before felt, which prepared them for the campaigns ahead.
(WHAT IF? It is generally agreed that the battle would likely have been decisive had Averell not detached 1/3 of his force to guard his flank from an imaginary threat. To simulate how the battle could have gone, place the Flank Guard unit in Morrisville with the rest of its division. Now to understand how the achievement of Averell’s objective would have impacted the rest of the campaign, play the other SLB scenarios without the F Lee counter!)
Copyright by Trevor Bender
March 12, 1997
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