The American Civil War    
  Battle Dranesville; 20 December 1861   scale: 1:50, start: 12.30am, dark: 5pm, 1 game turn = 30 min., 2 gund = 1 stand
     
 

Brief background:
The first months of the war are over and the Union has received some unexpected setbacks (not in the replays, mind you) where it had expected a series of successes. Now, winter is forcing both sides into winter quarters. Still, there are areas of contact where skirmishes flare up, and the audacious Confederates are at times operating too closely to the Union lines. Dranesville is such a situation, where Confederate raids provoke a strong Federal reaction. See the Obs for further details.

Note to the umpire:
It is impossible to recreate the unknown in this game without the umpire carefully keeping from the Union side what it was not aware of historically.

Game notes:
- Units of more than 8 stands may be split into 2 sub-units, but must remain within 3" of each other. They suffer attrition as if they were 1 unit. Union briefing: You have heard of Confederate activity in the Dranesville area and want to stop it. At the same time, you can collect forage from the farms of some rank secessionists in the area. Drive hard towards the opposite table corner West of Dranesville, but destroy any Confederate troops you encounter on the table. The days are short and there is limited time.
NB: Contrary to the playing sequence in Fire and Fury, the Confederates move first.

 
     
 
UNION FORCES
C-in-C: Brig Gnl Edward Ord
  6th Pensylvania reserves 600 12/10/7 green
Brig Gnl Edward Ord 9th Pensylvania reserves 700 14/12/8 green
  10th Pensylvania reserves 300 6/5/4 green
  12th Pensylvania reserves 600 12/10/7 green
  1st Pensylvania reserve cavalry 200 4/3/2 green
Lt Col Kane 1st Pensylvania "Buck tail" rifles 400 8/6/4 veteran
  "Buck tail" rifles detachment in Dranesville 200 4/3/2 veteran
Capt Easton Battery A, 1st Pensylvania Reserve Artillery 4 Napoleons 2 stands  -
 
 
Union briefing: You have heard of Confederate activity in the Dranesville area and want to stop it. At the same time, you can collect forage from the farms of some rank secessionists in the area. Drive hard towards the opposite table corner West of Dranesville, but destroy any Confederate troops you encounter on the table. The days are short and there is limited time.
 
     
 
 
Time table
12:30 start
13:00  
13:30  
14:00  
14:30  
15:00  
15:30  
16:00  
 
     
 
CONFEDERATE FORCES
C-in-C: Brig Gnl JEB Stuart - Excellent
Major Gordon
  11th Virginia infantry regt 400 8/6/4 veteran
  6th South Carolina infantry regt 400 8/7/5 green
  10th Alabama infantry regt 400 8/7/5 green
  1st Kentucky infantry regt 400 8/7/5 green
  1 sqd N Carolina + 1 trp 2nd Va Cavalry 150 3/-/2 veteran
Capt Cutt Sumter Horse Artillery 4 guns 2 stands  -
 
 
Confederate briefing: You must prevent the Union forces from capturing your forage train. This is the entire train belonging to Gnl Johnston's army, collecting much needed fodder for his horses, west of Dranesville. To that purpose, you must prevent the Union troops from reaching your table edge until 4pm, by which time the forage train will be safe on its retreat to the main army. Troops in the forest are not visible if 2" - 50mm in from the edge. Firing into and through the forest = -1. Defending the edge of the forest confers a +1 to the defenders.
 
     
 
The refight:
Moving blindly onto the table, without a single reb in sight, Jeremy must be forgiven for feeling apprehensive. The Confederates weren't long in showing up however as Curtis broke cover and charged headlong at the Union marching columns, while Marius opened up with his artillery from the woods. But his aim was erratic and Jeremy had the opportunity to nove out of range. His frontline units were sent reeling by the Confederate onslaught however but he recovered and gradually pushed his assailants back with ever increasing numbers, until they finally broke and ran back to the cover of the trees. The Confederate cavalry too was sent packing, but Jeremy did not reach the opposite edge of the table, rightly claiming that he had no incentive to go there in the absence of enemy troops. The rebels on the other hand had achieved their goal by attacking boldly and must be granted their victory. They had kept the Federal troops at bay until dusk and only an unrealistic objective statement would have caused the Union player to skip the fighting and send a lone unit across to the opposite table's edge. It's one of those challenges the Union player can only win by accident.
 
     
 
 
Download scenario here