one inch = 25 yards

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One Inch = 25 Yards

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Pickett’s Mill

Full Historical Scenario May 27th, 1864

4:30 PM

Background At about 3:00 to 3:30 PM General Howard’s two divisions arrived in the vicinity of the Widow Pickett’s Mill along Pickett’s Mill Creek. General Howard and General Wood immediately set out on a personal reconnaissance. Travelling south, they quickly arrived at the northern edge of a large wheat field. From this vantage point they observed Confederate soldiers at the southern end busy working on new earthworks. A little further investigation revealed that the works ended at the edge of the field. They had found the end of the Confederate line! After riding back to their commands they gave orders to form for the assault. The Battle of Pickett’s Mill was about to begin.

Game Overview This game plays out the Battle of Pickett’s Mill on a regimental level. It is the full historical scenario including such details as the complicated Union command structure and brigades with 5-9 regiments each. It also places strict release times for certain Union brigades. This will be a long game, but accurately portrays the problems and nuances encountered by the two opponents. For a simpler game try the next scenario in this book, Pickett’s Mill: Abridged Scenario.

Brig. Gen. Thomas J. Wood

The maps for this scenario are 4’ x 4’ (40 yards) or 6’ x 5’ (25 yards). The game begins at 4:30 PM and ends at 8:00 PM, Turn [22/15/11/8]. Twilight is at 6:15 PM [11/8/6/5] and night falls at 7:00 PM [16/11/8/4].

Terrain The terrain on the Pickett’s Mill battlefield is very hilly, with lots of woods and a few open fields. The woods should be one movement rate slower than open terrain, but slopes should cost an additional inch of movement. The shaded slopes, however, represent rough terrain.

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The Ravine looking west. Notice the foliage and steep slopes.

These slopes are steep, and often have rock outcroppings. They certainly slow down movement, but they also provide an additional cover bonus to any stationary unit. If a unit is fired upon while moving on these rough slopes, it cannot claim the cover benefit. The men are moving around the rocks and cover in order to reach their objective. There are four levels of hills, each of which are marked. Level 0 is the bottom table level. It is highly recommended that players utilize the blank terrain map as a template to cut out each level from the foam or other building material used for making the hills.

It is highly recommended players speed up the movement rates, as explained at the beginning of this book, in

order to accurately simulate the historical movement rates of the regiments in the battle.

This game continues into twilight and nightfall. Use the night rules available with your chosen rules set. If your set does not have night rules, consider the following: Twilight

Visibility in open changes to light woods

Visibility in light woods changes to heavy woods

Halve unit firing strengths Sam

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Maj. Gen. Patrick R. Cleburne

Night Visibility is limited to

approximately 100 yards. Quarter unit firing strengths Halve movement rates Impose a small penalty for

attempting to reform from disorder.

All penalties are cumulative. For

example, if a regiment attempts to fire on another, but it fails the visibility roll (or is farther than 2 inches at night), the rules set penalty for firing at a unit out of visibility would be applied, and then the twilight or night penalty would be added.

Pickett’s Mill Creek is fordable by infantry as rough terrain, but is impassable by artillery. Both infantry and artillery can cross at the fords at broken terrain, or one worse than open. Infantry can cross the smaller tributary streams by subtracting an inch of movement. Artillery can cross the tributaries at the rough terrain rate.

The Confederate earthworks should be light works. They are stronger than hasty or improvised works, but not as strong as well established breastworks. The wheat field and cornfield designations are on the map solely for historical reference. The fields are open and do not otherwise affect game play.

Deployment The Union regiments begin the game in one compact mass as shown on the map. For the 40 yards per inch map, begin by deploying Scribner and King’s brigades on the map where shown. Put the miniatures down as close to the creek as possible. After they are on the table, place the remaining brigades down, guiding on Scribner and King. This way the regiments will begin the game as close to the creek, and their actual positions, as possible.

Make sure Hazen’s front line is at least one rank in front of Scribner’s front line. Deploy McLean’s four regiments where shown. During the battle, McLean was given the impossible task of both keeping a connection with the Union army to the west, and supporting Hazen in his attack. One regiment has been detached to simulate this, and the 6th Tennessee begins the game in skirmish formation to show this on the board.

Division commanders Wood and Johnson may begin the game anywhere within an inch of a unit in their command. Howard should begin the game next to Wood.

To accurately simulate the actual battle, Gibson’s brigade may move up to Hazen’s starting point, but may not move forward of that line until 5:45 PM, Turn [8/6/5/3]. Knefler’s brigade may not move forward of that line until 6:30 PM,

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Turn [13/9/7/5]. Scribner’s brigade may not advance until 5:00 PM, Turn [4/3/2/2]. Carlin’s and King’s brigades may not move past the northern edge of the northern wheat field at all.

Place the Confederates behind their works. Govan and Granbury’s regiments begin the game already consolidated. However, if the Confederate player wishes to use the true historical order of battle for the brigades he is free to do so. Kelly’s cavalry division is represented by one regiment for each brigade, and Hume’s command by one regiment. They are always in command and control. General Kelly begins the game anywhere within an inch of his regiments. General Wheeler should begin the game at least a foot away from the front line. The cavalry are dismounted and may not mount during the game.

Confederate reinforcements begin to arrive soon. Lowrey’s Brigade can enter on the trail at 1 on Turn [5/4/3/3]. Quarles’ Brigade enters at 1 on Turn [10/7/5/4]. Finally, Walthall’s Brigade marches on the board at 1 on Turn [13/9/7/5].

The Union deployment for the 25 yard scale game is a little bit different. Carlin and King’s brigades begin off the map. They may march onto the map above Knefler at any time after Turn [1/1/1/1]. Command and Control The Confederate forces use whatever standard rules apply for command and control based on the rules played. However, the Union brigades are a bit more complicated. By the Atlanta Campaign of 1864 many of the regiments in the Union army were down to strengths between 100 and 300 men each. To bring corps, divisions, and

brigades up to strength several corps were consolidated in the fall of 1863 and the spring of 1864. This increased the number of regiments per brigade to anywhere from 5 to 9 regiments. This many maneuver elements in one brigade caused serious control problems for one commanding officer. Most employed a “demi-brigade” commander, who took tactical control of half of the brigade, while the brigade commander proper controlled the other half. Use the following rules for the individual Union brigades. Knefler and Scribner’s brigades appeared to use demi-brigade commanders. On the field of battle place a miniature for the brigade commander and an additional figure for the demi-brigade commander. The brigade commander can give orders and benefits to any unit in the brigade. The demi-brigade commander may only give orders to the units listed under his command in the order of battle. He does not confer any morale benefits, but may give movements orders. He may not give any orders to the other regiments in the brigade. He can be replaced if he becomes a casualty during the course of the battle. McLean’s, Gibson’s, Carlin’s, and King’s brigades do not have a demi-brigade commander listed in the Official Records, so are not assigned one. Use the normal command and control rules. It appears as if General Hazen tried something unique. He grouped two regiments together into a single maneuver element he confusingly called a battalion. This allowed him to issue orders to four units instead of eight. The eight regiments of Hazen’s brigade begin the game grouped into the four battalions listed in the order of battle. As long as the two regiments in a battalion remain

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