Fredericksburg is probably not a great choice for a
wargame for several reasons, firstly the size - it was the biggest ever battle on American soil (the only time the Confederates managed to field over 75,000
men) fought over a six-mile front. Secondly, the terrain, coupled with
Burnside's unimaginative deployment of the Union army, means there is little
room for manoeuvre. Thirdly, the battle had more in common with those of 1864
being a bloody one-sided affair.
That said, I have been wanting to try to game this
fascinating battle for some time as I felt that although it might be a bit dull
as a traditional game, it could possibly work well as a solo endeavour. Having
read in detail about the campaign I realised that although the attack on Marye’s
Heights was clearly folly, the Union had a real chance of success further to
their left which the generals failed to exploit.
I don’t have enough figures to represent the forces unit
for unit so have scaled the OOB down by omitting some Divisions from each side,
even so there will be upward of 45 Brigades in play. I have also had to
contract the battlefield slightly to allow everything to fit on my 6’ x 4’
table but all the significant terrain features have been represented.
The main sources I used to compile the scenario were Battles & Leaders of The Civil War Vol 3 and Time Life’s Rebels Resurgent.
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The table looking west towards Fredericksburg. |
Special Rules
1. The Union had a number of heavy artillery batteries
posted across the Rappahannock and to accommodate these on the table I have had
to increase the range of Union rifled batteries. Rule: Union rifled artillery
has a range of 25”
2. The Union attacks on Marye’s Heights were made under tactical
restraints imposed by the high command. Rule: Divisional attacks on Marye’s
Heights must be made in column of Brigades with no units allowed to deploy to
the flanks.
3. The canal in front of Fredericksburg caused problems for
the advancing Union troops who became bunched as they crossed via narrow
bridges. Rule: It takes one turn to
cross the canal and during this turn the Confederates +1 to all artillery die
rolls.
4. Hazel Run was an obstacle that effectively divided the
battlefield. Rule: Hazel Run is impassable terrain except via the bridge.
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The view from the Union left flank. |
Order of Battle
Army of the Potomac - Burnside
Left Grand Division – Franklin
1st Corps – Reynolds
1st Division – Doubleday
2nd Division – Gibbon
3rd Division – Meade
6th Corps – Smith
1st Division – Brooks
2nd Division – Howe
Right Grand Division – Sumner
2nd Corps – Couch
1st Division - Hancock
2nd Division – Howard
3rd Division – French
2nd Division (5th Corps) – Sturgis
Army of Northern Virginia – Lee
Left Wing – Longstreet
Ransom’s Division
McLaws’ Division
Hood’s Division
Right Wing – Jackson
A P Hill’s Division
D H Hill’s Division
Stuart – Fitzhugh Lee’s cavalry Brigade
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The view from the Union central position. |
Command Restrictions
1. No ASSAULT orders may be given to any Union Brigade.
2. The maximum number of active Union Divisions is limited
to 5. To activate any other Division a currently active Division must be ordered
to retire and issued with HOLD orders. All orders are subject to the usual
command die rolls (Burnside is graded as D, all other Union commanders are C).
3. Doubleday’s Division was tasked with holding the extreme
left of the Union line and his Division may not be activated unless enemy
infantry come within 10”.
4. D H Hill’s Division is held in reserve and may not
activate unless enemy infantry come within 6”.
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The view from the Union right flank. |
Initial Orders
Gibbon, Meade, French, Hancock & Howard – ENGAGE
All other Union Divisions and all Confederate Divisions -
HOLD
Victory Conditions
Union DEM = 6
Confederate DEM = 5
The union side claims 1 VP for each unbroken brigade on
Marye’s Heights or penetrating as far as the Military Road.