Perryville - 8th October 1862

This scenario was developed by Keith McNelly. I would like to thank Brant Treon for his suggestions, and unlike me he has had the oppurtunity to visit the battlefield. This is an ideal scenario for a quick game or better still when your armies are still being "recruited".

Background

On the 14th of August Kirby Smith moved into Kentucky, this was followed on the 28th, when Bragg's wing of this two pronged invasion moved out from Chattanogga. The 13th of September found Bragg at Glasgow, and by the 17th he had captured Munfordville. Instead of pushing on to unite with Kirby Smith and his small army of 9,000, Bragg spread his army out to gather supplies. On the 4th of October Richard Hawes was set up as provisional Confederate governor of Kentucky.

Meanwhile on the 1st of October, Buell led his army of 60,000 out from Louisville in four columns, searching for the Confederates known to be 30 or 40 miles to the east and southeast. He was unaware he greatly outnumbered Bragg's 23,000 or the fact that a significant gap existed between Bragg and Kirby Smith.

At dawn on the 8th McCook’s Corps of Buell's army, moved to secure watering holes for the main army which was following. Bragg, who as stated above was still dispersed, was unaware that the whole Union army was in the area and ordered an assualt on McCook.

The battle started about 2.30pm. Bragg managed to push the Union forces from the field but at great cost to his own army. At nightfall, on learning that he was facing Buell’s complete force Bragg ordered a withdrawl. This effectively ending the Confederate invasion of Kentucky. It is interesting to note that freakish atmospheric conditions prevented Buell and two of his corps commanders hearing the battle raging only three miles away.

The Wargame

The game starts at 2.30pm and lasts until 7.30pm, or 5 turns. It concentrates on the portion of battlefiled where McCook was attacked. The last turn is dusk and as such a number of certain special rules apply. These are:

  • Movement is reduced to 1/2 speed
  • Visibility is reduced to 3"
  • No units can be rallied
  • It takes a full move to recover from disorder
  • All hits receive a saving throw, in some cases they receive a 2nd saving throw.

All Union forces start deployed on table. Some Confederate brigades start on table, others as indicated in the reinforcement schedule, arrive during the course of the game. All commanders, except Bragg start on table, Bragg arrives at 3pm.

Due to the arrival times some units will have reduced first moves, for instance units arriving at 3pm have a ½ move at the 2.30 turn.

The Union 10th Division, including the artillery, counts as green and does not receive a free facing change. No troops are stationary, although Union artillery is unlimbered. Confederate troops enter in battle formation.

Both sides were caught off guard by the size of the enemy force.To simulate this after set up but before any movement any unit not within 3" of a leader must make an unmodified morale check.

Confederate victory conditions: To win the Confederate player must drive both Union Divisions into a morale collapse without more than one Confederate Division becoming exhausted.

Union victory conditions: To win the Union player must exhaust two Confederate divisions and not allow any unrouted - unexhausted Confederate combat unit off the west map edge. Other results are considered a draw.

All woods are "open" and all hills count as single counter hills.

You may also wish to experiment by not splitting the Northern 7th and 34th Brigades. Make them both 6 strength point brigadesThis will really make the Union work to hold a line intact.

Orders of Battle

Union 1st Corps Army of the Ohio, McCook CC

3rd Division Rousseau DC exhaustion = 8

  • 9th Brigade               M5 [ ][ ][ ][ ][ ]  (Deployed at "1")
  • 7th Brigade (left)        M5 [ ][ ][ ]        (Deployed at "2")
  • 7th Brigade (right)       M5 [ ][ ][ ]        (Deployed at "2")
  • 28th Brigade              M5 [ ][ ][ ][ ]     (Deployed at "3")
  • Divisional Artillery      M5 [ ][ ][ ] R-F    (Deployed at "3")

10th Division, Jackson DC exhaustion = 5

  • 33rd Brigade              M4 [ ][ ][ ][ ]     (Deployed at "4")
  • 34th Brigade left         M4 [ ][ ][ ]        (Deployed at "5")
  • 34thBrigade right         M4 [ ][ ][ ]        (Deployed at "5")
  • Divisional Artillery      M5 [ ][ ] R-F       (Deployed at "6")

 

Confederate Army of the Mississippi, Braxton Bragg AC, Polk CC

  • Army artillery            M5 [ ][ ] SB-H     (Arrives at "B" at 3pm)
  • Army artillery            M5 [ ][ ] SB-H     (Arrives at "C" at 4pm)

1st Division Cheatham DC exhaustion = 6

  • 1st Brigade               M5 [ ][ ][ ][ ]    (Deployed at "1")
  • 2nd Brigade               M5 [ ][ ][ ][ ]    (Arrives at "C" at 3pm)
  • 3rd Brigade               M5 [ ][ ][ ]       (Deployed at "2")

2nd Division Anderson DC exhaustion = 4

  • 1st Brigade               M5 [ ][ ]          (Arrives at "B" at 3pm)
  • 2nd Brigade               M5 [ ][ ][ ][ ]    (Arrives at "B" at 4pm)
  • 4th Brigade               M5 [ ][ ]          (Deployed at "3")

3rd Division Buckner DC exhaustion = 5

  • 2nd Brigade               M6 [ ][ ][ ]       (Arrives at "A" at 3pm)
  • 3rd Brigade               M5 [ ][ ][ ]       (Deployed at "4")
  • 4th Brigade               M5 [ ][ ][ ][ ]    (Arrives at "A" at 4pm)

 

Map

 

 

 

 

 

 

 

 

 

 

 

Sources

  • Practical Wargamer, July/August 1996 - George Anderson.

  • The Civil War: A Narrative - Shelby Foote


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