Mississippi Fortress
Mississippi Fortress Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Army Organization
- 3.0 Weather
- 4.0 Special Units
- 4.2 Confederate Shore Batteries
- 4.3 Bowen's Division
- 4.4 Militia Units
- 4.5 Combining Confederate Units
- 5.0 Special Terrain
- 5.2 Swamp Terrain
- 5.3 The Mississippi and Yazoo Rivers
- 5.4 Vicksburg
- 6.0 The Scenarios
- 7.0 Optional Rules
- 8.0 Player Notes
- 9.0 Historical Commentary
- Reference Charts
1.0 Introduction
Mississippi Fortress is a two Player strategic game covering General Ulysses S. Grant's campaign against Vicksburg from April 29th through July 4th, 1863. The playing pieces represent Confederate infantry divisions and brigades, Union infantry divisions, and the cavalry regiments of both sides, as well as assorted garrison and artillery units. Each combat strength point represents around 800 infantry, 400 cavalry, or 16 artillery pieces, depending on the unit type represented. The map depicts the theater of operations from Bruinsburg to Jackson, Mississippi, centered on Champion Hill. It is divided into "Areas" to regulate movement. Each Area represents approximately a 14 mile square. Each turn represents about 2 days of real time.
1.11 Game Components
Your copy of Mississippi Fortress should contain the following items:
- One 2nd Edition Standard Rules Book
- One 2nd Edition Exclusive Rules Book
- One 17" x 22" Game Map
- One Countersheet containing 240 die cut counters
- One 8 1/2" x 11" Battle Board
- One 8 1/2" x 11" 2nd Edition Turn Record and Victory Point Track
- Two copies each of the two Unit Status Sheets
- One six-sided die
If any of these parts are missing or damaged, write to:
Clash of Arms Games The Byrne Bldg. #205 Lincoln & Morgan Sts. Phoenixville, PA. 19460 USA Or e-mail us at: [email protected]
2.0 Army Organization
The following rules set out the background material governing the way the opposing armies are organized.
2.1 Leaders
There are two types of Leader units present in the game - the "Commanders," Grant, Pemberton and Johnston, and "Officers," who represent the individuals who led the Union Corps. The Confederate Player does not have Officer units unless playing with the optional rules.
2.11 Commander/Officer Leaders: The Union Commander Grant may, and both Confederate Commanders must, also function as Officers as defined in the Standard Rules. For this reason all three Commanders have been assigned Offensive and Defensive Ratings and the two Confederate Commanders have also been given formation identifiers.
a. Regardless if Grant is planning to act as an Officer in a particular turn, during the Union Communications Phase Union infantry units trace a LOC to their regular Officer, and the Officer must in turn trace a LOC to the Union Commander, Grant, as per the Standard Rules governing LOCs. If unable to trace a LOC to their Officer, infantry units may instead trace a LOC directly to Grant, as though he was their Officer, as per the Standard Rules.
b. In most scenarios, the Confederate Player does not have separate Officer units to use as intermediaries in tracing LOCs between his infantry units and Commanders. Instead, during the Confederate Communications Phase, Confederate infantry units must trace a LOC to their respective Commanders, Johnston or Pemberton, as though they were their Officers, using their formation identifier to distinguish the correct Commander.
c. In either case above, when infantry units trace a LOC to a Leader who is a Commander/Officer, the Commander/Officer must be stacked with, or in an Area adjacent to the infantry unit, or the infantry unit is considered out of communications.
2.12 Commander/Officer Leaders in Combat: In most games of this series, Commanders must occupy the Reserve Position during combat. However, in this game Commander/Officer Leaders may function as regular Officers during combat and be placed in Line Positions.
a. Grant (but not his replacement) may be placed in any Line Position as an Officer during combat. If no other Leader is present in the Line Position, Grant may contribute his Offensive or Defensive Rating towards a column shift on the FCRT for that Line Position as per the Standard Rules. If a friendly Officer is also present in the Line Position then Grant is ignored and the other Officer's ratings are used instead. If Grant occupies a Line Position during combat, he may become a casualty, regardless if other Leaders are present. If Grant occupies a Line Position during combat his ratings may be used in comparison with enemy Officers when attacking or defending across major rivers as per the exception in Standard Rule 9.92c.
b. Johnston and Pemberton (or their replacements) may also be placed in any Line Position to act as an Officer during combat. They may contribute their Offensive or Defensive Rating towards a column shift on the FCRT for the Line Position as per the Standard Rules, but only for units bearing the same Formation Identifier as themselves. If either occupies a Line Position during a battle, he is eligible to become a casualty. If either occupies a Line Position during combat his ratings may be used in comparison with enemy Officers when attacking or defending across major rivers as per the exception in Standard Rule 9.92c.
2.13 Chain of Command: The following chain of command is used when Commanders and/or Officers become casualties:
a. If Commander/Officer Grant becomes a casualty, he is replaced by the Commander McClernand unit (who may function only as a Commander as per the Standard Rules). If Officers McClernand, McPherson, Parke or Sherman become casualties, they are replaced by Officers Ord, Logan, Welsh and Steele respectively, each of whom are in turn replaced by a 0/0 replacement Officer.
b. If Commander/Officer Johnston or Pemberton becomes a casualty, he is replaced by Commander/Officer Breckinridge or Stevenson respectively, each of whom are in turn replaced by a 0/0 replacement Commander/Officer.
2.2 Formations
The following information is used to identify the formation to which a unit belongs.
2.21 Union: The principal Union formation is the Corps. All Union infantry units and Officers are printed with a Roman numeral identifying the Corps to which they belong. This number is important for both tracing communications and combat.
a. Officer Sherman (or his replacement) controls two different formations, the XV and XVI Corps. Both formations trace communications to Sherman as in the Standard Rules. In combat the Union XV and XVI Corps are considered separate formations when assigned to a Line Position (so if a XV Corps unit were placed in a Line Position with a XVI Corps unit, the Line Position would be considered to have units from two different formations, and would suffer the penalties for that condition).
2.22 Confederacy: The principal Confederate formation is the Army. All Confederate infantry units are printed with a capital letter ("J" or "P") formation identifier identifying which of the two Commander/Officer Leaders to which they trace communications. This letter is important for both tracing communications and combat.
a. The Standard Rules allow all the of infantry units from any one formation (plus one artillery and cavalry unit) to occupy a Line Position on the Battle Board. In Mississippi Fortress, the Confederate Player is limited to stacking no more than four infantry divisions (count an infantry brigade as one-half a division) printed with the same Formation identifier in a Line Position.
2.3 Home Areas
The following information details each side's Home Area during the game.
2.31 Union: The Union Player has no Home Area. Historically, the Union commander cut loose from his bases during the campaign. There is no penalty for Grant failing to trace a LOC to his Home Area each turn.
2.32 Confederate: The Confederate Player has two distinct Home Areas. Johnston, and units under his command, treat Area 15, Jackson, as their Home Area. Pemberton, and the units under his command, treat Area 18, Vicksburg, as their Home Area. Unlike other games in the series, in Mississippi Fortress, there is no penalty for either commander failing to trace a LOC to his respective Home Area each turn.
3.0 Weather
Aside from heavy rains which caused high water levels in the Mississippi River in the winter of 1862-1863, the weather during the campaign was not harsh. However, there were several days of extreme heat or heavy rain.
3.1 Historical Weather
Players wishing to use the historical weather should consult the Turn Record Track and use the weather condition printed there for that turn's weather.
3.2 Types of Weather
The three types of weather conditions occurring in Mississippi Fortress are:
a. Clear - This weather condition has no effect on the game.
b. Heat - Players must add +1 to any rolls on the Straggler Loss Table if the current turn's weather is Heat.
c. Rain - Players must add +1 to any rolls on the Straggler Loss Table if the current turn's weather is Rain. They must add +2 if this is the second consecutive turn of Rain. In addition, any combat rounds fought during rainy weather have their CIC Intensity Level lowered by one (but never lower than 0).
EXAMPLE: It is a rainy weather turn and the Union Player attacks the Confederate Player. The Combat Intensity Level is determined to be 4 (Assault vs. Counterattack orders) but this is reduced to 3 because of the rainy weather.
3.3 Optional Weather
Players wishing to roll for the weather each turn should have the First Player designated in each scenario roll a die during the Weather Segment. Consult the Optional Weather Chart and the printed result is the weather condition for that turn.
4.0 Special Units
A number of special units were present during the campaign. These are described in detail below.
4.1 The Union Navy
During the campaign, the Union Navy was instrumental in ensuring the success of the land operations. In the game, the Union Navy consists of two types of ships, transport steamers and gunboats. Naval units give the Union Player tremendous mobility along the rivers, but are vulnerable to Confederate shore batteries. Naval units are either steamer transports made of wood, or armored gunboats.
4.11 Naval Movement: Naval units may move along the Mississippi and Yazoo major rivers only. They move from river arrow to river arrow printed on the map. They may move downstream (from north to south) from one end of the map to the other in one Movement Phase. They do not have to stop unless a Confederate shore battery is present (see Section 4.2 below). Naval units may move upstream (from south to north) a maximum of two arrows per Movement Phase. Naval units may move both upstream and downstream in a single Movement Phase so long as they do not exceed moving upstream more than two river arrows per turn.
a. Except as otherwise provided in the scenario set up rules for the initial set-up (only), a maximum of two naval units of any type may stack at any one river arrow at the end of any Union Movement Phase. Any excess ships must be kept off the map (assume there is an infinite number of river arrows available off the map edges) until sufficient river arrows are freed up. The Union Player may also, at his option, keep as much of his navy off the map as he chooses. However, an unlimited number of naval units may pass through any given river arrow during the Movement Phase, so long as they do not end the Movement Phase overstacked.
4.12 Transporting Land Units: Union land units that begin the Movement Phase in land Areas adjacent to a river arrow containing transport steamer(s) may be loaded onto the transports. The transport(s) may then move up or down the river(s) subject to Rule 4.11 above.
a. Union land units and transport steamers must have begun the Movement Phase adjacent to each other in order for the land units to embark. Units may not embark from an Area that is controlled by Confederate units (but see Rule 4.13 below). At the beginning of the Union Movement Phase, place the embarking land units underneath the transport counter(s).
EXAMPLE: Union land units begin the Movement Phase in Area 17. If the transports begin the Movement Phase on the Vicksburg or Warrenton river arrows, the land units may embark. If the transports had moved from the Young's Point, Yazoo River or Steel's Bayou river arrows that turn, however, the land units must wait until the next Union Movement Phase to embark.
b. After all other Union movement is completed, but before the Union Combat Phase begins, Union units may disembark from transport steamers onto any adjacent land Areas that are not controlled by Confederate units. They may not move further that phase. A unit could embark, move by transport, and disembark all during the same Movement Phase. Naval units may not move further themselves after disembarking units.
c. Each transport steamer can carry a maximum of 6 combat strength points. If a unit has 7 or more combat strength points, it would require two transport steamers to carry it (although they could also carry an additional 5 combat strength points at the same time). There is no restriction on the number of units that can be carried, so long as no steamer carries more than 6 combat strength points per turn. Leaders and dummies can be carried for free.
d. Gunboats may not transport land units.
HISTORICAL NOTE: After reading the commentary included with this game, players may note the rate of transfer of Union troops using the rules above is too slow compared with the historical performance. The designer has opted to use this slower transfer method to simulate the historical "pause" that took place once Grant was across the Mississippi. For Grant seriously considered turning south (off the map and hence out of our game) at this time, and pondered this move for several days. Rather than write a "Grant Pauses" rule, the slower naval transfer simulates this lull quite nicely.
4.13 Emergency Naval Evacuation: Normally, Union land units may not embark from or disembark into an Area controlled by Confederate units. However, the Union Player may use either Retreat Before Combat or issue Withdraw Combat Orders to evacuate his units onto transport steamers during the Confederate Player's Combat Phase.
a. Union land units must be in land Areas adjacent to a river arrow containing a transport steamer(s) to embark during the Confederate Combat Phase. Each unit evacuated must roll on the Straggler Loss Table to simulate the disorganization (in addition to any losses suffered in combat) present in such an operation. Any straggler losses suffered in an emergency naval evacuation are considered permanent casualties (prisoners) and may not be recovered. The Union transport steamers may not move until the Union Player's following Movement Phase.
4.14 Tracing LOCs: The Union Player may trace a LOC across the Mississippi and Yazoo Rivers if a transport steamer unit occupies the river arrow between two adjacent land Areas on opposite sides of the particular river.
4.15 Exiting the Map: Naval units may exit either the north or south map edges via the Mississippi River during play. Assume there are an infinite number of river arrows available for them to stack on just off the map edges. Naval units off the map cannot be attacked in any manner. Unlike land units, naval units that have exited the map may re-enter the map in the proper phase on any turn the player wishes.
a. In a similar manner, Union naval unit reinforcements may be withheld indefinitely off the map edge until the Union player wishes to use them (unlike land units which must appear within two turns of being called for).
4.2 Confederate Shore Batteries
The Confederates used several batteries of shore guns to contest control of the Mississippi River. Use the following rules to govern the use of shore batteries in the game.
4.21 General Rule: Union naval units may not simply move past Confederate shore batteries, but must stop and undergo an attack. After undergoing the attack, the surviving naval units are free to continue moving, regardless if any ships were sunk or not.
4.22 Placement of Batteries: Shore batteries are placed face up in their respective starting Areas as given in the scenarios, right beside the river arrows they are guarding. They are visible at all times to both Players.
a. Shore batteries may not move, Retreat Before Combat, or engage in combat with land units.
b. Like artillery units, shore batteries exert limited Control over the Area they occupy (see Standard Rule 3.44), and over the river arrow adjacent to the Area they occupy. Union units may not disembark into an Area with a shore battery.
c. If Union land units occupy an Area containing a shore battery, and no other Confederate units are in the Area (do not count dummy units or Leaders), the shore battery is considered destroyed and immediately removed from the game.
4.23 Batteries and Combat: Naval units must stop on river arrows adjacent to shore batteries and undergo an attack. After undergoing the attack, the surviving naval units are free to continue moving, regardless if any ships were sunk or not.
a. Batteries may fire at each stack of naval units that stops during the Union Movement Phase. They may only fire once at each stack that is moving downstream but twice at each stack that is moving upstream.
b. To attack, the Confederate Player rolls one die for each battery firing and consults Shore Battery CRT A. A die roll of one through five results in no losses. A die roll of six results in one ship sunk. The Confederate Player may add +1 to his die roll if the only ship present is made of wood or if the top ship in a stack is made of wood.
c. If there is more than one Union naval unit undergoing attack, and a ship is sunk, the Confederate Player must roll a die and consult Shore Battery CRT B. A roll of one through five results in the top ship in the stack being sunk. A roll of six results in the bottom ship being sunk. NOTE: The losses suffered by a two ship stack represent the tactic of lashing a vulnerable transport steamer to a gunboat for protection. The top ship represents the one closest to the shore battery.
d. If Union transport steamers carrying land units are sunk by shore batteries, both the steamer and the land units they are transporting are lost and counted as Victory Points by the Confederate Player.
e. Shore batteries cannot be attacked by naval units in any way. They can only be destroyed by having Union land units occupy the Areas they are sited in (see Rule 4.22c above).
EXCEPTION: If at least one Union gunboat (it need not be the same gunboat) remains opposite the Grand Gulf shore battery for five consecutive turns (the battery may shoot at the gunboat(s) during those five turns) the battery is silenced. Flip the battery over. Union troops may now disembark in this Area if it is not otherwise Confederate Controlled (eliminating the battery). Otherwise, the battery remains silenced until the beginning of the following Confederate Player turn when it may be turned face up and again engage Union naval units. The Vicksburg and Warrenton shore batteries may not be silenced in this manner.
4.3 Bowen's Division
Confederate Brigadier General John Bowen displayed outstanding combat performance when his small division fought the Union XIII Corps to a standstill (May 1st, 1863 at Port Gibson). Use the following rule to simulate his leadership.
4.31 Inherent Officer: If occupying an Area without Commander/Officer Pemberton (or his replacement) present when attacked, Bowen's Division is considered to possess an inherent Officer counter, rated 2-2. This has the following benefits:
a. The Line Position containing Bowen's Division may be assigned any Combat Order the Confederate Player chooses (subject to any other applicable restrictions, i.e. the division is currently ineffective), even if Bowen's Division was unable to trace a LOC to Pemberton during the Confederate Communications Phase.
b. The Line Position containing Bowen's Division may qualify for a column shift on the FCRT based on the Offensive or Defensive Ratings of the inherent Officer as per the Standard Rules.
c. The inherent Officer may be used to contest the Attacker's occupation of an Area when combat over river crossings occurs as per the exception in Standard Rule 9.92c.
d. The inherent Officer cannot be killed or removed in the game.
NOTE: OK, it's a bit hokey that Bowen can't die but he is the hero of the game, and besides, he has a fatal rendezvous with dysentery scheduled for mid-July.
4.32 Restrictions: The above benefits apply only during Union or Confederate Combat Phases when Bowen's Division is attacking or defending in the absence of Pemberton (or his replacement). The Confederate Player may not claim these benefits if Pemberton (or his replacement) are present in the Area when attacking or defending. Bowen's Division must continue to trace a LOC to Pemberton (or his replacement) during the Confederate Communications Phase (and Union Victory Point Phase) and all other Standard Rules governing infantry units that are out of communications still apply to Bowen.
4.4 Militia Units
Both the Union and Confederate Players have militia units. The following special rules, in addition to all Standard Rules governing militia units, are in effect.
a. The Vicksburg garrison (despite its name) is a militia unit. It is free to move and does not have to stay in Vicksburg. Like any militia unit, it is free of LOC restraints and may freely stack with other Confederate units in a Line Position (subject to the Standard Rules).
b. The Union Provisional Division represents a number of second line troops brigaded together which were present in the Louisiana Northeast District. Like any militia unit, it is free of LOC restraints and may freely stack with other Union units in a Line Position (subject to the Standard Rules).
4.5 Combining Confederate Units
Many of the Confederate units sent to central Mississippi were small brigades of infantry, loosely organized into an army under General Joe Johnston. The Confederate Player may assimilate these small units into larger ones.
4.51 Eligibility: Any Confederate infantry division that has suffered a loss of combat strength points from casualties (not stragglers) may be rebuilt by transferring combat strength points from Confederate infantry brigades. Combat strength point transfers occur at the end of the Confederate Player's Movement Phase.
4.52 Procedure: The Confederate Player must have the units performing the transfer currently in the same Area or he may bring them together during the Movement Phase. Remove the brigade-sized units from the map and add their current combat strength points to the division being upgraded. The Confederate Player must remove the entire brigade, even if he cannot use all the combat strength points at the time of transfer. Erase losses to the division on the Unit Status Sheet equal to the strength of the brigade(s) being eliminated (but do not erase any VPs earned by the Union Player for causing the original casualties).
4.53 Restrictions: Confederate brigades with the "J" formation identifier may be used to build up the strength of divisions with both the "J" and "P" formation identifier. Brigades with the "P" formation identifier may only be used to build up the strength of divisions with the "P" formation identifier.
a. An infantry division's combat strength may never exceed its full strength as listed on the Unit Status Sheet. Any excess strength points gained from assimilating a brigade are lost.
b. Only infantry brigades may combine strengths with infantry divisions. Cavalry, artillery and militia units may never be assimilated.
5.0 Special Terrain
Both the mountainous terrain present in the theater and the fortress of Vicksburg require special rules to simulate combat against them.
5.1 Mountainous Terrain
Combat in mountainous terrain (Areas 3, 10 and 18) follows the combat procedure as laid out in the Standard Rules. However, mandatory combat may be required in these Areas, and if combat occurs in such a case, only one Player's forces may end the Combat Phase in these types of Areas.
5.11 Mandatory Combat: If the phasing Player moves into Area 18 (Vicksburg) from any adjacent Area, he must declare combat if units of the non-phasing Player occupy the Area.
a. If the phasing Player moves into Areas 3 (Haynes Bluff) or 10 (Snyders Bluff) from Areas 2 (Steele's Bayou) or 9 (Chickasaw Bayou), he must declare combat if the non-phasing Player occupies the Area(s).
EXCEPTION: The phasing Player does not have to declare combat if moving into Area 3 (Haynes Bluff) from Areas 4 (Oak Ridge) and/or 11 (Tiffentown) nor does he have to declare combat if moving into Area 10 (Snyders Bluff) from Areas 3 (Haynes Bluff), 11 (Tiffentown) and/or 18 (Vicksburg).
5.12 Mandatory Withdrawals: If the Attacker is forced to declare combat, as per Rule 5.11 above, then if any of the Defender's units remain in a mountainous Area after one or both combat rounds have been completed, the Attacker must withdraw his forces to the adjacent Area(s) he moved from as if he had played Withdraw Combat Orders during the round (regardless what Combat Orders he did play) but without checking for stragglers.
5.2 Swamp Terrain
Swamp Areas impose special limitations on movement. No unit may move from one swamp Area directly to another swamp Area using regular land movement unless the two Areas are connected by a road or railroad. Artillery units may only enter or exit swamp Areas via roads. Players may not Force March into or out of an Area containing swamp terrain. A unit could move directly from one swamp Area to another if the two Areas were separated by or adjacent to a major river and the unit was transported by a steamer.
5.3 The Mississippi and Yazoo Rivers
The Mississippi River and a portion of the Yazoo River are too wide to attack across, or even cross without naval assistance. Note they have no crossing points. Treat these two rivers as major rivers in all other respects. In order to cross the Mississippi or Yazoo, Union land units will have to board transport steamers from adjacent land Areas and then disembark (or move by naval transport and then disembark) onto adjacent land Areas on the other side of the river.
5.4 Vicksburg
The fortress of Vicksburg was extremely powerful. If the Union Player cannot take Vicksburg by combat (which is difficult given the rules in Section 5.1 above), he will have to besiege it in order to reduce its strength.
5.41 Besieging Vicksburg: Vicksburg is considered besieged if Union combat units (not dummies or Leaders) occupy Areas 10 (Snyders Bluff), 19 (Mt. Albion) and 23 (Warrenton) simultaneously. If Confederate units also occupy Areas 10, 19 and 23, Vicksburg is still considered besieged so long as Union forces occupy these three Areas.
5.42 Supplying Vicksburg: At the end of the first Confederate Player turn that Vicksburg is besieged, place the "Vicksburg Supplies" marker in position 10 of the Vicksburg Siege Track. At the end of each consecutive Confederate Player turn hereafter during which the siege continues, move the marker one space down the track towards "0". If the siege is lifted (that is if Union units do not simultaneously occupy Areas 10, 19 and 23 at the end of a Confederate Player turn) the Vicksburg Supplies marker moves one space up the track towards "10" at the end of each Confederate Player turn the siege is lifted. The marker may not increase above 10, however.
5.43 Vicksburg Surrender: If the "Vicksburg Supplies" marker enters the "0" box on the track, any and all Confederate forces in Areas 10, 18, 19 and 23 immediately surrender. Remove them from the board treating their remaining strength points as casualties. These "paper casualties" inflicted on surrendered units count for Victory Point purposes for the Union Player (although there are no special VPs awarded for the surrender itself).
5.44 Automatic End of Game: If Vicksburg is captured by the Union Player, either through combat or by siege, the Confederate Player must retake Area 18 within three turns (no Union units may be present in the Area) or the game is over. Proceed at that time with calculating the total Victory Points accumulated by each side to see who won.
6.0 The Scenarios
Each Player's units begin the game already on the map or appear as reinforcements. Refer to the specific scenario being played for further details.
6.1 The Battle of Champion Hill (Introductory Scenario)
The largest pitched battle of the Vicksburg campaign occurred at Champion Hill on May 16th, 1863. It was perhaps Pemberton's last chance to inflict a serious defeat on Grant. This introductory scenario begins on Turn 13 (May 13-14) and ends on Turn 16 (May 19-20). Because this scenario starts in the middle of the campaign, some units had already suffered combat strength point losses and thus start with reduced strength. These reduced strengths represent casualties, not stragglers and may not be recovered. However, all units start at full strength unless a reduced strength is printed in parentheses besides the unit listing below.
Union (1st Player):
Place the following units in Area 13 at start:
- Commander/Officer Grant
- 2nd Wisconsin Cavalry Regiment
The XV Corps:
- Officer Sherman
- 1st Division
- 2nd Division
- 3rd Division
- XV Corps Artillery Brigade
The XVII Corps:
- Officer McPherson
- 3rd Division (5)
- 7th Division
- XVII Corps Artillery Brigade
Place the following units in Area 22 at start:
- 6th Division
The XIII Corps:
- Officer McClernand
- 9th Division (4)
- 12th Division
- XIII Corps Artillery Brigade
Place the following units in Area 26 at start:
- 5th Illinois Cavalry Regiment
The XIII Corps:
- 10th Division
- 14th Division
Place the following unit in Area 32 at start:
- 3rd Iowa Cavalry Regiment
Place the following units on the river arrow opposite Area 43 at start:
- two transport steamers
Place the following units on the river arrow opposite Area 36 at start:
- two transport steamers
Reinforcements:
On Turn 16 (May 19-20) at Area 35:
- 4th Division (XVI Corps)
Confederacy (2nd Player):
Place the following units in Area 18 at start:
- M.L. Smith's Division
- Forney's Division
- Miss. Artillery Battalion
- Vicksburg Garrison
- Vicksburg Battery
Place the following units in Area 19 at start:
- Commander/Officer Pemberton
- 2nd Miss. Cavalry Regiment
- Arkansas Artillery Battalion (2)
Place the following units in Area 20 at start:
- Stevenson's Division
- Loring's Division
- Bowen's Division (6)
- Louisiana Artillery Battalion
Place the following units in Area 15 at start:
- Commander Johnston
- Walker's Brigade
- Gist's Brigade
- Gregg's Brigade (3)
- Georgia Artillery Battalion
Place the following unit in Area 23 at start:
- Warrenton Battery
Reinforcements:
On Turn 13 (May 13-14) at Area 7:
- Ector's Brigade
- McNair's Brigade
At Area 47:
- Rust's Brigade
- Maxey's Brigade
Victory Conditions: The Union Player wins this scenario if, at the end of the last game turn, he occupies Jackson (Area 15) with at least one effective infantry unit that was judged to be in communications that turn, and has an equal or higher VP total than the Confederate Player. The Union Player need not be solely occupying Jackson for this purpose, Confederate units may be present too. The Confederate Player wins if the Union Player fails to occupy Jackson, or the Union Player has a lower VP total than does the Confederate Player at the end of the game.
During the course of the game, both Players may earn Victory Points (VPs). Some VPs may be earned each turn, and some may only be earned at the end of the game. Players are provided with VP markers ("x1" and "x10") to record VP accumulation on the Victory Point Track.
EXAMPLE: To record 21 VPs place the VP x10 marker in the box numbered 2 and the VP x1 marker in the box numbered 1.
The Union Player begins this scenario with 8 VPs already accumulated. The Confederate Player begins with 15 VPs already accumulated. Union VPs are awarded as follows:
1). 2 VPs for each combat strength point lost by the Confederate Player since the previous Union Victory Point Phase.
2). 1 VP for each unrecovered Confederate straggler loss at the end of the game.
3). 3 VPs for each Confederate infantry division that is ineffective at the end of the game.
Confederate VPs are awarded as follows:
1). 3 VPs for each combat strength point lost by the Union Player since the previous Confederate Victory Point Phase.
2). 1 VP for each unrecovered Union straggler loss at the end of the game.
3). 4 VPs for each Union infantry division that is ineffective at the end of the game.
6.2 Grant's Land Campaign
By the spring of 1863, Grant was ready with another plan to seize Vicksburg. He would march down the west side of the Mississippi and rely on the Union naval forces being able to run the batteries and meet him south of Vicksburg. The ships would then allow the Union army to cross the Mississippi and interpose itself between the two Confederate armies of Johnston and Pemberton. Finally, Vicksburg would be attacked from the south and east. The campaign was a stunning success. This scenario picks up with Grant already south of Vicksburg. The Scenario is 34 turns long and begins on April 29-30 (Turn 6) and ends July 3-4, 1863 (Turn 39).
Union (1st Player):
Place the following units in Area 2 at start:
- Place four transport steamers on river arrow adjacent to Area 2.
The XV Corps:
- Officer Sherman
- 1st Division
- 2nd Division
- 3rd Division
- XV Corps Artillery Brigade
Place the following units in Area 35 at start:
- Place five transport steamers on the river arrow adjacent to Area 35.
Army of the Tennessee:
- Commander/Officer Grant
- 5th Illinois Cavalry Regiment
- 3rd Iowa Cavalry Regiment
- 2nd Wisconsin Cavalry Regiment
The XIII Corps:
- Officer McClernand
- 9th Division
- 10th Division
- 12th Division
- 14th Division
- XIII Corps Artillery Brigade
The XVII Corps:
- Officer McPherson
- 3rd Division
- 6th Division
- 7th Division
- XVII Corps Artillery Brigade
Reinforcements:
On Turn 16 (May 19-20) at Area 35:
- 4th Division (XVI Corps)
On Turn 19 (May 25-26) at Area 2:
- Provisional Division
- Kimball's Division (XVI Corps)
On Turn 27 (June 10-11) at Area 35:
- Herron's Division (XVII Corps)
On Turn 28 (June 12-13) at Area 2:
The XVI Corps:
- 1st Division
- XVI Corps Artillery Brigade
On Turn 29 (June 14-15) at Area 35:
The IX Corps:
- Officer Parke
- 1st Division
- IX Corps Artillery Brigade
On Turn 30 (June 16-17) at Area 35:
- 2nd Division (IX Corps)
Confederacy: 2nd Player
Place the following units in Area 3 at start:
- Stevenson's Division
- the Arkansas Artillery Battalion
Place the following unit in Area 15 at start:
- Gregg's Brigade
Place the following units in Area 18 at start:
Pemberton's Army:
- Commander/Officer Pemberton
- Forney's Division
- M. L. Smith's Division
- Vicksburg Garrison Brigade
- 2nd Miss. Cavalry Regiment
- Miss. Artillery Battalion
- Vicksburg Shore Battery
Place the following unit in Area 20 at start:
- Loring's Division
Place the following unit in Area 23 at start:
- Warrenton Shore Battery
Place the following unit in Area 26 at start:
- Vaughan's Brigade
Place the following units in Area 36 at start:
- Bowen's Division
- Louisiana Artillery Battalion
- Grand Gulf Shore Battery
Reinforcements:
On Turn 10 (May 7-8) at Area 15:
Johnston's Army:
- Commander/Officer Johnston
- Gist's Brigade
- Walker's Brigade
- Georgia Artillery Battalion
On Turn 13 (May 13-14) at Area 7:
- Ector's Brigade
- McNair's Brigade
On Turn 13 (May 13-14) at Area 47:
- Maxey's Brigade
- Rust's Brigade
On Turn 24 (June 4-5) at Area 7:
- Breckinridge's Division
- Jackson's Cavalry Division
On Turn 24 (June 4-5) at Area 34:
- Evans' Brigade
Victory Conditions: Victory is determined after the Union Player has held Vicksburg for 3 consecutive turns or at the end of Game Turn 39, whichever comes first. Victory is based on having a higher Victory Point total than the other Player at the end of the game. If, at the end of the game, both Players have an equal number of Victory Points, then the Player in control of Vicksburg is the winner.
During the course of the game, both Players may earn Victory Points (VPs). Some VPs may be earned each turn, and some may only be earned at the end of the game. Players are provided with VP markers ("x1" and "x10") to record VP accumulation on the Victory Point Track.
EXAMPLE: To record 21 VPs place the VP x10 marker in the box numbered 2 and the VP x1 marker in the box numbered 1.
Union: The following VPs are awarded during the Union Victory Point Phase of each turn:
1). 1 VP per turn for each turn that Vicksburg is besieged.
2). 2 VPs for each combat strength point lost by the Confederate Player since the previous Union Victory Point Phase (including surrendered units).
The following VPs are awarded at the end of the game:
3). 1 VP for each unrecovered Confederate straggler loss at the end of the game.
4). 3 VPs for each Confederate infantry division that is ineffective at the end of the game.
5). 10 VPs if Jackson is captured and no Confederate units reoccupy that Area by the end of the game.
6). 50 VPs if Vicksburg is captured by Game Turn 15 (May 17-18) and no Confederate units reoccupy Vicksburg by the end of the game, or;
7). 25 VPs if Vicksburg is captured by Game Turn 30 (June 16-17) and no Confederate units reoccupy Vicksburg by the end of the game, or;
8). 20 VPs if Vicksburg is captured by Game Turn 39 (July 3-4) and no Confederate units reoccupy Vicksburg by the end of the game.
Capture is defined as solely occupying the Area at the end of a game turn. If the Union Player is attempting to claim Victory Points for conditions 5 through 8 above using an infantry unit, the infantry unit must have been able to trace a LOC to its Officer, and the Officer to the Union Commander, during the Union Communications Phase of the turn in which the points are being claimed, or the points may not be claimed. In any event the VPs for conditions 5 through 8 are an one time award earned at the end of the scenario.
Confederacy: The following VPs are awarded during the Confederate Victory Point Phase of each turn:
1). 1 VP for each turn that Jackson is occupied by a Confederate unit.
2). 1 VP for each Union infantry unit that cannot trace a LOC to its Officer.
3). 3 VPs for each combat strength point lost by the Union Player since the previous Confederate Victory Point Phase.
4). 5 VPs for each Union naval unit that was lost since the previous Confederate Victory Point Phase.
The following VPs are awarded at the end of the game:
5). 1 VP for each unrecovered Union straggler loss at the end of the game.
6). 4 VPs for each Union infantry division that is ineffective at the end of the game.
7). 20 VPs if Vicksburg remains solely occupied by Confederate units and not under siege at the end of the game.
If the Confederate Player is attempting to claim Victory Points for conditions 1 or 7 above using an infantry unit, the infantry unit must have been able to trace a LOC to its Commander/Officer during the Confederate Communications Phase during the turn in which the points are being claimed, or the points may not be claimed.
EXAMPLE: No infantry unit with a "J" formation identifier may be used to claim VPs until Commander/Officer Johnston appears as they will all be out of communications until then.
6.3 Porter Runs the Batteries
While Grant marched two-thirds of his army south along the west bank of the Mississippi River, Admiral Porter was to run his gunboats with the steamers past the powerful Vicksburg batteries and meet Grant at Hard Times. This scenario represents the grand campaign game. It begins five turns earlier than Scenario 6.2 above. The game begins on Turn 1 (April 19-20) and ends on Turn 39 (July 3-4).
Union: (1st Player)
Place the following units in Area 2 at start:
The XV Corps:
- Officer Sherman
- 1st Division
- 2nd Division
- 3rd Division
- XV Corps Artillery Brigade
Place the following units in Area 8 at start:
Army of the Tennessee:
- Commander/Officer Grant
The XVII Corps:
- Officer McPherson
- 3rd Division
- 6th Division
- 7th Division
- XVII Corps Artillery Brigade
Place the following units in Area 16 at start:
The XIII Corps:
- Officer McClernand
- 9th Division
- 10th Division
- 12th Division
- 14th Division
- XIII Corps Artillery Brigade
Place the following units in Area 17 at start:
- 5th Illinois Cavalry Regiment
- 3rd Iowa Cavalry Regiment
- 2nd Wisconsin Cavalry Regiment
Reinforcements:
On Turn 1 (April 19-20) at Area 1:
- Gunboats Benton, Carondolet, General Price, Lafayette, Louisville, Mound City, Tuscumbia and three transport steamers
On Turn 3 (April 23-24) at Area 1:
- Gunboats Choctaw, Cincinnati, DeKalb, Pittsburgh, Tyler and six transport steamers
On Turn 12 (May 11-12) at Area 1:
- 4th Division (XVI Corps)
On Turn 19 (May 25-26) at Area 1:
- Kimball's Division (XVI Corps)
- Provisional Division
On Turn 23 (June 2-3) at Area 1:
- Herron's Division (XVII Corps)
On Turn 24 (June 4-5) at Area 1:
- 1st Division (XVI Corps)
- XVI Corps Artillery Brigade
On Turn 25 (June 6-7) at Area 1:
The IX Corps:
- Officer Parke
- 1st Division (IX Corps)
- IX Corps Artillery Brigade
On Turn 26 (June 8-9) at Area 1:
- 2nd Division (IX Corps)
Confederacy: 2nd Player
Place the following units in Area 3 at start:
- Stevenson's Division
- Arkansas Artillery Battalion
Place the following unit in Area 15 at start:
- Gregg's Brigade
Place the following units in Area 18 at start:
Pemberton's Army:
- Commander/Officer Pemberton
- Forney's Division
- M. L. Smith's Division
- Vicksburg Garrison Brigade
- 2nd Miss. Cavalry Regiment
- Mississippi Artillery Battalion
- Vicksburg Shore Battery
Place the following unit in Area 20 at start:
- Loring's Division
Place the following unit in Area 23 at start:
- Warrenton Shore Battery
Place the following unit at Area 26 at start:
- Vaughan's Brigade
Place the following units at Area 36 at start:
- Bowen's Division
- Louisiana Artillery Battalion
- Grand Gulf Shore Battery.
Reinforcements:
On Turn 10 (May 7-8) at Area 15:
Johnston's Army:
- Commander/Officer Johnston
- Gist's Brigade
- Walker's Brigade
- Georgia Artillery Battalion
On Turn 13 (May 13-14) at Area 7:
- Ector's Brigade
- McNair's Brigade
On Turn 13 (May 13-14) at Area 47:
- Maxey's Brigade
- Rust's Brigade
On Turn 24 (June 4-5) at Area 7:
- Breckinridge's Division
- Jackson's Cavalry Division
On Turn 24 (June 4-5) at Area 34:
- Evans' Brigade
Special Rule: The following special rule applies to this scenario. Confederate units may not move south of the Big Bayou Pierre River (Areas 38, 43, 44 and 45) until Turn 6 (April 29-30), or until the Union Player lands forces in Area 43, whichever comes first.
Victory Conditions: These are identical to those in Scenario 6.2.
7.0 Optional Rules
Optional rules are just that, optional. Both players must agree before using any of the material in this section in any of the scenarios.
7.1 Longstreet Moves West
What if General Robert E. Lee had considered the central Mississippi region as the decisive theater of operations during the summer of 1863? This rule assumes he allows Longstreet and most of his I Corps to be sent west to bolster Confederate forces at Jackson in an attempt to turn back for good General Grant's thrust against Vicksburg. The following units may appear in either Scenario 6.2 or 6.3:
On Turn 22 (May 31-June 1) at Area 15:
- Officer Longstreet*
- Hood's Division*
- McLaws' Division*
- I Corps Artillery Battalion*
Longstreet is an Officer as per the Standard Rules, who will trace communications to Johnston. His replacement is Officer Hood*, and then a 0/0 rated Officer. All Standard Rules concerning Officers apply to Longstreet or his replacement. Treat the I Corps as a separate Formation for Line Position and Battle Board stacking rules.
7.11 Variable Entry: For added excitement and uncertainty, if both players agree, the Confederate Player rolls a die on Turn 22 at the start of his Movement Phase. If he rolls a 1 or 2 the optional units enter play. On a roll of 3 through 6 they are not used at all.
7.2 Optional Naval Rules
For brave armchair commodores the following optional naval rules using the optional naval units are available.
7.21 Rebel Iron Afloat: The rule assumes the Confederate ironclad Arkansas was not destroyed the previous year (July 1862) and is available at the start of scenarios 6.2 or 6.3, along with some other minor Confederate naval units.
a. Confederate naval forces consist of the ironclad Arkansas*, a wooden Gunboat* and a wooden Steamer*. At the start of either scenario, place the ironclad Arkansas* naval unit on the river arrow adjacent to Vicksburg or stacked with shore battery there in support (see case b below). Place the Gunboat* and Steamer* on any river arrow adjacent to a Confederate shore battery or stacked with a shore battery in support. In general, all rules governing Union naval movement apply to these Confederate naval units as well. The Confederate Steamer* is treated exactly like an Union steamer and may transport troops, etc. The Gunboat* is the equivalent of an Union wooden gunboat. Both the Arkansas* and Gunboat* may initiate or defend in naval combat on the rivers, the Steamer* may only defend. In addition, any naval unit can be used to support Confederate shore batteries but only the Arkansas* provides any positive benefit.
Editor's note: the cross-references "see case b below" in this rule and "see case b above" in case d are printed in the source; the shore battery support procedure is described in case c.
b. Naval combat occurs automatically when opposing naval units occupy the same river arrow at any point during the Movement Phase. Play stops, and a number of simultaneous rounds of naval combat ensue until once side is out of naval units. The phasing player may move all of his naval units before initiating naval combat. During the naval combat rounds, stacking on the river arrows is unlimited. At the conclusion of naval combat, the Movement Phase resumes and all stacking rules (two ships to a river arrow, see Rule 4.11a) are in effect. If the phasing player is unable to meet the stacking requirements by the end of his Movement Phase, any overstacked naval units are eliminated. If the river arrow is adjacent to a Confederate shore battery, the battery may fire once on Shore Battery CRT A before any naval combat rounds ensue (but only once). To conduct a naval combat round, both players count up the number of non-steamer naval units they have present on the river arrow and roll on the Naval CRT below, applying any die roll modifiers listed. All modifiers are cumulative. Keep conducting rounds of naval combat until one side has no naval units left. If a player has more than one naval unit present, the choice of which is hit is up to the owning player.
Naval CRT
| Die Roll | 1-2 Naval Units Firing | 3-5 Naval Units Firing | 6+ Naval Units Firing |
|---|---|---|---|
| 1 or less | - | - | - |
| 2 | - | - | D |
| 3 | - | D | D |
| 4 | D | D | S |
| 5 | D | S | S |
| 6+ | S | S | S |
-: No Effect D: One Ship Damaged S: One Ship Sunk
Die Roll Modifiers:
+2 on die roll to either side if enemy wooden ships are present (or +0 if any of Farragut's fleet wooden ships units are also present).
-1 on Confederate die rolls if Farragut's fleet wooden ships alone are present.
-2 on Union die rolls if the Arkansas* is present.
c. When using a naval unit to support Confederate shore batteries, move it along the river arrows adjacent to the shore battery to be supported and then place it on top of the shore battery (on land and not on a river arrow). This "hop" onto dry land is free and is an abstraction of the defensive siting process. Ships in support do not block enemy naval movement along the adjacent river arrow. A naval unit may not move to support a shore battery if it engaged in a round of naval combat this turn. Add +1 to the die roll when rolling on Shore Battery CRT A if Union naval units attempt to run past a shore battery supported by the Arkansas*, otherwise add +0. This is in addition to the +1 die roll modifier granted for attacking wooden ships. Ships that are in support cannot attack or be attacked themselves in open naval combat (so this is a good defensive measure). There is no limit on how many naval units may support one battery. If the shore battery naval units are supporting is eliminated, then so are any naval units that were in support. Naval units may end support during their own Movement Phase by "hopping" off the shore battery onto the adjacent river arrow (initiating naval combat if Union ships are there waiting for them).
d. Damaged Union ships are immediately removed from the map and may return at Area 1 five turns later, e.g. if a ship is damaged on Turn 2, it may reappear on Turn 7. Place the damaged ship on the Turn Record Track at the turn of its soonest reappearance. Likewise, damaged Confederate ships are also immediately removed from the map but may reappear three turns later at Vicksburg, either on the river arrow adjacent to the city, or in support of the shore battery there (see case b above). Damaged ships do not earn VPs, but each ship sunk earns 5 VPs for the opposing player.
7.22 Farragut's Fleet: The four sea-going ships with three masts represent Union Admiral Farragut's fleet. When playing scenario 6.2 or 6.3 using the Confederate Navy above, then these ships enter the map on the river arrow at Area 43 at any time during the Union Player's Movement Phase, singly or in a group as the Union Player wishes. These naval units function like any other Union warships with the following exceptions:
-
When engaging in naval combat with other Union wooden ships, even one of Farragut's naval units reduces the Confederate Player's +2 die roll modifier for the presence of enemy wooden ships to +0, or;
-
When engaging in naval combat without other Union wooden ships, the Confederate Player's die roll modifier for the presence of enemy wooden ships is reduced to -1.
If damaged, naval units from Farragut's fleet may return five turns later on the river arrow at Area 43.
7.3 Optional Scenario "Sherman's Assault"
Late in December, 1862, prior to the Vicksburg campaign General Sherman attempted to storm the bluffs above Vicksburg. The plan originally called for this assault to be conducted with other Union forces. However, General Grant's supply base at Holly Springs, Mississippi, had been raided and effectively destroyed by Confederate cavalry under Van Dorn. Grant was forced to retreat out of northern Mississippi back to Memphis. Sherman would attack alone. This mini-scenario is five turns long and begins on Dec. 24-25 (Game Turn 1) and ends Jan. 1-2 (Game Turn 5).
Union (1st Player):
Place the following units in Area 1 at start:
- 1st Illinois Artillery battalion*
- Place three transport steamers on the river arrow adjacent to Area 1.
All units of the 1st Division:
- Burbridge's Brigade*
- Landrum's Brigade*
Place the following units in Area 2 at start:
All units of the 4th Division:
- Blair's Brigade*
- Hovey's Brigade*
- Thayer's Brigade*
Place the following units in Area 8 at start:
- Commander/Officer Sherman*
- Place three transport steamers on the river arrow adjacent to Area 8.
All units of the 2nd Division:
- G.A. Smith's Brigade*
- Stuart's Brigade*
Place the following units in Area 9 at start:
All units of the 3rd Division:
- Sheldon's Brigade*
- Lindsay's Brigade*
- DeCourey's Brigade*
Reinforcements: None
Confederacy (2nd Player)
Place the following units in Area 3 at start:
All units of Stevenson's Division:
- Officer Stevenson*
- Barton's Brigade*
- Gregg's Brigade*
- Tracy's Brigade*
- Vaughan's Brigade*
Place the following units in Area 10 at start:
- Mississippi Artillery Battalion*
All units of S.D. Lee's Division:
- Officer S.D. Lee*
- Thomas' Brigade*
- Wither's Brigade*
Place the following units in Area 18 at start:
- Commander/Officer Pemberton
- the Vicksburg Garrison Brigade
- the Vicksburg Shore Battery
Reinforcements: None
Special Rules: All standard and exclusive rules apply in this scenario except that artillery units may not enter Area 9. Sherman is a Commander/Officer leading a corps-sized force in this scenario (historically designated the "Union Right Wing") so use the Commander/Officer Sherman counter instead of the normal Officer Sherman counter to represent him. All Union infantry units trace their LOCs to Sherman. There are no other Union Officers present and Sherman has no replacement. For the Confederate Player, Pemberton too is a Commander/Officer but, in this scenario only, has two subordinate Officer Leaders (Stevenson and S.D. Lee). The infantry units in this two division trace their LOCs to these two Officers as per the Standard Rules, but may also do so to Pemberton. If Pemberton is eliminated, Commander/Officer Stevenson replaces him. Neither side may deploy more than 6 Dummy units in this scenario.
Victory Conditions: The Union Player wins by occupying Vicksburg (Area 18) with at least one infantry unit by the end of the game. Otherwise the Confederate Player wins.
8.0 Player Notes
The following helpful hints are offered to Players desiring to master the campaign games.
8.11 Union: The Union Player should try and get at least 30 strength points across the Mississippi River south of Vicksburg. From there, he should move swiftly east and then northwest, while the Confederate forces are still scattered, leaving a token force at Port Gibson and Carlisle: It will be extremely costly trying to attack Bowen's Division if it stays north of the Big Bayou Pierre River. A flank move on Grand Gulf via Burtonton and Willow Springs should be more successful. The Union Player should move on Jackson at the earliest opportunity to prevent the Confederate Player from earning too many "free" Victory Points (once Johnston arrives). Once Johnston's forces are dealt with it will be easier to move on Vicksburg. If losses haven't been too heavy an attack on the Vicksburg fortress could be attempted. If not, a strong steady siege should result in a Union victory.
8.12 Confederacy: The Confederate Player should attempt to mass his strongest divisions for an attack on the Union forces before the weight of numbers becomes too great in the Union's favor. If unable to hurt the Federals severely, the Confederate Player must take great care in covering Vicksburg. If enough Victory Points can be accumulated, it may be wise to abandon a threatened Vicksburg, saving Pemberton's army for a possible link up with the forces under Joe Johnston. Remember, though, that the game ends three turns after Union forces capture Vicksburg (unless you recapture it), so if this strategy is chosen, make sure you have taken substantially fewer casualties than the Union Player.
9.0 Historical Commentary
I. Background
Following General Ulysses S. Grant's successful campaign against Forts Henry and Donelson in northeastern Tennessee in February of 1862, and his costly victory at Shiloh in April, his Army of the Tennessee stood largely inactive. He had been castigated by his superior - General Henry W. Halleck, for a move against Nashville without authority, and was made the scapegoat for the frightful Union casualties at Shiloh. In July 1862, however, Halleck was promoted to General-in-Chief of all Union armies and departed for Washington. Against criticism, President Lincoln decided to keep Grant in command in the West because, in Lincoln's words, "he fights."
Arriving at Corinth near the northern Mississippi border, Grant took over command of the District of West Tennessee. Corinth was to be his headquarters, according to Halleck but Grant's instructions were left to his own discretion. Grant was in a bit of a dilemma. While personally in favor of offensive action, Grant realized the Union army that had captured Corinth had been broken up into several pieces. A large part under the command of General Don Carlos Buell was slowly working its way along the Memphis and Charleston Railroad toward Chattanooga. Grant was left with less than 50,000 troops, and even these were widely dispersed, with 23,000 at Corinth and 12,000 under Generals Ord and Hurlbut at Bolivar. There were 6,000 men at Jackson, Tennessee and General W. T. Sherman commanded 7,000 troops at Memphis. Both Lincoln and Grant had the same objectives in the West: the conquest of Vicksburg and possession of the Mississippi.
By the summer of 1862, the Confederacy had only two strongholds on the Mississippi River; Vicksburg and, 240 miles south, Port Hudson. Vicksburg was the more important fortress. Its strong, well-emplaced batteries, located on steep bluffs overlooking a hairpin turn in the Mississippi River, blocked the passage of Northern shipping. Also, Vicksburg's rail and river connections made it the main supply and communications link between the trans-Mississippi section of the Confederacy and the East. Thus, the fortress city was second only to the Confederate capital of Richmond in importance at this stage of the war. Confederate General Earl van Dorn, commanding the Department that included Vicksburg with 22,000 troops at his disposal, set his sights on forcing Grant out of western Tennessee. He could do this, he thought, by retaking Corinth, then held by 23,000 Union troops commanded by W. S. Rosecrans. The loss of that key Federal stronghold would threaten Sherman at Memphis and Grant at Jackson, and could conceivably extend the Confederate western front clear up to the Ohio River. It was a gamble to be sure, but with the opposing forces almost equal, the opportunity seemed favorable. Two days of bloody fighting on October 3 and 4, 1862 resulted in Van Dorn losing 2,470 killed and wounded, and 1,763 missing in his ensuing retreat. Rosecrans lost 2,520. Corinth remained securely in Union hands. Shortly thereafter, Van Dorn was replaced by General John C. Pemberton, a Pennsylvania-born officer who had decided to cast his lot with the South.
II. The First Move Against Vicksburg - Dec. 1862
As a preliminary attempt against Vicksburg, Grant planned to move overland through northern Mississippi along the Mississippi Central Railroad. Sherman, with a second prong, would be sent down the Mississippi River by steamers to land on the Yazoo River above the city. Sherman was to attack the bluffs from that point. His 32,000 man expedition was composed of the divisions under Generals Morgan L. Smith, A. J. Smith, G. W. Morgan and Frederick Steele. This force was known as Sherman's right wing, XIII Army Corps, during this operation.
Confederate Major General Martin Luther Smith was charged with the defense of Vicksburg. He had 6,000 troops available to defend the strong line of bluffs above the city. These troops initially were formed as a Provisional Division under General Stephen D. Lee.
On December 20, 1862, Van Dorn in command of 3,500 cavalry troopers left Grenada, Mississippi, to raid Grant's advance supply base at Holly Springs. He destroyed or carried off $1,500,000 worth of supplies there and captured 1,500 Federal troops. Quickly he paroled them, then made his way back to Grenada. Meanwhile, Nathan Bedford Forrest raided and disrupted the railroad between Bolivar, Tennessee, and Columbus, Kentucky. Grant was forced to withdraw to LaGrange and Grand Junction. During his retreat, Grant sent his wagons out in a fifteen-mile radius and was surprised to find plentiful supplies, even in this narrow corridor. He was, however, unable to inform Sherman of his retreat. Sherman was on his own now but was determined to carry out his part of the plan. As a result of Van Dorn's great success, Pemberton was able to send Barton's, Vaughan's and Tracy's brigades, about 6,000 troops, from Grenada to the Vicksburg defenses on the 26th.
After landing opposite Steele's Bayou, Sherman formed four columns to advance through the swampy terrain. An attack on the bluffs was ordered for noon on December 29th. DeCourey's brigade of Morgan's division attacked against murderous fire and advanced to the base of the bluff, where it was stopped. Blair's brigade of Steele's division also reached the base of the bluff. Thayer's brigade simply got lost. The terrain was too difficult to move the Federal artillery through, while the Confederate gunners above were able to fire with great effect. At 3:00 p.m. with their front and flanks cut to pieces, the Federal troops were forced to withdraw. On January 2, Sherman abandoned his attempt to take Vicksburg from the north. Union losses amounted to 2,244 of 31,000 engaged. Pemberton suffered a mere 207 casualties out of his 13,700. Major General John A. McClernand took over command of XIII Corps, while Sherman became commander of the XV Corps.
III. The Bayou Expeditions
Grant felt he must maintain the offensive rather than sit idle for three months waiting for good campaign weather. He had good reason as the North was fast becoming discouraged. Even as Grant pondered over his next move, strong Union men were proclaiming that the war would prove a failure. The 1862 elections had gone against the Republicans. Volunteers as well as re-enlistments dwindled, and a backward movement by the North's second largest army would have been seen by many as a defeat. Grant felt "that the draft would be resisted, desertions ensue and the power to capture and punish deserters lost."
First, Grant tried to construct a mile-long canal across the DeSoto peninsula opposite Vicksburg. The canal would get his troop transports past the city's batteries for an attack from the south. Sherman's men started the project in January but abandoned it in March because of high water. A second canal was attempted at Duckport. The plan was to connect this canal with a winding route through the bayous to enter the Mississippi 20 miles below Vicksburg. This project was abandoned because of low water. McPherson's men were ordered to open a 400-mile route from Lake Providence through the lakes, swamps and bayous of Louisiana to a point below Vicksburg. This extremely difficult task was being successfully accomplished but abandoned at the end of March for a more promising plan.
After successfully blasting a hole in the levee to open the Yazoo Pass 350 miles north of Vicksburg, the Federals were able to get their troop transports into the Tallahatchie River. Grant hoped to use this route to move against Vicksburg from the North. The advantages of this route were twofold - it permitted the use of the powerful Union naval forces; and as a line of communications the rivers were not subject to destruction by Confederate cavalry raids. Pemberton ordered Major General William Loring to take his division and stop this threat. Loring quickly built Fort Pemberton to block the Yazoo Pass route 90 miles north of Vicksburg. On March 17th, the Federal expedition withdrew.
An all-out effort was ordered to exploit a 200-mile route up Steele's Bayou to support the Yazoo Pass operation. Admiral David Porter, with eleven vessels, laboriously pushed his way through the heavily obstructed waterways while Sherman's troops followed on foot. At Rolling Fork the Confederates succeeded in bottling up the Union fleet and were prepared to destroy it. Sherman made a daring night march by torch light and arrived in time to save Porter's gunboats.
IV. Grierson's Raid
As Grant searched again for a solution to the Vicksburg puzzle, he came up with a daring, yet simple plan. He would march his army down the west bank of the Mississippi River. Meanwhile, Porter would run his gunboats and transports past the Vicksburg batteries and meet him below the city. Grant could then cross the river on the transports and move against Vicksburg from the South. The great unknown was whether or not the ships, or at least some of them, could safely pass the Confederate batteries.
Putting his plan into action late in March, Grant started McClernand's XIII Corps on its march southward followed by McPherson's XVII Corps. Grant left Sherman's XV Corps north of Vicksburg at Milliken's Bend as a feint to deceive Pemberton as to his real intentions. Because most of the route was through swampland, McClernand made slow progress. By the middle of April, he had reached New Carthage - well below Vicksburg.
To further divert Pemberton's attention, Grant sent Colonel Grierson and 1,700 cavalrymen on a raid through Mississippi. Grierson set out from LaGrange at dawn on April 17th. He first made contact with a militia company of Confederate cavalry on the 18th near Ripley, Mississippi. Overall Confederate strength in the area consisted of about 500 regular cavalrymen and an equal number of state troops, under the command of Lt. Col. Barteau.
On April 20th Grierson detached 175 troopers under Major Hiram Love back to LaGrange. Love was showing signs of not being able to continue the operation. He was instructed to conduct his return in a manner that would lead the enemy into thinking that Grierson's entire force was withdrawing north. Barteau, however, continued to follow Grierson. On April 21st, a second detachment was ordered to move towards the vital Mobile and Ohio Railroad, and then move north to decoy the Confederates. Col. Hatch, the detachment commander, conducted a rearguard action which allowed the bulk of Grierson's force to continue south. When Hatch successfully withdrew eastward, Barteau pursued him. By April 24th, Grierson reached Newton Station, due east of Vicksburg.
The raid was producing a confused Confederate response. On April 22nd, Buford's brigade, enroute from Alabama to Vicksburg, was halted at Meridian. Loring was sent to command all available southern troops in an attempt to stop Grierson. On the 24th Pemberton ordered three infantry regiments and supporting artillery to Morton, twelve miles west of Newton Station. Chalmers was ordered to Okolona to cut off an escape north. Tilghman sent troops from Canton to Carthage to block the northwest route. Cavalry from Port Hudson were ordered to block the route in that direction. A number of troops, especially cavalry that could have been employed to face Grant, were busy trying to trap an elusive prey.
After raiding Macon and Enterprise, Grierson crossed the Pearl River on April 27th. He moved due south from Newton Station, then west towards Natchez. Pemberton thought his objective was Grand Gulf and ordered Bowen to send seven cavalry companies from Port Gibson to find and destroy Grierson. The Confederates attempted an ambush near Union Church, but Grierson learned of the trap and headed eastward to Brookhaven. At Wall's Bridge, Grierson attacked and drove off three rebel cavalry companies. The Federals then raced for Baton Rouge, covering 76 miles in 28 hours. Grierson had covered 600 miles in 16 days. The diversion worked.
V. Grant Crosses the Mississippi
On the night of April 16th, Porter started part of his fleet on the long and dangerous run past the Vicksburg batteries. Seven ironclads, three troop transports and a ram, along with numerous coal barges, drifted soundlessly down the river. They reached the bend above Vicksburg before being detected. As musket shots sounded the alarm, Confederate volunteers pushed off in skiffs for the opposite shore to light the wooden buildings on fire. The blaze silhouetted the Federal vessels, making them perfect targets for the anxious Confederate gunners. For an hour and a half, some 525 shells rained on the passing fleet. The gunboats were unable to elevate their guns enough to return fire. Porter had lashed the wooden transports alongside the ironclads, away from the enemy guns. All the ships took hits, but only one transport, the HENRY CLAY, was damaged beyond repair and only one barge was sunk. On April 22nd, six transports made the dangerous run and again, only one, the TIGRESS, was sunk. The fleet continued on downstream to Grand Gulf.
At the same time, the head of McClernand's XIII Corps had reached Hard Times, nearly opposite Grand Gulf. McPherson's XVII Corps was hurrying down from Milliken's Bend, while Sherman's XV Corps awaited orders at Young's Point.
Grant had originally intended to land his troops at Grand Gulf. On the morning of April 29th, the XIII Corps boarded the transports and Porter engaged the Grand Gulf batteries. The southern gunners were ready. In a five hour duel, eighty-one shells struck the TUSCUMBIA. Porter's flagship, the BENTON, had her steering smashed and great holes gouged in her armor plate. Porter broke off the action, unable to silence the enemy guns. Meanwhile, Grant learned of a landing site several miles downstream at DeShroon's plantation, opposite Bruinsburg. The troops quickly disembarked and set out on a night march. Throughout April 30th and May 1st, the XIII and XVII Corps made an unopposed landing at Bruinsburg. Grant would later thank Ben Grierson for keeping the Confederate cavalry occupied elsewhere. Within two days, 23,000 Union troops had landed.
While events were unfolding below Vicksburg, Sherman initiated a brilliant demonstration along the Yazoo. Watching from Hayne's Bluff, Confederate General Carter Stevenson was deceived into believing Sherman's force was much larger than its actual size. He remained frozen in place. Sherman was then ordered to join the rest of the army at Bruinsburg. Stevenson's powerful division would not be a threat to Grant during the next several crucial days.
The Success of the Union Navy
With a fleet consisting mainly of wooden vessels, Rear Admiral Porter took great risks running past the powerful Confederate batteries. Even his ironclads were not immune to destruction. But without the Union fleet, Grant could not possibly have landed below Vicksburg. The fleet gave Grant strategic flexibility. However, once below the city, the fleet could not go back up river, given the strength of the current of the Mississippi River and the weak engines of the boats. The Union river fleet had been a key ingredient in Grant's success against Forts Henry and Donelson early in 1862, and would prove so again in the Vicksburg campaign.
VI. Port Gibson
Anxious to get over the Bayou Pierre River before Pemberton could concentrate his forces, Grant pushed toward Port Gibson. He would outflank Grand Gulf and neutralize the batteries there. Confederate General Bowen, with 5,500 men in his division and a detachment of artillery, quickly raced from Grand Gulf to block the Federal drive. Although heavily outnumbered, Bowen occupied a strong position three miles below Port Gibson. He deployed his men across the two roads by which the Federals must come.
At 8:15 a.m. on May 1st, the 9th Division (Osterhaus) assaulted Tracy's brigade on the Confederate right. Tracy's men had straggled badly during the 44-mile force march from Vicksburg. Despite this, his troops were able to deliver a heavy fire, stopping the Federal attack until late afternoon. General Tracy himself was killed.
Green's brigade, holding the Confederate left, was attacked by the Union 12th (Hovey) and 14th (Carr) Divisions. A desperate struggle took place for an hour before Green was forced to fall back. The dearly bought time allowed M.L. Smith's Division and Cockfell's brigade of Bowen's Division to arrive and deploy. Together they delivered a heavy fire into the two Union divisions.
Weight of numbers started to tell against the Confederates by 4:00 p.m. as the Union 10th Division (A.J. Smith) was fed into the line. When Grant ordered the 3rd Division (Logan) to support a renewed general assault, Bowen retreated in good order toward Grand Gulf, crossing to the north bank of Bayou Pierre River and burning the bridge at Grindstone Ford.
Pemberton, still baffled by the diversions of Grierson and Sherman, concentrated the bulk of his forces at Vicksburg, thereby losing his chance to attack Grant's bridgehead in force.
On May 2nd, while Sherman's XV Corps began crossing the Mississippi River at Grand Gulf, Grant got the rest of the army into motion. McPherson rebuilt the burned bridge at Grindstone Ford. McClernand was ordered to push on to Rocky Springs. On May 3rd, Sherman and McPherson headed north to seal off Hankinson's Ferry on the Big Black River to prevent a possible Confederate thrust. Grant himself took one brigade of infantry and occupied Grand Gulf which Bowen had evacuated to avoid being trapped.
VII. Confederate Strategy
On November 24, 1862, General Joseph Johnston assumed overall command of Confederate forces in the area. His command encompassed the departments of Generals Bragg, E. Kirby Smith and Pemberton. Johnston realized that Confederate forces were too few to defend the Mississippi Valley area. He immediately requested that troops be sent from General Holme's nearby army in Arkansas. Holmes had 50,000 troops and no appreciable Federal strength facing him. President Davis declined, pointing out that troops from Bragg's army instead were available. Johnston argued Holmes was closer and Bragg would need his forces for the defense of Chattanooga. Nothing resulted from this exchange of views. Throughout the duration of his command, Johnston was extremely pessimistic as to the chances of a successful Confederate defense of the Mississippi Valley.
Turning his attention to Vicksburg, Johnston ordered Pemberton to concentrate his forces and strike Grant while the latter was still landing his army at Bruinsburg. Besieged with telegrams from Davis to defend the city "at all costs," Pemberton instead concentrated his army at Vicksburg. The critical moment of the entire campaign had come and passed as Grant set foot on the east bank of the Mississippi and drove off the token Confederate resistance at Port Gibson.
As the campaign progressed, Johnston repeatedly reminded Pemberton to avoid being trapped in Vicksburg. Despite this advice, the Confederates continually reacted to Grant's moves, showing no initiative themselves. Early in the campaign, Grant's army numbered approximately 24,000 rising to 34,000 when Sherman joined him. Eventually Grant commanded over 75,000 troops. Pemberton had nearly 40,000 men at all times. Johnston was able to muster 25,000 troops, but made no offensive moves to help Pemberton. Basically, the only really sound strategy for the Confederates would have been for Johnston and Pemberton to join forces and attempt to defeat Grant in open combat.
VIII. Grant Makes a Bold Decision
Initially, Grant intended to solidify his position at Grand Gulf and south of the Big Black River. He planned to send McClernand's XIII Corps to assist General Nathaniel Banks in his attack on Port Hudson. Banks would then reinforce Grant and the two could move North. Banks, however, was involved with operations along the Red River at this time, and it would be several weeks before he could move on Port Hudson. So, on May 3rd, Grant decided to keep McClernand with him.
Grant's main concern was the supply of his army. The road from Milliken's Bend to Hard Times was continually exposed to attack. Supplies could not be brought up from New Orleans so long as Port Hudson was still in Confederate hands. He then made one of the boldest decisions of the war. His men would live off whatever the countryside could provide.
IX. Battle of Raymond
Knowing that Johnston was attempting to build a force at Jackson, Grant decided to maneuver in an attempt to get between the two southern forces. He would adopt Napoleon's stratagem of destroying the smaller force, then turning on the larger enemy army. By May 7th, McClernand had advanced up to Big Sand Creek and McPherson was at Rocky Springs. On May 11th, McClernand halted at Cayuga and McPherson occupied Utica. Sherman and McClernand jointly moved to Auburn. Pemberton, for his part, advanced his forces to the Big Black River. Bowen's Division moved to Edward's Station and Gregg's brigade was ordered from Jackson to Raymond.
On May 12, with McClernand advancing toward Edward's Station, McPherson ran into Gregg at Raymond. Not realizing the strength of the Union force, Gregg attacked and smashed into the 3rd Division (Logan). Using the dense woods as a screen, Gregg maneuvered his regiments skillfully, outflanking the Union right. By 1:30 p.m., however, the Union 7th Division (Crocker) had arrived on the 3rd Division's left and McPherson ordered a general assault. When his own right collapsed, Gregg ordered a withdrawal through Raymond and camped on high ground. Walker's Confederate brigade reinforced him that night. McPherson moved into Raymond. Confederate casualties amounted to 514, Union losses were 442.
Grant now concentrated on pushing the Confederates out of Jackson. This would eliminate them as a threat to his rear and prevent the use of the Vicksburg Jackson Railroad as a mode of transporting reinforcements to Vicksburg. On May 13th, Grant ordered McPherson to advance to Jackson by way of Clinton. Sherman was to go to Jackson by way of Raymond. McClernand marched with three divisions to Raymond, leaving one division to guard the Big Black River crossing. McPherson started his advance on Jackson early on the morning of the 14th, while Sherman advanced on the direct road from the South.
X. Battle of Jackson
Upon arrival at Jackson and noting the scanty entrenchments thrown up just ten days previously, Johnston decided to evacuate the city at 3 a.m. on the morning of May 14th. A mere 6,000 troops, under Generals Gregg and Walker, were left to cover the withdrawal. Gregg sent 900 men and a four-gun battery three miles out to deploy across the Clinton Road. He placed Walker's brigade in a supporting role about a mile behind them. Upon learning of a Federal advance from the South, Gregg sent a heavy regiment to guard that approach to the city. Gregg's own brigade was in reserve with orders to march to any threatened point.
McPherson's XVII Corps made contact in a driving rainstorm at 9 a.m. and deployed under artillery fire. The rain subsided two hours later and the 7th Division (Crocker) launched an attack. The small advance guard fought stubbornly but was gradually forced back, retreating into the fortifications of Jackson. The Federals paused to reorganize.
Confederate Options
There were many "what ifs" during the American Civil War, and the Vicksburg Campaign was no exception. For instance, what if President Davis had allowed Johnston to draw troops from Holmes' army in Arkansas? There is no assurance they would have been used aggressively enough by Pemberton to thwart Grant's landing at Bruinsburg. Indeed, Pemberton already outnumbered Grant at the start of the campaign. It seems that they would only have been swallowed up in the siege.
Had Johnston stripped troops from Bragg's army, it would certainly have given him more than the 6,000 troops he had available to defend Jackson with on May 15th, but Grant and his corps commanders were at their best. They made few mistakes while the southern commanders were indecisive.
Even if General Longstreet were transferred to Mississippi in May or June of 1863, his would have been the only Confederate force of any size at Jackson. All additional brigades that subsequently were sent would have formed around Longstreet. Longstreet might have been aggressive; however, Johnston still would have been in overall command, and he didn't have his heart in the campaign.
Two Confederate batteries, firing down the Raymond road, effectively checked the advance of Sherman's XV Corps for awhile, but two Federal batteries were able to silence them by 2 p.m. About the same time Gregg learned that the last of the supplies had left the city. He set up a small cavalry screen and withdrew the rest of his force to the North. Grant directed Sherman to remain at Jackson to destroy "that place as a railroad center and manufacturing city of military supplies." While Sherman proceeded with his instructions, Grant turned his attention to Pemberton.
Just prior to the engagement at Jackson, Johnston had scratched a message to Pemberton, urging him to advance upon and attack the Federal forces from the rear. Pemberton started out from Vicksburg with the divisions of Stevenson, Loring and Bowen - approximately 17,500 troops. Pemberton at first marched for Clinton but then changed his mind and headed southeast for a strike against the Union supply line. Grant, of course, had no such line to cut. Before this could be discovered, Pemberton received another message from Johnston to continue towards Clinton where the two southern forces could join together. As Pemberton neared Button's Depot, he received word of heavy Union columns approaching from the East and Southeast.
XI. Battle of Champion Hill
General Pemberton stationed his three divisions on a ridge overlooking Jackson Creek. Stevenson's division, comprised of Cumming's, S.D. Lee's and Barton's brigades, was holding the Confederate left. Confederate skirmishers soon made contact with the advancing Federals. These were the Union 3rd (Logan) and 12th (Hovey) Divisions. McPherson had them deploy in the fields near the Champion House and at 10:30 a.m. ordered a general advance against the Confederate left. Heavy fighting erupted and the assault by the Union 12th Division crushed Cumming's brigade, overrunning a battery of four guns. The 12th Division continued the attack capturing another battery.
S.D. Lee's brigade, which was posted to the left of the Confederate line on the crest of Champion Hill, saw that the Union 3rd Division's right was going to outflank the brigade. Barton's brigade was ordered immediately to form on Lee's left. Barton however, was soon routed too and Lee's brigade pulled back to the Jackson Road.
With his left bloodied and thrown back in disorder, Pemberton's small army was on the verge of collapse. Bowen and Loring were ordered from their positions astride the Raymond Road and moved to the left in support of Stevenson's brigades. Bowen had Cockrell and Green form their brigades to the left and right of the Ratliff Road. Rushing forward, Bowen overwhelmed two Union brigades, recaptured the Confederate guns and threw the 3rd Division back in confusion. As Bowen swept over the top of Champion Hill, S.D. Lee's brigade joined in the counterattack. The Union 7th Division (Crocker) now rushed to aid the 3rd Division while the 12th Division massed three batteries to pour a devastating fire into Bowen's line. Bowen was forced to give up the hard-won ground and settled back atop Champion Hill.
At 2:30 p.m. Grant ordered McClernand to press the attack along the Raymond Road. Led by the 9th Division (Osterhaus), the heavy Union assault threatened to flank Bowen. By 5 p.m., Pemberton ordered a withdrawal. Tilghman's small brigade held the Raymond Road long enough for the rest of the army to get across Baker's Creek. Loring however, was forced to search for another ford when the Union 14th Division (Carr) blocked his retreat and started shelling his troops. Champion Hill was the largest battle of the campaign. Out of 29,373 Union troops engaged, 2,441 were killed, wounded or missing. Confederate losses were 3,851 including 1,670 missing out of 20,000 engaged.
Organization broke down as the Confederate army strove to reach the Vicksburg fortifications. The retreat began to look like a rout. Meanwhile, Loring continued to Crystal Springs, away from the main Confederate line of retreat, to avoid being outflanked by Grant's troops.
Loring lost all his supply wagons and cannon before moving North to join Johnston's army above Jackson. All during the night of May 16th, Pemberton retreated toward the Big Black River.
Photo caption: John C. Pemberton (1814-1881) Confederate lieutenant general in command of the Vicksburg defenses. A Northerner by birth, he cast his lot with the Confederacy and enjoyed a meteoric rise through the ranks. No suitable job commensurate with his rank could be found for the "man who lost Vicksburg" after he was paroled in 1864. Pemberton subsequently resigned his commission and devotedly served out the remainder of the war as a colonel of artillery.
Photo caption: Ulysses S. Grant (1822-1885) Union major general of volunteers at this time. A failure in civilian life, the war "made" Grant, with the campaign against Vicksburg counted his finest. Always a hard fighter, his plan of operations was a masterpiece of maneuver. The capture of Vicksburg caused a grateful Lincoln to appoint Grant a major generalship in the regular army as well. Next year found Grant holding the rank of lieutenant general, the highest possible and well on his way to be President.
XII. Battle of Big Black
Stevenson's battered division reached the Big Black first, crossed it and camped at Borina. Bowen's division soon followed, but occupied the fortifications already built on the east bank of a large salient in the river. Both divisions were ordered to hold the bridgehead until Loring's division arrived. They did not know that Loring had been separated from the main body, and would not be available for the rest of the campaign.
Following a four-hour rest, Grant had his army on the move in pursuit of the Confederates. Orders were issued to McPherson and McClernand to follow the direct route along the railroad to the river. Sherman was directed to swing north, cross the Big Black River at Bridgeport and come in behind the Confederates from the Tiffintown area. Grant wanted to cut Pemberton off from retreating into Vicksburg itself. At daybreak, May 7th [sic, as printed], leading units of the 14th Division (Carr) came into contact with Bowen's Division. Until Sherman was in position, Grant ordered McClernand to stage a demonstration. A Union brigade quickly advanced to a wooded ravine, 400 yards to the front of the Confederate line. Ordered to fix bayonets, the Federals suddenly burst into the Confederate line. Taken almost completely by surprise, the rebel line broke. It was every man for himself as the Confederate troops tried desperately to make the west bank of the Big Black. The rest of the Union line surged forward. 1,752 Confederate prisoners were taken, along with 18 guns. Grant lost only 276 men. As night closed, McPherson ordered four serviceable bridges built across the river by morning (18th).
Pemberton's troops hustled into the Vicksburg defenses. Thinking the Confederates would be too demoralized to resist must longer, Grant set his army immediately in pursuit. Late on May 18th, he invested Vicksburg. Sherman advanced to the Walnut Hills, north of the city, and dug in. McPherson moved into position on Sherman's left and McClernand extended the line south. Johnston sent a telegram to Pemberton urging him to immediately break out before the Union investment was complete. Following a council of war with his division commanders, Pemberton thought a break-out was not possible. He organized his defenses with M.L. Smith holding the northern end of the works, Forney in the center, and Stevenson on the southern end, extending to the Mississippi River. Bowen constituted the reserve. Johnston, receiving word that Pemberton could not break out, organized a relief force. Grant was forced to maintain several divisions on the west bank of the Big Black River in the event Johnston did attempt to relieve the city.
XIII. The Siege of Vicksburg
Grant ordered a general assault on the works early on May 19th. In Sherman's sector, the 2nd Division (Blair) was to lead the assault against the Confederate stockade. At 2 p.m., Sherman's brigades jumped off and almost immediately became entangled in ravines filled with abatis. Then the 36th Mississippi poured murderous volleys into them. As the Union troops beat their way forward, they came under a crossfire between the stockade and the 27th Louisiana Lunette. Unable to gain a foothold in the works Grant ordered a withdrawal under cover of darkness. He lost 942 men as against 250 Confederates.
Undaunted, Grant ordered a second assault for May 22nd. He felt the first failure was merely a fluke. After all, the Confederates had been beaten in all engagements to date. One more try might take the city and avoid a drawn-out siege. Sherman launched his attack at 10 a.m. His troops advanced through a narrow cut where some protection was available. When they emerged, accurate volleys of musketry and cannon fire met them at 150 yards. Seeing two Ohio regiments fall and run for cover, Sherman called off the attack. McPherson never really got a full-scale assault started, using only seven of thirty regiments available. McClernand moved his entire corps forward and actually gained a foothold. However, with no reserve available, he was unable to exploit the success.
Grant ordered Sherman and McPherson to launch a fresh attack in support of the XIII Corps, but Sherman suspended his assault when a Missouri brigade was cut to pieces. McPherson did not have his heart in a further assault and recalled his troops after a futile attack. Unable to move, McClernand's XIII Corps waited til nightfall when they too disengaged. He was the only commander to gain any ground on the 22nd, and was angry that the XV and XVII Corps did not do their part. Grant, however, didn't see it that way and relieved McClernand of command on June 18th. Ord was elevated to command XIII Corps.
Realizing the futility of further assault on the fortifications without careful planning, Grant settled on two basic decisions - keep the ring tight around Vicksburg until starvation would force a Confederate surrender and set his available engineers to work slowly, moving the siege lines closer to the enemy works.
The citizens of Vicksburg, for the most part, remained in high spirits. Constant shelling by Union mortar boats and land-based artillery forced them to dig caves in the bluffs. Food was rationed, then became increasingly scare as mules and horses were consumed. Water was heavily guarded and there was none available for washing.
Grant had mines dug under the Confederate works and exploded two on June 25th and July 1st. Although huge craters were opened and Union assaults went in, the Confederate defenders held firm. Grant set July 6th as the date for a final general assault. Meanwhile, Johnston was slowly beginning to move toward the Big Black River with 30,000 men and 78 guns. However, on July 3rd, Grant and Pemberton met under a flag of truce to discuss the terms of surrender. Grant agreed to parole the Confederate troops and on July 4th, Pemberton surrendered the city.
Surprise, speed and power were the key ingredients to Grant's success in the Vicksburg campaign. The Confederates failed primarily because of indecisive leadership and Grant's bold initiative.
XIV. Bibliography
- Battles and Leaders of the Civil War: Vol. III, New York: Thomas Yoseloff, 1956
- Boatner III, Mark M., The Civil War Dictionary, New York: David McKay Co., Inc. 1967
- Carter III, Samuel, The Final Fortress, The Campaign for Vicksburg 1862-1863, New York: St. Martin's Press, 1980
- Struggle for Vicksburg, Civil War Times Illustrated, Vol. VI No.4, July, 1967
- The Road to Vicksburg, Strategy and Tactics Magazine, Issue 103, Tactical Studies Rules
- Annals of War, The Fall of Vicksburg, Grant's Capture of the Confederate Gibraltar, January, 1988
- Davis, Major G.B., Perry Leslie J., and Kirkley, J.W., The Official Military Atlas of the Civil War, The Fairfax Press, 1983
- Livermore, Thomas L., Numbers and Losses in the Civil War in America: 1861-65, Univ. of Indiana, 1957
Reference Charts
Terrain Effects Chart
- Clear (no tint): Units may move through and fight in this terrain type without any penalties. Clear Areas are 4-7, 12-13, 25, 29-32, 39-40, 42, and 45-47.
- Defensible (green tint over green): Units may move through this terrain type without any penalties and receive a favorable shift on CIC B when attacked unless Counterattacking themselves. Defensible Areas are 11, 14-15, 19-24, 26, 28, 33-34, 36-38, 41, and 43-44.
- Mountainous (green tint over brown): Units may not force march into or out of this terrain. Defending units have their combat strengths tripled and receive a favorable shift on CIC B when attacked unless Counterattacking themselves. Mountainous Areas are 3, 10 and 18.
- Ridge (brown): Units may not force march between areas across this terrain type. Ridges have no effect on combat. Examples of ridges can be found between Areas 13 and 15, 21 and 26, 23 an 24, 32 and 41, and between 44 and 45.
- Swamp: Units may not force march into or out of this terrain. Units may not move from one swamp Area to another unless the two are connected by a road or railroad. Artillery units may only enter swamp Areas via a road. Swamp Areas are 1, 2, 8, 9, 16, 17, 27, and 35.
- Major River: Major rivers may only be crossed at crossing points (bridges, ferries or fords). Units may not force march across a major river and their combat strengths are halved if they attack.
- Railroad, Road, Town, Area Boundary: map legend symbols (no separate rule text).
- Mississippi and Yazoo Rivers: Only units on steamer transports may cross. Note that only the Mississippi and Yazoo Rivers are traversible by ships. The Yazoo is considered to be only a Major River instead between Areas 2 and 3 and can be crossed without ships.
No other terrain depicted on the map has any effect on play.
Cavalry Probe Chart
| Die Roll | 1-3 | 4-6 | 7-10 | 11+ |
|---|---|---|---|---|
| 1 or less | -- | -- | -- | 2 |
| 2 | -- | -- | 1 | 2 |
| 3 | -- | 1 | 1 | 3 |
| 4 | -- | 1 | 2 | 3 |
| 5 | 1 | 2 | 2 | 4 |
| 6 |
Columns: Adjusted Strength Point Differential. # = number of units revealed in the probed stack.
Shore Battery CRT A and CRT B
| Die Roll | CRT A Result | CRT B Result |
|---|---|---|
| 1 | -- | Top Ship |
| 2 | -- | Top Ship |
| 3 | -- | Top Ship |
| 4 | -- | Top Ship |
| 5 | -- | Top Ship |
| 6 | Hit | Bottom Ship |
Straggler Loss Chart
| Die Roll | Present Strength 1-5 | Present Strength 6-10 |
|---|---|---|
| 1 or less | -- | -- |
| 2 | -- | -- |
| 3 | -- | 1 |
| 4 | 1 | 1 |
| 5 | 1 | 1 |
| 6+ | 1 | 2 |
# = the number of strength points lost.
Modifiers:
- Add +1 to die roll if the current weather is Heat or Rain, or add +2 if this is the second (or more) continuous turn of Rain.
- Add +1 if this is the unit's second or more consecutive turns of Force marching.
- Add +1 if the unit lost stragglers the previous turn.
- Subtract -1 if the unit is a cavalry or artillery unit.
- Subtract -1 if the unit is presently at a strength of one point.
Note: All modifiers are cumulative. An one point artillery unit would check with a -2 to the die roll.
Optional Weather Table
| Die Roll | Result |
|---|---|
| 1 | Heat |
| 2 | Clear |
| 3 | Clear |
| 4 | Clear |
| 5 | Clear |
| 6 | Rain |
Optional Troop Density Table
| Terrain Type | SPs Needed to Block |
|---|---|
| Clear | 70 |
| Defensible | 56 |
| Mountainous | 24 |
| Swamp | 42 |
Combat Intensity Chart (CIC) A
Rows are the Defender's Command; columns are the Attacker's Command. # = Combat Intensity Level for this round.
| Defender's Command | Diversion | Advance | Assault |
|---|---|---|---|
| Withdraw | 0 | 1 | 2 |
| Stand | 1 | 2 | 3 |
| Counterattack | 2 | 3 | 4 |
Combat Intensity Number Modifiers: Subtract 1 from the Combat Intensity Number if the current turn's weather is Rain.
Artillery Strength Multiplier Chart
| Attack Combat Order | Union | Confederate |
|---|---|---|
| Diversion | x1 | x1 |
| Advance | x2 | x2 |
| Assault | x2 | x1 |
| Defend Combat Order | ||
| Withdraw | x2 | x2 |
| Stand | x4 | x3 |
| Counterattack | x2 | x1 |
Combat Intensity Chart (CIC) B
Combat Intensity Level (rows) against the Attacker/Defender Ratio (columns). Each cell gives the odds shift / strength modifier as printed.
| Combat Intensity Level | 1:4 | 1:3 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1+ |
|---|---|---|---|---|---|---|---|---|
| 4 | 2/- | 2/- | 2/2 | 2/2 | 2/2 | 1/2 | 1/2 | -/2 |
| 3 | 2/- | 2/- | 2/1 | 1/1 | 1/1 | 1/1 | 1/1 | -/2 |
| 2 | 2/- | 1/- | 1/- | 1/- |
Combat Strength Modifiers (use all that apply):
-
The Defender's non-artillery units are tripled if defending in a Mountainous terrain Area and their Line Position is not Counterattacking.
-
Any of the Attacker's units that crossed Major Rivers or Force Marched this turn are halved in strength.
-
Attacker or Defender cavalry units in combat against Line Positions containing units other than militia infantry units are halved in strength.
Note: Artillery unit combat strengths depend on the Artillery Strength Multiplier Chart.
Odds Column Modifiers:
- Shift one odds column left if the Defender's units occupy a Mountainous or Defensible terrain Area and their Line Position is not Counterattacking.
Fire Combat Results Table (FCRT)
The FCRT columns are the Line Position's Combat Strength (1-3 through 21+). Each combat order row group lists its own odds columns. Results are shown for die rolls 1 through 6.
Diversion or Withdraw
| Odds | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-3 | * | - | - | - | - | - |
| 4-6 | 1 | * | - | - | - | - |
| 7-10 | 1 | 1 | * | - | - | - |
| 11-14 | 1 | 1 | 1 |
Advance or Stand
| Odds | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-3 | 1 | * | - | - | - | - |
| 4-6 | 1 | 1 | * | - | - | - |
| 7-10 | 1 | 1 | 1 | - | - | - |
| 11-14 | 1 | 1 | 1 |
Assault or Counterattack
| Odds | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-3 | 1 | 1 | * | - | - | - |
| 4-6 | 1 | 1 | 1 | - | - | - |
| 7-10 | 1 | 1 | 1 | * | - | - |
| 11-14 | 1 | 1 | 1 |
Key: - = no result; 1 or 2 = number of strength points lost; * = roll again; on a result of 1 or 2, one strength point is lost.
Combat Strength Modifiers (use all that apply):
-
The Defender's non-artillery units are tripled if defending in a Mountainous terrain Area and their Line Position is not Counterattacking.
-
Any Attacker's units that crossed Major Rivers or Force Marched this turn are halved in strength.
-
Attacker or Defender cavalry units in combat against Line Positions containing units other than militia infantry units are halved in strength.
Note: Artillery unit combat strengths depend on the Artillery Strength Multiplier Chart.
Odds Column Modifiers (use all that apply):
Defender:
-
Shift one column left if the Line Position firing contains infantry units from two or more different formations.
-
Shift one column right if the Line Position firing contains the higher rated Officer (unless it contains units from two or more different formations).
Attacker:
-
Shift two columns left if the Line Position firing contains infantry units from two or more different formations.
-
Shift one column left for each of the Defender's Line Positions adjacent to the one being fired on, that are not being fired on this round.
-
Shift one column right if the Line Position firing contains the higher rated Officer (unless it has units from two or more different formations).
-
Shift one column right if the Line Position being fired on contains only militia infantry units.
-
Shift one column right if the Line Position being fired on was adjacent to another Defender Line Position that was issued the Withdraw Combat Order this round.