Friday, 15 November 2024

Up The Yazoo

I set up a two-player game of Galleys & Galleons last night for Caesar and I. Moving well out of the period covered by the game I revisited a scenario I played several years ago covering the first fight of the CSS Arkansas on the Yazoo River.

On 15th July 1862 the ironclad ram CSS Arkansas was proceeding down the Yazoo River, when it ran into a squadron of Union vessels; the armoured gunboat Carondolet, the timberclad gunboat Tyler and the ram Queen of the West. In the action that followed, the Carondolet was run aground, and the other two ships ran back to the safety of their own fleet back on the Mississippi. The Arkansas followed them, running the gauntlet of the whole Union fleet before finding safety under the guns of Vicksburg.

I used a board 36" long, with the river roughly 24" wide (plus a couple of small islands). Unlike the older scenario I didn't bother with current, as I wanted to keep things simple.

Here's the CSS Arkansas:
Q3 C4 - Heavy Bow Chasers, Heavy Stern Chasers, Ironclad, Ramming, Steam Engine

The Arkansas was supported by a group of Confederate soldiers which could be placed on any riverbank after all ships had deployed.

Confederate Regiment:
Q3 C1 - Bastion (but they fire a regular full broadside, not heated shot)


Here are the Union ships. From front to back:

USS Tyler
Q4 C3 - Chaser Guns, Reinforced Hull, Steam Engine

USS Queen Of The West
Q4 C3 - Ramming, Shallow Draft, Steam Engine, Unarmed

USS Carondolet
Q4 C4 - Heavy Bow Chasers, Heavy Stern Chasers, Ironclad, Shallow Draft, Steam Engine


The Union force has a higher points value than that of the Confederates. However their quality is low and with no flagship it would be difficult to coordinate them. This was to simulate the fact that in the actual action they were surprised and performed pretty badly. 

The victory conditions were vague. The Arkansas basically has to run past the Union force and escape off the other end of the board. But we felt it had to cause a reasonable amount of damage, if not disable, at least one Union ship in order to claim a victory.

Although technically all ships would have had steam up we started everybody stationary so they had to use activations to start moving. This would help break up the Union force since not all their ships would necessarily act every turn.

Caesar took the Union. He ran Queen of the West down the centre of the river to go for an immediate ram on the Arkansas. Tyler and Carondolet moved to provide gunnery support. I sent the Arkansas after Carondolet hoping to ram it; go big or go home!

Arkansas fired the first shot, a broadside at Queen of the West that failed to score any significant damage.


Carondolet fired its bow guns but the shots bounced off the Arkansas's armour.


Queen of the West was closing for a ram and I wasn't sure I could avoid it. So being bold I pre-empted the attack and turned towards the Union steamer, ramming it in my turn. The Queen of the West too heavy damage. I fired my guns as I closed, and the Queen of the West found itself with damaged engines as well.



Tyler came up on one side, but again the armour on the Arkansas was up to the job and it remained undamaged.


However a broadside from the Carondolet did inflict a hit.


Out of control the Queen of the West sheared off away from the fight. Arkansas turned an ran full-tilt at Carondolet, ramming it amidships and inflicting serious damage.


A broadside from the Confederate vessel forced the Queen of the West to strike, and its crew abandoned it.


Having forced one vessel to strike and badly damaging an enemy ironclad, the Arkansas sped on down the river.


Caesar fired one last shot from the stern guns on the Carondolet, and inflicted a lucky hull hit on the Arkansas (it was nearly a hole below the waterline in fact).


Unfortunately confusion due to the damage meant that the Carondolet was out of control, and it ran head-on into the riverbank.


The Arkansas could repair one of the damage points inflicted on it, and had taken no special hits. It steamed on the its next adventure. Meanwhile the Union had lost Queen of the West and Carondolet was hard aground. This was very much a Confederate victory.


We set it up and swapped sides. Could Caesar cause more havoc than I had with the Arkansas?


Caesar used his troops on the shore far more often than I did. They were mostly ineffective but did inflict a lucky hit on the Tyler.


The Arkansas fired a long-range shot at Carondolet. Caesar brought the ironclad over to that side of the river in order to avoid teh dangerous ram Queen of the West on the other side.


I had sent the Carondolet to the fore to engage the Arkansas, whilst trying to bring Queen of the West in on the flank. Tyler was to hang back in case the Arkansas broke through.


Carondolet was rammed and badly damaged.


There followed several turns whilst the Union ships blundered around, mostly trying to avoid colliding with each other as the Arkansas slipped past them. However with only some mostly repairable damage inflicted on the Carondolet, Caesar turned the Confederate ship back towards teh fight in order to do something more significant.


He tried to ram Carondolet again, but ...


... missed! Carondolet and Arkansas passed and exchanged broadsides to little effect.


It was at this point that the troops on shore managed to inflict a hit on the Tyler.


Carondolet began the long process of turning back into the fight. Meanwhile the Arkansas went after the Queen of the West. I'd managed to close up for a magnificent ram, but then blown the activation roll to make the final turn. Queen of the West now found itself under the guns of the Arkansas, and suffered for it.


Arkansas rammed the steamer, but only inflicted light damage.


However Queen of the West was in serious trouble. A parting shot from the Arkansas set it on fire, and the burning ship left the battle to explode quietly further upriver.


Meanwhile Tyler was in all kinds of trouble as a series of activation failures saw it stuck in the shallows and taking damage.


Only the Carondolet was left to fight the Arkansas. I moved forward to cross its bows.


I failed to get a rake (due to my own blunder - I fired a long-range broadside and then didn't get enough activations on the next turn to reload and fire a full raking broadside), but did manage to score a hit on the Arkansas.


The Arkansas rammed Carondolet, but only inflicted light damage.


Caesar took a gamble as teh ships parted and went for all three activations, despite being damaged. He rolled a '1', forcing a roll on the All At Sea table. And another '1' saw the Arkansas strike! The damage it had taken was too much for the crew!


Tyler had extricated itself from the shallows and begun repairs. Carondolet could repair a lot of the damage it had taken as well. But the Arkansas was lost.


With only the Queen of the West sunk we called this one a Union victory.

Galleys & Galleons is really not designed for warfare in this period. But it gave us a fun game. When I played it before both actions ended quite quickly; I was pleased that in both games yesterday lasted a decent amount of time and could have gone either way.

The models are 1/1200th, mostly from Navwar but Tyler is from a long defunct company called Zodiac. The soldiers are 1/300th figures from Heroics & Ros, with an Irregular Miniatures gun.

4 comments:

  1. Very nice. The Navwar models are lovely and some of those were the first naval models I ever painted. That must be about 35-40 years ago.
    Cheers,
    Geoff

    ReplyDelete
  2. Great looking game old chap and those rules are a lot of fun. Good to see some of those Navwar ships in action. I might even have to try this one out over the weekend!

    All the best,

    DC

    ReplyDelete
  3. Looks great and I have also used the rules for ACW games. Just out of interest, what are the lengths of your short, medium, long sticks?

    All the best

    Simon

    ReplyDelete
    Replies
    1. I use 59/80/120mm on a 3' board with 1/1200th models.

      Delete

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