Trent's Reach: Confederate Setup

Dawn, January 25, 1865

Things are bleak for the Confederacy. The Union Army under Grant has crossed the James River and has Petersburg, the key to the defense of Richmond, under siege. Secretary of the Navy Stephen Mallory has ordered the powerful Confederate fleet based in Richmond to cut Grant's communications by blockading the James River at City Point. If successful, Grant could be forced back and the Confederacy will gain valuable time.

Conditions for the operation have been propitious. Winter freshets have flooded the river, which eases navigation, and much of the Federal squadron has been called away for the assault on Fort Fisher. But the Confederate fleet has not had a good night. The trip downstream to the Federal obstructions at Trent's Reach (about 12 miles from City Point) has been plagued by ships running aground. The ships have been refloated, but valuable time has been lost.

Last night, the ships finally reached the line of obstructions. C.S.S. Fredericksburg, with the shallowest draft, successfully crossed the obstructions and proceeded several miles up the river. The other ships stopped to inspect the obstructions and sound out the depth of the river. When Fredericksburg had no reinforcement after several hours, she returned to Trent's Reach only to find the squadron flagship, C.S.S. Virginia II, aground and stuck fast. Attempting to come to her aid, several other ships in the squadron also ran aground.

Commander John K. Mitchell, commander of the expedition, ordered the remainder of the squadron to the protective cover of Battery Dantzler (just off map to the west) while the stuck ships wait for the rising tide to help lift them off the sand bar.

It is now dawn, and the squadron must decide on its course of action for the day. Can the ships make it to City Point after all?

Setup

Deploy ironclads Virginia II, Richmond, and sidewheel steamer Drewry on the Confederate side of the obstructions. Virginia II is to the north; Richmond to the south, with Drewry on its port beam.

Off map to the west are ironclad Fredericksburg, sidewheel steamers Beaufort, Torpedo, and Hampton, and torpedo boats Hornet and Wasp. As part of setup, the Confederates must decide what formation, order, and turn the above will enter play (write it down and give it to the ref, please).

Victory

Squadron exits east edge of map in good condition, or sink Union squadron.

Historically, the Union shore batteries blew up one gunboat and knocked another out of control. Virginia II escaped back up river just as the Onondaga arrived and punctured the Confederates heaviest casemate armor.

Options

Intelligence (2): Friendly locals inform you of the ships and artillery available to the Union. This is not necessarily perfect intelligence - the referee will confer with the Union player and tell you what you've learned.

Battery Dantzler (1): Confederates can fire on the map from Battery Dantzler, which has 1 x HR which can fire at Extreme Range anywhere on the Confederate side of the obstructions. Trace Line of Sight from the middle of the west edge of the land block on the southwestern corner.

Fireships (2/each): Sidewheel steamers can be converted to fireships, which will drift down the river at Slow speed. Collision with wooden ships of either side could be dangerous. Collision with ironclads will have little effect - probably.

Bombships (4/each): Sidewheel steamers can be loaded up with gunpowder and ignited as bombs. Because the crew is skeletal, the only gunfire allowed is to fire the bow gun once per game. Incoming gunfire could be quite lethal. Move at Slow speed and mark "Ignite" in the log on the turn that you want to set the fuses. The referee will resolve the move/explosions starting on the next turn.

Torpedo Outriggers (2/each): Ironclads can be equipped with anti-torpedo rigging (note in log) which allows the vessel to use the "Mine Catcher" modifier (-4) on the Torpedo Damage table. Any collisions with ships (enemy or friendly) other than torpedo boats will strip the rigging on the side on which the collision occurred.

Additional Torpedos (2/each): Virginia II and Fredericksburg can be equipped with Medium spar torpedoes. (Richmond comes with one by default.)

Local Pilot (1): A local ferry pilot is located who will help navigate the river. Assign him to a ship. That vessel gets to use the "Local Pilot" modifier on the Running Aground table.

Players' choice(?): can you think of something that I didn't? The referee is open to negotiations.

The historical options: Battery Dantzler and Torpedo Outriggers for all ironclads, total 7 points.


Battle Report | Union Player Notes | Referee Notes
Dave Townsend / townsend@patriot.net / 19 Feb 02

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