The Battle of Wilson's Creek

Contributed by: Alan Saunders (

Here is part 1 of another scenario for you to play, store on a disk somewhere or consign to electronic oblivion. The scale is 150 men / 6 guns to a stand and 45 yards to the inch. It has been played precisely once, and the Union seemed to have a hard time of it. Any feedback or suggested changes would be much appreciated.

Alan Saunders

This Means War !
The Battle of Wilson's Creek
Missouri, 10th August 1861

A Scenario For 'Fire and Fury'

Union Forces

Lyon			1 Ldr (E)

Northern Column

Sturgis			1 Ldr (E)
Plummer			E 4/3/2 Inf
Wood			3/-/2 Cav
Andrews			8/6/4 Inf
Deitzler		6/5/3 Inf
Merritt			8/6/4 Inf
Artillery		2 Artillery

Southern Column

Sigel			1 Ldr
Salomon			6/5/4 Inf
Carr			2/-/- Cav
Artillery		1 Artillery

Confederate Forces

McCulloch's Forces

McCulloch		1 Ldr (E)
Hebert			6/5/3 Inf
Pearce			*14/11/7 Inf
Churchill		6/5/3 Cav
Greer			6/5/3 Cav
Artillery		1 Artillery

Missouri State Guard

Price			1 Ldr (E)
Rains			E *10/8/5 Inf
Cawthorn		*8/6/4 Inf
Slack			*6/5/3 Inf
McBride			*4/3/2 Inf
Parsons			4/3/2 Cav
Clark			*4/3/2 Inf
Artillery		2 Artillery

* Fires with Confederate cavalry factors.
Special Rules

Command Structures

The Confederates are in two separate divisions under McCulloch and Price. Neither commander may affect troops in the other commander's division.

No Union unit may receive benefits from more than one leader during a turn. In addition, if Lyon is killed he is not replaced.

All exceptional leaders are rated as normal unless they are attached to a brigade.

Surprise Attack

Most Confederate units begin the game encamped. They are placed in a loose grouping around their set-up site and may not move or fire until activated. Artillery is placed with the limber to the side of the gun. A brigade is activated during the fist Confederate movement phase after it is fired on or a Union unit moves within musketry range. In addition, the Confederate player may activate one brigade a turn regardless of its position. During the Confederate turn in which a brigade is first activated it may form up on its set-up point with any facing and in any formation or movement mode without rolling on the manoeuvre table. It may perform no other movement however. It is also considered to be disordered whether enemy action has caused it to become so or not. A battery is activated if the brigade it begins the game with is activated. Activated batteries are placed limbered on their starting point, but are not considered to be silenced unless they were silenced by enemy firing. If an encamped brigade is forced to retreat by charge combat it ends the retreat in any formation the owning player desires.

Whilst encamped a brigade or battery is considered to be enfiladed and changing formation. If charged it is always considered to be outflanked. On the turn on which it activates, a brigade or battery is merely considered to be changing formation.


All Confederate brigades except that of Hebert fire with Confederate cavalry factors to simulate the poor quality of their weapons, some of which were of 1812 vintage.

Union artillery fires with Confederate artillery factors.

Terrain Effects

Wilson's Creek is fordable along its entire length, but units suffer a movement penalty unless crossing in column at a ford. In addition, any unit crossing Wilson's Creek not in column at a ford is automatically disordered at the end of movement. Artillery may only cross at a ford.

Skegg's Branch is fordable by all units with the usual movement penalties.

All road crossings are fords. A unit defending the banks of Wilson's Creek or Skegg's Branch receives a +1 bonus in charge combat for favourable ground.

Broken ground is treated as rough going for movement, but does not block line of sight or give a cover bonus. However it does give a defending unit a +1 bonus in charge combat for favourable ground.

Hill contours and crest lines give a defending unit a +1 bonus in charge combat for favourable ground.

Defensive bonuses for terrain are not cumulative.

Game Length

The scenario starts with the Union 0500 turn and can continue until the Confederate 1300 turn.

Victory Conditions

Both sides score points for damaging or destroying enemy units as described in the rules.

At the end of each Confederate turn from 0800 onwards total victory points for each side.

If the Union score exceeds the Confederate score by more than 5 points and they have at least three unspent brigades South of X-X then the game ands in a Union victory.

If the Confederate score exceeds the Union score by more than 5 points and there are no unspent Union brigades South of X-X then the game ends in a Confederate victory.

If the last turn is reached and neither side has achieved victory then the game ends in a draw.



No Union units are deployed at the start of the game.


All Confederate units start the game encamped at the following positions:

Point A Hebert
Point B 1 Artillery (McCulloch), Pearce
Point C1 Churchill
Point C2 Greer
Point D1 1 Artillery (Price), Rains
Point D2 Cawthorn
Point E Slack
Point F McBride
Point G 1 Artillery (Price), Parsons
Point H Clark

McCulloch and Price are both placed within 2' of Hebert.

Reinforcement Schedule


All Union units enter on the 0500 turn at the following points.

Point 1 LYON, Andrews, Deitzler, Merritt, 1 Artillery
Point 2 STURGIS, Plummer, Wood, 1 Artillery
Point 3 SIGEL, Salomon, Carr, 1 Artillery

All units enter in any formation and do not need to roll on the manoeuvre table on the turn of entry. They may not initiate charge combat on the turn of entry.


There are no Confederate reinforcements.


Once again the map is in amazing Ascii-vision; if it's a bit unclear, print it off and colour it in and things should look better.

This scenario uses an 6' x 4' table laid out as follows:

    <---------- 1 ------------>      <- 2 ->
   |*********                 S  W   S     S       |
   |SSSSSSSSSSSSSSSSSSS ***** S  W   S     S       | N
   |*********          S******S  W   S     S       | ^
   |*********           S*****S  W   S     S       | |
   |**cccccccccccccccccS***** S  W   S     S       | |
   +*c****           SS  **** S  W   S     S       + |
   |c****  SSSSSSSSS     ***  S  W   S*****S*******|
   |****  S                   S   W  S*****S*******|
   |****  S    SSSSSSSSS      S D2WD1S******SSSSSSS|
   |***  S    S        cS   **S*  f  S*************|
   |***  S   S      c  S *****S*  W   S******SSSSSS|
   +**  S   S   c G   S******S*   W    SSSSSS   OOO+
   |   S   S  c      S******S**  W       OOOOOOO   |
   |SSS   S c       S******S** OOWOOOOOOO    SSSSSS|
   |       SSSSSSSSS******S** O  W      SSSSS  B   |
   |         ***********S*** O   W    SS A         |
   |        *******SSSS***  O   W ***S*     SSSSSSS|
   +       **SSSSSS   E    O   W ***S***   S       +
   |SSSSSSSSS   F  sssssssssssW   **S**** S  ******|
  X|sssssssssssssss     O      W   *ScccccScccccccc|X
   |                  OO    C1   f  *S*** S  ******|
   |SSSSSSSSSSSSSSSSSOSSSS       W  *S***  S       |
   |               OO     SS      W  *S**   SSSSSSS|
   +              O         S  C2  f **S*          +
   |   *****    OO           S     W ***SS         |
   |  *******  O  O           S    W     SSSSSSSSSS|
   |   ***** OO ** O           S    W              |
   |        O  *** O            S   W      SSSSSSSS|
   |       O  **** O             S   W    S        |
   +   OOOO   ****  O             S HW   S    SSSSS+
   |OOO             O              S  W  S   S     |^
   |          *****  O             S  W  S   S     ||
   |         ******* O             S  W  S   S     |3
   |           *****               S  W  S   S     |V

	* = Broken Ground		S = Contour
	W = Wilson+s Creek		O = Road
	s = Skegg+s Branch		A-H = Confederate Camps
	c = Crest Line			1-3 = Union Entry
	f = Ford