The Battle of Brandywine

On to Richmond Philadelphia!!!

The Second Battle of Brandywine, September 11th 1860 something

Pierson fingered his rifle nervously something was happening at last. Looking back on the recent events he still couldn’t believe that it had really happened. The British had come again! It wasn·t until the landings at Turkey Point that the reality of the situation sunk in. They were back again!

Since then, it had been a whirlwind of events. The division transferred to the assembling army in Pennsylvania and then marched out to confront the invaders in Delaware. He had seen action of course, but that was against the 'Rebs'. This felt different somehow, the British were regular soldiers and this war is no concern of theirs. The morning had been foggy but that couldn't conceal the gunfire as Maxwell·s Brigade gave the advancing British a warm reception.

The British had arrived in front of the armies· position in the morning. Maxwell·s boys had come scurrying back towards our lines, and then they came. It was strange; the ·Rebs· sort of sidled into position when they came. The British though had emerged like some moving red wall from the mist, every man in step, every man in line.. He hadn't seen any action yet against the British but he had heard some disturbing rumours from people that had. Well that didn't matter the regiment was better now than it was a year ago and the British couldn't be that different from the 'Rebs', could they? Well one thing for sure was it looked like today is the day we find out.

This article is a scenario for the possible intervention of foreign forces into the American Civil War, in this case the British and their allies. The scenario is to re-fight the battle of Brandywine Creek from the War of Independence but with forces from the civil war era. It assumes that the British have intervened in the civil war. It is up to you why they have done this. Maybe the Trent affair has tipped the balance or maybe the Confederate victory at Antietam or Gettysburg was the decisive factor. Whatever has happened the events have followed the same course as they did in 1777. The British landed at Turkey Point. They then manoeuvred to the positions they occupied at about two in the afternoon on the historical battlefield. This is where we join the action with the Union army deployed to defend the fords across the creek. The British have Knyphausen's Division confronting the Union army from the opposite side of the creek. Meanwhile Howe and Cornwallis· Division are marching to attack the Union right flank.

I have chosen to start the battle at 14:00 hours as this gives the Union forces more options. In the real battle, Washington knew that the rest of the British army was in the area. He considered the possibility of attacking Knyphausen's forces before the remainder of the British army arrived. Of course he did not know that these forces were flank marching he assumed that they were following Knyphausen's Division. In the end, Washington chose to await the British attack. Starting the battle at 14:00 gives the Union forces the chance to attack if they wish.

Another important factor in re-fighting this battle is whether or not to let the player know which battle they are fighting! I think that it will work better if the Union player or players at least do not know which battle they are fighting. Although it should not be a problem if the player know, or guess, which battle it is. I have prepared a short briefing for each side, which will help to disguise the scenario hopefully. Obviously if you intend to disguise the battle different names, etc will have to be used. I leave it to you to think of some suitable names.

Scale and Notes

The scale is 1 stand = 150 men, 100 for skirmishing infantry and cavalry; 1 gun stand = 8 real guns.

The game will start with the Union 13:00 phase and finish with the British phase of the turn that the game end is rolled (see ·Ending the game below·). The British move first in each turn but there is no British 13:00 phase or Union phase after the game end.

Orders of Battle

After the unit name I have put the real units present and the number of men present in the unit and a guide to the quality. 'A'= very good through to ·D· = bad.

I have noted unit commanders that are 'Exceptional'. For all others, except those marked, should roll a D6 before the game. On a 5 or 6 that unit has an 'Exceptional' unit commander.

The British

Briefing

Your forces have the task of capturing the city of Philadelphia. Over the past week or so you have managed to manoeuvre your opponent out of a couple of strong positions and now you are at his last practical line of defence before the city. The indications are that your forces enjoy a slight advantage in numbers and an advantage in quality. Perhaps though neither is enough to guarantee success therefore you have devised a plan which you hope will. Your forces are divided into two large divisions under Generals Cornwallis and Knyphausen. Knyphausen's division has been given the task of keeping the enemies attention to their front. While Cornwallis· Division marches for their flank. At present all the signs look good. You have received a message from Knyphausen that he has closed up on the Union army and has been confronting them across a creek since this morning. He states that he is occupying the attention of the enemy. All is as it was planned as your second division nears the end of its march.

Army Commander (will count as the Corps commander in this game) Lt. Gen Sir William Howe: 1 E.Ldr

Cornwallis' Division: Major General Sir Charles Cornwallis: 1 Ldr

  • Grenadier Brigade (2 battalions each 540: A): 7 / 5 / 2 B

  • Light Brigade (2 battalions of 565: B): 8 / 5 / 3 B

  • Matthew's Guard Brigade (2 battalions of 525: A): 7 / 5 / 2 B

  • Grey's Brigade (15th IR · 367: C, 17th IR · 233: C, 42nd Highland · 597: B & 44th IR · 312: C): 10 / 7 / 4 E B

  • Agnew's Brigade (33rd IR · 368, 37th IR · 308, 46th IR · 312 & 64th IR · 395: all C): 9/ 7 / 5 B

  • Von Wurmb's Brigade (Hessian Jagers · 500:C): 4 / 3 / 2 L *

  • Von Donop's Brigade (Linsing·s · 434, Minnigerode·s · 436 & Lengerke·s - 451 Hessian Grenadier Battalions: all C): 9 / 7 / 5 E *

  • Divisional Artillery: 4 breech-loading guns.

Knyphausen's Division: Lt. Gen. Wilhelm von Knyphausen: 1 Ldr

  • Colonial Brigade (Loyalists: Queen·s Rangers · 398 & Ferguson·s Corps · 130: all C): 6 / 5 / 3 L

  • Vaughan's Brigade (4th IR · 356: B, 23rd IR · 353: B, 28th IR · 286: C & 49th IR · 300: C): 9 / 6 / 4 B

  • Grant's Brigade (5th IR · 307, 10th IR · 312, 27th IR · 324, 40th IR · 300 & 55th IR · 251: all C): 10 / 8 / 5 B

  • Leslie's Brigade (71st Highland · 980: B): 6 / 4 / 2 B

  • 1st Stirn's Brigade (Hessian regiments Erbprinz · 603: C & Donop · 549: D): 8 / 6 / 4 *

  • 2nd Stirn's Brigade (Hessian regiments Mirbach · 572: D & Combined unit · 641: D): 8 / 7 / 5 *

  • Divisional Artillery: 4 breech-loading guns.

  • 16th Lt Dragoons & Mtd Jagers (353 & 90: B): 4 / 3 / 2 I (+2)

* These units are Hessian and German units in the real battle. They may be used as Hessians, see 'The Hessians' below. Alternatively, they may be instead colonial troops of some sort, perhaps Canadian or West Indian.

The Union

Briefing

Your forces have been hastily assembled to confront the invading British forces and to defend Philadelphia. They have a superiority in numbers and although you do not like to admit it probably in quality as well. Therefore, over the last week your forces have concentrated on delaying the advancing British at a number of strong positions. Yet, at each position the British have manoeuvred you out of it. Now you have reached the last defensible position before Philadelphia so a stand must be made. You have arrayed your forces in quite a strong position behind the fords across the creek. The westerly ford is not strongly guarded but you have positioned strong patrols in the area. These patrols will inform you if the British are advancing to use that ford and give you time to redeploy your forces. Meanwhile you have concentrated the bulk of your forces on the easiest and most likely axis of advance.

During the morning Maxwell's Brigade which was detached to harass the British advance and report on their activity. This they successfully accomplished falling back in front of the advancing enemy. To your relief they also informed you that the British were indeed advancing on to your main positions. Maxwell's Brigade took up their position in front of your army just as the British arrived. More accurately, one of the enemy·s two divisions arrived. Everyone tensed for action as the enemy deployed in battle line and the artillery exchanged rounds, but then nothing happened.

Both sides have kept up long range skirmishing and the British have been shifting their positions, but they have not attacked. Perhaps they are waiting for the arrival of the second division before they attack. Maybe though there is some problem with the second division. Certainly, a growing number of the junior officers seem to think so and there are increasing calls for an attack to be launched. Possibly, there is a chance to crush the isolated British division before the other arrives. The constant shifting of the enemy's forces could perhaps indicate nervous anxiety as they wait for the arrival of their colleagues. If that is true the sooner you strike the more time you will have before the other British division arrives to support their comrades.

Well time is running out. What will you do?

Army Commander (will count as the Corps commander in this game) Gen George Washington: 1 Ldr

  • Maj. Gen the Marquis de Lafayette: 1 E.Ldr ( see ·Special rules· below)

  • Maxwell's Brigade (3 battalions of Light Infantry each 200: B & 8th Btn, Chester Militia · 200: D): 5 / 3 / 2 E

  • Nash's Brigade (800 men in 3 NC regiments: mixed C & D): 6 / 5 / 4

  • Pulaski's Cavalry Brigade (700 cavalry from Philadelphia Lt Horse,1st, 3rd & 4th Dragoons: C): 5 / 4 / 3

  • Army Artillery: 3 guns.

First Division: Maj. Gen Greene: 1 E.Ldr

  • Divisional Artillery: 1 gun

  • Muhlenburg's Brigade (1st Va · 120, 5th Va · 127, 9th Va · 391, 13th Va · 200 and The German Battalion · 305: all C): 8 / 6 / 4

  • Weedon's Brigade (2nd Va · 182, 6th Va · 223, 10th Va · 295, 14th Va · 100 & 13th Pa · 100: all C): 6 / 5 / 3

Second Division: Maj. Gen. Stephen: 1 Ldr

  • Divisional Artillery: 1 gun

  • Woodford's Brigade (3rd Va · 150, 7th Va · 472, 11th Va · 377, 15th Va · 200: mixed C & D): 8 / 6 / 4 E

  • Scott's Brigade (4th Va - 314, 8th Va - 157, 12th Va - 117, Grayson·s - 100 & Patterson·s · 124 regiments: mixed C & D): 5 / 4 / 3

Third Division: Maj. Gen. Sullivan: 1 Ldr

  • Divisional Artillery: 1 gun

  • Stone's Brigade (1st Del · 79, 1st Md · 199, 3rd Md · 114, 5th Md · 40 & 7th Md · 95: all C): 4 / 3 / 2

  • De Borre's Brigade (2nd Md · 118, 4th Md · 220, 6th Md · 118 & 2nd Canadian · 393: mixed C & D): 6 / 5 / 4 **

Fourth Division: Brig. Wayne · 1 E.Ldr

  • Divisional Artillery: 2 guns

  • Hartley's Brigade (1st Pa · 335, 2nd Pa · 21, 7th Pa · 100, 10th Pa · 231 & Hartley·s · 155: mixed C & D): 6 / 5 / 3

  • Humpton's Brigade (4th Pa · 150, 5th Pa · 241, 8th Pa · 369 & 11th Pa · 138: mixed C & D): 6 / 5 / 4

Fifth Division: Maj. Gen Alexander · 1 E.Ldr

  • Divisional Artillery: 1 gun

  • Conway's Brigade (3rd Pa · 150, 6th Pa · 200, 9th Pa · 193, 12th Pa · 231 & Spencer·s regiment · 186: mixed C & D): 6 / 5 / 3 E

  • Ogden's Brigade (1st NJ · 169, 2nd NJ · 142, 3rd NJ · 173 & 4th NJ - 266: mixed C & D): 5 / 4 / 3

Pennsylvania Militia Division: Brig. Armstrong · 1 Ldr

  • Irvine's Brigade (6 Pa militia regiments of 200 each: all D): 8 / 7 / 5 **

  • Potter's Brigade (6 Pa militia regiments of 200 each: all D): 8 / 7 / 5 **

** Do not roll for 'E' leader for these units · the commander or the troops were very poor.

Deployment and Reinforcements

The Union Army

At the start of the game (13:00 Turn)

The Union army starts the game deployed on table in any desired formation. Generally, units must be deployed within 6· of the point on the map marked with their divisional number. So, for example, the First Division deploys around the point marked '1'. The Pennsylvania Militia Division deploys around the point marked 'Pa'. No unit may be deployed south of the creek, except see Maxwell·s Brigade below.

The exceptions, to this are as follows. Maxwell·s Brigade deploys in Line at the point marked 'M', they are occupying a light work. The 3rd Division must place one brigade at each of the two locations marked '3'. The Union player may choose at which of the two locations the attached artillery and the commander will be placed.

'W' is the location of Washington, the Union commander. I am unsure exactly where the army artillery reserve, Nash·s and Pulaski·s brigade were located. It is though likely that they were in this area. They are in March Column / Limbered and must be placed within 12· of 'W' and may not be within 12''of any unit from the divisions.

Reinforcements: The Marquis de Lafayette appears as a Union reinforcement as outlined in the 'Special Rules' below.

14:00 A messenger arrives with news that some units of the missing Division are flank attack, arriving at square C1 in 2 to 4 turns.

14:30 A further message arrives informing that the flank march is the rest of the British army

The British Army

At the start of the game Knyphausen's Division is deployed on table. They may be in any desired formation and are placed in the squares E6, E7, E8, F6, F7 and F8. All units must be more than 12" away from any Union unit and the cavalry unit must be more than 18· away.

Reinforcements:

15:00 Von Wurmb's Brigade: Arrives in skirmish formation within 6· of the road that enters the table in square C1

15:30 Any 3 units, 2 guns and Cornwallis from Cornwallis' Division: Arrive in Line or March Column formation / Limbered within 12" of the road that enters the table in square C1

16:00 The remainder of Cornwallis' Division and Howe: Arrive in March Column formation / Limbered within 12" of the road that enters the table in square C1

Terrain

Brandywine Creek: This is the thick stream running from F1 through to D8. It is not fordable except at the places where a road crosses it.

Other streams: Count as a 1"wide fordable obstacle, units defending along side it will receive the +1 favourable ground modifier; see Fire and Fury rules pages 30 · 31 and 47.

Hills (Brown): Count as +1 favourable ground; see Fire and Fury rules page 47.

Marsh (The greenish areas in squares E1, F1, D4, D5, E4 and E5): Counts as 'Rough' going and gives a +1 favourable ground modifier. It does not block line of sight.

Town (Birmingham): Counts as 'Rough' going and gives a ·1 modifier to both fire and close combat.

Woods (not depicted on the map): The area was covered with small woods and farms that have not been included on the map. For each square on the map, roll a D6 for the number of small woods present. A 1 or 2 = 1 wood, a 3 or 4 = 2 woods and a 5 or 6 = 3 woods. Use a ·1 dice modifier for the squares with Marsh in them and for the squares surrounding Birmingham, i.e. B2, B3, C2 and C3. Use a ·2 dice modifier for square D5. Each wood should measure 2· to 5· in each direction. Roll an Average dice, a six sided dice with the 1 replaced with a 3 and the 6 replaced with a 4.

Maxwell's Brigade: This unit starts the game in a light work that gives a ·1 modifier in fire and close combat.

Special Rules

Ending the game: In this scenario, there is no fixed end time. Instead, the game can end in a number of ways. First of all with the mutual agreement of the players that the battle has run its course. Secondly, the game will end when the required number on a dice is rolled. This represents the troops of the various armies stopping fighting due to exhaustion. At the beginning of the British 20:30 phase, roll a D10. If a 10 is rolled the game will end at the end of this phase. On the following British 21:00 phase a 9 or 10 are required, on the 21:30 phase an 8, 9 or 10, etc.

Visibility: As darkness falls the maximum visibility will fall. For the 19:00 and 19:30 turns, the maximum visibility is 24·. For the 20:00 turn, the maximum visibility is 18·. For the 20:30 turn, the maximum visibility is 12·. For the 21:00 turn, the maximum visibility is 6·. After this the maximum visibility is 2·.

The Hessians: As noted above some of the troops present at the original battle were Hessians and other Germans. These may be dealt with in two ways. First, you can assume that they are colonial troops of one sort or another. Secondly, you can use Hessians troops from this period. It was, I feel, unlikely that German mercenaries would have been used at this time, but Hesse Cassel was still an independent state and it was possible. Besides, they are an interesting army that will pose some difficult tactical problems.

Hessian infantry at the time of the Austro Prussian war of 1866 were equipped with the Prussian Needle gun. I am not sure exactly when they started using this weapon, but it had been available since the 1850's. So there is a good chance they would have had it during the civil war. This gun was the first breech-loading rifle to have wide use and was used by the Prussians during their 1860·s and 70·s wars. It had a high rate of fire but a relatively short range. It will have a maximum range of 6·. It has 2 fire points per stand up to 4· range and 1 fire point from 4· to 6· range. All Hessian infantry are equipped with it.

The Marquis de Lafayette: The Marquis de Lafayette was present at the battle but as an observer. He did not though remain in that role and he intervened in the later stages of the battle, suffering a wound for his trouble. He is an 'Exceptional' leader who can influence any unit in the Union army but he must be attached to a unit to do this. He will 'arrive' on the table by being placed next to the Union commander·s stand. He may then be moved as desired. He will appear on the first Union phase that the British player has any forces in any of the squares A4, B4, C4 or D4. He counts as an 'Exceptional' Division commander for victory point·s determination.

Victory Conditions

In addition to the normal Fire and Fury victory conditions, see page 16 of the rules, the following scenario specific victory points may be gained.

The Union

An additional 50% is added to the points received for worn, shaken, destroyed batteries, etc. This represents the difficulty the British would have obtaining replacements, etc.

10 victory points if they control Birmingham at the end of the game.

5 victory points each for control of the fords in squares C7 and C8 at the end of the game.

5 victory points for control of the road exiting the table northwards in square A8 at the end of the game.

The British

5 victory points if they control Birmingham at the end of the game.

5 victory points each for control of the fords in squares C7 and C8 at the end of the game.

15 victory points for control of the road exiting the table northwards in square A8 at the end of the game.

Options

There are many different ways that this battle could be fought other than as outlined above. In this section, I will briefly give some details of a couple of possible options.

Free deployment: Instead of using the historical deployment, you could give each side the chance to deploy freely. A number of different methods could then be used to set up the game. The Union Player could receive 14 markers representing the 6 divisions, the 3 independent brigade and the army artillery and 4 dummy markers. One of the dummy markers could instead be a detached brigade such as 3rd division used in the real battle. He could then place these markers any where on the table with the following restrictions. Only one marker can be south of the creek but no more than 12· from the creek. This unit will be behind a breastwork if it is a single brigade less than 6 stands strong. Although of course, the marker may just be a dummy. No marker may be placed west of Birmingham.

Once this is done the British can deploy and / or assign marches. One of the divisions must be deployed on the table and may not be within 12· of any Union marker. It must be south of the creek. The second division can be assigned to appear at one of four locations. It may enter the board at C1, F2, F3 or F7. Its arrival will be random and must be diced for. On the first turn it is available it needs a 6 on a D6. The next turn it needs a 5 or 6, etc. A +1 dice modifier is applied if the Army Commander is with the marchers. A roll of a 1 is always a failure.

It is the British player·s choice when to start rolling for the second division·s arrival, with the following restrictions. Units that wish to arrive at C1 may not start rolling until the 14:00 turn. Units arriving at F2, F3 or F7 may start rolling on the first turn. Units arriving at F7 get an additional +2 dice modifier. A roll of a 1 is always a failure.

Contemporary organisation: Both sides are organised very much in the manner of 18th century armies. If you wish you could modernise the organisation into what would have been more likely in the 1860·s. The Union army should probably be organised into Corps. They gain two Corps commanders, but do not get an Army commander. 1st, 4th and the Pennsylvanian Militia divisions would be in this Corps, with Maxwel's Brigade as part of the 1st Division. The other Corps would contain the remaining divisions with Nash's Brigade part of the 2nd Division and Pulaski's Brigade attached at Corps level. The artillery would be divided between the two Corps, including the former army artillery.

The British would similarly lose its army commander and gain 4 more divisional commanders. Each of the 6 divisional commanders would command two Brigades and a gun stand. If possible units of a similar type should be in the same division, but units from the same original division should be kept together. The remaining artillery can be assigned as additional guns and the cavalry can be attached to one of the divisions.

All Union Corps commanders and British Divisional commanders would then roll a D6 requiring a 5 or 6 to be 'exceptional'.

I hope you enjoy the game and please get in touch with me if there are any questions. My email address is wyreforestgamers@yahoo.co.uk