Showing posts with label CSS Albemarle. Show all posts
Showing posts with label CSS Albemarle. Show all posts

Friday, March 20, 2015

150 Years Ago: Union Warships Play Tag With Rebel Armored Raider CSS Stonewall

150 Years Ago:  Union Warships Play Tag With Rebel Armored Raider CSS Stonewall



On March 21, 1865 the Confederate armored raider CSS Stonewall and two wooden Union warships played a potentially deadly game of "tag" off the Spanish port of Ferrol.    The USS Niagara and USS Sacramento had been shadowing the powerful Confederate vessel since she had left France for the Azores.  Their orders, however, were not to engage - and with good reason. With her armored casemates and massive ship-breaking guns the CSS Stonewall was the most powerful and most modern warship in the world.  She was built with the hope of smashing through the Union blockade and reopening one or more ports to Confederate blockade runners.

A storm cut short this deadly dance, and the CSS Stonewall went into Ferrol to seek shelter and take on supplies.  She came out a few days later, and once again USS Niagara and USS Sacramento were waiting, and shadowed her as she steamed across the Atlantic toward her beleaguered homeland.  Among those ordered to make ready to confront her was Lt. Cdr. William B. Cushing, the man who in a daring naval commando raid had sunk the ironclad CSS Ablemarle. Admiral Porter instructed Cushing to mount a spar torpedo on the USS Monticello and make ready to charge the CSS Stonewall should she appear off Norfolk or Wilmington.


The CSS Stonewall is both a card and a counter in GMT's strategic naval game of the Civil War, and if she appears can pose a powerful challenge to the Union player.


For more on the story of how, where and why the CSS Stonewall was built, and what eventually became of her, see my earlier blog entry at:

http://markgmclaughlin.blogspot.com/2015/01/150-years-ago-css-stonewall-rides-waves.html

Sunday, May 4, 2014

Ironclad CSS Albemarle: One Ship vs. a Union Blockading Squadron


This day 150 years ago in Rebel Raiders’ History

-Dedicated to Civil War episodes, battles, people and ships that also appear in my game, GMT’s Rebel Raiders on the High Seas.

May 5, 1864 –  Ironclad CSS Albemarle:  One Ship vs. a Union Blockading Squadron


Historical Event:   The Battle of Albemarle Sound was a rare event in the Civil War, as it was one of the few times a Rebel fleet initiated combat, let alone sortied to break the Union blockade in an amphibious operation, no less.  On May 5, 1864, however,  the Confederate Navy did just that, sending its newest and most feared ironclad ram, CSS Albemarle, into the body of water for which it was named.

 The Albemarle came down the Roanoke River with the gunboat CSS Bombshell and the troopship CSS Cotton Planter.  The goal of the operation was to recapture the key port of New Bern and thus break the Union blockade on North Carolina.  As Commander J.W. Cooke brought the ironclad out into the Sound, he found Captain Melancton Smith and his fleet of eight Union warships waiting for him.   Although heavily outnumbered as well as out-gunned, Cooke plowed ahead, confidant that Union shells would bounce off the thickly-armored, sloping casemate of the CSS Albemarle. 

Cooke’s faith in his warship was well placed, for the Yankee guns (even those firing 100-pound shot ) did little harm.  CSS Albemarle carried only two guns, 6.4-inch Brooke Rifles, but Cooke used them to good effect, gingerly moving them on their pivots to fire out of the six gun-port positions.  The captain of the USS Sassacus, frustrated and declaring that he might as well have been “firing blanks,” poured on the coal, built up to a speed of nearly a dozen knots and rammed the Confederate ram, knocking her so hard as she nearly foundered.  Cooke, however, righted his ship and poured fire at point-blank range into the Union vessel, causing many casualties and inflicting heavy damage.

Three other Union double-ender side-wheel gunboats circled about, adding their fire but each taking more damage than they gave.  USS Wyalusing and USS Mattabesett gave covering fire as USS Miami, armed with a spar torpedo, moved in for the attack, but Cooke evaded successfully.  Unfortunately, his consort, CSS Bombshell, being a mere gunboat, was so badly pounded that she was forced to strike her colors.  At that the troopship turned about and Cooke retired, his reason for fighting the Union fleet now moot.  



 Game Connection:  CSS Albemarle is one of the many named ships in Rebel Raiders on the High Seas.  Represented by a counter and card (CSN Card 75) she is one of the most powerful warships in the small but plucky Confederate Navy.  While the gunboat that accompanied her and the types of Union warships they fought on May 5, 1864 are represented by generic counters of their type, many another individual Yankee man-o-war is present with its own card and counter, as are the big Dahlgrens and other “Yankee Guns” they carried (USN Card 3).  New Bern is a key port in the game, as it was in the war, and holding on to or recapturing it is of great importance in Rebel Raiders on the High Seas.



Tuesday, April 1, 2014

April 1, 1864 – Make Ready the CSS Albemarle!

This day 150 years ago in Rebel Raiders’ History

-Dedicated to Civil War episodes, battles, people and ships that also appear in my game,GMT’s Rebel Raiders on the High Seas.

April 1, 1864 – Make Ready the CSS Albemarle!


Historical Event:  On April 1, 1864 the new Confederate ironclad ram, the CSS Albemarle, was towed to Hamilton, North Carolina, in preparation for the attack on the Union base and squadron at nearby Plymouth.  That operation and the ensuing naval action on April 19 would show that Union fears and concerns about the “monster” were fully warranted. (More on that later in the month), although worries that she might steam out into the Chesapeake and then up the Potomac to bombard Washington were purely the stuff of nightmares – but nightmares that nevertheless led the Union to take extraordinary measures to take her out.


Game Connection:  The CSS Albemarle is only one of the many great ships which play a role in my strategic Civil War naval game Rebel Raiders on the High Sea.  The powerful ironclad ram is represented by its own counter and card (CSN Card 75), which reflect its abilities, real and feared.


Saturday, August 31, 2013

Build Batteries or Invest in Ironclads? A Key CSA Conundrum In Rebel Raiders on the High Seas

Each turn in Rebel Raiders on the High Seas both players are faced with making choices as to how to spend their builds.  The South has two arsenals, Richmond and Atlanta, each of which gives the Confederate player either a Battery to place on the map immediately or an Ironclad – which is placed on the turn record track to come in during the next Rebel build phase.   Several players have been debating the merits of Batteries vs. Ironclads. 

Before reading what Pat Kairns and John Bolash have to say, readers not yet familiar with the game should know the following:

Characteristics of a Battery

-a Battery is immobile.  Once placed it may never be moved.
-a Battery adds 1 die in land combat to the Confederate defense.
-a Battery is destroyed in land combat should the Union win the battle.
-a Battery rolls two dice in combat against ships
-a Battery is only destroyed in combat against ships if one of the ships targeting it rolls at least one “6” on a six-sided die.
-a Battery can be taken out by play of the Union mortar boats card (USN Card 2)

Characteristics of an Ironclad:

-an Ironclad may move along the rivers; although a Union Ironclad may be towed at sea from port to port, a Confederate Ironclad may not go to sea.  It may attack the Blockade Station off its port, but except for one special Ironclad (CSS Albemarle, CSN Card 75), no Rebel Ironclad may enter a Coastal or High Seas Zone.
-as long as an Ironclad, or any Confederate warship, is in a port, the Union may not complete an Amphibious or River attack on the port – the Union Navy can attack Batteries and other warships as part of its Assault, but it cannot complete the final round of that Assault – the round to take control of the Port.
-an Ironclad rolls one die in ship combat
-an Ironclad is only destroyed in ship combat if one of the ships targeting it rolls at least one “6” on a six-sided die.

There are cards that help and hurt Batteries and Ironclads.

The Rebels can trade in 20 Victory Points accumulated from their Blockade Runners etc. to purchase an Ironclad or Battery.  The Rebels can never place more than one Battery in a space in a turn, nor can they place more than one Ironclad  (other than through the play of a card).

That said, here are two views by gamers:

First,  Pat Kairns:

Rebels “Have the toughest turn-by-turn choices for their Build Points”
 
As I said in my summary of the early game back when I started this, I think the Rebels in particular have the toughest turn-by-turn choices for their Build Points, especially when it comes to choosing between a Battery and an Ironclad. This has given me an idea to ONLY build Batteries in a game until I run out of them & see how well the Union LAND assaults do against 2 or 3 batteries stationed in key cities. Worth a shot and then I'll probably turn around and build a preponderance of Ironclads. Many, many options in this game; I just want to try the extremes.  

A well placed sudden Counter Attack by the CSA can really deflate the Union player's morale.... believe me, it's happened to me and I've devastated a few over confident Yankees.

Now, John Bolash:

“I almost never ‘waste’ my free batteries to build Ironclads”

As the Confederate player I almost never "waste" my free batteries to build Ironclads. Instead I can generally rely on the ironclads I get from cards (Manassas, Tennessee, Virginia, and Albemarle etc.). After about mid-1862 I build/buy and use counterattacks very often which typically frustrates and slows the Union. When the opportunity arises I'll attack to clear weakly held blockade stations typically with gunboat(s), but sometimes even with a Raider: in other words an active defense. What ironclads I receive from cards are mostly used to hold Mississippi River ports. I build three-battery stacks in Richmond, Atlanta, and at in least one Mississippi River port (preferably two of them), and two batteries in Mobile, two in Savannah, and at least one battery in each of the remaining ocean ports, and as I can one battery in each of the adjacent approach spaces to Richmond & Atlanta, including Chattanooga. 


Finally, The Designer:

Never underestimate the power of an Ironclad

While a Battery is arguably a better buy for the buck, never underestimate the power of an Ironclad. A single Rebel Ironclad on the Mississippi signals the start of an arms race; one the Union cannot afford to ignore.  Gunboats alone are very vulnerable, and can rarely defeat Batteries on their own – especially if there is an Ironclad fighting alongside or lurking behind the Batteries  (the Rebels can keep their warships protected and fight only with Batteries, or vice versa, or put everything on the line at once).

If the Rebels start adding to the Ironclad fleet on the River, the Union will have to more than match them or give up all hope of fighting down the Mississippi by river – they will instead have to slog by land, as Ironclads do not defend against an attack from the land route.  This, however, means the Union will need two Assaults (and it only gets two free ones a turn, and can buy at most two more):  one by River to use ships to knock out some of the Batteries, after which its fleet will either retreat from or be sunk by Rebel ironclads, which costs ships and Victory Points, and then a second Assault immediately following against the port from the land side – assuming the Union ships knocked out one or more of the defending batteries.  If the port falls, the Ironclads can retreat down river to the next port.

In an ocean port, an Ironclad on defense is less versatile – but still makes an Amphibious Assault against the port much more difficult – unless the Union tows in some Ironclads of its own.







Monday, July 22, 2013

The Ships of Rebel Raiders - The Ironclads

Rebel Raiders on the High Seas is a strategic game of the Civil War which focuses on the role of the navies on the rivers, along the coasts and on the oceans.  While most ships are represented by generic counters for Ironclads, Blockade Runners, Gunboats, Screw Sloops and, of course Raiders, there are cards and corresponding counters for many individual vessels.  This series presents those cards and offers a glimpse into the history of these storied ships.

Part III – Rebel Ironclads: CSS Ablemarle – “SEALS” vs. an  “Unsinkable Ram”

Though she bore only two guns – a pair of fine 6.4-inch Brooke Rifles mounted on pivots - the “unsinkable ram” CSS Ablemarle (CSN Card 75 in Rebel Raiders) was very well protected, with a thick bunker and iron shutters for her gun ports.  An officer aboard the USS Miami, one of a pair of double-ender Union gunboats the Rebel ironclad dueled on the Roanoke River in April 1864, reports firing over 30 shots at point-blank range into the armored beast – “but they had no effect on her.”   One of those shots was an explosive anti-personnel shell personally fired from the bow gun by USS Miami’s captain.  The shrapnel bounced off the armor and killed the Union officer.  His ship retired but its companion, USS Southfield, went down, holed by the CSS Ablemarle’s ram.   The ram then went on to support the Confederate ground attack to regain the town of Plymouth – the only such combined arms operation involving a Rebel ironclad in the war.

 A month later CSS Ablemarle broke out into the Sound for which she was named, only to be swarmed by six Union gunboats.  She took over 60 hits, but it was only when her smokestack was so badly damaged her engines could not draw oxygen that she turned back to Plymouth.  Fearful that she would emerge again, the Union developed a bold plan worthy of a WW2 commando raid or a modern SEAL team operation.

Lt. William Barker Cushing, renowned for several cutting-out expeditions (one of which had captured a Confederate general) developed a plan to plant a torpedo in her hull.  He and 15 men went up the Roanoke on the night of October 27, 1864 in a small cutter.  The guards on the ram spotted them and her gunners sank the cutter – but not before Cushing had planted his torpedo – which ripped a hole in the waterline “big enough to drive a wagon” through.




Friday, June 21, 2013

Rebel Raiders Replay  (Turn 12 –December 1864)

Designer Mark McLaughlin as CSA; Naval Historian Brandon Musler as USA

When we left off, the South was burning.  Two Rebel attempts to retake Vicksburg failed. New Bern, Atlanta, Montgomery  and New Orleans fell to the Union, completing the Northern conquest of "The Father of Waters." It is, hopefully, the final turn, and if the South, in the negative victory point range, can manage to hold on to Richmond it can still squeeze out a win.

The Albemarle Sallies Forth!

Just to show the South can still fight at sea, Mark plays the CSS Albemarle (Card 75).  The only Southern Ironclad that can go beyond Blockade Stations and into Coastal Waters, it stands a chance of breaking a hole in the Blockade.  Brandon tries to stop her coming out of Charleston with Engine Breakdown (Card 47) but the plucky iron devil keeps coming, sinks the Union Gunboat on the Blockade Station and engages the single Screw Sloop offshore – which sinks her.   Perhaps Albemarle, too, was built by Acme – Charleston Branch.  (That same Sloop catches the Blockade Runner that was trying to get into Charleston).








Once More On To Vicksburg…

The Rebel Counterattack is launched once again at Vicksburg.  Should this counter-attack fail, Baton Rouge, Corinth and Meridan will “wither on the vine” as they have no cities to supply them…and with them will go the Ironclad CSS Virginia, which retreated from New Orleans to Baton Rouge.

Third time, it seems, IS a charm – and the South regains Vicksburg!  Virginia promptly works up steam and goes in to help defend the regained city – which in the Build Phase gets the one Battery the South can still build (losing Atlanta reduces Battery builds from two to one; loss of Richmond would cost the other).

The South is still in negative VPs  but is not dead yet.

One More Push

The North is in a pickle.  It has two ways to win:

-1.  Take 16 of the 20 Rebel cities, which MUST include all three key Mississippi cities (Vicksburg, Memphis, New Orleans), PLUS EITHER Richmond OR Atlanta, and have the South at negative VP.  OR

-2. Take the three key Mississippi cities (Vicksburg, Memphis, New Orleans), PLUS Richmond AND Atlanta – and if the South is at negative VP at that moment the game ends immediately.

Ten cities are in Yankee control, so to get the first it would need Six Assaults – Brandon shows that he has the Sea to Shining Sea (Card 24) that would give him two assaults in ADDITION to the Four he bought – however, the two extras are only good for attacking Ocean Ports in bonus Amphibious Attacks.     It is a great card, but he would need to win ALL SIX battles (one of them Vicksburg) to meet the first victory condition.

Brandon does not bother; he announces he will go for Vicksburg and Richmond – although getting there means he has to take a space adjacent to the Southern Capital.  That means he must win THREE out of FOUR Combats.    Fortunately, however, Brandon has Loose the Fateful Lightning (Card 34), which gives him a FIFTH Assault where he needs it.




Five Battles  - and Bobby Lee

With his powerful Ironclad fleet on the river, Vicksburg, even with Virginia and a Battery, is no match.  It falls in one Assault.

Brandon takes his second attack on Fredericksburg – and runs into BOTH  Bobby Lee (Card 60) and Stonewall Jackson (Card 104).  The dice and re-rolls are too much for the North, and Brandon is repulsed….unfortunately for the South, however, Jackson is killed!






Assault number three is Fredericksburg again – this time, the Union takes it.

Assault number four is Richmond – and Lee holds!

The Union, however, has that fifth and final assault left thanks to Loose the Fateful Lightning….  the Union dice total is higher by ONE than the South…Can Lee pull off one last miracle re-roll to change the outcome.

Sadly, for the South, the answer is no….

On the very last die roll of the very last turn, the South Falls – victory to Brandon and the Union, which holds 12 cities – including the five all-important ones of New Orleans, Vicksburg, Memphis, Atlanta and, finally, Richmond.

 ....The Union is restored....