Showing posts with label Confederate Ironclads. Show all posts
Showing posts with label Confederate Ironclads. Show all posts

Friday, January 23, 2015

150 Years Ago Today: Rebel Ironclads Make One Last Sortie

150 Years Ago Today: Rebel Ironclads Make One Last Sortie


On January 23, 1865 the last and most powerful fleet the Confederacy ever assembled made a gallant attempt to break through the Union blockade and destroy General Grant's supply base at City Point. From the mighty ironclad CSS Fredericksburg, Commodore John K. Mitchell led his James River Squadron of 11 ships into battle first against Union batteries at Fort Brady and then into action against a smaller but smartly led flotilla of four Yankee warships.  The engagement, which lasted for three days, would become known as the Battle of Trent's Reach.

For once the Confederates had not only the numbers but also the quality of ships in a naval action. In addition to his flagship, Mitchell had two other ironclads, CSS Virginia II and CSS Richmond, with five gunboats and three torpedo boats in support.  Among them they mounted more than 20 guns,  The Union James River Flotilla under Captain William Parker boasted 18 guns among its four vessels, which included the monitor USS Onondaga, two gunboats and a torpedo boat.  To reach the Yankee ships, however, Mitchell had to first navigate through the maze of sunken wrecks, nets, naval mines and other obstructions, most of the time under the fire of the 30 guns of Fort Brady and four lesser shore batteries manned by Colonel Henry Pierce and his 1st Connecticut Artillery.

Despite the odds and what one Rebel officer described as "a perfect rain of missiles," the Confederates bulled their way down the James - with a little help from two Confederate batteries which bombarded the Union positions.   As the Rebel fleet came on, Parker retreated - much to the anger and surprise of General Ulysses Grant.  The Rebels anchored for the night, ready to move on toward the big supply base at City Point with the morning tide.  Grant and Rear Admiral David Porter, however, ordered Parker to go back and engage and sink the Confederates.  

When dawn came on January 24, four of Mitchell's 11 ships were stuck in the mud.  They were easy targets for the Union batteries, which wreaked havoc on the wooden gunboats.  When Parker's flotilla arrived, the Union ships were able to maneuver and bring fire upon the Rebels, most of whom were still stuck and could not bring their guns to bear. As the tide rose, however, CSS Virginia II managed to work herself free - enough to fire a single round at the Union monitor.  The Confederate warship scored a hit - but took 70 in return from the Union army and navy gunners.  The flagship was hit 150 times or more.  The ironclads were battered and leaking but fight on they did.  One gunboat and a torpedo boat were sunk and Mitchell, realizing he could not break through, turned about and fought his way back past the Union batteries to bring his fleet home.

It was the last ride for the Rebel fleet - and for Mitchell, who  in mid-February was relieved of command and replaced by Admiral Raphael Semmes, who had led the raider CSS Alabama.  

Confederate ironclads are powerful weapons in the arsenal of the Southern player in GMT's strategic naval game of the Civil War, Rebel Raiders on the High Seas.   Although more frequently used to defend ports than to attack, they can sortie out to attempt to break the Union inshore blockade and clear the way for those blockade runners fortunate enough to sneak past the screw sloops that patrol farther out off the coast.
 

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 SeaThe powerful ironclad ram is represented by its own counter and card (CSN Card 75), which reflect its abilities, real and feared.


Wednesday, January 29, 2014

Southern Belles Fund the “Ladies’ Ironclad” CSS Charleston

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.

January 29, 1864 –   Southern Belles Fund the “Ladies’ Ironclad” CSS Charleston


Historical Event:  On January 29, 1864 the naval yards at Charleston completed the fitting out of the ironclad ram that bore the city’s name.  Funds for the CSS Charleston were raised by “The Ladies Gun-Boat Society,” which hence led to it being nicknamed “The Ladies’ Ironclad.”  

Despite its rather cute epithet, the casemate ram CSS Charleston was a formidable and manly warship, encased in four inches of armor.  With two nine-inch smoothbore guns (one each fore and aft) and four seven-inch Brooke rifles (two per broadside) the “Ladies’ Ironclad” was meant for close-in action in defense of the harbor, and was also fitted with a heavy wrought iron ram.   When completed it was chosen, quite appropriately, as the flagship for the Charleston Squadron.   When Union forces marched on the city by land in February, 1865, the warship was scuttled and blown up by its crew.


Game Connection:    CSS Charleston herself does not appear as a separate card or counter in Rebel Raiders on the High Seas, and is instead represented by the generic Ironclad counters.  The Southern player can build ironclads in Confederate ports, and there are cards that can cause ironclads to show up in such ports in response to a Union attack  (notably CSN Card 78 – Mallory’s Miracle)


Images:  KHS 1:600 model and Ecardmodels 1/250th scale CSS Charleston



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.