Honey Springs Creek Nation ~ July 13, 1863 Game Design & Development Lawrence P. Duffield

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1 Battles of the American Civil War oney Springs Creek Nation ~ July 13, 1863 Game Design & Development Lawrence P. Duffield Graphic Arts & Publishing Duffield Publishing P.O. Box 1270 Fort Bragg, CA publisher@lpdgames.com Copyright 2007 Lawrence P. Duffield Along with extra ammunition and plentiful artillery, Blunt s headquarters group included artist-reporter James O Neill of Frank Leslie s Illustrated Magazine, whose dramatic engraving introduced the battle to the Northern public. The Battle of oney Springs is hardly on a par with Gettysburg, Shiloh or even Wilson s Creek, high tide of the Missouri State Guard. Still, Oklahoma s sole Civil War affray has its famous firsts, some enduring cultural interest and a certain raw frontier drama. This tiny battle, only men a side, was the largest combat in the struggle for the Indian Territories. In a war where non-whites were only grudgingly allowed a share of the fighting, the majority of each side was Indian. Some 600 of the others were the famous 1st Kansas Colored Volunteers, one of the war s great black regiments. The North sent Creeks & Seminoles, Caddo, Delaware, Shawnee, Keeche, Kickapoo and Osage to battle, with two Cherokee regiments one of them ex-confederate. Whites troops were a battalion of Colorado Volunteer Infantry and a cavalry battalion from Wisconsin, plus the army s artillery. Their Indians fought better than ours. Confederate Officer, Cherokee, Creek and Choctaw & Chickasaw Mounted Rifle Regiments fought for the South, plus a few Seminoles and a battalion of wild Sioux and Comanches from the western prairies. These commands belonged, not to the Confederacy, but their allies, the Five Civilized Indian Nations. Texas raised an amalgam of cavalry commands for service in the Territories: 20th (dismounted) and 29th Texas Cavalry, the 5th Texas Partisan Rangers, plus Scanland s & Gillette s independent squadrons. There were internal strains in the Indian alliance. Creek and Cherokee troops brought tribal enmities to their bivouacs. General Douglas Cooper s battle plan stationed their tribal brigades as far apart as possible. By 1863 the Indians also questioned Confederate commitment. Arms, uniforms and artillery had been promised, but not supplied. Southern gunpowder was wretched, causing jams and misfires in the worn Indian firearms. Still, the Five Nations now possessed a formidable mountain of military stores at the old oney Springs Creek Agency. Stresses were also high behind Union lines. Major General James Blunt s military superiors left his Army of the Frontier with too few troops to defend against the Indian brigade when combined with William Cabell s Arkansas cavalry, now moving up the Arkansas River. Aggressive to a fault, Blunt felt he needed to attack oney Springs immediately or abandon Fort Gibson and control of the Kansas frontier. Blunt also needed a victory to distract his many enemies, who accused him of corruption and favoritism. The stage is set: early on the morning of July 13, Union patrols report enemy troops in the treeline of Dirty Elk Creek, about 2 miles from oney Springs Depot. The Federal column halts, waters and feeds its horses, and takes a quick lunch. About 10am the Army of the Frontier deploys and advances. North or South, what will you do? The Battle of oney Springs is a tactical game exploring this little-known incident in Oklahoma history. The game plays in about an hour, and offers an exciting introduction to the Battles of the American Civil War.

2 Table of Contents Introduction 1 Table of ContentS 2 Game Components & Scale 3 Map, Time Scale, Units. Counter Information 3 Unit Type, Officer Formation ID, Size, Brigade affiliation, Colored Backgrounds, Combat Value, Movement Value, Other Information, Officers. MarkerS 3 Preparation for Play 3 Sequence of Play 4 Confederate Player Turn, Union Player Turn, Turn Record, Victory. OfficerS 5 Chain of Command, Good Order, Command Range, Officer Efficiency, Officer Placement, Availability, Removing an Officer from the Map, Officer Casualties, eadquarters Units. Command ActivitieS 5 Movement Command, Attack Command. Operational ActivitieS 5 Rally Artillery OperationS 6 Artillery Survey. Movement 6 Minimum Movement, Road Movement ReinforcementS 6 Forced March Attack from Marc 6 Stacking 6 Retreat after Combat Zones of Control 7 Combat 7 Resolving Combats Artillery Combat 7 Long Range Fire, Counterbattery Fire; Line of Fire. Cavalry Combat 8 Army Cohesion 8 Disorder; Rally & Self-Rally, Fatigue, Demoralization, Line of Communications (LOC). Victory 8 Evaluating Victory, Pursuit, Relative Casualties. oney Springs, July 17, Length, Deployment, Special Rules, Line of Communications, Demoralization, Victory Points, Victory Levels, istorical Result. istorical Commentary 10 Bibliography 12 Officers 2 Waitie Officer Efficiency Rating Unit ID Infantry P 5-4 Formation Color Band Combat Value Movement Value Cavalry 5-5 Artillery Formation Color Band Combat Value Long Range Fire Value Movement Value Train & Q Unit Types and Information Officer Name Type - Senior Unit Size (Battalion) Type - Infantry Unit Size (Battaliion) Left - Division ID Type - Cavalry Formation Color Band (none) Combat Value Movement Value P 4-³-4 Unit Size (Bty) Left - Division ID Type - Artillery Variations 1 Blunt Frontier Army Commanders Variations Dismounted Cavalry 5-5 Cherokee 3-6 Variations Creek Variations No Replacement Available Cherokee Minor Leaders Left - Game Label Right - Unit ID Indian Infantry Left - Game Label Right - Unit ID Conscript Left - Game Label Right - Unit ID Pack Artillery The Armies at oney Springs did not have significant Army Trains. Both depended on nearby Depots. This is part of why the battle had to be fought. D Cooper 2 CO TX PN 5-5 Green 4-⁰-4 3-¹-4 1 Phillips J 5-5 J 2-¹-4 J 5-4 C? WI 1-⁰-5 Frontier Q Deployed Q Mobile Q Frontier 2-5 Variations 1-3 2

3 Game Components & Scale Map Each map shows an entire battlefield and surrounding countryside. Terrain is overlain with a hexagonal grid to simplify movement and combat resolution. One hex on the game map covers approximately 400 yards of ground from face to opposite face. Time Daylight Game Turns span one hour of real time. Dawn and Dusk Turns telescope 5 6 hours into one Turn to allow for administrative activity, rest and the difficulty of travel or combat in darkness. Units Each counter represents a maneuver unit, Q or leader. Symbols or numbers identify strength, speed and type, and identify the unit s Chain of Command. Counter Information Unit Type Infantry, Cavalry & Artillery units are shown by symbols for crossed rifles, blanket roll or cannon ball. Q fronts feature Tents; the reverse Wagons or Cavalry Escort. Indian unit symbols include stylized arrows. Officer Formation ID Officer & units of a formation have unique letters or numerals on the counter face, and a colored band across the counter s lower face. Units directly subordinate to the Army Commander have no formation ID. oney Springs, Creek units have no formation leader, so that only Cooper & Walker may command them. Watie commands Cherokee units when he is present. Size Units are Sections [], Batteries [I], Battalions or Squadrons [II] or Regiments [III]. Brigade affiliation A name or letter to the left of the Unit Type symbol denotes the unit s Brigade. Colored Backgrounds US units are generally blue, Confederates grey. Cavalry have a yellow fill to their unit type symbol. Combat Value Combat Value (CV) points rate unit fighting strength. A CV point 100 infantry. CV reflects superior tactics or leadership in a few elite units. Very green or poorly led units, like most of Cabell s AR Bde, are weaker than manpower might indicate. Artillery CV measures close range combat power (cannister or rapid fire ball) at ranges of 400 yards or CV per cannon, adjusted for shot size & other variables. Cavalry CV assume up to 25% horseholders for dismounted combat. Some cavalry units are only equipped with pistols & sabres and suffer accordingly. General Qs are specialized cavalry or train units to which special rules apply. Movement Value (MV) Shows the relative speed of units over the course of one Game Turn. Movement rates reflect time for dressing ranks, waiting for orders, rest breaks, confusion and combat. Most cavalry action is assumed to be dismounted or to include time to prepare terrain for mounted charges. Road and Forced Marches are modeled explicitly. Other Information A unit s reverse shows characteristics which change with unit Disorder: Artillery lose Long Range Fire capability, Cavalry Combat value decreases and its Movement value increases. Officers may Rally units in Disorder. Otherwise they do not command or coordinate them. Unit ID s are listed for historical interest. Officers Each Officer counter represents one senior officer and a few aides and couriers. Officers are identified by a name, photograph and rank symbol stars for US leaders and stars & wreath for CS officers. Minor Leaders substitute a battle flag. Army Commander The senior officer present on the game map is the Army Commander [p. 4] Formation Leader Officers or Minor Leaders command formations. Minor Leader Minor Leaders are junior officers given independent missions during the battle. In oney Springs, all Officers except Blunt, Cooper & Watie are Minor Leaders to reflect lack of training, experience and staff. Officer Efficiency Rating Officer counters have an Officer Efficiency Rating of 1 or 2 in the lower left corner. Formation ID Formations are identified by a letter and a uniquely colored band on leader & unit counters. Markers Markers remind players of game functions. Included markers are not game limiting factors make additional ones as necessary. See Marker types, next Page. Preparation for Play Choose a scenario. Decide if Alternate istory options will be used. Place At Start units, officers & markers As listed in the Scenario instructions. Remove units lost prior to the start of the Scenario. Scenarios list arrival times for reinforcements. Alternate istory options may remove or add units. Begin play. 3

4 Sequence of Play Game Turns are resolved in the order given below, except that the game begins at 10am on the Union Player Turn. There is no 10am Confederate Turn. Confederate Player Turn Command Activity Phase Officer placement: Place Officers on the game map. Officers remain in place until wounded, overrun or the next Friendly Command Activity Phase. Determine Officer Availability Officer Actions: Place Officer Action markers (Artillery Survey, Rally) on any Officers engaging in those activities. Movement Phase The Confederate Player moves any or all units as desired, subject to all applicable restrictions and paying costs determined by command, weather or terrain restrictions. During Movement, units may execute Attacks from March. Combat Phase The Confederate Player executes all attacks and implements outcomes in any order he chooses. When combat outcomes call for losses or retreats, the owner of the unit(s) involved chooses from any permitted options. Make advances or retreats after combat immediately following the combat that generates them. Union Player Turn The Union Player executes an identical sequence. Turn Record Advance the Game Turn marker on the Turn Record Track. Game continues til the end of the Dusk turn. Victory Scenario Victory Conditions determine the winner. Officers 4 Cooper Leadership was a key variable in the War Between the States. Few generals had ever commanded a force larger than a company. Civil War generals invented their own staff, with widely varying results. The difference between first rate and merely competent officers was profound. Officers represent commanders or subordinates capable of independent action on the battlefield. Officer types include Army Commanders, Formation Leaders, and Minor Leaders. Chain of Command An Officer may command units which are in Good Order and in command range. Good Order A unit is in Good Order if not on its Disordered side at the beginning of the current Player Turn. Command Range Reduced range typicaly reflects too few, inexperienced or Officer Seniority Federal inept staff officers. 1 Blunt 1) An Officer may command all units in his placement hex, provided at least one unit eligible by rule 2, 3 Phillips 2 Judson below, is also present in that hex. 2) An Officer may command to the limit of his Command Range if one of these relationships exist: The Army Commander, the senior officer on board, may command any unit or train. An officer may command a unit of his Formation. Tandy Walker may command any 5 Nations unit. An officer commands an Army Train if he commands its escort. Confederate An officer may command attacks involving units eligible as described above, and any 1 other friendly Artillery unit firing at Long Range. Command range for Officers is up to 3 hexes (2 intervening hexes) between officer and subordinate unit, unless further defined by Special rule. Minor Leader command range is always 1 hex. Officer Efficiency Officers are rated on a scale of 0 (standard), 1 (energetic or experienced), or 2 (excellent). Leader ratings influence the commander s availability and quantify his tactical skill. Officer Placement Cooper Cabell Watie Walker An Officer s placement hex identifies the area where his attention is focused. Markers note major officer actions. GAME TURN 5 Nations Demoralized Fatigue C GAME TURN Fatigue Cabell Demoralized Reorganize Game Markers Player Turn & Weather Army Demoralized Council of War Formation Fatigue Operations Order Artillery Survey asty Works Rally Reorganize Loot CLEAR WEATER Army Demoralized Judson Artillery Survey Loot 4 Rain Dimmed Markers are not used in oney Springs Loot 2 J

5 Army Commander Must place in compliance with the first priority below for which he qualifies: 1 Up to 9 hexes from his current location. 2 Up to 9 hexes from his deployed Q. 3 In the same hex as his mobile Q. 4 Up to 9 hexes from a LOC hex. Formation and Minor Leaders Must place in compliance with the first priority below for which he qualifies: 1 Up to 9 hexes from his current location. 2 Up to 6 hexes from any subordinate unit. 3 In the same hex as a deployed Army Q. 4. Up to 9 hexes from a LOC hex. To place up to 6 or 9 hexes from a point, trace a path across passible terrain from start to placement hex. The path must stop at the first enemy ZOC encountered. If the start location is in an enemy ZOC, the officer may only place at that location. Instead of placing, any Officer may choose to be unavailable for the Game Turn. Availability Test officer availability, beginning with the Army Commander, after every officer is placed. An officer is available if a modified roll of 1 die plus his officer efficiency rating totals 4 or more. Placing on a deployed Q modifies the roll by +1. When an Army Commander is available, he may modify the availability die roll of one or two of his subordinates by a total amount equal to his own efficiency rating. [e.g. Blunt may assign 0 or 1 point to subordinate leaders availability rolls.] To benefit, officers must place within 3 hexes of the Commander s location, OR if the Army Commander is at his Q, he may modify the availability of any officer to whom he can trace a movement path free of impassible terrain or enemy Zones of Control [see page 7] Removing an Officer from the map A senior officer s time is full of things that don t show in the game. Listening to intelligence reports, orders from superiors, arranging for ammo resupply, and so on. Officers also get caught up in combat and can t break free. Officers are removed from the map if: They are not Available after Placement. The officer is alone in an enemy Zone of Control at the end of any Movement or Combat Phase. An enemy unit enters the officer s hex by movement, advance or retreat during combat. Officer Casualties Civil War Generals were often in the thick of fighting. When they became casualties, their replacements took time to become effective. An officer who... commands an attack when an A Loss occurs or is in a hex with a unit which suffers a D Loss, or finds himself alone in a hex in an enemy Zone of Control,...may become a casualty. Resolve the outcome from the Officer Loss Table of the Combat Results Table. Effects of Officer Loss. Remove the Officer from play. If a Replacement Officer is available (on the reverse of the Officer counter) place the replacement 1D6 turns ahead on the Game Turn Track as a reinforcement. Replacement Officer efficiency ratings reflect their relative unfamiliarity with the tactical situation. If a Replacement Officer becomes a Loss, remove the counter and place it ahead a further 1D6 turns. eadquarters Units Each Army has a Q unit. Effect An Officer s availability die roll is increased by 1 if he is placed in the same hex as a deployed Q. Moving Q s: A General Q moves as an Army Train, a Cavalry Q as cavalry. A Q is always in Good Order. Deploying Q s Deploying consumes an entire Move Phase in the Deployment hex. Deployed Q s flip to a mobile Q during a friendly Move Phase (at no MV cost) or as soon as an enemy moves adjacent. Command Activities Movement Command Units not in a superior officer s command range at the start of a Movement Phase reduce their movement allowance by 1. Units moving only on roads or turnpikes and cavalry units are not affected. Attack Command An officer may command one attack per combat phase involving Good Order subordinates in Command Range. At least one attacker must be adjacent to the target. Attacks may include artillery firing at long range. Commanded attacks receive a favorable odds shift equal to the commander s officer efficiency rating in addition to any other combat modifiers. Operational Actions An officer may undertake ONE operational action detailed below in each Game Turn, in addition to any movement or combat command. Place a marker with the officer to indicate the action chosen. Rally An officer may rally subordinate infantry from Disorder. Place the officer with the infantry, and a Rally marker. Infantry remaining in place return to Good Order at the end of the Movement Phase. Cavalry and Artillery can Self-Rally or move. 5

6 Artillery Operations Most artillerists lacked experience in the finer points of their trade. Some officers, especially Regulars with prewar artillery experience could direct artillery wisely. An Officer may perform Artillery Survey. Artillery Survey Place an officer and an Artillery Survey marker with one or more Good Order artillery units. Units remain in place during the friendly Movement Phase. A Survey becomes active at the start of the current Friendly Combat Phase. A Survey remains in effect while the hex is occupied by friendly artillery. Artillery Fire Range is 6 hexes from a Surveyed hex. Movement During the Movement Phase, the active player may move units in any direction or combination of directions. Players may choose to move all, some or no units in any Movement Phase. No enemy movement is allowed during a friendly movement phase. Only Attack from March combat can take place. Units move individually from hex to an adjacent hex, paying the single highest movement cost associated with the terrain in that hex, plus the cost for crossing water hexsides. (see Terrain Effects). During Attack from March, a single stack begins and moves together, at the MV speed of its slowest unit. [see also: road movement, below.] If a unit lacks sufficient movement points to enter a hex, it may not do so. Movement points may not be accumulated or transferred. Units may move into or through hexes occupied by friendly units. A unit may never enter a hex occupied by an enemy unit. A unit may enter a hex only occupied by an enemy Officer. The owner immediately removes the Officer from the map. Check for officer casualties. Minimum Movement Instead of other movement, a unit may move one hex, across any hexside and into any terrain passable by that unit type. This ends its move for the Phase. Units may conduct Combat or Attack from March, across hexsides and into hexes only accessible by Minimum Movement. Road Movement Units moving into a hex along a road only pay the movement costs associated with the road regardless of other terrain. Exception: ZOC s A unit which uses its entire movement along any combination of Towns, Roads or Trails moves at its full printed MP. It is always under movement control. Terrain Effects Terrain Effects on Movement & Combat are outlined on theterrain Effects Chart. 6 Reinforcements Reinforcements enter play as indicated in the Scenario rules. Officer reinforcements are placed on the entry hex in the turn of entry. Command range for Reinforcements is measured to their entry hex. Reinforcements may voluntarily delay entry until a later Turn. Units which are held off board may shift their entry hex by 1 hex for each 2 MP expended. Reinforcements may enter on the turn of shift, using whatever movement remains. Entry expends the cost of terrain in the entry hex. Forced March An officer may personally supervise subordinate units arriving on the field as reinforcements. Place the officer at the entry point of a group of subordinates scheduled to arrive next Game Turn. Roll 1D6. Deduct the Officer s efficiency rating. Effect 1 or less Group enters in the current Turn. 2 4 Group enters during the current Turn, expending 1 extra Movement Points (MP). 5 Group enters during the current Turn, expending 1 extra MP. One entering unit (of the owner s choice) is eliminated due to straggling. 6 plus Group enters on original schedule. Forced marching units enter the map in Disorder. Attack from March This rule primarily exists to add uncertainty and cost to screening and delaying actions. It is also an incentive to try your share of those ill-planned hasty attacks that were such a feature of Civil War generalship. A single stack of Good Order Units may Attack from March during the friendly Movement Phase. All Attackers except supporting Artillery must begin and end movement in one single stack. One Artillery unit from the same formation may support an Attack from March by ranged fire. An Attack from March expends 1 MV from each attacker in addition to any other movement costs. Officers may command Attacks from March. Combat is resolved, with a -1 shift Defensive modifier, against all adjacent enemy. Southern Order of Battle 5 Nations Brigade (Indian Brigade) D. Cooper, Commanding eadquarters (1-3) Creek Mounted Rifles 1 Creek (5-5) 2 Creek (5-5) Cherokee Mtd Rifles Stand Watie 1 Cherokee 2 Cherokee Choctaw/Chickasaw Mounted Rifles Tandy Walker Walker (6-5) Lee s Texas Battery (3-1-4) 20 Texas Dismounted Cav. (5-4) 29 Texas Cavalry Regiment 1 Bn (4-5) 2 Bn (4-5) 5 Texas Partisan Battalion (5-5) Scanland/Gillette s Texas Cavalry (3-5) Cabell s Arkansas Brigade Cabell, Commanding ughy s Battery (4-2-4) 5 Conscript Regiments, from: 1 AR* 2 AR* ill* 1 TX* Crawford Palmer* Woolsey Mnkn (*) istorically Present 5 Nations Brigade initial ZOC s istorical deployment

7 Federal Order of Battle Frontier Division J. Blunt, Commanding eadquarters (2-5) Judson s Brigade Judson 1 Kansas Colored Vols 1 Bn (6-4) 2 Bn (6-4) 2 Indian ome Guard 1 Bn (5-4) 2 Bn (5-4) 6 Kansas Cavalry 6-5 Pack Artillery (2-1-4) 3 Wisconsin Cavalry 6-5 Pack Artillery (2-1-4) 2 Kansas Battery (4-3-4) Phillips Brigade Phillips 2 Colorado Infantry (5-4) 1 Indian ome Guard 1 Bn (5-4) 2 Bn (5-4) 3 Indian ome Guard (6-4) opkins Battery (4-3-4) Outcomes are applied immediately. After resolution, including advance after combat. participants have finished their Movement Phase. Units ending their move adjacent to an enemy must fight in the following Combat Phase. Stacking 4 units of any type or subordination may occupy a single hex at the end of a Movement Phase or after any advance or retreat during a Combat Phase. Any number of units may traverse a hex during movement. Leaders & Markers never affect stacking. Retreat After Combat Units retreating after combat may not normally retreat to a hex that would be overstacked. If no other retreat is possible, retreating units suffer 1 Loss and survivors remain in place. [Combat Results Table.] Zones of Control (ZOC) A Zone of Control represents the area a unit defends by extending its formations, maneuver or fire. It also represents uncertainty as to an enemy s exact location and the defender s ability to maneuver to counter threats. Zones of Control (ZOC) affect enemy movement and combat. Units are never affected by friendly ZOC s. A ZOC exists in every hex adjacent to a combat unit [Exception: across impassible hexsides] A unit exerts a ZOC at all times. Multiple units or sides may exert a ZOC into the same hex. Officers & deployed Q s have no ZOC s. Units must stop moving on entering an enemy ZOC. Units which begin a Turn in an enemy ZOC may leave, but not enter another enemy ZOC during the same Movement Phase. Units may move from one enemy ZOC to another only as a result of advance after combat. Units may not retreat into an enemy ZOC. Units may not use Road Movement rate to enter an enemy ZOC. They pay other costs of terrain instead. Combat The Combat Results Table Provides more detail. Combat occurs between adjacent units. Attacking artillery may support combat with Long Range Fire. Resolve combat using the Combat Results Table and the procedure below: Every enemy unit in a friendly ZOC at the start of the Combat Phase must be attacked. Every friendly unit in an enemy ZOC must attack some enemy. The attacker may freely distribute attacking units and may resolve attacks in any order. Each unit or leader may fight in one combat per Combat Phase. The combat strength of all defenders in a single combat are treated as one total. Exception: Counterbattery Fire [p8] At least one attacking unit, and all non-artillery units must be in the ZOC of all defenders. Other artillery in range and line of fire may participate. Defenders in more than one hex may be attacked as one Combat provided every attacker is adjacent to all defenders. Artillery Long Range Fire must also have a Line of Fire to all defenders. Resolving Combats Compare the attacker s total Combat Value & Artillery Long Range Fire Value with the total Combat Value of all Defenders. Reduce the strength comparison to a ratio of Attacker vs Defender. Truncate to the nearest ratio found on the Combat Results Table. (CRT) Truncation favors the Defender. (e.g. 13:7 = 3:2 Odds, 5:6 = 1:2 Odds.) Determine raw Odds before any modifications. An unmodified Combat Odds Ratio of less than 1:3 has an automatic outcome of AE. Odds Ratios in excess of 5:1 begin on the 5:1 column. Various conditions detailed on the CRT shift the column on which an attack is resolved. Determine the net shifts of all conditions and apply the result as a single odds shift. Eg. A 15:2 attack across a Creek is resolved as 5:1, shifted to 4:1. Odds ratios originally 1:3 or greater which are shifted below 1:3 are resolved on the 1:3 column. Roll 1 die. Cross-reference the result with the appropriate column of the CRT to find the Outcome Defenders use the Covered Terrain rows of the CRT if they occupy terrain defined as Cover on the Terrain Effects Chart. Combat Outcomes vary in their effects among different unit types. See Combat Results Table. Apply each Loss, Retreat or Advance completely, before resolving the next combat. Artillery Combat Combat involving artillery is resolved identically to other combat, with these exceptions: Artillery always defends with its Combat Value, never its Long Range Fire Value. Artillery units never advance after combat. Artillery firing Long Range Fire are not affected by most combat outcomes. The Combat Results Table provides more detail. Long Range Fire Good Order Artillery may fire at a range of up to 3 hexes in the friendly Combat Phase alone, with other artillery or in coordination with other combat units adjacent to the target. Artillery in a Surveyed position fires up to 6 hexes. Long Range Fire in oney Springs always uses an artillery unit s Long Range Fire Value. 7

8 Artillery in an enemy Zone of Control may not use Long Range Fire. Long Range Fire cannot occur at Dawn or Dusk. Counterbattery Fire Artillery firing Long Range Fire may target all the artillery units in one hex, ignoring all other units. Line of Fire Artillery long range fire requires an unobstructed Line of Fire. Determine the most direct pathway from firer to target. Fire on this pathway is blocked only by hexes containing terrain defined as blocking on the Terrain Effects Chart (TEC). Firing to and from illtops and Crests is explained on the TEC. A comprehensive explanation and example of Line of Fire is given on the Terrain Effects Chart. Cavalry Combat Cavalry were neither intended nor used to assault or hold ground at all costs. If all units of one side in an enemy ZOC are Cavalry, AE results of A Loss & EX results of A or D Loss are ignored. DE outcomes are not modified. Army Cohesion Army combat effectiveness is diminished by casualties, stress and extreme fatigue. These effects gradually reduce combat power and maneuverability. Eventually units become demoralized and unwilling to continue the fight. The rules which follow assume combat stress is experienced as fatigue, and that a command s combat loss level serves as a proxy for its level of combat stress. Disorder A unit is Disordered when it: Participates in Combat or Long Range Fire. Forced Marches, Moves during Dusk or Dawn Turns. Invert the unit to show Disorder status at the end of the Phase in which the cause occurred. Units in Disorder may not be commanded by their Officers. Rally & Self-Rally Units return to Good Order by a Rally Action [p. 5] Fatigue Fatigue measures ability & desire to continue combat. Cumulative casualties cause formations to Fatigue. Procedure Place eliminated units on their Fatigue Tracks. If the total Combat Value of Losses exceeds the number inside the Fatigue box, the formation is Fatigued. Effect A Combat involving one or more Fatigued Attackers is modified 1 odds shift in the Defender s favor. Demoralization An army becomes Demoralized when, at the beginning of any Player Turn, its total casualty level exceeds the number specified in the Scenario notes. The instant this occurs, place the Army Demoralization Marker on the current Game Turn box of the Turn Record Track. Effects Units of a Demoralized Army must be under officer command to enter an enemy ZOC. An uncommanded unit in an enemy ZOC must exit during the friendly Movement Phase if possible. A combat involving one or more Demoralized defenders modifies the odds by 1 shift in the attacker s favor. Demoralization is permanent, & may affect both Armies at once. Calculating Combat Value (CV) Use the Combat Value on the Good Order side of the counter to determine Fatigue or Demoralization. Line of Communications (LOC) A Line of Communications is a line of hexes, unobstructed by enemy units or ZOC s, to a friendly entry point. LOC s are specified in the Scenario set up for each game. The 3 hexes nearest the testing unit can be over any passable terrain. The remainder of the LOC must be in Town, or along a Turnpike or Road. Test Confederate units first, then Union. At the end of the scenario, eliminate any on-board units which cannot trace a LOC. Victory Evaluating Victory Evaluate victory at the end of a scenario. Victory is primarily determined by casualties, including Line of Communications losses, demoralization, and pursuit. Pursuit Pursuit is conducted by fresh (non-fatigued) units exiting from an enemy LOC entry hex on or before the last turn of the scenario. A friendly LOC must exist to the exit hex. Pursuing infantry or artillery units score 1 point each. Pursuing cavalry units score 3 points. Subtract 1 point for each Fatigued and 3 points for each Fresh enemy cavalry unit previously exited via that LOC hex If Pursuers have a positive total value, score as VP. If the net is 0 or less, pursuit has no effect. Relative Casualties Each side determines victory points from the schedule in the game s scenario. Subtract the Union total from Confederate and compare the net to determine the winner and level of victory. Alt-istory: Stand Watie Colonel Stand Watie was the charismatic and able leader of the slaveholding Cherokees. is battlefield presence would have been an immense aid to General Cooper. Stand Watie is placed starting 11am. Watie may command all but Creek units. The Union receives 4 VP if this option is chosen. Indian Gunpowder Indian Brigade Ammunition was defective, resulting in greatly diminished firepower. Better ordnance would have a very great effect on the battle: Attacks by Confederate units receive a +1 (right) shift. Federal attacks receive a -1 (left) shift. Artillery fire is not affected. This option is revealed when the first combat is fought. During Cloudburst, US & CS attacks incur only the US -1 shift penalty. The US Player receives 4 VP if this option is chosen. istorical Losses: Union Bn., 1st KS Colored Bn., 2nd CO Vols; opkins KS Bty. Confederate 20 TX Cav (Dm) Walker s Cavalry Lee s TX Bty. 8

9 What is a Victory? Who won the Battle of oney Springs is complicated by politics and the larger picture. James Blunt s Army of the Frontier was better armed and trained than the Five Nations Brigade. Also, Blunt collected a much larger force than Dan Cooper thought he would have to face. So the Five Nations start at a combat power disadvantage. Blunt needed a BIG victory because he couldn t afford to keep the army at Fort Gibson. Inflicting a few more losses than he received wasn t enough. e had to capture the Depot or beat the enemy badly. So US Victory Levels are higher than usual. Low scores for CS unit loss reflects troops leaving ranks because of useless weapons. These will return after the fight and so aren t as important as losses to Blunt s irreplaceable veteran frontiersmen. oney Springs, July 17, 1863 Blunt s plan was simple: drive straight through the ambush, force Elk Creek, then take oney Springs Depot. Length oney Springs lasts from the Union Player Turn, 10am until the end of the Dusk Turn. (10 1/2 Game Turns) There is no 10am Confederate Player Turn. The game may end earlier, at the end of a Player Turn which began with no enemy units on map. Deployment Federal units: All Federal units enter from hex IG enters at 11am; all other forces enter at 10am. Five Nations Units: The 5 Nations Indian Brigade () begins deployed on the starred hexes, within stacking limits. Special Rules Reinforcements Starting 2pm, the Confederate Player rolls 1D6 for reinforcements. On a 1 Cabell s Brigade (Cabell, ughey s Artillery and 5 CSA Conscript Cavalry units, chosen at random) enter at hex The remaining CSA Conscript Cavalry are put aside. They do not enter play and are only used for Fog of War purposes. If Cabell s Brigade has not entered by game end, they are considered to have exited for adjudicating Victory. Creeks & Cherokees Creek and Cherokee regiments may not stack, participate in a combat commanded by an officer, advance after combat into a hex occupied by a regiment of the Strategic Outcome oney Springs ended Rebel control of the upper Arkansas River Valley and the beginning of Federal resettlement in Indian Territory. other Nation, or retreat into such a hex except when no other retreat is possible without additional Loss. CSA Conscript Cavalry Cabell s Arkansas Cavalry were conscripts with minimal training, armament or motivation. Until they are committed to battle, no one has any idea of their value. Conscripts, with an Untried [?] side, have the following special characteristics: Conscripts enter play on their Untried side. Neither player may examine their reverse. Conscripts involved in Combat or Attack from March are revealed when the odds are determined during resolution. A Conscript with revealed value of 0 is eliminated as soon as discovered. If a 0 Unit was the only Southern combatant, the Result is automatically DE. Untried units defend against Long Range Fire with a value of 2. They are revealed on a DE Result. Conscripts in the same hex as an Officer are in Good Order. Otherwise, they are in Disorder. Rain (Cloudburst) See Terrain Effects Chart (TEC) Line of Communications US LOC traces to 0601; CS LOC to 0312 or Demoralization US = 26 CV points 5 Nations = 20 CV pts; Cabell s Bde = 6 CV pts. Victory Points USA Casualty Scores Eliminated Confederate unit - 3 VP CS Leader eliminated - 2 VP. Cabell s CSA Brigade Demoralized - 4 VP 5 Nations Brigade Demoralized -4 VP oney Springs Depot controlled -12 VP Excess Pursuing units Cav -3 VP, Inf/Art -1 VP Alt-history awards: -4 or -8 VP CSA Casualty Scores Eliminated US combat unit 4 VP US Officer eliminated 2 VP USA Demoralized 10 VP oney Springs Depot controlled 12 VP Each excess Pursuing Cavalry unit 3 VP Excess Pursuing units Cav 3 VP, Inf/Art 1 VP Victory Levels Confederate Victory Decisive Victory Victory Union Victory Victory Decisive istorical Result 6+VP -5 to +5 VP -6 or fewer VP. -15 or fewer VP -9 VP US Victory US VP: -21 Enemy losses = 9 VP; Control of oney Springs Depot = 12 VP CS VP: 12 Enemy losses = 12 VP 9

10 War in the Indian Nations War comes to the Indian Territory The Civil War threatened the Five Indian Nations with catastrophe. The tribes had recovered from the 1838 Trail of Tears. The Indian economy of cattle, cotton and slaves compared favorably to White Mississippi planters. owever, hard currency was rare. The Civilized Nations depended on Federal treaty aid to buy tools and modern amenities. Furthermore, wild Comanches to the west threatened the Cherokee, Choctaw, Chicasaw, Creek and Seminole farmers, who relied on the U.S. Army for safety. Now the Five Nations was on its own in a hostile environment, and their leaders were unsure what to do. Chief John Ross view from Talequah, the Cherokee capitol, illuminates the difficulties. The Cherokee divided into two factions. The Southerners wished to assimilate more closely with the Mississippi valley. Their leaders, like charismatic Stand Watie, saw their future with the Confederacy. John Ross supporters, called pin indians, were abolitionist, pro-union and committed to traditional Indian customs. Indian peacetime contact with Washington, however, led through Fort Smith, AR, now in Southern hands. By April, 1861 the U.S. Army evacuated its Indian Nations posts from Fort Smith to Fort Cobb, regrouping at Fort Leavenworth, KS. A Confederate cavalry brigade under ex-texas Ranger Ben Mc- Culloch in nearby Arkansas meant the Union could no longer protect the Five Nations. In early 1861, Missouri refused President Lincoln s call for troops and turned out its State Guard under Maj Gen Sterling Price to oppose the Federal government. With Arkansas also pro-south, access to Federal support lay through Kansas, prostrated by the drought of and unable to help. Meanwhile the Cherokees neighbors gradually took sides. In February, 1861 the Choctaws voted to seek relations with the South. The Confederacy s Commissioner of Indian Affairs, Albert Pike, was greatly respected among Indian leaders. Soon the Seminole and Chickasaw declared for the South. Union defeats at Bull Run, VA and Wilson s Creek in nearby Missouri in the fall of 1861 precipitated matters. On August 21, the Executive Committee of the Cherokee Nation severed relations with the United Battle Standard: First Cherokee Mounted Rifles Kansas State istorical Society States and allied with the Confederacy. The Committee offered a regiment of Cherokee Mounted Rifles, conditional on receipt of Confederate arms. Nevertheless a strong minority, including John Ross and John Drew, remained opposed to slavery, and might change sides if opportunity arose.while the Cherokee deliberated, ex-indian Agent Col. Douglas Cooper formed a Choctaw and Chicasaw Mounted Rifle Regiment, raised, without weapons, in late July. Creek Paramount Chief Opoethlehola remained loyal to the Union. In August he requested help from Washington and gathered his men to resist Confederate inroads. Tribal factions, led by Daniel and Chilly McIntosh formed the Creek Mounted Rifles for Confederate service. Cooper, leading the Indian Mounted Rifles plus the 4th Texas Cavalry, moved to overawe Opoethlehola. In skirmishes lasting from mid-november until the ragged and starving survivors reached Kansas in January, Cooper,with Col. James McIntosh CSA cavalry, chivvied the Creeks and Cherokee loyalists north. In early 1862 the Trains-Mississippi was quiescent. Samuel R. Curtis 12,000 man US Army of the Southwest watched McCulloch and Price in NW Arkansas. Price and McCulloch weren t speaking to one another, so CSA Major General Earl Van Dorn took charge of both, uniting them with an Indian force under newly commissioned Brigadier General Albert Pike. With 15,000 men, Van Dorn planned to smash Curtis, drive to St. Louis and on to glory. Uncooperative Curtis handled his small army brilliantly and drove Van Dorn from the field at Pea Ridge. John Drew s Cherokee Rifles promptly offered their services to the Union. Pike s remaining Indian troops returned to the Five Nations. Meantime, Kansas feared for its safety. With few Federal troops for home defense and burdened with destitute loyal Indians, state officials authorized two Indian ome Guard regiments, officered by experienced whites. Drew s Cherokee Mounted Rifles transformed to the 3rd Indian ome Guard. Abolitionists began forming a State regiment of ex-slaves in defiance of Lincoln s ban on black soldiers. These regiments, with the 2 Colorado Infantry, 6 Kansas Cavalry & 3 Wisconsin Cavalry formed the core of the Army of the Frontier, Kansas Division. Brigadier General James G. Blunt, Kansas medical doctor, abolitionist, friend of Lincoln s political ally, the radical Sen. Jim Lane, got the job. is mission was to secure the borders with the Five Nations. Blunt s pugnacity delivered much more. Blunt and Brigadier General James erron orchestrated a decisive victory at Prairie Grove on December 7, 1862, pushing the Southern frontier back to Little Rock. Blunt s reward for Prairie Grove, plus a later raid to the Arkansas River, was promotion from Lincoln and vituperation from his superior, John 10

11 State Color, 1 Kansas Colored Vols. Kansas State istorical Society Shofield, on sick leave in St. Louis during the battle. Shofield forthwith banished Blunt to the frontier. Ever combative, Blunt took to the newspapers, allied with Senator Jim Lane. Lane s enemies, Led by Kansas Governor Curtin, in turn began a campaign of invective against Blunt. After he thwarted Curtin s scheme to issue Kansas officer commissions as political favors, pressure to relieve Blunt mounted. Lincoln s patience with everybody grew thin. By 1863, Major General Blunt badly needed a victory in Indian Territory Back in the Five Nations, the Confederate shoestring was frayed. Arms for the Mounted Rifles were castoffs, gunpowder was impure and scarce, uniforms non-existant. Promised white reinforcements turned out to be a few hundred Texas cavalry. Lingering effects of Pea Ridge, Prairie Grove and Grant s siege of Vicksburg drained the Confederate Trans-Mississippi of troops. The only slim comfort was the Union s apparent disinterest in the region. Nevertheless, Union cavalry patrols probed deep into Cherokee land while Indian units like Colonel Stand Watie s 2nd Cherokee Mounted Rifles preyed on supply convoys and isolated detachments. Union Fort Gibson marked the edge of disputed land. Douglas Cooper, now commander of the Five Nations Indians, called on General William Cabell at Fayetteville, AR, for reinforcements. Cabell agreed to bring a cavalry brigade to oney Springs Depot, in the Creek Nation. In reaction, Blunt staged to Fort Gibson, picking up various reinforcements, including the 1st Kansas Colored, a mule train, and a friendly newspaper reporter and sketch artist. Battle of oney Springs On July 17, the Army of the Frontier moved out, pushing back Confederate mounted scouts. About 2 miles from the Depot, his men sighted enemy troops in the tree line in front of Elk Creek. Blunt halted for an early lunch, then, about 10am, advanced over a low rise and into combat. Blunt s two US brigades were in line, cavalry on each flank and infantry in the center, anchored on the 1st Kansas Colored. 12 cannon gave supporting fire. The 3rd Indian ome Guard probably formed a tactical reserve during the early battle. Cooper s Indians, on paper, had a larger army, but his squadrons were thin. The Confederates were crippled by their poor gunpowder. Lee s artillery were cast-off experimental 1lb Steel Rifles. Federal Indians were drilled as infantry. Their muskets & obsolescent indian rifles, forced the fight to point blank range. The initial firefight was inconclusive. Then 2nd Indian ome Guard mistakenly advanced in front of the Federal battle line. Their officers command to fall back was heard by the 20 TX Cavalry, who thought the Federals were beaten and charged. Instead, the 1st Kansas Colored, who had been prone, rose, volleyed, and charged, shattering the Confederate battle line. The Southerners held long enough for Capt. Lee s 4 gun battery to fall back over the bridge, then the whole force broke for the creek. On the south side, Col. Tandy Walker s Choctaw & Chickasaw Rifles held briefly, but the whole force was pushed back by stages to the Depot. There a third stand was made, but by late afternoon Blunt s men held the field. Cabell s men were nearby, slowed by the need to keep his conscripts from deserting and by uncertainty as to the situation. When they finally came in sight they could only parry Blunt s pursuit and rally the survivors. The next day everyone retreated. After the Battle Blunt s victory did him little political good. is enemies accumulated new evidence of corruption and misuse of funds. When he was surprised and his escort nearly annihilated by Quantrill s raiders at Baxter Springs, Kansas newspapers made him a laughingstock. is military usefulness seemed at an end. Ironically, at the very end of the war, Blunt s love of a good fight would again save Kansas during Stirling Price s October, 1864 raid. At the battle of Westport, Blunt held up Price s veterans until Union reinforcements could drive him from the State. Blunt s final victory enabled Kansas militiamen to return home in time to re-elect Senator Jim Lane in the November election. After the war, Kansas only Major General was unable to maintain his wartime popularity. e left Kansas for Washington, where he died, obscure and insane, in Colonel Stand Watie, who missed oney Springs, was a thorn in the side of the Union until the very end, when then-brigadier General Watie became the last Confederate General to surrender his army. Soon after oney Springs, John Ross left Talequah and the Cherokee Nation to settle in Philadelphia. The Cherokees came out of the Civil War poorly, as the Federal Government refused to renew their broken treaties, while much Cherokee land was given to other tribal groups. Loyal Indians of the ome Guard regiments received veteran benefits, but lost treaty rights alongside their rebel brothers. Militarily, oney Springs firmed the Union hold on the Arkansas River Valley. This lush granery would no longer provide Confederate armies with beef, grain and horses. Irrelevant to the larger campaigns that decided the war, vital to the Indian Nations, oney Springs Depot is today a quiet Oklahoma Battlefield Park, a forgotten footnote of history. 11

12 Select Bibliography The Official Atlas of the Civil War (NY: Thomas Yoseloff Inc., 1958) The War of the Rebellion: A Compilation of the Official Records of the Union and Confederate Armies, (cited as OR ) Series I, Volume, XXII-1 S#32, reprint CD-ROM ed., Guild Press of Indiana, 1996 Abel, Annie Eloise, The American Indian in the Civil War, (Lincoln, NB: U Neb, 1992) Bearss, E. C. & Gibson, A.M. Fort Smith 2nd Ed. (Norman OK: U OK Pr. 1979) Blunt, James G. Blunt s Account KS istorical Quarterly May, 1932 (V. 1 Nr. 3) p 211ff (on KS St ist. Society) Britton, Wiley, Memoirs of the Rebellion on the Border (Lincoln, NB: U Neb Press, 1993) reprinted from 1882 ed., The Union Indian Brigade in the Civil War (Ottowa KS: Kansas eritage Press, 1922) Burke, W.S. (Compiler), Official Military istory of Kansas Regiments During the War for the Suppression of This Great Rebellion (Leavenworth, KS: Kansas eritage Press, 1870.) Castel, Albert, Civil War Kansas (Lawrence KS: Univ. KS, 1997) (Orig. 1959) Caren, Eric C., compiler Civil War Extra vol II (Edison NJ: Castle Books, 1999) Collins, Robert, General James G. Blunt (Gretna, LA: Pelican, 2005) Cunningham, Frank General Stand Watie s Confederate Indians (Norman OK, U of OK, 1998) Downs, Alan Civilizing the Roving Pagans of the Prairie in North & South v.6 nr. 1 (Tollhouse CA: April. 1999) p. 50 Freeman, Charles R., The Battle of oney Springs, Chronicles of OK v13 nr2 June 1935 (avail. OSU Online ) Kennedy, Francis., Ed., The Civil War Battlefield Guide 2nd Ed., (NY: aughton Mifflin, 1998) Lindberg, Kip & Matthews, Matt The Battle of oney Springs in North & South v.6-1 (Tollhouse CA: Dec. 2002) p. 56 Livermore, Thomas L. Numbers & Losses in the Civil War 1900 Reprint ed., (Carlisle PA: John Kallmann, 1996) Monaghan, Jay, Civil War on the Western Border (NY: Bonanza, 1950) General James Blunt s formal epaulets Kansas State istorical Society Oats, Stephen B., Confederate Cavalry West of the River (Austin TX: U. of Texas, 1961) Starr, Steven Z. Union Cavalry in the Civil War Volume III: War in the West, , (Baton Rouge LA: LSU, 1985) Warner, Ezra J., Generals in Blue, (Baton Rouge, LA: LSU Press, 1964), Generals in Gray (Baton Rouge, LA: LSU Press, 1959) Waugh, John C. Sam Bell Maxey and the Confederate Indians (Ft Worth TX: Ryan Place, 1995) LPD Games P.O. Box 1270 Fort Bragg, CA lpdgames.com Order LPD Games (Prices good through ) Please send the games checked at left to: Name: Address: Battles of the American Civil War (BACW) BATTLE OF GETTYSBURG (July 1 4, 1863) $56 GRANT S EARLY BATTLES (Belmont, Fort Donelson, Shiloh) $56 ACROSS TE WIDE MISSOURI (Wilson s Creek, Prairie Grove, Pea Ridge) $56 BATTLE OF ONEY SPRINGS DELUXE (professional edition) $22 BATTLES IN TE EARTLAND (Perryville, Stones River) FALL 2007 Battles of the Napoleonic Era (BNE) BATTLE OF SALAMANCA (JULY 22, 1812) FALL 2007 MURAT S LAST BATTLE (TOLENTINO, 1815 ) FALL 2007 Free Downloadable Games (available by request at BATTLE OF ONEY SPRINGS (July 17, 1863) Free Downloadable BATTLE OF MAIDA (July 4, 1806) FALL 2007 Visit us online at to see our publishing list and product support information, or post to the LPDGames company folder at ConsomWorld.com SIPPING: US Customers: Enclose $8.95 shipping per game for orders of 1-2 games. Orders of 3 or more games ship post free. Allow up to 2 weeks for delivery. Out of Country Customers: us or consult our website for postage and delivery estimates. Orders of 3+ games receive a shipping credit equivalent to US postage cost. City: State: Zip: Payment must accompany order. Make checks or money orders payable to LPD Games OR Pay by credit/debit card on line at (CC information will NOT be retained after purchase) Signature: Price of Games Purchased Shipping (for 1-2 games) Tax (CA Residents 8%) Total Payment (enclosed)

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