[Altar of Forked Freedom] Pea Ridge

Date 2025-02-23
Author Matthias
Published 2025-03-28 13:45:15
Last Changed 2026-08-01 09:29:08

Friday, March 7, 1862. After a series of early Confederate successes in Missouri, including victory at the Battle of Wilson's Creek, the fate of the state appeared to hang in the balance. Political pressure in the North gave rise to a fresh campaign to expel the rebels from the border.
Leading a small army of 10,000 men, General Samuel Curtis drove the rebel militia from Missouri and pressed south into Arkansas. He formed a defensive position along Little Sugar Creek after learning that a large Confederate force was maneuvering towards him.
This force, over 15,000 men, was led by General Earl Van Dorn. Van Dorn had recently been appointed to oversee the Trans-Mississippi district after feuding among the local generals threatened to unravel Confederate fortunes in the region. Eager to pick a fight with the invading Yankees, Van Dorn set his newly assembled army to hard marching in miserable winter weather. The men suffered accordingly.
By the first week of March, Van Dorn located his enemy and boldly swung around the Union flank to attack them from behind. In doing so, Van Dorn exhausted his men and divided his forces into two columns. When Federal scouts alerted General Curtis to the pending attack, he chose to stand and fight instead of retreat.

Armies

Union - The Army of the Southwest (Marc)

  • Brig. Gen. Samuel Curtis
    • Davis' Division
      • [+0] Pattison (inf)
      • [+0] White (inf)
      • [+0] Klauss (art)
    • Carr's Division
      • [+1] Dodge (inf)
      • [-1] Vandever (inf)
      • [+0] Jones (art)
    • Brig. Gen. Franz
      • Osterhaus' Division
        • [+0] Osterhaus (inf)
        • [+0] Greusel (inf)
        • [-2] Bussey (cav)
        • [+0] Hoffman (art)
      • Asboth's Division
        • [-1] Schaefer (inf)
        • [-2] Nemett (cav)
        • [+0] Wade (art)

Confederate - The Army of the West (Matthias)

  • Maj. Gen. Earl Van Dorn
    • McCulloch's Division
      • [+3] Hebert (inf)
      • [+3] McIntosh (cav)
      • [+0] Pike (cav)
      • [+0] Hart (art)
    • Price's Division
      • [+0] Little (inf)
      • [-1] Slack (inf)
      • [-2] Greene (inf)
      • [+0] Wade (art)
    • Missouri State Guard
      • [-2] Green (inf)
      • [-2] Clark (inf)
      • [-2] Saunders (inf)
      • [-3] Lindsay (inf)
      • [-3] Frost (inf)
      • [-2] Rains (inf)
      • [+0] Kneisley (art)
      • [+0] Gorham (art)

Deployment

On the confederate side, McCulloch's Division would arrive at the end of turn 2 (10:00-11:00), all other units were deployed directly. Carr's Division (Union) was deployed forward near Pratt's Store as per the scenario description.
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Turn 1 (9:00am - 10:00am)

Secret Bidding

Union 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Curtis 7 7 7 7 7 7 7 7
clock bid -              
PPs saved 3              
Davis' Division 3              
Carr's Division 0              
Sigel 5 5 5 5 5 5 5 5
Osterhaus' Division 3              
Asboth's Division 3              
Confederate 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Van Dorn 12 12-15 12-15 12-15 12-15 12-15 12-15 12-15
clock bid -              
PPs saved 6              
McCullouch's Division n/a ETA            
Price's Division 5              
Missouri State Guard 1              

Turn Clock

Union won roll for the turn clock.

Bid 5

Price's Division opened the battle by advancing towards Carr's division, deploying Wade's artillery towards the center. Jones' artillery used Interrupt Fire, but without any effect.
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Turn Clock: 6 & 2 rolled; 10 - 2 = 8

Bid 3

All Union divisions except Carr's activated and advanced.
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Turn Clock: 2 & 3 rolled, 8 - 3 = 5

Bid 1

Finally the Missouri State Guard advanced, positioning one artillery unit besides Price's artillery.
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End Sequence

While the Union retreated Carr's division, the Confederacy pressed forward.
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Turn 2 (10:00am - 11:00am)

Secret Bidding

Union 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Curtis 7 7 7 7 7 7 7 7
clock bid - 2            
PPs saved 3 -            
Davis' Division 3 4            
Carr's Division 0 -            
Sigel 5 5 5 5 5 5 5 5
Osterhaus' Division 3 3            
Asboth's Division 3 3            
Confederate 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Van Dorn 12 12-15 12-15 12-15 12-15 12-15 12-15 12-15
clock bid - -            
PPs saved 6 6            
McCullouch's Division n/a ETA            
Price's Division 5 6            
Missouri State Guard 1 -            

Turn Clock

This turn, the Union player bid 2 Priority Points on the clock, and won the roll for it.

Bid 6

The Confderate player placed all his Priority Points he did not need to save for later on Price's Division, trying to deal a significant blow to Carr before the main body of the Union army would arrive.
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The close combat unfortunately was lost by 5 (Marc rolled a 6), so the Confederate Divisions had to recoil and gained a fatigue token.
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The Union brigade followed up.
Turn Clock: 5 & 6 rolled, 10 - 6 = 4

Bid 4

Davis’ division advanced. The first Brigade to move received Interrupt Fire from Wade's battery, and had to recoil. The second brigade to move triggerd Gorham's Interrupt Fire, this time with no effect.
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Turn Clock: 1 & 6 rolled, 4 - 1 = 3

Bid 3

Division Osterhaus advanced, Kneisley's Interrupt Fire also showed no effect.
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End Sequence

The Union Army had no points left, the Confederate player advanced his brigades, positioning Gorham's artillery on the far left flank.
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Finally, McCulloch's Division arrived and advanced along the road towards Lee Town.
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Turn 3 (11:00am - 12:00am)

Secret Bidding

Union 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Curtis 7 7 7 7 7 7 7 7
clock bid - 2 -          
PPs saved 3 - 1          
Davis' Division 3 4 3          
Carr's Division 0 - 3          
Sigel 5 5 5 5 5 5 5 5
Osterhaus' Division 3 3 3          
Asboth's Division 3 3 2          
Confederate 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Van Dorn 12 12 12 12-15 12-15 12-15 12-15 12-15
clock bid - - -          
PPs saved 6 6 6          
McCullouch's Division n/a ETA 2          
Price's Division 5 6 2          
Missouri State Guard 1 - -          

Turn Clock

The Union player again won the roll to control the Turn Clock.

Bid 4

Price's Division acted first, with Little's brigade charging. Jone's Interrupt Fire forced them to recoil, though.
Next, Slack's brigade charged, being supported by Greene's brigade. Another Interrupt Fire was not able to stop their charge.
Gorham fired at Paddison's brigade (Davis’ Division) but missed.
The close combat ended 8:4 for the Union (another 6 rolled by Marc); Dodge's brigade followed up into the recoiling Greene. This second close combat was also lost by Greene again, who had to further recoil.
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Turn Clock: 5 & 3 rolled, 10 - 3 = 7

Bid 3

The Divisions Carr, Davis and Osterhaus activated and advanced. Gorham's artillery battery forced the advancing brigade of Dodge to recoil. Otherwise, the Union consolidated their battle line's right flank.
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On their left flank, both Davis' and Paddison's brigade where hit by artillery Interrupt Fire and had to recoil.
The Union artillery targeted the battered brigade of Green, who had to recoil another two base widths.
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Turn Clock: 2 & 1 rolled; 7 - 2 = 5

Bid 2

The Union player turned his artillery battery on his far left flank to face McCulloch's advancing division.
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McCulloch advanced, but the Union's Interrupt Fire forced Pikes' Cavallry Brigade to recoil behind McIntosh's.
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End Sequence

Brig. Gen. Sigel removed one Fatigue marker, while Dodge's brigade moved up to the front line.
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The Confederate player moved his brigades into a neat battle line.
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Turn 4 (12:00am - 1:00pm)

Secret Bidding

Union 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Curtis 7 7 7 7 7 7 7 7
clock bid - 2 - -        
PPs saved 3 - 1 2        
Davis' Division 3 4 3 5        
Carr's Division 0 - 3 -        
Sigel 5 5 5 5 5 5 5 5
Osterhaus' Division 3 3 3 -        
Asboth's Division 3 3 2 5        
Confederate 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Van Dorn 12 12 12 12 12-15 12-15 12-15 12-15
clock bid - - - -        
PPs saved 6 6 6 6        
McCullouch's Division n/a ETA 2 6        
Price's Division 5 6 2 -        
Missouri State Guard 1 - - -        

Turn Clock

The Union player again won the roll to control the Turn Clock.

Bid 6

McIntosh's brigade charged Wade, being supported by Pike.
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Marc rolled yet another six, so the Confederates had to recoile two base widths, and gained a fatigue token.
Turn Clock: 3 & 5 rolled, 10 - 5 = 5

Bid 5

Davis' Division and Asboth's Division manoeuvred to counter the flanking move of the Confederates.
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Wade's artillery battery unleashed on McIntosh, who had to recoil two base widths.
Turn Clock: 5 & 3, 5 - 3 = 2

End Sequence

Only the Confederates had Priority Points assigned, and used them to consolidate their main battle line.
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Turn 5 (1:00pm - 2:00pm)

Secret Bidding

Union 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Curtis 7 7 7 7 7 7 7 7
clock bid - 2 - - -      
PPs saved 3 - 1 2 2      
Davis' Division 3 4 3 5 3      
Carr's Division 0 - 3 - -      
Sigel 5 5 5 5 5 5 5 5
Osterhaus' Division 3 3 3 - 3      
Asboth's Division 3 3 2 5 -      
Confederate 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Van Dorn 12 12 12 12 12 12-15 12-15 12-15
clock bid - - - - -      
PPs saved 6 6 6 6 6      
McCullouch's Division n/a ETA 2 6 6      
Price's Division 5 6 2 - -      
Missouri State Guard 1 - - - -      

Turn Clock

For the first time, the Confederates got the turn clock.

Bid 7

Asboth's Division activated first, and slightly advanced towards McCulloch's Division, to get them into their canister range.
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With rolling only a five this time for a change, the Union player forced McIntosh's cavallry to recoil three base depths and gained another fatigue.
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Turn Clock: 4 & 1 rolled, 10 - 4 = 6

Bid 5

McCulloch ordered Hebert's Infantry Brigade to attack, with both McIntosh and Hart as support. The Union artillery on the flank tried to interrupt the the attack with cannon fire, but caused no effect.
Pike stayed in place and conducted counter battery fire on the Union artillery facing them, which had to recoil.
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In the close combat, Marc rolled yet another 6 and the Confederates had to recoil, gaining a fatigue token.
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Turn Clock: 5 & 5 rolled, 6 - 5 = 1

Bid 3

Davis’ Division shelled the opposing Confederates with artillery. On Rains' division this had no effect, but Herbert's division had to recoil two base widths.

End Sequence

Again, only the Confederates had Priority Points saved, which they used to further consolidate their main battle line.
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Turn 6 (2:00pm - 3:00pm)

Secret Bidding

Union 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Curtis 7 7 7 7 7 7 7 7
clock bid - 2 - - - -    
PPs saved 3 - 1 2 2 3    
Davis' Division 3 4 3 5 3 3    
Carr's Division 0 - 3 - - 3    
Sigel 5 5 5 5 5 5 5 5
Osterhaus' Division 3 3 3 - 3 3    
Asboth's Division 3 3 2 5 - -    
Confederate 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Van Dorn 12 12 12 12 12 12 12-15 12-15
clock bid - - - - - -    
PPs saved 6 6 6 6 6 6    
McCullouch's Division n/a ETA 2 6 6 6    
Price's Division 5 6 2 - - -    
Missouri State Guard 1 - - - - -    

Turn Clock

The Confederates again win the roll for the turn clock.

Bid 6

Relentlessy, McCulloch again ordered Hebert's Infantry Brigade to attack Schaefer's infantry brigade, with both McIntosh and Hart as support.
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Not surprisingly any more, Marc rolled another 6 and Herbert had to recoil again.
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The Union infantry brigade followed up and attacked McIntosh's Cavallry brigade. This fight the Confederates won by 8:6 (for strange reasons, Marc did not roll a six this time), which forced the Union infantry to recoil two base widths, and allowed McIntosh to follow up into Nemmet's brigade.
This fight McIntosh's men also von by 8:6, forcing Nemmet's brigade to recoil two base widths, and McIntosh followed up into the next Union brigade.
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Marc again did not roll a six, allowing McIntosh to win the fight by 3:0, and forcing the Union Brigade to recoil 3 base widths. McIntosh's men, adrenaline surging, followed up into White.
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White's men lost the combat by 1:0, had to recoil two base widths, allowing McIntosh to follow up into Bussey's brigade.
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McIntosh defeated Bussey with 1:0, following up into the next Union brigade.
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This fight was won by 7:3, forcing the Union brigade to retreat and allowing McIntosh to break through into the next brigade.
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After defeating this brigade by 3:0 and forcing them to retreat, McIntosh ran out of enemies. He had thouroughly managed to disturb the forces on the Union's flank, widely scattering them.
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Hart's battery continued to shell the flank of the Union main battle line, forcing the enemy brigade to recoil two base depths.
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Turn Clock: 6 & 3 rolled; 10 - 6 = 4

Bid 3

The Divisions Davis, Carr and Osterhaus activated.
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The Union started to engage the Confederate battle line, starting from the Union's right flank. In their rear, the scattered brigadeds tried to stop the marauding MacIntosh. That attempt failed, as McIntosh prevailed and forced the Union infantry brigade to recoil towards their HQ.
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The first close combat in the main battle was a draw. For the second, Marc returned to form and rolled another 6 versus Greene's brigade - which broke.
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Against Slack's brigade, Marc only rolled a 5 - but against another 1 from Matthias this meant another broken brigade.
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Turn Clock: 4 & 2 rolled; 4 - 4 = 0; Matthias ended the turn

End Phase

The turn end phase saw some reorganisation on both sides.
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Maj. Gen. Van Dorn tried to rally brigades Green and Slack, but both did not pass their roll and were removed from gameplay.

Turn 7 (3:00pm - 4:00pm)

Secret Bidding

Union 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Curtis 7 7 7 7 7 7 7 7
clock bid - 2 - - - - -  
PPs saved 3 - 1 2 2 3 -  
Davis' Division 3 4 3 5 3 3 3  
Carr's Division 0 - 3 - - 3 3  
Sigel 5 5 5 5 5 5 5 5
Osterhaus' Division 3 3 3 - 3 3 3  
Asboth's Division 3 3 2 5 - - 3  
Confederate 9:00am 10:00am 11:00am 12:00am 1:00pm 2:00pm 3:00pm 4:00pm
Van Dorn 12 12 12 12 12 12 12-15 12-15
clock bid - - - - - - -  
PPs saved 6 6 6 6 6 6 6  
McCullouch's Division n/a ETA 2 6 6 6 6  
Price's Division 5 6 2 - - - -  
Missouri State Guard 1 - - - - - -  

Turn Clock

The Union player regained the turn clock.

Bid 6

While Pike's brigade was razing Curtis' HQ, McIntosh and Hebert attacked White and broke the brigade. (When Marc stops rolling sixes, this can actually work…)
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Hart had his batteries again fire at the Union's main battle line left flank, and caused another recoil.
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Turn Clock: 1 & 6 rolled, 10 - 6 = 4

Bid 3

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Wade's artillery battery was attacking with shooting and had to recoil.
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The Union main battle line then went all in, and broke Saunder's brigade, made Little's brigade recoil three base widths, broke Rain's brigade, and finally Green's brigade with another roll of a six. Had been missing Marc's sixes by now.
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End Sequence

While Rain's brigade rallied, Green's and Saunder's brigades were broken.
The Confederate Break Point was reached, and the game ended with a Union victory.
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After Action Reports

Confederate - Matthias

This was my first game of Altar of Freedom, with only having read once through the rules before.
It was completely different; to any wargame I played before. Much more abstract, simple in the the mechanics - but I still enjoyed it a lot. The bidding system combined with the turn clock makes for a very satisfiying random turn length mechanic.
Not knowing, which opponent's unit is which until you fight them, makes for a great fog of war mechanic, which is not complicated at all.
Having basically all units be the same, except for the strength modifier, combined with the commander traits, gives the game a surprising tactical depth; which I had not anticipated when reading through the rules.
For the battle itself, my plan of rushing Carr's division with my best on-table units failed - because Marc was only rolling sixes. My plan of rolling up his flank failed - because Marc was only rolling sixes. My plan of rolling up his rear worked, but was delayed - because Marc was only rolling sixes. And I was rolling an awful lot of ones. When I was finally in a position to attack the rear of his main battle line, the game was over.
Still, the game has me hooked, and I am looking forward to more.

Union - Marc

These are my favorite rules when it comes to miniature wargaming. I really like it having limited resources and the need to match them with the tactical situation.
In my opinion this is a pretty good intoductory Scenario as it teaches you, in a very small scale Battle, most of the nessesary rules and mechanics without getting you overwhelmed with too many units and decisions to make at hand. Especially when it comes to the shortcummings of both Armies, which is a challenge in itself.
By just looking at the combat stats, at first glance, it seems that the Union is at an advantage. But in fact the 2 Union Corps, with having only two Divions each, are very brittle and only averrage when it comes to combat strenght.
The Confederates on the other hand having only one Corps with 3 Divisions to manage which helps a bit, but having their Crack Division comming on to the field at the end of Turn 2 is a drawback. Plus only one of the other Divisons is on par with their Union counterparts.The Missouri State Guard is nothing you really want to see the middle of the fighting and only in numbers impressive. But - numbers do count as suppoting units are an important part in this game system. So from my persective I was a bit intimidated by the sheer amount of enemy units.
„Sometimes you have to roll the hard sixes“ (Commander Adama)
Phew, lot’s of lucky dice rolls made it nearly impossible for me to loose this Scenario.
For the most part of the game I decided to order 3 of my 4 Divisions on the same priority Level and save 3 PP’s for Troop management in the End phase. Although this granted Matthias the first activation for the Turn, it worked pretty good to coordinate my Divisions most efficently.
Matthias decided to send his best Troops into my rear area , scattering my very weak Cavalry Brigades into the woods. Also he broke one Infantry Brigade during this Raid, but his main Army was just sitting idle in front of the main part of the Federal Army.
So while he was exhausting McCullochs Division a bit far off, I was able to consolidate my lines, which took me a while, because of his well placed Artillery Batteries, yuk.
As it became obvious that the Confederates wouldn’t attack after they had bloodied their noses in the hastily attacks earlier in the morning, the Union Brigades started their advance.
Confederate gun powder must have gotten foul in the previous days of rain, so the first ranks were brushed aside and as the fighting reached units of the Missouri State Guard the Confederate Army went the way of the Dodo and the day was saved.

Tags assigned to post
Faction
ACW - Confederate
ACW - Union
Period
American Civil War
Place
Marc
Player
Marc
Matthias
Rule System
Altar of Forked Freedom
Scale
6mm