For the final battle of my solo ACW mini-campaign I had originally intended to select six suitable meeting engagement scenarios from various sources and roll a die to choose which to fight. However, when the time came I decided I'd rather make one up based on the picture in my head of the campaign in progress.
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The Union cavalry attacks the Confederate cavalry holding the crucial hill as the main armies arrive. |
Since the armies were manoeuvering, they must have been doing so for a purpose. The lost likely one was for the Yankees to seize an alternate road leading to a town or other feature that was their objective. The Confederates' goal would have been to block such a move. That suggested another road running from North to South and the presence of an east/west road on the Federal side of the battlefield suggested to me that they had taken it to reach the road which would allow them to bypass the Confederate army. The absence of a similar route on the Rebel side of the table suggested that they had to fall back to pick up an alternate route and would thus have a longer way to go. From there I just played around with a few hills and woods then laid out the three roads that figured in the plot line, and finally, some buildings for colour.
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The Federal cavalry has been repulsed but the fighting intensifies across the field as Division after Division deploys and engages the enemy. |
That done, I decided that there should be a blocking force to stop the Yanks from winning before the Rebs showed up. Cavalry seem the obvious choice of first units on table for both sides. From there, each turn I rolled a die for each side with a 1 being needed to a division to arrive on the first turn, 2 on the second and so on. To allow for the delay in reaching a crossroad to use, the Rebels did not begin dicing until turn 2. Once a division had arrived, I started back at 1 for the next one and so on.
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Cesar's Zouaves have driven back the Reb cavalry but have suffered heavy losses in their assault. The Union 1st Division have also been forced back and it is beginning to look like the Confederates will be able to hold. |
Once the troops started arriving there was almost always an obvious need for them so I did very little dicing to choose where to commit troops as the battle ebbed back and forth. It was starting to look like the Rebs might hold on to force a campaign draw but suddenly, an advantageous counter attack by one of their brigades went horribly wrong. The victorious Union brigade chose to follow up with a charge of their own, hoping that the Reb disorder would balance out their superior numbers. Fortune favours the brave and the Rebs retreated off table as the last Yankee division crested the hill and secured the vital road.
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The fighting sways too and fro as more brigades engage. |
There was simply not enough time left in the day for the Confederate general to shift additional troops into position for a counter attack and even if there was there were ample Federal artillery and infantry moving up and closer than any counter attack force. It was time to save the army while it was still capable of fighting another day.
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As more Union troops swarm up the hill, several Reb units break and suddenly General Kinch is forced to order a general retreat along his line of communication while his army is still capable of further fighting. The campaign is lost but the war is not over. |
This completes this series of posts on my way of solo wargaming. To see them all, click the link called
Solo, start with the oldest post then scroll forward. There's lots of other information out there including books, blogs and youtube videos and there is no better time to give it a try. Feel free to ask questions in comments or email them to me at rmacfa@gmail.com.
On Saturday, Rob Dean and I will be trying another social distancing technique and fighting a Gentleman's Wargame via videochat.
Thank you Ross. This has been a great series.i am sure that a lot of your blogs followers appreciate the time you have given to this. Happy Easter
ReplyDeleteThanks Jon, if it helps even 1 or 2 bored wargamers to find some relief in their hobby, or at least gave two minute's of distarction, its work will be done.
DeleteGreat series of blogs Ross.
ReplyDeleteThanks Maudlin.
DeleteLooks a great game. What rules did you use for this?
ReplyDeleteThanks Simon
Thanks Simon, the rules used were the ones I posted a few days ago. I had the post off line to add a few typos etc. I doubt I'll use them again as 4 firephases per turn meant too much die rolling and the charge resolution rules are too vague when fighting between groups of brigades are invlved in overlapping fights. But its back up again :
DeleteRules as played.
Thanks - did you ever revisit your hex ACW rules from a few years back?
DeleteSimon
Ross Mac,
ReplyDeleteThis has been a very enjoyable series of posts, and it was great to see your ACW collection on the tabletop.
All the best,
Bob
Thanks Bob. It was rather fun to play, the figures are old favourites but I also feel a certain moral duty to the unknown wargamers who painted 1/2 the figures decades ago which have marched a long and winding road to me.
Delete