Standing like a stone wall. (ACW Black Powder)

Started by Last Hussar, 18 November 2015, 01:49:26 AM

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Last Hussar

Bit of a result for me tonight. Start of Day 2 (3rd of July 1863 – the opposing generals are SURE this will be a famous battle!) of our ongoing Battle-campaign. I am using 2 fresh divisions to swing up the west, while the eastern units face off his units – I want to swing round on the town before his re-enforcements arrive (or in one case, get off the train!). Sunjester has decided to try and crush the eastern flank to turn the battle, forcing the first battle of the new day.

We each started with a 3 brigade division (with the overnight roll results on them) Sunjester was going to try and crush my right (east) with a brigade, and a partially recovered 2 brigade division moving up behind it. He was using his artillery at long range to harass my centre right, when the small Division's artillery came on, attempting to take up position on my far right.

We play you must try and fulfil the order given, even if you didn't roll what you hoped – so if you said advance 200 yards, but rolled 1 move, you MUST move 120 (12cm) even if that would put the units in a bad position. SJ meant to order artillery advance 200 yards. instead he said 'Advance' then rolled 2 moves- he had to move the full 240. I looked, and ordered a charge with my 2 east most regiments.

General CV of 9. Headstrong (in the rules) +1 if first general ordered. I needed 3 moves- a 5 (we play 3 moves must be a roll 3 under CV AND half or under). If I didn't hit he would calmly unlimber and destroy me – they were out on a limb. 5 on 2d6 is a 10 in 36 chance. Gulp.

I rolled 5, and moved 33cm – JUST inside my 36 max move. Limbered Artillery don't get to roll H to H – all they can hope for is saving all hits. I contacted all three batteries – 5 hits (did I mention the units in this brigade are all up for a fight – they are Rebs! – so +1 H to H dice). 7 dice at +1 for charging. 5 hits distributed 2-2-1. One hit on each. Limbered artillery losing a melee – ROUT.  An entire artillery battalion, all the artillery for that division, gone for the rest of the day, and all by 10 in the morning.

SJ was a little upset, and so threw an entire division at these 2 regiments. Twice.  And got a unit routed, and another one (in support) retire 1 move disordered! The two regiments withdrew over the course of 2 turns (about 10-15 minutes) on initiative. He eventually managed to rout one with concerted musketry.

The other 4 regiments in that Brigade were causing Union units to pile up in front of them, with the intended breakthrough units stuck behind the division that was supposed to make the gap for them to exploit!

On the west my below strength brigade (5 rgts, the 6th having been a permanent rout from yesterday) was causing the 2 brigades in front of it difficulties, as they were getting shaken units, and one was getting too close to broken for comfort. In addition after 5 or 6 turns I called a pause to discuss the wider battle – my division 'next table over' (Bush's division) on the map has started to move to exploit the open flank, so he would have to move the division that is about a table width back, forward to counter it, or the extreme right of the US position tonight was likely to be turned 'off table'.

After a game hour (about 10 turns) he said 'I'm getting nowhere, and will pull back.' I pointed out his right would probably need to refuse anyway, to counter Bush, helping me. One of the things about playing this game within a game is no 'last turn charges'! He needs those units to stay on the field.

Next battle will be Bush and the division opposite coming forward to counter him – as the left of my army advances the middle to right are wheeling to protect their flank. This is creating a 'Meeting engagement between Bush and the div opposite – but with then union having to bear in mind that if the east most CS brigade is unopposed, it falls upon the regiments on the west of tonights game – I think this one will start at 10am – turn 5 of tonight's game. If I exit the east of that game with a brigade we will probably play a mini Brigade vs 2 regt game to see if I can disrupt that division enough to stop it advancing.
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I'm with Lemmey, but we need pictures, Sir!  Or at least I do, never claimed to be the brightest ;)

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Last Hussar

I've only got a couple I think, taken on my phone.  Those aren't really of the battle.  Sj happened to stand back from the table at one end, and remarked how impressive a 10mm battle looked - you get a real sweep, rather than 59 28mm figures.
I have neither the time nor the crayons to explain why you are wrong.

"The test of our progress is not whether we add more to the abundance of those who have much; it is whether we provide enough for those who have too little."
Franklin D. Roosevelt

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Womble67

I enjoyed reading this but would also appreciate some pictures.

Take care

Andy
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Last Hussar

19 November 2015, 10:36:42 PM #7 Last Edit: 19 November 2015, 10:39:41 PM by Last Hussar


Sunjester's dining area!  Union on the Right - the parts of the reinforcement division that not yet on, including the guns, it will come on from the right of the picture next to the corner where the lone general is.  The CS regiments who conducted the heroic charge are the two closest to us on the left.
I have neither the time nor the crayons to explain why you are wrong.

"The test of our progress is not whether we add more to the abundance of those who have much; it is whether we provide enough for those who have too little."
Franklin D. Roosevelt

GNU PTerry