Random event dr= 6+1= 7, Union Night March

Leader transfers: None.

Off map phase: Hagood transfers from Drewry's Bluff to the south map edge at 3532.

Pre turn: I hope to do the same things I wanted to do the last 2 turns! Mainly advance into Caroline county with Burnside, begin a general advance into Hanover county and bring up my rear units thru Orange county towards Louisa Court House. My main goal is capturing Bowling Green and Port Royal after Hancock moves away from Early's III Corps. Threatening the depot at Hanover Junction is second, hopefully I can force the rebs to burn fatigues moving south rather than foraging. A more long term goal is to unite all the separated divisions of Hancock and Warren. Their various retreats have scattered them to the four winds. I might also consider moving some units in Bermuda Hundred amphibiously to cause Scott some worries.

Pre turn: Plan remains the same, have to save Hanover though.

Seen this before?

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Union has had an undesired lull.

Init roll: C4 U1 CSA

Init #1: Activate Early (Heth)
dr= 2+2 = 4
Lee/Early/Heth F1 3321

Init roll: U4 C3 USA

Init #2: Activate Hancock (Barlow)
dr= 3+1= 4
Hancock, Barlow f1 3826

Init roll: U6 C5 USA

Init #3: Activate Hancock (Barlow)
dr= 5+1= 6
Hancock, Barlow f2 3931

Hancock appears safe for now, Early's III Corps will have to burn some fatigues just to get near me.

Init roll: CSA

Init #4: Activate Early (Heth, Wilcox)
dr= 4+2=6
Wilcox f1 3726
Lee, Early, Heth f2 3425

Init roll: C4 U4 CSA

Init #5: Activate Early (Heth, Wilcox)
dr= 4+2=6
Lee, Early transfer to Wilcox, f1 4027
vs McIntosh: normal 0, ratio 11:3 = +2, artillery NE, tactical +2 = +4 overall

McIntosh cav rt dr= 4 + 2 (3 combat value)= 6/2 = -3 MP so Wilcox has none left
Wilson, McIntosh f1 disorg retreats to 4132

Heth extended dr= 5 ok, f3 3829

Oh!? Now I see what this is for. Nice defense to cut me off from my lines.

Init roll: U6 C2 USA

Init #6: Activate Sedgwick (Getty, Wright, Ricketts)
dr= 3+1=4
Wright f1 2303, Getty f1 2202
Sedgwick, Ricketts f1 3334

Init roll: U6 C4 USA

Init #7: Activate Sedgwick (Getty, Wright, Ricketts)
dr= 3+1=4
Wright f2 2704, Getty f2 2603
Sedgwick, Ricketts f2 2503

I decided to move Sedgwick towards Hanover Junction just in case the rebs get a string of inits and are able to get past Sheridan. If Sedgwick rolls well enough when going to f3 I could corps assault the Hanover Junction depot. I'd rather attack this turn in case it rains again.

That worries me need to get Johnston in the way.

Init roll: C3 U1 CSA

Init #8: Activate Johnston
dr= 4+1= 5 f1 2405

Init roll: C6 U1 CSA

Init #9: Activate Johnston
dr= 1+1= 2 f2 2606

Init roll: C4 U2 CSA

Init #10: Activate Johnston
dr= 4+1= 5
extended dr= 3 ok, f3 3106

Init roll: C5 U1 CSA

Init #11: Activate Johnston for entrenchment
f4, builds an abatis in Verdun Station

Johnston does a good job of intercepting Sedgwick so I'll switch fronts for now.

Got what I needed here hopefully I can delay him with Johnston until help comes. Feel this is my strongest hex for defense.

Notice how rapidly a strong defense can be created in 1864 with the entrenchment action (especially when a streak of initiatives fall your way).

Init roll: U6 C5 USA

Init #12: Activate Burnside (Willcox, Potter, Ferrero, IX Art)
dr= 1+1= 2
IX Corps Art f1 4419, Willcox f1 4419, Potter f1 4121
vs Gordon: 12:0.5 = +13 (maxed out), hasty -1 = +12 so Gordon cav retreats

Gordon cav rt dr= 1, KIA. WH Lee is removed, no other units of his exist.
Potter continues onto 4122
Grant, Burnside, Ferrero f1 4219

Init roll: U6 C5 USA

Init #13: Activate Burnside (Willcox, Potter, Ferrero, IX Art)
dr= 2+1= 3
Grant and Burnside transfer to Willcox
Grant, Burnside, IX Corps Art f2 4521, Willcox f2 4521, Ferrero f2 4520
Potter f2 4222
vs Young: 11:3(1) = +2, normal 0, artillery 0, creek -1 = +1 overall

Young declines to retreat
Potter attacks
U5 Ea result, Potter advances

C1 1DR, Young is KIA. Hampton is removed until Stuart is killed.

I decided to keep pounding the rebel cavalry while moving south. Scott's cavalry units are so few that he really couldn't afford to stay and fight.

Paul has pretty much knocked the Rebel cavalry out of the contest.  He is doing a good job of using Sheridan to slow down Lee's movement south. Cavalry advantage definitely to the boys in blue in this one.

Init roll: U5 C4USA

Init #14: Activate Burnside (Willcox, Potter, Ferrero, IX Art)
dr= 3+1=4
IX Corps Art extended dr= 3+1= 4 ok, f3 4823
Grant, Burnside, Willcox extended dr= 3+1=4 ok, f3 4823
Ferrero extended dr= 1+1=2 ok, f3 4622
Potter extended dr= 2+1=3 ok, f3 4625

Burnside moves south

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Burnside finally starts to move south.

Init roll: C6 U1 CSA

Init #15: Activate Early (Wilcox)
dr= 2+2=4
extended dr= 5 ok, f3 4128

Init roll: C4 U4 CSA

Init #16: Activate Ewell (Johnson, Rodes, Gordon)
dr= 1+2= 3
Johnson F1 3322, Rodes F1 3323, Ewell/Gordon F1 3321

Init roll: U5 C3 USA

Init #17: Activate West for embarkation
embarkation dr= 6 fail, f1

Init U4 C4 USA

Init #18: Activate West for embarkation
embarkation dr= 3 ok, f2

Init roll: C3 U2 CSA

Init #19: Activate Hagood for strategic movement
extended dr= 5+1= 6 fail, f4 disorg moves to 3209

Need to help Hanover until I can fall back.

Init roll: U6 C5 USA

Init #20: West goes to f4 and moves amphibiously to Fort Monroe.

Init roll: C5 U3 CSA

Init #21: Activate Ewell(Rodes, Johnson, Gordon)
dr= 2+2= 4
Rodes F2 3526, Johnson F2 3424
Ewell/Gordon F2 3423

Init roll: C3 U2 CSA

Init #22: Activate Kershaw
dr= 4+1= 5 f1 3222

Init roll: C5 U3 CSA

Init #23: Activate Kershaw
dr= 6+1= 7 f2 3129

Init roll: U2 C1 USA

Init #24: Activate 2OH for strategic movement
f2 1525

Init roll: C5 U2 CSA

Init #25: Activate Longstreet(Field, Kershaw)
dr= 5+2= 7
Longstreet/Field F1 3033
Kershaw extended dr= 1 ok, f3 3433

Longstreet will try to get in front of Sedgwick.

Init roll: C4 U3 CSA

Init #26: Activate Longstreet (Field)
dr= 6+2= 8
Longstreet, Field F2 2506

Can't get Kershaw there so Field goes by himself-realize I am open here but if he hits Longstreet depot is safe for this turn. If he leaves Longstreet then he is in good shape to get in front of his advance.

Init roll: U3 C1 USA

Init #27: Activate Sedgwick (Getty, Wright, Ricketts)
dr= 6+1= 7
Sedgwick to Getty
Ricketts extended dr= 1+1=2 ok, f3 2405
Wright extended dr= 1+1=2 ok, f3 2507
Getty extended dr= 3+1=4 ok, f3 2605
vs Field: tactical -1, artillery -1, flank +4, prepared +1, 14:6 = +1 for a +4 attack
U1 1fa result, Getty f4 mnlvl 13 advances

C1 1DR result, Field f4 disorg lose 1 ammo retreats to 3107. Field loses a manpower in the retreat, mnlvl 7

Longstreet death dr= 4 - 1 (Longstreet) = 3, lives

Sedgwick death dr= 4 - 1 (Sedgwick) = 3, lives

I had to move Sedgwick, Longstreet and Field had just moved to the south of him and could have gotten to Hanover Junction. The good movement roll made it possible to set up a good flank attack.

That did surprise me some thought he'd go the other way-but its ok except for the R.

Init roll: U6 C4 USA

Init #28: Activate Burnside (Willcox, Potter, Ferrero, IX Art)
dr= 3+1=4
Grant, Burnside transfer to Potter
IX Corps Art extended dr= 2+2= 4 ok, f4 5222
Grant, Burnside, Willcox extended dr= 1+2= 3 ok, f4 5222
Ferrero extended dr= 3+2= 5 ok, f4 4828
Potter extended dr= 4+2= 6 fail, f4 4726

I decided to move Burnside to fatigue 4 in case it rained next turn. Willcox just captured Bowling Green so I'll control Caroline county next turn.

Init roll: C5 U4 CSA

Init #29: Activate Ewell (Rodes, Johnson, Gordon)
dr= 4+2= 6
Rodes extended dr= 4 ok, f3 3630
Johnson extended dr= 5 ok, f3 3329
Ewell, Gordon extended dr= 4 ok, f3 3628

Init roll: C4 U3 CSA

Init #30: Activate Anderson
dr= 1+1= 2 f1 2922

Init roll: C5 U2 CSA

Init #31: Activate Anderson
dr= 3+1= 4
extended dr= 1 ok, f2 3323

Init roll: C5 U3 CSA

Init #32: Activate Anderson
dr= 5+1= 6
extended dr= 4+2= 6 fail, f3 disorg mnlvl 10 3726

Init roll: U4 C1 USA

Init #33: Activate Warren (Wadsworth, Robinson)
dr= 4+1= 5
Warren, Wadsworth f1 3423
Wadsworth drops a sub of manpower 2 in Spotsylvania CH, Wadsworth now mnlvl 10
Robinson f1 3422

Init roll: U2 C2 CSA

Init #34: Activate Stuart (Lomax)
dr= 4+2+3=9
Stuart, F Lee, Lomax F1 4317

Init roll U4 C1 USA

Init #35: Activate Birney
dr= 2 f1 2815

I'm at the point now where I just need to bring up all my rear units. First I'll try to bring up Birney and Gibbon then concentrate Warren's units. After that it's time to move the units near Orange Court House.

Init roll: C2 U2 CSA

Init #36: Activate Stuart (Lomax)
dr= 2+1+3= 6
Stuart, F Lee, Lomax F2 4222

Init roll: C4 U2 CSA

Init #37: Activate Stuart (Lomax)
dr= 6+1+3= 10
Stuart, F Lee, Lomax extended dr= 5 ok, f3 4131

Init roll: U5 C1 USA

Init #38: Activate Birney
dr= 5 f2 3217

Init roll: U6 C4 USA

Init #39: Activate Birney
dr= 6
extended dr= 5+1=6 fail, f3 disorg 3621

Init roll: U5 C4 USA

Init #40: Activate Gibbon
dr= 1 f1 3918

Init roll: C6 U4 CSA
Pass.

Init #41: Activate Gibbon
dr= 5 f2 3922

Init roll: C4 U3 CSA
Pass.

Init #42: Activate Griffin
dr= 5 f1 2524

Init roll: C4 U3 CSA
Pass.

Init #43: Activate Griffin
dr= 3 f2 2526

Init roll: U6 C3 USA

Init #44: Activate 13PA for strategic movement
f2 1822

Init roll: U5 C1 USA

Init #45: Activate Merritt
dr= 2+2= 4 f1 1621

Init roll: U5 C4 USA

Init #46: Activate Merritt
dr= 1+6= 7 f2 2324

Init roll: U6 C4 USA

Init #47: Activate Stevenson
dr= 1 f1 2611

Init roll: C3 U2 CSA
Pass.

Init #48: Activate Stevenson
dr= 4 f2 3013

Init roll: C5 U1 CSA
Pass.

Init #49: Activate Stevenson
dr= 4
extended dr= 5+1= 6 fail, f3 disorg 3414

Init roll: C4 U1 CSA
Pass.

Init #50: Activate Horse Artillery for strategic movement
f3 1621

I've left the bare minimum manpower of 13 to guard against Mosby, having more than that won't help me because most of my forces aren't in Culpeper county. If Mosby shows up the Culpeper depot will be flipped to it's build side and extra manpower won't stop that.

Init roll: U5 C3 USA

Init #51: Activate Griffin
dr= 3
extended dr= 5+1=6 fail, f3 disorg 2728

Init roll: U3 C1 USA

Init #52: Activate Warren (Wadsworth, Robinson)
dr= 2+1= 3
Warren to Robinson
Griffin f2 3225
Warren, Robinson f2 3425

Union closes up

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Union forces bring up the rear.

Init roll: C6 U3 CSA

Init #53: Activate Ewell (Johnson)
dr= 6+2= 8
Ewell to Johnson
Johnson extended dr= 1+1= 2 ok, f4 3532

Davies cavalry retreat dr= 6+2 = 8/2 = -4 MP so Johnson stops his movement.
Sheridan, DM Gregg, Davies f1 disorg retreats to 4232

I decided to retreat from at best a +2 attack depending on the artillery roll. It wasn't worth getting routed when I have other things to accomplish with Sheridan. Namely attacking Stuart's lone cavalry bridge adjacent to Wilson. Lomax is f3 and only a 1 combat value so susceptible to attack and retreat losses. I expect Scott to try to attack Hancock and Barlow, though he'll have to march his divisions to f4. I'm also tempted to send a unit south to sever the rail lines between Hanover Junction and Richmond but I would have to burn 2 different stations to make the depot flip to it's build side.

Paul may want to cut off Hanover Junction like this in the future.  With his cavalry superiority, there isn't much Scott can do to stop him.

That was big for me-Id have chanced it too-opens a way for me back to my line of defense.

Init roll: C4 U2 CSA
Pass.

Init #54: Activate Sheridan (Davies, McIntosh)
Sheridan dr= 2+4+2= 8
Sheridan to McIntosh
DM Gregg, Davies f2 4230
McIntosh f2
Sheridan/McIntosh vs Lomax: prepared +1, flank +2, 2:1= +1, artillery (dr= 6) -1 for a +3 attack
U6 a result, Sheridan, Wilson, McIntosh advance

C2 1DR result, Stuart, F Lee, Lomax disorg dem-1 mnlvl 1 lose 1 ammo, retreats to 4125

Init roll: C4 U1 CSA
Pass.

Init #55: Activate 13PA
dr= 3+1= 4
extended dr= 1 ok, f3 2223

Init roll: C4 U1 CSA
Pass.

Init #56: Activate Chapman
dr= 2+5= 7 f1 2525

Init roll: C6 U1 CSA
Pass.

Init #57: Activate Chapman
dr= 4+1= 5 f2 2223

Init roll: C6 U3 CSA
Pass.

Init #58: Activate Union sub-1 for entrenchment
f2 abatis

Init roll: C2 U1 CSA
Pass.

Init #59: Activate Union sub-1 for entrenchment
f3 bw-build

Init roll: C2 U1 CSA
Pass.

Init #60: Activate Hancock (Barlow)
dr= 5+1= 6
Barlow extended dr= 4+1= 5 ok, f3 4234

Init roll: C5 U5 CSA
Both players pass, day ends.

West is at Fort Monroe but stays embarked. If we had entered a strategic cycle then he would be disembarked and have to reembark next turn.