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.
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
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
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.