Random event dr= 2+1= 3, Rain (current +1). Minor Rivers unfordable thru May 17, Major Rivers unfordable thru May 18.
Leader transfers: Sheridan to McIntosh, Grant to Ricketts, Warren to Wadsworth.
Pre turn: Not much to do this turn with all the rain. I'll try to threaten the Hanover Junction depot while I still can, send Sedgwick and Sheridan in that direction. Fortunately, I've captured Davenport Bridge so I have a way to cross the North Anna into Hanover county for Warren and the rest of my cavalry. I'll do strategic movement where possible, the rest of my troops will have to slog their way forward.
Pre turn: My plans are getting less intricate! Get back and set up a defense around Hanover.
Init roll: C4 U3 CSA
Init #1: Activate Ewell (Johnson, Rodes, Gordon)
dr= 3+2= 5
Johnson F1 3834
Ewell/Rodes F1 3734
Gordon F1 3733
Init roll: U6 C5 USA
Init #2: Activate Sheridan (McIntosh)
dr= 2+6+2= 10
Sheridan, Wilson, McIntosh f1 3504
Init roll: U6 C3 USA
Init #3: Activate Sheridan (McIntosh, Davies)
dr= 5+4+2= 11
Davies f1 3607
Sheridan, Wilson, McIntosh f2 3508
Was hoping to bounce some of his cav with retreats.
Init roll: C4 U1 CSA
Init #4: Activate Longstreet (Hagood)
dr= 6+2= 8
Longstreet to Hagood F1 3408
Init roll: C2 U2 CSA
Init #5: Longstreet assaults McIntosh
corps assault dr= 1 ok
vs McIntosh: artillery dr (6) = -1, rain -1, tactical +1, Longstreet +1, assault +1, 4:3=0 for a +1 attack
C6 Fa result, Longstreet, Hagood f3 advance
U4 Dr result, Sheridan, Wilson, McIntosh f4 disorg lose 1 ammo retreats to 3809
Had to keep him out of there.
Init roll: U4 C3 USA
Init #6: Activate Sedgwick (Ricketts, Getty)
dr= 6+1=7
Grant, Sedgwick, Ricketts f1 2097
Getty f1 2806
Init roll: C5 U5 CSA
Init #7: Activate Longstreet (Barton)
dr= 5+2= 7
Longstreet transfers to Barton F1 no move
Init roll: U6 C5 USA
Init #8: Activate Sedgwick (Ricketts, Getty)
dr= 2+1= 3
Grant, Sedgwick, Ricketts f2 2908
Getty f2 2907
Init roll: C5 U4 CSA
Init #9: Activate Longstreet (Field)
Longstreet transfers to Field, F1 3108
Init roll: C5 U2 CSA
Init #10: Activate Early (Wilcox, Heth, Anderson)
dr= 6+2= 8
Wilcox F1 4532
Lee/Early Heth F1 4234
Anderson F1 4133
Init roll: U2 C1 USA
Init #11: Activate Sedgwick (Getty, Ricketts)
dr= 3+1=4
Grant, Sedgwick to Getty
Getty extended dr= 2+1= 3 ok, f3 3006
vs Johnston: 13:4.5 (3) = +1, tactical +1, normal 0, artillery -1, rain -1 = +0 overall
U6 Ea result, Grant, Sedgwick, Getty f3 advance
C1 1DR result, Johnston f3 disorg mnlvl 2 dem-1 lose 1 ammo, retreats to 3507
Ricketts extended dr= 4+1= 5 ok, f3 3006
I decided to make one hard push towards Hanover Junction, if I can't get there this turn I probably won't get there for a while. I hadn't expected a rout, was just hoping to push Johnston back and get the next init. I think Scott will have Longstreet attack Ricketts first then maybe take care of Getty later.
Init roll: C5 U5 CSA
Init #12: Activate Longstreet (Field)
dr= 4+2= 6
Longstreet, Field f2 3107
vs Ricketts: prepared +1, ratio 7:9= -1, artillery NE, rain -1, tactical +3 = +2 overall
R6 a result, Longstreet, Field advance
U2 2DR result, Ricketts f4 disorg dem-1 mnlvl 7 lose 1 ammo, retreats to 2508
That was lucky but his 1 tactical value makes him a tempting target! I know it leaves me open to move in but if I get the init I'm in great shape and if I don't at +3 surely he retreats out instead of chancing Wright.
Ricketts, like Mott, is a front line Union infantry division with a lower than usual tactical value (1 instead of 2). At this point in the war the Army of the Potomac was filled by a large percentage of green replacements. Historically, Ricketts' men routed badly on May 6 in the Wilderness ... almost allowing General John Gordon's flank attack to roll up the entire line. Longstreet's veterans give these troops more than they bargained for in our current game.
Scott was under the impression that he would have a +3 attack against Getty but with the rain, ratio and artillery modifiers in my favor he would only have a +1 attack. So I bring Wright up instead to try to cause Field retreat losses.
Init roll: U3 C2 USA
Init #13: Activate Wright
dr= 5 f1 2606
Init roll: U2 C1 USA
Init #14: Activate Wright
dr= 4 f2 2806
Init roll: U3 C2 USA
Init #15: Activate Wright
dr= 3
extended dr= 1+1= 2 ok, f3 2907
Init roll: U5 C2 USA
Init #16: Sedgwick corps assaults Field
Getty to f4
corps assault dr= 2 ok
Grant grand assault dr= 4 ok, Wright to f4
assault +1, flank +3, artillery NE, rain -1, tactical -1, ratio 18:7 = +1 for a +3 attack
U4 1fa result, Getty to mnlvl 12, Wright advances
C3 1DR result, Longstreet, Field f4 disorg dem-1 mnlvl 5 lose 1 ammo, retreats to 3309. Field lost a manpower in the retreat.
I think that's the first time I had a grand assault in this game. I didn't expect to get Wright adjacent to Longstreet and then be able to attack. I was just hoping for Longstreet to have to react. If Field had just retreated to Hanover Junction at the start of the turn I'm not sure I would have kept advancing Sedgwick.
Wow pretty gutsy and he succeeds too!
Init roll: U5 C3 USA
Init #17: Activate Griffin
dr= 3 f1 2829
Init roll: U5 C4 USA
Init #18: Activate Warren (Griffin, Robinson, Wadsworth)
dr= 3+1= 4
Griffin f2 2931
Warren, Wadsworth f1 3229
Robinson f1 3329
Init roll: C5 U4 CSA
Init #19: Activate Wilcox
dr= 4+1= 5 F2 4433
Init roll: C5 U4 CSA
init#20 Activate Early (Wilcox, Anderson, Heth)
dr= 4+2= 6
Wilcox extended dr= 2 ok, f3 4434
Anderson extended dr= 1 ok, f2 3202
Lee/Early/Heth f2 vs Barlow: prepared +1, ratio 16:14= 0, artillery -1, rain -1, tactical +1, flank +4 = +4 overall
C1 1fa result, Heth f3 mnlvl 15 advances
U1 2DR result, Barlow f4 disorg dem-1 mnlvl 12 lose 1 ammo, retreats to 3606
Hancock death dr= 4, lives
If I wait this could be better as an assault..but I dont want to chance losing him. Leaders live! The only leader that scares me to lose is Longstreet cause he has the bonus.
Scott had rolled for Early's death but Early is a replacement leader so doesn't have to worry about getting killed. I didn't think it would be that easy to set up a flank attack against Barlow. I thought he'd have to get in my rear, tough to do in the rain.
Init roll: C5 U3 CSA
Init #21: Activate Stuart (Lomax)
dr= 6+4+3= 13
Stuart, F Lee, Lomax f1 4131
Want to cover that lower bridge in Hanover but he won't make it.
Init roll: U3 C1 USA
Init #22: Activate Merritt
dr= 5+1= 6 f1 2931
Init roll: C5 U4 CSA
Init #23: Activate Stuart (Lomax)
dr= 4+2+3= 9
Lomax extended dr= 5 ok
Stuart, F Lee, Lomax f2 4134
Init roll: U3 C1 USA
Init #24: Activate Merritt
dr= 3+5= 8 f2 3033
Init roll: U5 C3 USA
Init #25: Activate Chapman
dr= 3+4 = 7 f1 2931
Init roll: U4 C2 USA
Init #26: Activate Chapman
dr= 4+1= 5 f2 3132
Init roll: C3 U2 CSA
Init #27: Activate Longstreet(Barton)
dr= 5+2= 7
Longstreet to Barton, f2 3206
Speed bump-hopefully I get some early inits next turn.
Init roll: U6 C2 USA
Init #28: Activate Sheridan (Davies)
dr= 2+3+2= 7
Sheridan to Davies, f2 3505
Init roll: C6 U2 CSA
Init #29: Activate Stuart (Lomax)
dr= 6+2+3= 11
extended dr= 3+1=4 ok
Stuart, F Lee, Lomax F3 3305
Init roll: U4 C3 USA
Init #30: Activate Warren (Wadsworth, Robinson)
dr= 6+1= 7
Warren, Robinson f1, Wadsworth f1 3131
Init roll: U3 C2 USA
Init #31: Activate DM Gregg (JI Gregg)
dr= 2+1+1= 4
DM Gregg, JI Gregg f1 3033
Init roll: U6 C3 USA
Init #32: Activate DM Gregg (JI Gregg)
dr= 4+4+1= 9
DM Gregg, JI Gregg f2 2303
Units are starting to enter the south map and the maps are slightly off set, so some of the units locations might look like they are wrong.
The south map lies 10 hexes east of the north map ... allowing the south map to span over to White House, where Smith's XVIII corps landed just before Cold Harbor.
Init roll: U6 C4 USA
Init #33: Activate DM Gregg (JI Gregg)
dr= 5+5+1= 11
JI Gregg extended dr= 1 ok, f3 2804
I'm making sure to cross the North Anna at one of the bridges I control, I intend to march all the cavalry units to f3 and unite them with Sheridan. Gregg is within 10 hexes so Sheridan will transfer there next turn.
Init roll: C4 U1 CSA
Init #34: Activate Early (Anderson)
dr= 2+2= 4
extended dr= 5+1= 6 fail, f3 disorg mnlvl 9 3303
Init roll: C5 U3 CSA
Init #35: Activate Ewell(Ramseur, Rodes, Gordon)
dr= 4+2= 6
Ramseur F2 3103
Ewell, Rodes F2 3002
Gordon F2 2902
Init roll: C6 U5 CSA
Init #36: Activate Ewell (Ramseur, Rodes, Gordon)
dr= 2+2= 4
Ramseur extended dr= 1+1= 2 ok, f3 3203
Ewell, Rodes extended dr= 4 ok, f3 3202
Gordon extended dr= 1 ok, f3 3103
Init roll: U5 C4 USA
Init #37: Activate Merritt
dr= 4+6= 10
extended dr= 4 ok, f3 2403
Init roll: C5 U4 CSA
Init #38: Activate Kershaw
dr= 5+1= 6 F1 3734
Init roll: C6 U2 CSA
Init #39: Activate Kershaw
dr= 6+1= 7 F2 3002
With Scott moving his units to Chester's Depot, it gives a chance to bring up the rest of the II Corps with strategic movement. Quicker in the rain to do this instead of chancing poor movement rolls.
Init roll: U6 C2 USA
Init #40: Activate Birney for strategic movement
f2 3729
Init roll: U6 C3 USA
Init #41: Activate Gibbon for strategic movement
f2 4128
Init roll: C3 U1 CSA
Pass.
Init 42: Activate Stevenson for strategic movement
extended dr= 2+2= 4 ok, f4 4323
Init roll: C6 U3 CSA
Pass.
Init #43: Activate 2OH for strategic movement
f2 3132
Init roll: U4 C1 USA
Init #44: Activate Horse Artillery for strategic movement
extended dr= 3+2= 5 ok, f3 2930
Init roll: C5 U1 CSA
Pass.
Init #45: Activate Chapman
dr= 1+1= 2
extended dr= 6 fail, f3 disorg 3032
Init roll: U6 C6 CSA
Pass.
Init #46: Activate Willcox for strategic movement
extended dr= 2+2= 4 ok, f4 5431
Init roll: C1 U1 CSA
Day ends?
Grant dr= 4, day ends.
Getty becomes disorganized because he is out of supply and wasn't able to forage in the recovery phase.
Both players are working hard to establish their position at Hanover Junction. They are each showing the proper respect for the strategic importance of this location. Possessing the last Confederate depot north of Richmond and serving as the convergence of the two rail lines running south to the capital ... it is certainly the most important spot on the map other than Richmond itself. It's also worth 10 VP every four turns once the Union captures it.