Random event dr= 4+3= 7, Union Night March

Leader transfers: Grant to Wright, Sheridan to 2OH.

Off-Map Phase: no transfers.

Attachment Phase: no attachments.

Pre turn: My first goal is to pull Sedgwick back slightly, he's too far forward without reinforcements. After that send Sheridan and Warren to the southeast in the general direction of Hanover Junction. I'm going to leave myself the option of ignoring Hanover Junction and advancing directly towards Richmond if Scott guards Hanover Junction too well and isn't careful to stop a direct march on the Capital. I'm not sure what to do with Barlow, Hancock is with him and I'd like to just get him out of Hill's attack area until the rest of II Corps moves south. I've wasted Hancock's potential, his corps has been split up after the battles near Spotsylvania Court House. I think Scott missed a chance to attach some small units to reb divisions at the start of this turn, it would have strengthened his infantry corps and made it easier to march without leaving weak units in the rear. Also, since he's been ignoring the off map transfers phase it's apparent that Beauregard is determined to recapture Petersburg but there are no enemy units between Sheridan and the last remaining depot at the Capital. A hard day's march for Sheridan and he's attacking the gates of Richmond.

Pre turn: Try to slide Early to Burnside. Longstreet/Johnson defend Hanover but also try to get Wright in battle. Cav-Hahahaha!

No rain

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

No rain for a Union Night March random event.

Init roll: C3 U1 CSA

Init #1: Activate Johnson (Rodes, Johnston)
dr= 1+2= 3
Johnson, Rodes F1 3107
Johnston F1 3307

Init roll: C6 U2 CSA

Init #2: Johnson assaults Wright
Rodes to f2
corps assault dr= 4 ok
assault +1, ratio 15:8= 0, artillery dr= 3 NE, tactical +2 = +3 overall
C3 Ea result, Johnson and Rodes advance

U1 2DR result, Wright f4 disorg dem-1 mnlvl 6 lose 1 ammo, retreats to 2607

The 4 Rebel tactical value for corps commanders is always a bonus!

Init roll: C3 U2 CSA

Init #3: Johnson assaults Getty
Rodes to f3
corps assault dr= 2 ok
assault +1, ratio 15:12= 0 artillery -1, tactical +1, flank +3 = +4 overall
C1 1D result, Rodes f4 disorg lose 1 ammo mnlvl 14

U4 1D result, Getty f3 disorg lose 1 ammo, voluntary retreats to 2804 but loses a manpower doing so, manlevel 10.

Maybe stretching it here but knocks him out of the turn-almost.

My losses could have been much worse, with the North Anna now fordable it was easy to set up a flank attack against Sedgwick. I had intended for Gregg to guard the ford adjacent to Verdun Station but the day ended early before I could move him. Shows why it's important to move your units based on it's value, no telling when they might be able to move again.

Init roll: C6 U3 CSA

Init #4: Activate Stuart (1MD)
dr= 3+4+3= 10 F1 3911

Init roll U3 C2 USA

Init #5: Activate Sheridan (Chapman, 2OH, Merritt)
dr= 3+4+2= 9
Chapman f1 2609
Sheridan, 2OH f1 2610
Merritt f1 2513

Init roll: U5 C3 USA

Init #6: Activate Warren (Wadsworth, Griffin, Robinson)
dr= 5+1= 6
Warren to Robinson, f1 2704
Griffin f1 2603
Wadsworth f1 2506

Marching towards the depot

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

One tactical nuke and the game is over.

Init roll: C3 U2 CSA

Init #7: Activate Longstreet (Barton, Field)
dr= 5+2= 7
Longstreet, Barton F1 3106
Field F1 2908

Init roll: U6 C2 USA

Init #8: Activate Hancock (Barlow)
dr= 4+1= 5
Hancock, Barlow f1 3910
vs 1MD: 12:1 = +11, tactical +2, bridge -2 = +11 attack

1MD cavalry retreat dr= 4 + 2(bridge) - 2(1 combat value) = 4/2 = -2 MP
1MD f2 disorg mnlvl 1 retreats to 3613


Barlow with 1 MP left continues to 3911.

Init roll: C4 U3 CSA

Init #9: Activate Early (Anderson, Wilcox, Heth)
dr= 1+2= 3
Anderson F1 3606
Wilcox F1 3605
Early/Lee/Heth F1 3604

Init roll: C3 U2 CSA

Init #10: Activate Early (Anderson, Wilcox, Heth)
dr= 4+2= 6
Lee, Early, Anderson F2 3707
vs Davies: tactical +2, prepared +1, 9:4 = +1 for a +4 attack
Davies cav rt dr= 3+2 (4 combat value) = 5/2 = -2 MP, f1 disorg mnlvl 4 retreats to 3913
Lee, Early, Heth continue to 3709
vs McIntosh: tactical +2, hasty -1, 9:3 = +2 for a +3 attack
McIntosh cav rt dr= 6+2 (3 combat value) = 8/4 = -4 MP, McIntosh f1 disorg mnlvl 3 retreats to 3313
Wilcox F2 3809
Heth F2 3509

Trying to get between him and Richmond and bump off some cavalry on the way.

Init roll: U6 C1 USA

Init #11: Activate McIntosh for Burn RR Station
f2, damages Ashland station

I'm trying to cut off Hanover Junction from Richmond so Scott can't use railroad movement to rescue his supply depot.

Init roll: C5 U3 CSA

Init #12: Activate Activate Early (Anderson, Wilcox, Heth)
dr= 6+2= 8
Lee, Early transfer to Heth
Heth extended dr= 1 ok, f3 3812
vs Davies: tactical +2, 15:3 = +4, creek -1 for a +5 attack
Davies declines to cavalry retreat
U1 3DR* result, Davies f4 disorg dem-2 mnlvl 1 lose 1 ammo retreats to 3817

R6 a result
Early uses last mp to move to 3912
Wilcox extended dr= 3 ok, f3 4011
Anderson extended dr= 4 ok, f3 3910

Ill always risk that! The roll is a little more than I could hope for! Would have kicked me the other way though! Have him trapped now for big loss on retreat but need init! Darn!

Early surrounds Barlow

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Early's III Corps surround Barlow.

Init roll: U5 C4 USA

Init #13: Hancock corps assaults Wilcox
Barlow f2
Hancock corps assault dr= 1 ok
vs Wilcox: assault +1, 12:16 = -1, artillery dr= 5 NE for a +0 attack
U5 1Fa result, Barlow f4 advances to 4011

C2 1Dr result, f4 disorg lose 1 ammo mnlvl 15 retreats to 4211

I wouldn't be in this predicament if I would pay more attention to my infantry instead of my cavalry. Don't lose sight of the fact that the destruction of the ANV is the goal.

That sucks!

Interesting game ... Paul is working on his cavalry raid on Richmond while Scott dominates the infantry action at Hanover Junction.  It's a game of chicken ... which side will blink first and switch over to the defense.  This type of action can make the decision on how to allocate each initiative quite wrenching.  And it often gets even trickier in the Grand Campaign where initiatives have to be doled out to the Bermuda Hundred and the Shenandoah Valley as well.

Init roll: U3 C1 USA

Init #14: Activate DM Gregg (JI Gregg)
dr= 4+5+1= 10
DM Gregg, JI Gregg f1 2712

Init roll: C1 U1 CSA
Day ends?
Grant dr= 2, day continues

Init #15: Early corps assaults Barlow
Heth f4
Early corps assault dr= 1 ok
vs Barlow: artillery dr= 3 NE, assault +1, Lee +1, 15:11= 0, tactical +1, flank +3 for a +6 attack
C4 a result
U2 3DR* result, Barlow f4 disorg dem-2 lose 1 ammo mnlvl retreats to 4106

I thought Scott might wait until next turn to attack when he could surround Hancock again.

Could wait and get him trapped again or could lose him and +6 is a nice attack. That looks good-would have had a lot more if the trap had stuck.

Init roll: C6 U4 CSA

Init #16: Activate Hagood
dr= 6+1= 7, f1 3312
vs McIntosh: normal 0, 4:2= +1, artillery -1 for a +0 attack

McIntosh declines to cavalry retreat
vs McIntosh: normal 0, ratio 4:2= +1, artillery -1 for a +0 attack
R6 fa result, Hagood f2 advances

U2 DR result, Wilson, McIntosh f4 disorg dem-1 lose 1 ammo mnlvl 3 retreats to 3216

Init roll: C4 U4 CSA

Init #17: Activate Hagood
dr= 5+1= 6
extended dr= 1 ok, f3 2812

Trying to delay Sheridan.

Init roll: C5 U1 CSA

Init #18: Activate Stuart (Lomax)
dr= 3+1+3= 7
Stuart, F Lee, Lomax f1 2809

Init roll: U4 C1 USA

Init #19: Activate Sheridan (Merritt, Chapman, JI Gregg, 2OH)
dr= 6+2+2= 10
Merritt f2 3119
Chapman f2 2816
Sheridan, 2OH f2 2917
DM Gregg, JI Gregg f2 2716

Sheridan starts marching towards Richmond.

Init roll: U6 C6 CSA

Init #20: Activate Stuart (Lomax)
dr= 6+3+3= 12
Stuart, F Lee, Lomax F2 3616

I don't know how long he has known that I have no answer for that! Haven't since I took his depot in turn 1.

Init roll: C5 U2 CSA

Init #21: Activate Stuart (1MD, Lomax)
dr= 3+2+3= 8
1MD extended dr= 3 ok, f3 4017
Stuart, F Lee, Lomax extended dr= 2 ok, f3 3717
vs Davies: normal 0, ratio 1:0.5 = +1, tactical +1, flank +1, dem-2 +1 for a +4 attack
C4 Fa result, Lomax f4 advances

U5 Dr result, Davies f4 disorg dem-2 lose 1 ammo mnlvl 1 retreats to 3919

Stuart may get in front but again aggressiveness gets the better of me-and I don't get anything for it.

Init roll: C6 U3 CSA

Init #22: Activate Longstreet (Kershaw, Field)
dr= 4+2= 6
Kershaw F1 2907
Longstreet, Field F2 2608

Init roll: C6 U6 CSA

Init #23: Longstreet corps assaults Ricketts
Field f3
corps assault dr= 1 ok
vs Ricketts: assault +1, Longstreet +1, ratio 5:5= 0, artillery NE, creek -1, tactical +3 = +4 overall
C6 a result, Field advances

U1 4DR* result, Ricketts f4 disorg dem-2 lose 1 ammo mnlvl 3 retreats to 2305

I guess if Scott is determined to ignore Sheridan he might as well attack.

Wow two 1-6's in a single turn! Again much larger win than I could hope for. But I must keep finding high odd attacks!

Sheridan and Longstreet march

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Sheridan marches towards Richmond, Longstreet routs Ricketts again.

Init roll: U5 C3 USA

Init #24: Activate Warren (Robinson, Griffin, Wadsworth)
dr= 6+1= 7
Wadsworth f2 2507
Warren, Robinson f2 2607
Griffin f2 2707

This could have gotten worse for him-that is a nice defensive move. I've been trying to force fights or moves to avoid fights until snake eyes allow me to reinforce Richmond-where are they?

Init roll: C6 U1 CSA

Init #25: Activate 2MD
f1 3106 (minimum move)

Init roll: U2 C1 USA

Init #26: Activate Sheridan (Merritt, Chapman, JI Gregg, 2OH)
dr= 3+3+2= 8
DM Gregg, JI Gregg extended dr= 1 ok, f3 3221
Chapman extended dr= 3 ok, f3 3322
Sheridan, 2OH extended dr= 3 ok, 3422
Merritt extended dr= 2 ok, f3 3422

Oh boy-well hopefully the forts will delay him a turn.

Sheridan is in a position to corps assault two permanent fort hexes. Richmond forts have an intrinsic manpower value of 1 and intrinsic artillery value of 2. I'm set up to attack a fort in a rough hex so the artillery modifier is 50/50, let's see if Scott finally starts to reinforce Richmond.

Init roll: C4 U1 CSA

Init #27: Activate Johnson (Gordon)
dr= 4+2= 6
Johnson transfers to Gordon, F1 3104

Init roll: C3 U1 CSA

Init #28: Activate Johnson (Gordon)
dr= 3+2= 5
Johnson, Gordon extended dr= 1 ok, f2 2704

Again trying to delay Sheridan and buy time for snake eyes-maybe this will create problems.

Nope!

Init roll: U3 C2 USA

Init #29: Sheridan corps assaults the permanent fort in hex S3423
Merritt f4, 2OH f4
Sheridan corps assault dr= 4 ok, both units attack
vs fort: 5:1 = +4, assault +1, artillery dr(4) -1 for a +4 attack
U1 fa result

C1 DR result, fort destroyed

Sheridan death dr= 2, KIA

What a dramatic result.  Sheridan in his moment of glory leads the storming of the forts of Richmond.  His well armed troopers with their carbines carry the field, but Sheridan is shot dead during the attack!  Paul will no longer be able to move more than one cavalry division at a time.  Right now his cavalry dominance is such that it won't handicap him severely.

Init U3 C2 USA

Init #30: Activate Chapman
dr= 1+1= 2
extended dr= 6 fail, f4 3423

Couldn't get enough movement points to destroy the depot! If I hadn't failed the extended die roll I would have force marched if necessary.

Init roll: U5 C4 USA

Init #31: Activate DM Gregg (JI Gregg)
dr= 3+5+1= 9
DM Gregg, JI Gregg extended dr= 4+1= 5 ok, f4 3626

Gregg enters the Capital and destroys the depot. With the death of Sheridan I'll be interested to see how I handle Stuart. I'll have to attack him before Stuart gets more reinforcements. The Hanover Junction depot is being dismantled during the May 19 strategic cycle so Scott will be out of supply unless he can pass his roll for depot placement. However, he still needs to find a safe place to put the depot.

Well there it goes -- so aggressive cavalry in turn 1 got me a great start with a depot-but directly led to him grabbing these depots because my cavalry strength was really tapped escaping the north regions of the map. Was hoping to get the West Virginia cavalry sooner but it takes longer than I had expected to get them on the map.

Scott is learning the hard way that the Union cavalry edge in 1864 is substantial at the start of the game ... and one major defeat to Stuart will put the Rebel cavalry mostly out of commission.  He's at a point now where he probably won't be able to confront the Union cavalry for the rest of the game.  Once his cavalry was weakened to this extent, he had to put some kind of garrison in Richmond.  He'll be paying for that omission over the next few turns ... major supply problems are on the way.

Sheridan dies, depot destroyed

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Sheridan dies attacking the Richmond forts, Gregg destroys the Capital depot.

Init roll: U6 C3 USA

Init #32: Activate Warren (Robinson, Griffin, Wadsworth)
dr= 6+1= 7
Grant, Warren transfer to Wadsworth
Wadsworth extended dr= 5+1= 6 fail, f3 2604
Griffin extended dr= 4+1= 5 ok, f3 2806
Robinson extended dr= 3+1= 4 ok, f3 2507

Init roll: U5 C1 USA

Init #33: Warren corps assaults Gordon
Wadsworth to f4
Warren corps assault dr= 4 ok
Grant grand assault dr= 1 ok, Getty to f4
vs Gordon: 17:10= 0, artillery 0, assault +1, flank +1, tactical -1 for a +1 attack
U5 1Fa result, Wadsworth to mnlvl 9, no advance

C3 1Dr result, Gordon f4 disorg lose 1 ammo mnlvl 9 retreats to 3003

Takes my last offensive chance away-nothing to do but secure lines, dig and wait out the day!

Grant assaults Gordon

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Grant assaults Gordon after he sneaks into Sedgwick's rear.

Init roll: C6 U2 CSA

Init #34: Activate Johnston for entrenchment
f2 builds an abatis

Init roll: U1 C1 CSA
Day ends?
Grant dr= 3, day continues

Init #35: Activate Johnston for entrenchment
f3 builds a breastwork-build

Init roll: U4 C2 USA

Init #36: Activate Warren (Griffin, Robinson) for entrenchment
Griffin f4, Robinson f4 both build abatis
Grant, Warren transfer to Robinson

Init roll: U3 C1 USA

Init #37: Activate Birney
dr= 4 f1 4032

Init roll: C4 U1 CSA

Init #38: Activate Barton
dr= 6+1= 7, f2 3306

Init roll: U4 C1 USA

Init #39: Activate Birney
dr= 1, f2 4133

Init roll: C6 U2 CSA

Init #40: Activate 2MD
dr= 4+1= 5, f2 3307

Init roll: U6 C2 USA

Init #41: Activate Birney
dr= 3
extended dr= 4+1= 5 ok, f3 3302

Init roll: U3 C2 USA

Init #42: Activate Gibbon
dr= 1, f1 4129

I'm trying to get the rest of II Corps within transfer range of Hancock before the day ends. After that I'll try to bring Burnside up to protect Barlow's flanks.

Init roll: C3 U1 CSA

Init #43: Activate Barton for entrenchment
f3, builds a breastwork-build

Init roll: C5 U1 CSA

Init #44: Activate 2MD for entrenchment
f3, builds a breastwork-build

Barton and 2MD are in a redoubt hex so they skip the abatis and go to a bw-build marker.

Init roll: C5 U4 CSA
Pass.

Init #45: Activate Gibbon
dr= 1, f2 4130

Init roll: C3 U1 CSA
Pass.

Init #46: Activate Gibbon
dr= 1
extended dr= 2+1= 3 ok, f3 4131

Init roll: C4 U4 CSA
Pass.

Init #47: Activate Horse Artillery for strategic movement
extended dr= 5+2= 7 fail, f4 disorg 4828

I moved the Horse Artillery to Bowling Green just in case the artillery are recalled in the next strategic cycle. There's no point in trying to advance them to the front lines when the odds are they just be recalled and have to retreat to a Union depot or a Union controlled county seat.

Init roll: U2 C1 USA

Init #48: Activate Burnside (Ferrero, Stevenson, Potter) for strategic movement
Burnside, Potter f2 mnlvl 10 4404
Potter leaves Union Sub-2 mnlvl 1 at Bowling Green
Stevenson extended dr= 2+2= 4 ok, f3 4304
Ferrero f2 4302

I leave a sub of manpower 1 to control Caroline county in case the horse artillery is recalled. The forces guarding the Port Royal depot are enough to help control the county as long as I have an infantry or artillery unit at the county seat. Burnside advanced to the southeast edge of Caroline county to be in a position to help protect Hancock and Barlow's flank from Early's III Corps.

Init roll: C6 U2 CSA
Pass.

Init #49: Activate Willcox for strategic movement
f2 4603

Init roll: C3 U1 CSA
Pass.

Init #50: Activate Gibbon
dr= 4
extended dr= 1+2= 4 ok, f4 4134

I moved Gibbon to f4 to be within range of Birney when Hancock transfers there next turn.

Init roll: U4 C3 USA

Init #51: Activate Burnside (Ferrero, Potter, Willcox)
dr= 1+1= 2
Ferrero extended dr= 5+1= 6 fail, f3 disorg 4203
Willcox extended dr= 3+1= 4 ok, f3 4505
Burnside, Potter extended dr= 5+1= 6 fail, f3 disorg 4306

Init roll: U5 C5 CSA
Pass.

Init #52: Activate 37 Colored regiment for embarkation
embarkation dr= 1 ok

Init roll: C5 U2 CSA
Pass.

Init #53: Activate 37 Colored for amphibious movement
f4, moves amphibiously to Fort Monroe

Init roll: U2 C1 USA

Init #54: Activate Crawford for strategic movement
f2 0126
Crawford leaves a sub of 2 manpower in Orange Court House, Crawford is now manlevel 5

I've got Crawford there to threaten a transfer to Charlottesville. It will take 2 turns to get there.

Another interesting ploy by Paul.  He gives Scott one more thing to think about.  Letting a full Union division into Charlottesville to threaten Lynchburg is something Scott can't allow.  However he doesn't need to deal with the threat immediately ... Crawford can't arrive in Charlottesville during the upcoming strategic cycle.  However, eventually Scott will have to either weaken Staunton (which is about to be attacked by Sigel) or commit some of those Western Virginia cavalry he was just hoping to send to Stuart. 

Both players pass, day ends.