Random event dr= 6+1= 7, Union Night March
Transfer Phase: Sedgwick to Wright, Grant to Getty, Wilson to Chapman.
Off-Map Phase: Crawford transfers to Charlottesville.
Attachment Phase: 2OH attaches to Merritt, Sub-8 attaches to Chapman. Both are now manlevel 4.
Pre turn: My first priority is to burn the railroad station in Atlee's Station so the Hanover Junction depot can't be upgraded to it's complete side. After that I'll embark Katz's cavalry and start to move them to White House Landing, move Torbert's division to the front lines using strategic movement and then I'll concentrate on my infantry. I want to make sure I'm in a good position to start attacks when the rain stops.
Pre turn: Get back in supply. Clear out Richmond. Keep line firm.
Depots can not be upgraded from the Build side to the Complete side if the rail line upon which they draw supply contains a damaged RR station.
Init roll: C4 U3 CSA
Init #1: Activate Stuart (1MD)
dr= 4+1+3= 8, F1 3717
Init roll: C6 U6 CSA
Init #2: Activate Stuart (1MD)
dr= 5+5+3= 13, F2 3715
Init roll: C5 U1 CSA
Init #3: Activate Ramseur F1 3508
Init roll: C6 U6 CSA
Init #4: Activate Johnson (Gordon)
F1 3003
Init roll: C1 U1 CSA
Day ends?
Grant dr= 1, continues
Init #5: Activate Hagood
dr= 4+1= 5
McIntosh cav rt dr= 4+2 (3 combat value) = 6/2 = -3 MP, f1 disorg mnlvl 3 retreat to 3618
Hagood f1 3315
Init roll: U6 C4 USA
Init #6: Activate McIntosh
dr= 2+1= 3, f2 3719
Init roll: U6 C3 USA
Init #7: Activate McIntosh for Burn RR Station
f3, damages Atlee's Station
If I had been able to do that on May 19, Scott would have been forced put his new depot in Richmond close to my cavalry. As it is, he'll have to spend a strategic cycle repairing the damaged stations and that's if he passes his depot placement roll. For now the depot in Hanover Junction will be stuck on it's build side. For the record, Scott didn't realize that Atlee station had a railroad station otherwise he would have guarded it. We decided to continue rather than start the turn over.
Hate to cry sour grapes but I can't see that station on my map! Might be my eyes but thought there wasn't one there! I'd have definitely covered it!
Init roll: U5 C5 CSA
Init #8: Activate F Lee (Lomax)
dr= 6+3+2= 11
extended dr= 5 ok, f2 3923
Init roll: U4 C3 USA
Init #9: Activate Spear for embarkation
embarkation dr= 2 ok
Init roll: U5 C2 USA
Init #10: Katz, Spear f4 moves amphibiously to Fort Monroe
Paul is pulling units out of Bermuda Hundred so they can appear in front of Richmond ... it's about time Scott do the same. He needs to reestablish control of the capital before Grant marches some infantry into the city (to go with the cavalry already there).
Init roll: C4 U3 CSA
Init #11: Activate F Lee (Lomax)
dr= 6+1+2= 9
extended dr= 3+1= 4 ok, f3 3625
Init roll: U5 C4 USA
Init #12: Activate DM Gregg (JI Gregg)
dr= 2+5+1= 8
vs Lomax: prepared +1, 4:1= +3, rain -1 for a +3 attack
U6 a result, no advance
C3 1DR result, Lomax is KIA. F Lee is removed from play.
Init roll: U4 C2 USA
Init #13: Activate Mix for embarkation
embarkation dr= 4 ok, f1
Init roll: C4 U2 CSA
Init #14: Activate Hunton
dr= 5+1= 6
vs JI Gregg: 3:4= -1, rain -1, creek -1, prepared +1 for a +3 attack
Gregg declines to cavalry retreat
Hunton f1 3825
Init roll: U5 C3 USA
Init #15: Activate Mix for amphibious movement
f4, moves to Fort Monroe
Init roll: C5 U3 CSA
Init #16: Activate Hunton
dr= 2+1= 3, f2 3725
Init roll: U6 C3 USA
Init #17: Activate Torbert (Custer, Devin) for strategic movement
Torbert, Custer f3 3016, Devin f3 3016
Init roll: C6 U5 CSA
Pass.
Init #18: Activate Sub-3 for strategic movement
extended dr= 6+2= 8 fail, f4 disorg 0126
I made sure to do that before the end of the turn, it will reinforce Crawford in Charlottesville.
Init roll: U5 C1 USA
Init #19: Activate Burnside (Potter, Ferrero, Willcox)
dr= 4+1= 5
Ferrero f1 4005
Burnside, Potter f1 4006
Willcox f1 4206
Init roll: U4 C4 CSA
Pass.
Init #20: Activate Warren (Wadsworth)
dr= 5+1= 6
Wadsworth f1 2606
Init roll: U3 C2 USA
Init #21: Activate Warren (Wadsworth)
dr= 2+1= 3
Wadsworth f2 2607
Init roll: C6 U5 CSA
Pass.
Init #22: Activate Sedgwick (Wright)
dr= 5+1= 6
Sedgwick, Wright f1 2706
Init roll: C2 U1 CSA
Pass.
Init #23: Activate Sedgwick (Wright, Getty)
dr= 4+1= 5
Sedgwick to Getty, f1 3005
Wright f2 2704
Init roll: C3 U2 CSA
Init #24: Activate Rodes
minimum 1 hex move, f1 3106
Init roll: U3 C2 USA
Init #25: Activate Sedgwick (Wright)
dr= 4+1= 5
Wright extended dr= 1+1= 2 ok, f3 2905
Init roll: U6 C4 USA
Init #26: Activate Hancock (Birney, Gibbon)
dr= 4+1= 5
Hancock, Gibbon f1 3203, Birney f1 3203
Init roll: C5 U2 CSA
Pass.
Init #27: Activate Hancock (Birney, Gibbon)
dr= 6+1= 7
Hancock, Gibbon extended dr= 1+1= 2 ok, f2 3205
Birney f2 3205
Init roll: C6 U2 CSA
Pass.
Init #28: Hancock corps assaults Barton with Birney, Gibbon and Upton
Hancock corps assault dr= 3, so both divisions attack
Barton's entrenchments momentarily dissapear
tactical +1, assault +1, 24:4 = +5, artillery 0, rain -1, bridge -2 = +4 overall
U5 1a result, Gibbon mnlvl 13, Birney advance to 3306
C3 2DR result, Barton f3 disorg dem-1 mnlvl 2 lose 1 ammo, retreats to 3310
Upton is put to good use, Barton's forward defense of the depot is negated. With the next init I could get a potential +7 corps assault against Johnston's brigade but the rebs get the next init. I wonder if Scott realized that Upton was still available?
For those not yet familiar with the GTC Advanced Game, the Colonel Emory Upton unit can be added to one Union assault per game. In that assault, Confederate entrenchment bonuses are ignored. Paul tried to use it earlier in the game but failed to get a low enough command roll to use Upton. This time Upton turns a 4:1 attack into a 6:1. Historically Upton led a hand-picked collection of VI corps regiments in a flying wedge against the Rebel works at Spotsylvania. Upton's men easily carried the entrenchments but had to fall back when their support never arrived.
Init roll: C5 U1 CSA
Init #29: Activate Ramseur
dr= 4+1= 5, f1 3307
This is bad! Forgot about Upton-never thought he'd try that! Especially in the rain. Will have to cover first then try to diffuse it-need a run! Ok that lowers odds of attack on my depot.
Init roll: C5 U3 CSA
Init #30: Activate Johnson (Gordon)
dr= 2+2= 4
extended dr= 2 ok, f2 3103
Now need to enhance flank attack.
Init roll: C4 U2 CSA
Init #31: Activate Johnson (Gordon)
dr= 4+2= 6
extended dr= 4+1= 5 ok, f3 3204
Init roll: C4 U4 CSA
Init #32: Activate Johnson (Gordon)
1 hex minimum move
extended dr= 3+3= 6 fail, f4 disorg mnlvl 8 3205
taking too LONG!!!
That extended manpower loss is crucial, it prevents Gordon from participating in a flank attack against Hancock.
Init roll: C5 U1 CSA
Init #33: Activate Johnson (Rodes)
dr= 1+2= 3
Johnson transfers to Rodes
Rodes f1 3206
Got it! But loss of mp made the last 3 moves useless-no flank! But put Hancock out of the turn-so that's a bonus.
Init roll: C6 U2 CSA
Init #34: Johnson corps assaults Hancock with Rodes
Rodes to f2
Johnsoncorps assault dr= 1 ok
assault +1, rain -1, tactical +1, 14:23 = -1, artillery -1 = -1 attack
C3 2D result, Rodes f4 disorg lose 1 ammo mnlvl 12
U4 f result, Giibon to f4, Birney to f4
Init roll: U4 C1 USA
Init #35: Activate Sedgwick (Getty, Wright)
dr= 1+1= 2
Wright extended dr= 6+2= 8 fail, f4 disorg 2906
Grant, Sedgwick, Getty f2 3106
This sets up a potential grand assault against Rodes next turn. I could corps assault now with Sedgwick but I don't like the attack, it could be a -2 if the artillery modifier is included. The grand assault could be a +3 attack depending on where Johnson transfers to. If Getty moves a hex south I could increase the attack by getting a +2 flank, depends on what Longstreet does.
Need to get help to the Junction for next turn.
Init roll: U6 C5 USA
Init #36: Activate Burnside (Potter, Willcox, Ferrero)
dr= 2+1= 3
Burnside, Potter f2 3907
Ferrero f2 3906
Willcox f2 4107
Init roll: C6 U4 CSA
Init #37: Activate Early (Heth, Wilcox, Anderson)
dr= 5+2= 7
Anderson f1 3708
Lee, Early, Heth f1 3611
Wilcox f1 4010
Init roll: C5 U5 CSA
Init #38: Activate Anderson
dr= 2+1= 3, f2 3607
Init roll: C3 U2 CSA
Init #39: Activate Early (Heth)
dr= 5+2= 7
Lee, Early, Heth f2 3509
Init roll: U3 C1 USA
Init #40: Activate Merritt
dr= 6+1= 7, f1 3722
Init roll: U3 C1 USA
Init #41: Activate Kitching for strategic movement
f3 2006
Init roll: U2 C1 USA
Init #42: Activate Ricketts
dr= 3, f1 2404
Init roll: U4 C2 USA
Init #43: Activate Burnside (Potter, Willcox, Ferrero)
dr= 5+1= 6
Burnside transfers to Ferrero
Willcox extended dr= 1+1= 2 ok, f3 4209
Potter extended dr= 5+1= 6 fail, f3 disorg 3808
Ferrero extended dr= 2+1= 3 ok, f3 3908
Init roll: C6 U3 CSA
Init #44: Activate Hunton
dr= 5+1= 6
extended dr= 3 ok, f3 3625
JI Gregg declines to attack from the -1 attack (rain -1, 3:4= -1, prepared +1)
Init roll: U6 C3 USA
Init #45: Activate Merritt
dr= 4+1= 5
extended dr= 4 ok, f2 3522
Init roll: U6 C2 USA
Init #46: Activate Merritt
dr= 2+4= 6
extended dr= 3+1= 4 ok
force march dr= 2+1-1= 3, minimum 4
f3 disorg no manpower loss 3624
Init roll: U2 C1 USA
Init #47: Activate Wilson (Chapman)
dr= 4+3+1= 8
Wilson, Chapman f1 3525
Init roll: U6 C1 USA
Init #48: Activate Wilson (Chapman)
dr= 1+3+1= 5
Chapman f2
vs Hunton: flank +3, 4:3= 0, rain -1 for a +2 attack
U6 Da result, Chapman f4 disorg lose 1 ammo advances to 3625
C6 Dr result, Hunton f4 disorg lose 1 ammo retreats to 3824
Init roll: U5 C1 USA
Init #49: Activate DM Gregg (JI Gregg)
dr= 4+6+1= 11
DM Gregg, JI Gregg f2 3727
Init roll: U1 C1 CSA
Both players decline to extend the day.
Needed that!
Wilcox forages successfully.