Random event dr= 5+1= 6, Union Command Paralysis

Leader transfers: none

Off Map Phase: Sub 3 transfers to Charlottesville, arrives in 2 turns.

County Control Phase: Orange County reverts to CSA control.

Pre turn: My first priority is to attack Hanover Junction as soon as possible with Hancock. Either that or do a grand assault against Rodes.

Preturn: Attack! Get Early up to save the Junction!

Interesting to note that Rodes' position is right at the vertex of the inverted V Lee used to defend at the North Anna in the historical campaign.  Our two players are fighting it out there again ... just two days early.  Historically, Grant declined combat here ... will Paul wish that he did as well?

Danger and Opportunities

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Union Command Paralysis: danger and opportunities exist for both sides.

Init roll: C2 U1 CSA

Init #1: Activate Early (Anderson, Heth)
dr= 3+2= 5
Anderson F1 3305
Lee, Early, Heth F1 3307

Ok good roll Anderson gets the flank I need and Lee helps secure the defense of the Junction.

Init roll: C4 U2 CSA

Init #2: Activate Ramseur
minimum 1 hex move, F1 3406

Can attack and diffuse him now or take a chance and crush him-Ill take a chance!

Init roll: C6 U2 CSA

Init #3: Early corps assaults Hancock
Heth f2
Early corps asault dr= 3 ok
Lee grand assault dr= 4
add Rodes f2 and Ramseur f2
assault +1, Lee +1, ratio 28:23= 0, artillery (dr 1) +1, tactical +1, flank +2 = +6 overall
C2 1a result, Ramseur mnlvl 4

U1 4DR result, rout priorities force a retreat thru an enemy unit, I choose Ramseur. When the retreat is done Hancock's units have lost a total of 10 manpower.

Hancock, Birney f4 disorg dem-1 lose 1 ammo mnlvl 7 routs to 3707
Gibbon f4 disorg dem-1 lose 1 ammo mnlvl 6 routs to 3707

Yes! Got the init-now to make him move at +6! Awesome! Swing of 17 VPs for me-not to mention saving the depot!

If I get the init here, what do I do? I'm surrounded and the capture of the Junction is now unlikely. I'd probable have Sedgwick assault Rodes in the hope that Hancock could join in a grand assault and advance out of the trap.

A crushing defeat for Hancock's men.  I'm glad I haven't had to pick a winner at any point in this game ... we've had more major swings of the momentum than I can remember. I think the lesson here is that you can really suffer severe losses if your army gets stretched out and fragmented.  Paul's quick push south has put him a few days ahead of the historical schedule but he has turned over the dominance on the battlefield to the Army of Northern Virginia.

Hancock is routed

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Hancock routs through Ramseur.

Init roll: C6 U3 CSA

Init #4: Activate Johnson(Johnston, Ramseur, Gordon, Rodes)
dr= 5+2= 7
Johnston F1 3510
Ramseur extended dr= 2 ok, f3 3508
Gordon extended dr= 3 ok, f2 3105
Johnson, Rodes extended dr= 3+1= 4 ok, f3 vs Getty: prepared +1, ratio 8:10= -1, artillery -1, tactical +1, flank +3 = +3 overall C3 1Da result, Rodes f4 disorg mnlvl 11 lose 1 ammo, no advance

U4 1Dr result, Getty f4 disorg mnlvl 9 lose 1 ammo retreats to 2905

Now to plug some holes and expand my comfort zone. That attack could have been better-but no complaints.

Init roll: C5 U3 CSA

Init #5: Activate Wilcox
dr= 4+1= 5, F1 3611

Need to tuck him in a safer spot.

Init roll: C6 U5 CSA

Init #6: Activate Clingman
dr= 3+1= 4, F1 3825

Him too.

Init roll: C5 U5 CSA

Init #7: Activate Hagood
dr= 3+1= 4, F1 3212

Have plans to roll the left flank so I need him to cover.

Init roll: C4 U3 CSA

Init #8: Activate Hagood
dr= 1+1= 2, F2 3111

Init roll: C4 U2 CSA

Init #9: Activate Hagood
dr= 5+1= 6
extended dr= 5 ok, f3 3108

Init roll: C4 U1 CSA

Init #10: Activate Johnson (Gordon)
dr= 6+2= 8
extended dr= 3 ok, f3 2803

This will start it.

Init roll: U5 C4 USA

Init #11: Activate Ricketts
dr= 6-1= 5, f1 2704

Came up short and he covers.

Hey I get to move! Of course it's too late to do much this turn. I think the previous moves by Scott pretty much ends any threat to Richmond. I have to hope I get some great results during the next strategic cycle. Charlottesville, Staunton, Lexington, Petersburg and Drewry's Bluff will all be attacked.

Init roll: C3 U1 CSA
Pass.

Init #12: Kautz, Spear f4 lands at White House Landing

Should dig probably but still have designs for the offense. Don't want to squander my ability to move.

Init roll: U3 C2 USA

Init #13: Mix f4 lands at White House Landing

The cavalry will guard the depot that should arrive next cycle while the 37 Colored Regiment will capture White House Station.

Establishing a Federal presence at White House will earn Union VP for control of New Kent County.  Every little bit helps!

Init roll: C6 U5 CSA
Pass.

Init #14: Activate Torbert (Devin, Custer) for strategic movement
Devin f2 3929, Custer f2 3929

Init roll: C5 U4 CSA
Pass.

Init #15: Activate Kitching for strategic movement
extended dr= 4+2= 6 fail, f3 disorg 3213

Init roll: C5 U3 CSA
Pass.

Init #16: Activate Merritt
dr= 4+5-2= 7, f1 3725
vs Clingman: 3:0.5= +5, normal 0, artillery -1 for a +4 attack
U2 D result, Merritt f4 disorg lose 1 ammo

C5 D result, Clingman f4 disorg lose 1 ammo, voluntary retreat to 3927

Init roll: U4 C1 USA

Init #17: Activate Stevenson
dr= 2-1= 1, f1 4204

Init roll: U3 C1 USA

Init #18: Activate Stevenson
dr= 3-1= 2, f2 4005

Init roll: U6 C3 USA

Init #19: Activate Burnside (Stevenson, Ferrero, Willcox, Potter)
dr= 5+1-1= 5
Willcox f1 4013
Potter f1 3913
Burnside, Ferrero f1 3912
Stevenson extended dr= 5+1= 6 fail, f3 disorg 3808

Init roll: C6 U3 CSA

Init #20: Activate Wilcox
dr= 1+1=2, f2 3812

Need to keep in touch with these guys-although now I see Hanover as more important than Richmond.

Init roll: USA

Init #21: Activate Burnside (Ferrero, Potter, Willcox)
dr= 4+1-1= 5
Burnside transfers to Potter
Willcox extended dr= 2+1=3 ok, f2 4016
Potter extended dr= 1+1= 2 ok, f2 3916
Ferrero extended dr= 3+1=4 ok, f2 3913

Init roll: U1 C1 CSA
Day ends?
Grant dr= 5 fail, Day ends.

Day ends-sigh of relief!

37 Colored Regiment forages successfully.