Random event dr= 5+5= 10, Confederate Command Paralysis
Leader transfers: None
Off Map Phase: Crawford arrives in Charlottesville
Pre turn: I'll try to sneak Burnside south towards Richmond while the rebs have paralysis. Then I'll see to the defense of the units near White House Landing and possibly try another flanking movement with Sedgwick.
Pre turn: Defend Hanover, get Early to Burnside but leave Anderson to Hanover defense. Try to work Gordon to his rear.
Grant's drive on Richmond is becoming more of a guerilla raid than anything else. Having suffered severe losses to the ANV, the boys in blue aren't in any mood for a large-scale battle. Still, with Sheridan in the capital city to "hold the door open" for the rest of the Union army ... it just might work!
Init #1: Activate Burnside (Ferrero, Potter, Willcox)
dr= 2+1= 3
Ferrero f1 3915
Willcox f1 3919
Burnside, Potter f1 3918
Init roll: C4 U1 CSA
Init #2: Activate Early (Anderson, Heth)
dr= 1+2-1= 2
Anderson F1 3307
Lee, Early, Heth F1 3309
Command paralysis hurts when I'm in a race-and that 1 is not nice.
Init roll: C6 U1 CSA
Init #3: Activate Early (Anderson for entrenchment, Heth for movement)
dr= 5+2-1= 6
Anderson F2 abatis
Lee, Early, Heth F2 3514
Init roll: C4 U1 CSA
Init #4: Activate Early (Wilcox, Heth)
dr= 6+2-1= 7
Lee and Early transfers to Wilcox
Heth extended dr= 3 ok, f3 3815
Lee, Early, Wilcox F1 to 3815
vs Ferrero: normal 0, ratio 15:13= 0, artillery NE(+3), tactical +2, flank +4 = +6 overall
C2 1fa result, Wilcox to mnlvl 14 advances to 3915
U4 2DR result, Ferrero f4 disorg dem-1 mnlvl 11 lose 1 ammo retreats to 3818
That's better, 2 good rolls to catch him and I have Burnside in the open. That f may mean I don't get all 3 divisions.
Init roll: C3 U3 CSA
Init #5: Activate Early (Heth, Wilcox)
dr= 5+2-1= 6
Heth extended dr= 1+1= 2 ok, f4 3817
vs Ferrero: prepared +1, ratio 15:7= +1, artillery NE, tactical +1, creek -1 = +2 overall
C2 1Fa result, Heth f4 mnlvl 14 advances to 3818
U1 1Dr result, Ferrero f4 disorg demm-1 mnlvl 10 lose 1 ammo retreats to 4123
Lee, Early, Wilcox extended dr= 3 ok, f3 4017
vs Potter: normal 0, ratio 14:7= +1, artillery NE, tactical +2, flank +3 = +6 overall
C5 a result, Wilcox advances to 3918
U4 2DR result, Potter f4 disorg dem-1 mnlvl 8 lose 1 ammo retreats to 4222
Heth's shot is long but it'll give me the hex for a good flank. Ok, enough left for a weak shot on Willcox.
Init roll: C6 U4 CSA
Init #6: Early corps assaults Willcox
Willcox f4
Early corps assault dr= 3 ok
assault +1, Lee +1, ratio 14:12= 0, artillery NE(+2), tactical +2, creek -1 = +3 overall
C2 1Da result, Willcox f4 disorg mnlvl 13 lose 1 ammo advances to 3919
U3 1Dr result, f4 disorg mnvlvl 11 lose 1 ammo retreats to 4122
Well, hurts me but froze Burnside for this turn and saves Richmond.
Init roll: U5 C2 USA
Init #7: Activate Sedgwick (Ricketts, Getty, Wright)
dr= 6+1= 7
Ricketts f1 2802
Wright f1 2704
Grant, Sedgwick, Getty f1 2903
vs Gordon: flank +1, artillery dr(2)= -1, 6:5= 0, normal= 0 for a +0 attack
U5 Da result, Getty f4 disorg mnlvl 9 lose 1 ammo
C3 Dr result, Gordon f4 disorg mnlvl 5 lose 1 ammo retreats thru Getty to 3204
Nice move-didn't see that!
Rivers, swamps, and mountains can be very dangerous places to get trapped! On To Richmond is the worst for this with all the swamps ... especially those that spring up in the rain.
Init roll: U2 C1 USA
Init #8: Activate Torbert (Devin, Custer)
dr= 1+1+1= 3
Torbert, Devin f1 4031, Custer f1 4031
Init roll: U6 C4 USA
Init #9: Activate Torbert (Devin, Custer)
dr= 1+1+1= 3
Torbert, Devin extended dr= 6 fail, f2 disorg 4134
Custer extended dr= 4 ok, f2 4134
Init roll: C2 U2 CSA
Init #10: Activate Barton
dr= 1+1-1= 1, f1 3307
Init roll: U5 C2 USA
Init #11: Activate Sedgwick (Ricketts, Wright)
dr= 4+1= 5
Grant and Sedgwick transfer to Ricketts
Wright f2 2305
Grant, Sedgwick, Ricketts f2 2404
Ok he's flanking me now!
Init roll: U1 C1 CSA
Day ends?
Grant dr= 1 ok, day continues.
Init #12: Activate Longstreet(Hagood)
dr= 6+2-1= 7 F1 2705
init#12 See if I cant get behind him first.
Init roll: C1 U1 CSA
Day ends?
Grant dr= 6, day ends.
Day ends - now I'm counting the days even though it hurts my flank ability for next turn.
I would have just continued with Sedgwick's flank march if the day had continued. It does help that Hancock becomes "moralized" without being attacked.
Anderson and Hunton forage successfully.
Chapman forages successfully.