Random event dr= 1+6= 7, Union Night March
Leader transfers: Grant to Wadsworth, Sedgwick to Ricketts, Burnside to Ferrero
Off Map Phase: Gillmore, Turner transfer to S3732. Hoke, Colquitt, Gracie, Walker, BR Johnson, and BR Johnson brigade transfer from Burkeville and arrive next turn.
Pre turn: Try to cover Sedgwick with whatever I can slide over there. Early has many options-tempting to hit Burnside-smarter to defend against Hancock and very tempting to hit depot! Longstreet is stagnant unless they move.
Pre turn: I'll try to move Sedgwick and Warren across the South Anna. Burnside will rest and try to forage. Hancock is my reserve, he'll react to whatever Scott does. I'm not sure what to do with Gillmore, I'm afraid of him getting trapped in Richmond with Early close by.
Init roll: C5 U2 CSA
Init #1: Activate Johnson (Gordon)
dr= 5+2= 7
Johnson to Gordon, f1 3312
Init roll: C5 U3 CSA
Init #2: Activate Longstreet (Hagood)
dr= 4+2= 6
f1 3306
Init roll: U4 C2 USA
Init #3: Activate Sedgwick (Ricketts, Getty, Wright)
dr= 6+1= 7
Wright extended dr= 1+1= 2 ok, f2 2514
Sedgwick, Ricketts f1 2312
Getty f1 2210
Init roll: U4 C4 CSA
Init #4: Activate Early (Wilcox, Heth)
dr= 5+2= 7
Willcox f1 3720
Lee, Early, Heth f1 4821
Early will go for the depot! He has everything bearing down on Richmond but if he is out of supply-it doesn't count as VP!
Scott is correct that two things will not be triggered if the Union units in Richmond are out of supply. First, the Union Player will NOT be able to automatically end the game during the upcoming strategic cycle. Second, Paul will not gain any VP for control of Henrico County ... he can't control the county if he doesn't have a supplied unit at the county seat.
However, Scott does have to be careful about two things with a Union force camped in Richmond. First, if Paul can capture either Hanover Junction or hang on to White House, he WILL be supplied in Richmond and the game will end. Plus, the VP for Union infantry divisions near Richmond are counted at the end of the game regardless of whether or not those units are in supply. If the entire AOP makes it into Richmond (even if out of supply)... the game is effectively over.
Init roll: U3 C3 CSA
Init #5: Activate Early (Heth)
dr= 3+2= 5
Lee, Early, Heth extended dr= 2 ok, f2 5322
Init roll: C6 U3 CSA
Init #6: Activate Early (Heth)
dr= 2+2= 4
Lee, Early, Heth extended dr= 2+1= 3 ok, f3 5723
Init roll: C5 U1 CSA
Init #7: Early corps assaults Kautz
Heth f4
Early corps assault dr= 1 ok
vs Kautz: tactical +2, assault +1, gunboat -2, 14:8(4)= 0 for a +1 attack
C2 2D result, Heth f4 disorg mnlvl 12 lose 1 ammo
U5 f result, Mix f1, Spear f1
I got lucky but I had no choice but to put the depot in White House Landing, I needed a depot to project supply into Henrico county. All my moves for a while will be to increase the strength of the garrison.
Got everything but the roll!
Init roll: C4 U2 CSA
Init #8: Activate Pickett (Hunton)
dr= 1+2= 3
Pickett, Hunton f1 3723
Init roll: C3 U2 CSA
Init #9: Activate Pickett (Hunton)
dr= 1+2= 3
Pickett, Hunton f2 3423
Init roll: C3 U3 CSA
Init #10: Activate Anderson
dr= 3+1= 4
Anderson leaves a sub of 4 manpower in Hanover Junction, moves to f1 3311 mnlvl 5.
Init roll: U4 C1 USA
Init #11: Activate Kitching for embarkation
embarkation dr= 1 ok, f1
Init roll: C6 U5 CSA
Init #12: Activate Pickett (Hunton)
dr= 5+2= 7
Pickett, Hunton extended dr= 3 ok, f3 3526
Init roll: C5 U2 CSA
Init #13: Activate Johnson (Gordon)
dr= 4+2= 6
Johnson, Gordon f2 3613
Init roll: C5 U2 CSA
Init #14: Activate Anderson
dr= 4+1= 5, f2 3313
Init roll: U6 C6 CSA
Init #15: Activate Wilcox
dr= 3+1= 4
Wilcox extended dr= 3 ok
McIntosh declines to cavalry retreat from the +1/+0 attack: tactical +1, prepared +1, 8:9(3)= -1, artillery 0/-1
f2 3420
Init roll: U4 C4 CSA
Init #16: Activate Sub 1 for entrenchment
f1, builds a fort-build 2
Hey, somebody wake me up! I get to move again!
Init roll: U4 C2 USA
Init #17: Activate Kitching for amphibious movement
f4, moves to Fort Monroe
Init roll: U6 C1 USA
Init #18: Activate Kautz (Mix, Spear) for entrenchment
Mix f2, Spear f2 go to fort-build 1
Init roll: U4 C2 USA
Init #19: Activate Kautz (Mix, Spear) for entrenchment
Mix f3, Spear f3 go to fort-build 2
Init roll: U4 C6 CSA
Init #20: Activate Clingman
dr= 4+1= 5, f1 3823
Init roll: U5 C1 USA
Init #21: Activate Kautz (Mix, Spear) for entrenchment
Mix f4, Spear f4 go to a complete fort
Init roll: U5 C2 USA
Init #22: Activate Hancock (Birney, Gibbon, Barlow)
dr= 3+1= 4
Hancock, Birney f1 3916
Barlow f1 3915
Gibbon f1 4214
Not sure where Hancock is going yet. He could go towards Richmond, White House Landing or move south of Ashland to cause problems for the rebs.
Init roll: U5 C1USA
Init #23: Activate Stevenson
dr= 3, f1 3913
I needed to get Stevenson out of the way now that Hancock has moved south.
Init roll: C1 U1 CSA
Day ends?
Grant dr= 3 ok, day continues
Init #24: Activate Clingman
dr= 6+1= 7, f2 3423
Init roll: U3 C1 USA
Init #25: Activate Merritt
dr= 5+2= 7
vs fort hex 3824: 4:1= +3, artillery -1 for a +2 attack
U6 Fa result, Merritt f3 no advance
C5 Dr result, fort destroyed
I needed a way out of the Richmond defenses now that Clingman has occupied the destroyed fort.
Init roll: U6 C5 USA
Init #26: Activate Warren (Robinson, Wadsworth, Griffin)
dr= 1+1= 2
Warren transfers to Griffin
Robinson f1 2609
Grant, Wadsworth extended dr= 3+1=4 ok, f2 2608
Warren, Griffin f1 2707
Init roll: C2 U1 CSA
Init #27: Activate Butler for entrenchment
f1 abatis
Init roll: U2 C2 CSA
Init #28: Activate Butler for entrenchment
f2 breastwork-build
Init roll: C5 U2 CSA
Init #29: Activate Butler for entrenchment
f3 breastwork
Init roll: U5 C1 USA
Init #30: Activate Warren (Robinson, Wadsworth, Griffin)
dr= 4+1= 5
Warren transfers to Wadsworth
Robinson f2 2713
Grant, Wadsworth extended dr= 2+2=4 ok, f3 2712
Griffin f2 2511
I don't want to waste too many fatigues marching, I need to save a few in case I get attacked or there are offensive opportunities.
Init roll: U3 C1 USA
Init #31: Activate Hancock (Birney, Gibbon, Barlow)
dr= 1+1= 2
Birney f2 4017
Hancock, Barlow f2 4016
Gibbon extended dr= 2+1=3 ok, f2 4117
Init C5 U4 CSA
Init #32: Activate Longstreet (Field, Kershaw)
dr= 5+2= 7
Longstreet to Field, f1 2915
Kershaw f1 3012, leaves a sub of 1 manpower in 2907. Kershaw is now manlevel 8
Init roll: U6 C6 CSA
Init #33: Activate Longstreet (Field, Kershaw)
dr= 4+2= 6
Longstreet to Kershaw
Field extended dr= 1 ok, f2 2614
Longstreet, Kershaw f2 2812
vs Robinson: prepared +1, 8:10= -1, tactical +2, flank +2 for a +4 attack
C3 1D result, Kerhsaw f4 disorg mnlvl 7 lose 1 ammo
U6 D result, Robinson f4 disorg lose 1 ammo, no voluntary retreat
Lose on a +4! The dice have left me!
Init roll: U1 C5 CSA
Init #34: Activate Stuart (1MD)
dr= 2+4+3= 9
Stuart, 1MD f1 2912
Init roll: U6 C5 USA
Init #35: Activate Warren (Griffin)
dr= 4+1= 5
extended dr= 1+1= 2 ok
Griffin force march dr= 2 (minimum of 2)
Griffin f3 disorg mnlvl 9 2911
Stuart declines to cavalry retreat from the +2 attack: 6:1= +5, creek -1, tactical -1, hasty -1
C1 1DR result, 1MD KIA. Stuart transfers to Butler at the Capital
U5 a result, Griffin advances to 2912
Init roll: C4 U1 CSA
Init #36: Activate Anderson
dr= 5+1= 6
extended dr= 2+1= 3 ok, f3 3012
vs Griffin: normal 0, 5:6= -1, artillery dr(3)= -1, tactical +1, flank +2 = +1 overall
C3 1D result, Anderson f4 disorg mnlvl 4 lose 1 ammo
U3 D result, Griffin f4 disorg mnlvl 9 lose 1 ammo
Desperate now to protect my flanks- and lose again!
Init roll: U2 C1 USA
Init #37: Warren corps assaults Kershaw
Wadsworth f4
corps assault dr= 5 ok
vs Kershaw: 5:5= 0, artillery -1, tactical -1, flank +4, assault +1 for a +3 attack
U3 Da result, Wadsworth f4 disorg lose 1 ammo
C4 Dr result, Kershaw f4 disorg lose 1 ammo. Kershaw loses a manpower in the retreat, now mnlvl 6
Not bad considering what it could have been.
Init roll: U4 C1 USA
Init #38: Activate Sedgwick (Getty, Wright for entrenchment)
Wright f3 builds an abatis
Sedgwick dr= 4+1= 5
Sedgwick to Wright
Getty extended dr= 3+1= 4 ok, f2 2314
Init roll: U3 C3 CSA
Init #39: Activate Sub-1 for entrenchment
f3 builds a fort
Init roll: U6 C1 USA
Init #40: Activate Sedgwick (Getty)
dr= 2+1= 3
Getty extended dr= 6+2= 8 fail, f3 disorg mnlvl 9 2516
Init roll: C5 U3 CSA
Init #41: Activate Hunton for entrenchment
f4 builds an abatis
Init roll: C2 U1 CSA
Init #42: Activate Ramseur
dr= 2+1= 3, f1 3606
Init roll: U5 C4 USA
Init #43: Activate McIntosh
dr= 1+4= 5, f1 3415
Init roll: U5 C2 USA
Init #44: Activate McIntosh
dr= 1+5= 6, f2 3313
Init roll: U4 C2 USA
Init #45: Activate McIntosh for Burn RR Station
f3 damages Ashland Station
That hurt! My supply is in trouble again!
Init roll: C4 U2 CSA
Init #46: Activate Hagood
dr= 6+1= 7, f1 3604
vs Torbert: 6:6= 0, flank +2, artillery 0/-1 for a +2/+1 attack
Torbert cavalry retreat dr= 5+2 (large force)= 7/2= -3 MP
Torbert, Devin f1 disorg 3910, Custer f1 disorg 3910
He was holding down a lot of units.
Init roll: U6 C4 USA
Init #47: Activate 37 Colored Regiment
f1 5823
Init roll: C6 U3 CSA
Init #48: Activate Ramseur
dr= 6+1= 7, f2 3809
Torbert cavalry retreat dr= 4+2 (large force)= 6/2= -3 MP
Torbert, Devin f2 3916, Custer f2 3916
Init roll: U4 C1 USA
Init #49: Activate Gillmore (Turner)
dr= 4+1= 5
Gillmore, Turner f1 3529
vs fort in 3528: hasty -1, artillery 1, 12:1= +11 for a +9 attack
U6 a result, Turner advances
C1 3DR* result, fort destroyed
I decide to advance on Richmond from the south now that Early isn't a threat. At first I thought Hoke would be more of a threat but most of the units arriving with him aren't under his command.
This is true ... Scott's Bermuda Hundred units aren't well organized by division. It'll be hard to meld them into an effective force as they enter the map.
Init roll: U6 C3 USA
Init #50: Activate Gillmore (Turner)
dr= 3+1= 4
Gillmore, Turner f2 3527
Stuart declines to retreat from a +1 attack: bridge -2, tactical -1, normal 0, 12:6(3)= +1, flank +3
U4 1fa result, Turner f3 mnlvl 11 advances
C1 DR result, Butler f4 disorg dem-1 lose 1 ammo retreats to 3924
My first infantry loss this turn (I think). I've inflicted losses on the rebs with every attack this turn, whether it's on the offense or defense. Most of the losses when I attack have been retreat losses, they're starting to add up. This is the first time I've really seen the Union replacements be a factor, I'm starting to get some ratio modifiers on his divisions now.
Init roll: C2 U1 CSA
Init #51: Activate Ramseur
dr= 5+1= 6
extended dr= 3+1= 4 ok, f3 3312
Init roll: U4 C4 CSA
Init #52: Activate Johnson (Gordon)
dr= 3+2= 5
extended dr= 1+1=2 ok, f3 3314
vs McIntosh: flank +4, tactical +2, 3:3= 0 for a +6 attack
McIntosh cavalry retreat dr= 2+2= 4/2= -2 MP, f4 disorg 3809
Init roll: U3 C1 USA
Init #53: Activate Artillery Reserve-1 for strategic movement
extended dr= 3+2= 5 ok, f4 N
Init roll: U6 C5 USA
Init #54: Activate 37 Colored Regiment for entrenchment
f2 builds an abatis
Init roll: U5 C2 USA
Init #55: Activate 37 Colored Regiment for entrenchment
f3 builds a breastwork-build
Init roll: U5 C2 USA
Init #56: Activate 37 Colored Regiment for entrenchment
f4 builds a breastwork
Init roll: U3 C1 USA
Init #57: Activate Hancock (Gibbon, Birney, Barlow)
dr= 3+1= 4
Hancock to Birney, extended dr= 5+1= 6 fail, f3 disorg 3616
Gibbon extended dr= 4+1=5 ok, f3 3717
Barlow extended dr= 6+2= 8 fail, f3 disorg 3817
Both players pass, day ends.
Scott is in a lot of trouble. Union units are streaming at Richmond from the north, east, and south, and there is little in the way to stop them from entering the city and joining the cavalry forces already there. However he can subtract 20 VP from the Union total if he destroys the depot at White House ... enough to offset the presence of two Union infantry divisions in Richmond. If he can keep Grant out of supply for the rest of the game by holding White House and Hanover Junction, it will make it tough for Paul to score too many points. Still I think a Union marginal (at least) is within sight if Paul can continue to race troops into Richmond. The 10 VP per Union division in Richmond will be hard to overcome.