Random event dr= 5+5= 10, CSA Command Paralysis
Leader transfers: Grant and Warren to Robinson
County Control Phase: Henrico County is now Union controlled. New Kent County is now CSA controlled.
Pre turn: you think I have a plan?
Pre turn: All my plans depend on who gets the first init. If I get it I land Kitching at White House Landing to defend the depot, if not I'll attack with Sedgwick and Warren. I've got some good attack possibilites lined up. Hancock will head west and crunch Longstreet and Johnson between my forces.
Init roll: C4 U4 CSA
Init #1: Early corps assaults Kautz
Heth f2
Early corps assaults dr= 1 ok
vs White House Landing: assault +1, ratio 8:16= -1, artillery 0, tactical +2, gunboats -2 for a +0 attack
C6 1Da result, Heth f4 disorg lose 1 ammo mnlvl 11 advances
U4 Dr result, Kautz, Mix f4 disorg lose 1 ammo, Spear f4 disorg lose 1 ammo, 37 Colored Regiment f4 disorg lose 1 ammo retreats to 5825
Don't know what it is with those but I can't resist them! Too much Pacman as a kid I think! I needed that roll. Wanted to draw off some Yanks by going here but did not succeed.
Init roll: U6 C1 USA
Init #2: Activate Sedgwick (Ricketts, Getty, Wright)
dr= 3+1= 4
Sedgwick to Getty
Ricketts f1 2514
Sedgwick, Getty f1
vs Field: flank +4, 6:3= +1, normal 0, artillery -1 for a +4 attack
U3 Fa result, Getty f3 no advance
C4 Dr result, Field f3 disorg lose 1 ammo, loses a manpower in the retreat to 2917, now mnlvl 3
Wright f1 2715
Init roll: U5 C1 USA
Init #3: Activate Warren (Robinson)
dr= 5+1= 6
Robinson extended dr= 2+1= 3 ok, f2 2813
vs Kershaw: artillery (dr= 1) = 0, 7:4= 0, flank +2, prepared +1, tactical -1 for a +2 attack
U6 Fa result, Robinson f4 advances
C5 Dr result, Kershaw f4 disorg mnlvl 6 lose 1 ammo retreats to 3015
Init roll: C4 U2 CSA
Init #4: Activate Rodes
dr= 1+1-1= 1, f1 3107
Init roll: U5 C2 USA
Init #5: Activate Warren (Griffin, Wadsworth)
dr= 6+1= 7
Grant and Warren to Griffin
Wadsworth extended dr= 3+1= 4 ok, f2 3013
Griffin extended dr= 5+1= 6 fail, f2 disorg mnlvl 8
vs Anderson: flank +2, prepared +1, artillery -1 for a +2 attack
U3 Da result, Griffin f4 disorg lose 1 ammo advances
C3 Dr result, Anderson f4 disorg lose 1 ammo retreats to 3212
Combat is really draining me-I don't have much left!
Init roll: U3 C1 USA
Init #6: Activate Sedgwick (Ricketts, Wright)
dr= 1+1= 2
Sedgwick to Wright, extended dr= 2+1= 3 ok, f2 2816
Init roll: C5 U3 CSA
Init #7: Activate Johnson (Gordon, Ramseur)
dr= 2+2-1= 3
Johnson, Gordon f1 3216
Ramseur f1 3214
Init roll: C6 U2 CSA
Init #8: Activate Longstreet (Field) for entrenchment
Longstreet to Field, f4 builds an abatis
Init roll: U5 C2 USA
Init #9: Activate Burnside (Potter, Ferrero, Willcox)
dr= 6+1= 7
Willcox f1 5125
Burnside, Ferrero f1 5025
Potter f1 4826
OOhh noo-wanted to draw some action but now I'm a sitting duck!
I'm heading Burnside towards White House, Heth is f4 and can't react. I won't fire the gunboat against Heth until Burnside traps him, I don't want him to voluntary retreat.
Sometimes it doesn't pay to get what you asked for...
Init roll: C4 U1 CSA
Init #10: Activate Hagood
dr= 6, f1 3709
vs McIntosh: 6:2= +2, hasty -1, artillery 0/-1 for a +1/+0 attack
McIntosh cavalry retreat dr= 2/2 = -1 MP, f2 disorg 3913
Init roll: C3 U3 CSA
Init #11: Activate Hagood
dr= 3+1-1= 3, f2 3711
Init roll: U5 C1 USA
Init #12: Activate Burnside
dr= 6+1= 7
Willcox f2 5723
Burnside, Ferrero f2 5724
Potter f2 5525
Anyone keeping track of his movement rolls? How many 6's has Sedgwick rolled and now Burnside? This is not the Union army I read about!
Init roll: C2 U1 CSA
Init #13: Activate Hagood
dr= 5+1-1= 5
extended dr= 6 fail, f3 disorg 3414
Init roll: C6 U4 CSA
Pass.
Init #14: Activate Burnside (Potter)
dr= 1+1= 2
Potter extended dr= 6+1=6 fail, f3 disorg 5725
Init roll: C5 U2 CSA
Pass.
Gunboat bombards Heth
dr= 4+1(rolling)= 5
Heth f4 disorg mnlvl 10
Init #15: Burnside corps assaults Heth
Ferrero f3
vs Heth: flank +2, assault +1, tactical -2, artillery -1, 9:7= 0 for a +0 attack
U3 1D result,
C2 D result, Heth f4 disorg mnlvl 10 lose 1 ammo
Init roll: U3 C1 USA
Init #16: Activate Burnside (Willcox)
dr= 5+1= 6
extended dr= 1+1= 2 ok
vs Heth: flank +2, prepared +1, tactical -2, artillery -1, 9:7= 0 for a +0 attack
U1 1D result,
C1 D result, Heth f4 disorg mnlvl 10 lose 1 ammo. Heth is now out of ammo.
Early hangs on and now must do it with the bayonet!
I just need to win the combat roll by 2 to succeed. Since Heth was disorganized he loses a manpower on any bombardment roll of 3 or higher.
Paul's going to slowly whittle Heth's division to nothing with the gunboat. A slow and painful death...
Init roll: C6 U5 CSA
Pass.
Init #17: Activate Artillery Reserve-2 for strategic movement
extended dr= 4+2= 6 fail, f4 disorg 4524
Init roll: C6 U3 CSA
Pass.
Init #18: Activate Wilson (Chapman)
dr= 4+6+1= 11
Wilson, Chapman f1 3524
vs Clingman: artillery (dr=4)= -1, 4:0.75 (0.5)= +4, prepared +1 for a +4 attack
U3 a result, Chapman advances
C1 1DR, Clingman is KIA.
Init roll: C4 U3 CSA
Init #19: Activate Rodes
dr= 6+1-1= 6, f2
Init roll: C3 U1 CSA
Init #20: Activate Johnson (Ramseur)
dr= 5+2-1=7
Johnson to Ramseur
Ramseur extended dr= 6 fail, f2 3114
vs Wadsworth: prepared +1, tactical +2, 3:5= -1, artillery -1 for a +1 attack
C5 Ea result, Ramseur advances
U1 2DR result, Wadsworth f4 disorg mnlvl 6 lose 1 ammo, retreats to 2613
Johnson gets back the dice a little here!
Init roll: U6 C5 USA
Init #21: Activate Sedgwick (Ricketts)
dr= 6+1=7
Sedgwick to Ricketts
extended dr= 1+1=2 ok, f3 2811
Init roll: C1 U1 CSA
Day ends?
Grant dr= 6, day ends.
Merritt forages successfully.