Random event dr= 1+1= 2, Rain (current +2) Minor Rivers Unfordable thru June 1, Major River Unfordable thru June 2.
Leader transfers: Grant to Robinson, Hancock to Birney, Burnside to Potter.
Off Map Phase: Crawford and 15NY transfer from Charlottesville, they'll arrive at the northwest corner of the south map in 2 turns. Thoburn, Moor and Duffie transfer from New Market, they'll arrive on the north edge of the north map in 4 turns.
Paul just needs to keep one unit to hold Lynchburg (preventing movement from Burkeville). Otherwise he can send his Shenandoah troops east.
County Control Phase: New Kent County is Union controlled.
Pre turn: Not much to comment on. I'll attack near Richmond if it's to my advantage otherwise I'll rest for next turn.
Init roll: C5 U5 CSA
Init #1: Activate Johnson (Ramseur, Rodes)
dr= 1+2= 3
Johnson, Ramseur f1 2914
Rodes extended dr= 1 ok, f2 3011
Init roll: C4 U2 CSA
Init #2: Activate Johnson
dr= 5+2= 7
Johnson, Ramseur extended dr= 5 ok, f2 2715
Rodes extended dr= 2+1= 3 ok, f3 2914
Init roll: C6 U6 CSA
Init #3: Activate BR Johnson (Walker, BR Johnson)
dr= 4+2= 6
BR Johnson, BR Johnson extended dr= 1 ok, f2 3624
Walker f2 3525
Init roll: C6 U3 CSA
Init #4: Activate Stuart (Butler)
dr= 1+5+3= 9
Stuart, Butler extended dr= 2 ok, f2 3826
Init roll: U6 C2 USA
Although he's putting up a valiant fight, Scott is outnumbered 65 manpower to 31 near Richmond. With the Union past the line of permanent forts, the defense of Richmond looks problematic at best. The other half of Lee's army is up at Hanover Junction ... and Hancock isn't about to let them back down to Richmond. Overall the rain is a blessing to the Confederates, but it does eliminate any chance Scott might have to regroup his army quickly.
Init #5: Sedgwick assaults Walker
Getty f2
corps assault dr= 4 ok
vs Walker: 6:3= +1, tactical +1, assault +1, rain -1 for a +2 attack
U2 Da result, Getty f4 disorg lose 1 ammo advances to 3525
C2 Dr result, Walker f4 disorg lose 1 ammo retreats to 3526
Init roll: C4 U3 CSA
Init #6: Activate Longstreet (Field)
dr= 5+2= 7
extended dr= 5 ok, f2 3424
Init roll: C4 U1 CSA
Init #7: Longstreet corps assaults Getty
Field f3
corps assault dr= 2
vs Getty: assault +1, rain -1, Longstreet +1, (2)1:6= -5, art NE(city), tactical +1, flank +4 for a +1 attack
C1 1D result, Field f4 disorg mnlvl 2 lose 1 ammo
U6 no effect, voluntary retreats to the Capital
Init roll: U6 C4 USA
Init #8: Activate Wright
dr= 6
extended dr= 5+1= 6 fail, f2 disorg mnlvl 10
vs Field: tactical -2, prepared +1, rain -1, 7:1= +6 for a +4 attack
U3 Ea result, no advance
C2 1DR result, Field f4 disorg lose 1 ammo mnlvl 1 routs to 3024. Field is now out of ammo.
Init roll: C2 U1 CSA
Init #9: Activate Wilcox
dr= 1+1= 2, f1 3725
Init roll: C2 U1 CSA
Init #10: Activate Wilcox
dr= 2+1= 3, f2 3625
Init roll: U3 C1 USA
Init #11: Activate Warren (Wadsworth)
dr= 1+1= 2
Grant, Warren to Wadsworth
extended dr= 5+1= 6 fail, f2 disorg mnlvl 10
vs fort S3724: 7:1= +6, rain -1, artillery -1 for a +4 attack
U5 a result, Wadsworth advances
C1 2DR* result, fort destroyed
Init roll: C5 U2 CSA
Init #12: Activate Wilcox
dr= 5+1= 6
extended dr= 4 ok, f2
vs Sedgwick: prepared +1, rain -1, 7:6= 0, flank +2 for a +2 attack
C5 1Da result, Wilcox f4 disorg mnlvl lose 1 ammo advances Wilcox recaptures the Capital.
U5 Dr result, Getty f4 disorg lose 1 ammo retreat to 3528
Init roll: C4 U1 CSA
Init #13: Activate Early (Heth)
dr= 4+2= 6
extended dr= 2 ok, f2 5130
Init roll: C6 U4 CSA
Init #14: Activate Early (Heth)
dr= 5+2= 7
extended dr= 1+1= 2 ok, f3 4830
Init roll: U6 C6 CSA
Init #15: Activate Hagood
dr= 3+1= 4, f1 3211
Init roll: U5 C2 USA
Init #16: Warren corps assaults BR Johnson
Wadsworth f3
corps assault dr= 6 fail
Init roll: C6 U2 CSA
Init #17: Activate Hagood
dr= 4+1= 5, f2 3312
Init roll: U5 C3 USA
Init #18: Warren corps assaults BR Johnson
Wadsworth f4
corps assault dr= 1 ok
grand assault dr= 6 fail
vs Johnson: 7:3= +1, flank +2, assault +1, rain -1, artillery -1 for a +2 attack
U2 Fa result,
C1 Dr result, Johnson f4 disorg lose 1 ammo retreats to 3726
Init #19: Activate Pickett (Hunton)
f1 3725, minimum move
Init roll: C5 U1 CSA
Init #20: Activate Pickett (Hunton)
f2 3625, minimum move
Init roll: U4 C2 USA
Init #21: Activate DM Gregg (JI Gregg)
dr= 1+5+1= 7
f1 4224
Init roll: C4 U3 CSA
Init #21: Activate Hagood
dr= 2+1= 3
extended dr= 1 ok, f3 3313
Init roll: C3 U1 CSA
Init #22: Activate Kershaw
dr= 6+1= 7, f1 3313
Init roll: U6 C6 CSA
Init #23: Activate Kershaw
dr= 2+1= 3, f2 3412
Init roll: U6 C4 USA
Init #24: Activate DM Gregg (JI Gregg)
dr= 5+3+1= 9
f2 4027
Init roll: C6 U1 CSA
Init #25: Activate Kershaw
dr= 1+1= 2
extended dr= 2 ok, f3 3513
Init roll: C6 U2 CSA
Init #26: Activate Kershaw
dr= 6+1= 7
extended dr= 6+1= 7 fail, f4 disorg 3414
vs McIntosh: artillery (dr=4) -1, tactical +1, hasty -1, rain -1, 3:9(3)= -2, flank +3 for a -1 attack
C6 fa result, no advance
U1 DR result, McIntosh f3 disorg mnlvl 2 lose 1 ammo retreats to 3119. McIntosh loses a manpower in the retreat.
Init roll: C5 U1 CSA
Init #27: Activate Anderson
dr= 1+1= 2, f1 3314
Init roll: C2 U2 CSA
Init #28: Activate Anderson
dr= 5+1= 6, f2 3315
Init roll: C6 U1 CSA
Init #29: Activate Anderson
dr= 1+1= 2
extended dr= 4 ok, f3 3316
Init roll: U4 C3 USA
Init #30: Activate Hancock (Birney, Barlow, Gibbon)
dr= 3+1= 4
Hancock, Birney f1 3317
Gibbon f1 3018
Barlow f1 3217
Both players pass, day ends.
Devin, Merritt forage successfully.