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

battling in the mud

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Battling in the mud around Richmond.

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

Maneuvering around Richmond

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Maneuvering around Richmond.

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.