I try once a year to go to Gettysburg and tour ththe battlefield. This year my opportunity came when we were camping about a mile away from the battlefield. I biked this part of the battlefield, 2nd day, lower part. I started at Hood's jump off point on day 2, up big and little round tops, down into Devil's Den, through the wheartfield, up to the peach orchard. I then went over to the VA memorial for Picket's Charge, and then back to Hood's jump off on day 2. I made a njnumber of stops to check out the various monument's. Took about 3.5 hours, best bike ride in a long time.
Showing posts with label ACW. Show all posts
Showing posts with label ACW. Show all posts
Monday, August 17, 2020
Tuesday, November 22, 2016
Berthier Campaign System: Shenandoah Valley Campaign Part I
In my research to find a campaign system to play a Shenandoah valley campaign I ran across this Berthier Campaign System. It is a computer program that allows for solo or multi-player campaigns, handling logistics, scouting, etc.
I have attempted to provide a overview for what I've recently put together over the last two evenings.
It takes a little bit to set up but from my cursory review and experimentation it has real promise.
After downloading and unzipping the files, which are easy, the set up process isn't all too hard.
First you plug in your map, an image that is saved as a bit map file via paint. I found a campaign map for the old Shenandoah board game online. Saved the image, opened it in paint and saved it as a bitmap file.
Next, the grid maker places a grid over it. As you play the campaign your troops will move through the grid in designated areas. Ex. On a road they'll move 4 grids, off road 2 grids.
You then start to add colors to the grid so the program can identify what is in the grids. I first marked the towns. Next the rivers in blue. Bridges in Light Brown. I have made the roads yellow, rail roads pink , the mountains dark green and fields olive green.
This process takes a while but I'm am hopeful that it'll be worth it in the long run, and it's a one and done process.
Later in the program you set up movement rates based on these color coded areas. More on this later when I get to it.
The rivers = blue, roads = yellow, towns = redish, bridges = light brown, fields = olive green, railroad lines = pink.
I have attempted to provide a overview for what I've recently put together over the last two evenings.
It takes a little bit to set up but from my cursory review and experimentation it has real promise.
After downloading and unzipping the files, which are easy, the set up process isn't all too hard.
First you plug in your map, an image that is saved as a bit map file via paint. I found a campaign map for the old Shenandoah board game online. Saved the image, opened it in paint and saved it as a bitmap file.
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Original Map Image |
Next, the grid maker places a grid over it. As you play the campaign your troops will move through the grid in designated areas. Ex. On a road they'll move 4 grids, off road 2 grids.
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Original Map Image with Gridlines |
You then start to add colors to the grid so the program can identify what is in the grids. I first marked the towns. Next the rivers in blue. Bridges in Light Brown. I have made the roads yellow, rail roads pink , the mountains dark green and fields olive green.
This process takes a while but I'm am hopeful that it'll be worth it in the long run, and it's a one and done process.
Later in the program you set up movement rates based on these color coded areas. More on this later when I get to it.
The rivers = blue, roads = yellow, towns = redish, bridges = light brown, fields = olive green, railroad lines = pink.
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Rivers added - Blue |
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Roads added - Yellow Towns are Redish |
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Mountains Added - Green The rest is filled in as Olive Green later |
After the map is in place you continue by adding in your OOB, movement rates on the grid by color, etc. You can even add in logistics like supply lines that go from town to town, and have units that are near to the outbreak of fighting "march to the sound of the guns".
My overall goal is to set up the OOB to reflect Corps - Brigade - Regiment. The goal is to be able to leave regiments behind as guards on the supply lines or send them out to scout. This might be overkill but I'm interested to see what I can put together.
The way I understand it, the troops have a radius of awareness that allows them to detect nearby enemies. This all feeds into reports that they player (assuming there are two) see when their turn is up. It gives only limited detail which provides a good FOW.
In the past I attempted to run a hypothetical 1863 Valley Campaign. It was marginal at best because I was experimenting with different campaign options. This, if it works as I envision, could enable me to attempt another go at that process.
My overall goal is to set up the OOB to reflect Corps - Brigade - Regiment. The goal is to be able to leave regiments behind as guards on the supply lines or send them out to scout. This might be overkill but I'm interested to see what I can put together.
The way I understand it, the troops have a radius of awareness that allows them to detect nearby enemies. This all feeds into reports that they player (assuming there are two) see when their turn is up. It gives only limited detail which provides a good FOW.
In the past I attempted to run a hypothetical 1863 Valley Campaign. It was marginal at best because I was experimenting with different campaign options. This, if it works as I envision, could enable me to attempt another go at that process.
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Add caption |
Wednesday, June 29, 2016
54mm ACW game
Sunday saw the periodic gathering of our local wargame group minus the majority due to vacations and other commitments.
We played a non historical ACW battle. Sort of a modified version of Burnside's bridge.
Federal troops were largely off the board at the start. Some interesting variations were the use of Berdan's sharpshooters. This had a telling effect on Confederate leadership throughout the battle.
We were also using John M. Priest (our GM's) home rules and testing this scenario for Fall-in.
The battlefield was organized from left to right as the Bridge and 2 fords bordered by stone walls. Once across the bridge was a valley which led up to a red barn. Two small houses occupied the right flank of the Confederate position in that valley leading to the barn. Behind the barn was another ridge line which a church and additional Confederate reinforcements.
Federal objectives were to penetrate that rear Confederate ridge line, but give that it was a 3 hour game the goal was to capture the red Barn in the center of the battlefield.
2 of the 3 parts of the first Federal brigade deploy along with 12 Berdan's SS. Derick deploys his regiments on the left of the screen in line while I deploy on the left in column.
Derick advances towards the ford in line. I try to provide covering support using Berdan's men. Initially I knocked out 3 mounted officers and killed the skirmishers along the fords. The Confederates had sharpshooters in the houses facing Derick. I deployed Berdan's men along the road to fire into the house. After several turns we cleared out the sharpshooters.
Derick stalls a bit at the ford. I deploy my first column into line a the base of my the ford (left of picture) and provide covering fire as my other two columns to cross. Skirmish fire slowed us down a little but we made good progress. Derick mean while attempted to push a column across the bridge which was quickly stalled and provided a blockage. This really wasn't a problem as we had three points of access and there were not enough Confederates in position to stop us. What it did create as a diversion for the other locations to be forded or crossed. We also brought up the rest of our Federal brigade, some artillery and the last of Berdan's sharpshooters.
Derick finally crosses the ford with the destruction of the Confederate sharpshooters. Derick crossing at the left ford distracted the Confederate reinforcements while my right hand column advanced and brought up artillery support. I also used Berdan's sharpshooters to kill as many enemy gunners as possible. It got to a point where one battery lost 7 leaders (one per turn) and as it withdrew I kept hammering a way at its crew. Eventually these cannon were knocked totally out of action which spared my troops. There Confederate artillery on the second ridge line firing at Derick were too far for the sharpshooters to silence and counter battery fire is always a waste of time so Derick's men just had to endure it for a while.
View from the Confederate position's second line. Confederate reinforcements on the road (left) were subjected to major Federal artillery fire which slowed and crippled their advance.
Derick's fording force was badly mauled by Confederate artillery by the Confederate troops brought down to slow him down. However, the Berdan Sharpshooters kept dropping Confederate leaders so that those Confederate troops eventually had to withdraw because they lacked sufficient leadership to maintain their confidence and direction. As they withdrew the Federals controlled by Derick advanced behind them. My columns on the Federal right began to suffer from a few Confederate artillery strikes, but I quickly moved my troops out of their line of sight using the Barn as a block.
We concentrated the Federal artillery on hammering the barn instead of counter battery fire in order to silence the Confederate sharpshooters located in the top of the building, and to hammer its garrison in stationed there. Derick kept pressure on the Confederate right and I was fortunate that a lucky roll of the dice saw our reinforcements arrive at the road my original troops had just occupied. Reinforced this way allowed us to quickly deploy in force up the road which seriously threatened the Confederate left.
While I set up troops to assault the barn (1 in line to hammer the enemy troops, 1 in column to provide the assault force and 1 in column as the reserve - the light blue winter jacketed troops) I sent the rest up the road.
Three hours into this and we were about near our objective. The Confederates, having only 1 player who served also as GM, were very slow to bring up reinforcements and also forgot about some additional sharpshooters which would have really hampered Federal efforts. It was a good game which at a convention (testing for this also that day) could be started and continued by others with some minor replacement of troops, etc. This could certainly turn into a 9 hour plus game.
Had Confederate reinforcements been able to deploy sooner this would have posed a problem for the Federals. Even with the Federal advance near the end of our game, the second ridge line provided the Confederates with ample troops and terrain to slow the Federals or even stop the Federal advance.
All around good game. Next up in July will be an AWI Sharp Practice game. It'll be our first time using the rules but it is set up to use the same terrain board with a few modifications.
Monday, January 18, 2016
Campaign battle report
Summary of the lead up to the battle in Turn 1:
Wright’s
brigade, minus 1 regiment, advances down the Valley turnpike with the 5th
VA cav in the vanguard. They encounter
Weed’s advance guard of the 9th NY cavalry just south of Strasburg.
Burbank’s brigade is close behind Weed’s brigade, but will come to the
battlefield tired from their longer march.
The Federals have a river to their rear, having just crossed over the
river. The Federals have the initiative
given that they are looking for a fight with the Rebels, while the rebels are
just probing ahead to assess Federal strength in the area to their north.
Battle
Situation:
Wright’s
Brigade will be on Defend mode (unable to conduct charges and therefore
unwilling to press too hard to make attacks).
This includes the cavalry who will not charge unless a general officer
is present. Grumble Jones will not be
present so they will not be allowed to charge.
Weed’s
Brigade will be looking for a fight and have Attack Orders. Burbank’s brigade is in support of Weed and
will not be allowed to charge unless new orders are issued by his superior who
will not be present. All Burbank’s
brigade will be able to do is follow up and exploit areas Weed has gained. Burbank’s brigade will also come in tired to
the fight on Turn 8 (3pm for this scenario).
The weather
will be a heavy mist and the time of engagement will start a 1pm.
Both sides
will be in march column except for the cavalry which will “spot each other” and
prepare to engage.
Confederate: Brigade Ambrose R Wright
[ 115] Brigadier General Ambrose R Wright -
Active B+ [500 paces]
[ 406] 3rd GA 0/ 441 B
[ 407] 22nd GA 0/ 400 B
[ 408] 48th GA 0/ 395 B
[ 409] 2nd GA Bn 0/ 173 B
[ 165] 6th VA Cav 0/ 120 B
[ 158] Ashland (VA) Art
0/ 103 [ 4] B-
Total Engaged:
Infantry: 1409
Artillery: 103 (4 guns)
Cavalry: 120
Total:1632
Federal: Brigade Stephen H Weed
[ 512] Colonel Stephen H Weed - Active B
[450 paces]
[ 606] 140th NY 0/ 453 C+
[ 607] 146th NY 0/ 460 C+
[ 609] 155th PA 0/ 365 C+
[ 535] 3rd MA Batty
0/ 115 [ 5] B-
[ 542] 9th NY Cav 0/ 200 C-
Brigade Sidney Burbank – Turn 8
[ 511] Colonel Sidney Burbank - Active B
[450 paces]
[ 601] 2nd US 0/ 197 C+
[ 602] 7th US 0/ 116 C+
[ 603] 10th US 0/ 93
C+
[ 604] 11th US 0/ 286 C+
[ 605] 17th US 0/ 260 C+
[ 538] 5th US, Batty I 0/ 71 [ 3] B-
Total
Engaged:
Infantry:
2230
Artillery:
186 (8 guns)
Cavalry: 200
Total: 2,616
Turn 1:
Cavalry charge – 9th NY cav vs 6th VA cav. federals win. Confederates lose 15 men and recoil 150 yards. Turn 2:
Federal cavalry pursues. 8 more
Confederate cavalry surrender, the rest run for it and are off the board. Confederates infantry hear the fight and get out of the road and begin to
deploy. Federals advance.
Turn 3 –
Weather is clear. Federals have the
initiative. 9th NY cavalry
dismounts and takes up a position at the crossroads in front the wooden
fence. Federal infantry moves down the
road while the artillery heads toward the nearest high ground Confederate infantry move in column to secure
the right flank and try to outflank the Federals. The 2nd GA moves into line to
support Ashland’s Artillery which is opposed by the 9th NY cavalry.
Turn 4-
Clear. Federals have the initiative.
Federals
deploy artillery and move the 40th NY into position in support at
the bottom of the hill along the fence line. Other Federal
regiments continue to advance along the road, while the 9th NY Cav
moves forward in skirmish order to harass the limbered Confederate artillery as
it tries to crest the hill. 3rd
GA and 22nd GA move into line
and advance 300 yards toward the Federal position, while the 48th GA
continues in march column towards the woods.
The 2nd GA battalion advances in line towards the Federal
cavalry skirmish line, while Ashlands artillery deploys. Federal
cavalry fire fails to cause any damage to Ashland’s artillery, while Federal
artillery kills 3 members of the 3rd GA.
Turn 5 –
Federal troops have the initiative
146th goes into
line and takes position in the road along the fence. 9th NY Cavalry attempt to slow the Confederate
artillery deployment / aim and inch forward 75 yards toward the Confederate
guns, while 155th PA regiment in held in reserve
3rd GA wheels
towards the new Federal threat on their left flank, while the 22nd GA moves head on
towards the Federal position along the fence. The 48th GA beings its decent towards the forest in column, while the 2nd GA Battalion moves up the hill 150 yards
to get a crack at the dismounted Federal cavalry.
22nd GA is hit
by artillery but suffers trivial losses
146th NY fires at
the 3rd GA at 300 yards but misses
140th NY divides
its fire and hits the 3rd GA causing minor losses, while its fire at the 22nd GA causes
no losses
9th NY cav
fires and misses the Confederate artillery.
9th NY cav is hit by Confederate artillery fire and suffers overwhelming casualties
2nd GA Battalion fires at
the 9th NY cavalry with 60% of its strength at 275 yards but hits only 1 man
The remaining Confederate infantry
hold their fire and advance.
9th NY cavalry recoils 825 yards, remounts and prepares to leave the battlefield in a
rout if it can’t be stopped.
3rd GA and 22nd GA advance to drive the Federals off this strategic junction, with the 3rd GA climbing over part of the fence to get possession of the road. They fire into the 140th NY and 146th NY who are
protected by fences causing only minor casualties. Confederate artillery limbers up and prepares
to move forward, screened by the 2nd GA Battalion.
140th NY and 146th NY deliver substantial fire into the advancing confederates 3rd GA and 22nd GA causing
minor casualties. The 3rd GA and 22nd GA both
suffer minor losses from Federal artillery fire
At the conclusion of the turn the 3rd GA has suffered
severe losses in men and officers in the combat, critically weakening its ability to continue the fight.
Colonel Weed tries to rally the 9th NY cavalry which he does to some good
effect, taking them from 31% to 60%
Turn 7 –
Confederates have the initiative
The 9th
NY cavalry rallied back to 91% and will reform.
The 2nd GA halts and will not move forward without being led by a General officer.
Federal
colonel Weed orders the 146th NY to charge forward against the 2nd GA and with 3 cheers it rushes
forward
Colonel Wright (CSA) races across the fences trying to deliver orders to the 2nd GA Battalion, while his right flank pushes towards the Federal center. The 22nd GA closes on the fence row, while the
48th GA changes its line of march and moves back to the left and deploys in line to support the 3rd GA. Ashland’s artillery redeploys.
Federals: 9th NY cavalry takes cover on the opposite side of a field of grain, while the 155th PA deploys into line and advances
Federals 146th NY charges and the 3rd GA breaks and runs, taking 48 casualties in the process
22nd GA delivers
a substantial volley to the 140th NY, but is hammered in return by a volley from the 140th NY and federal artillery fire. Confederate
artillery fire nips away at the 140th NY, but being protected by the fence takes minor casualties. The ensuing bounce of the round shot kills one man on the Federal artillery.
Turn 8 –
Confederate initiative
Federal
reinforcements begin to arrive
The 9th
NY is shaken still and retires. The 140th NY will not advance without a officer present, but there is no need to send them forward.
The 22nd GA retires shaken 300 yards. The 3rd GA rallies due to their Colonel Wright rushing back to their aid, but is facing the wrong direction and blocking the 48th GA
Federal 146th NY charges into the 3rd GA which turns around and delivers a poor volley, killing
only 3 Federals. The 146th NY fires into the 3rd GA as it
charges, killing 20, and then bayonets another 47, capturing the standard of
the 3rd GA. The 3rd GA flee behind the 48th GA while Colonel Wright (CSA) suffers a serious stomach wound and must be
carried from the fight.
Federal
artillery fire continues to pound the retiring 22nd GA. The 140th GA suffers minor casualties from the Confederate artillery fire.
With the
wounding of their brigade commander and the arrival of an unknown amount of Federal infantry which can be seen in the distance the Confederates will flee from the field.
End of battle: Casualty markers indicate where the fighting was heaviest. Confederates litter the field of crops, while a few federal casualties by the fence mark where the 140th NY took the largest amount of federal losses.
Lone 9th NY casualties left on the hill (left)
Immediately after the battle: Minor Federal Victory
The
Confederate Army has suffered losses of:
[ 5%]
982 men of all arms
including:
[
1%] 371 dead and wounded
[
2%] 536 missing
[
0%] 75 prisoners
[ 5%]
862 bayonets
[ 8%]
120 sabres
[ 0%]
0 artillerists
Honors: [
158] Ashland (VA) Art
Losses
include 1 standard[s]:
[ 406] 3rd GA [1]
Losses
include 1 General[s]:
[ 115] Ambrose R Wright - Severely
wounded
The Federal
Army has suffered losses of:
[ 1%]
195 men of all arms
including:
[
1%] 169 dead and wounded
[
0%] 26 prisoners
[ 1%]
128 bayonets
[ 4%]
64 sabres
[ 0%]
3 artillerists
Honors: [
607] 146th NY
Adjusted Results after walking wounded were assessed:
The
Confederate Army has suffered losses of:
[ 2%]
503 men of all arms
incl.[
0%] 75 prisoners of all arms
[ 2%]
487 bayonets
[ 0%]
13 sabres
[ 0%]
3 artillerists
Honors: [
407] 22nd GA
Losses
include 1 standard[s]:
[ 406] 3rd GA [1]
Losses
include 1 General[s]:
[ 115] Ambrose R Wright - Severely
wounded
The Federal
Army has suffered losses of:
[ 1%]
118 men of all arms
incl.[
0%] 26 prisoners of all arms
[ 0%]
76 bayonets
[ 3%]
42 sabres
[ 0%]
0 artillerists
Honors: [
542] 9th NY
Confederate
Army List: Start of fight and current strength after the battle
[ 406] 3rd GA 0/ 441 B
[ 407] 22nd GA 0/ 400 B
[ 408] 48th GA 0/ 395 B
[ 409] 2nd GA Bn 0/ 173 B
[ 165] 6th VA Cav 0/ 120 B
[ 158] Ashland (VA) Art
0/ 103 [ 4] B-
[ 406] 3rd GA 0/ 201 B
[ 407] 22nd GA 0/ 238 A-
[ 408] 48th GA 0/ 385 B
[ 409] 2nd GA Bn 0/ 173 B
[ 165] 6th VA 0/ 107
B
[ 158] Ashland (VA) Art 0/ 103 [ 4] B-
Federal Army list: Start of fight and
current strength after the battle
[ 606] 140th NY 0/ 453 C+
[ 607] 146th NY 0/ 460 C+
[ 609] 155th PA 0/ 365 C+
[ 535] 3rd MA Batty
0/ 115 [ 5] B-
[ 542] 9th NY Cav 0/ 200 C-
[
606] 140th NY 0/
380 C+
[
607] 146th NY 0/ 460
B+
[
609] 155th PA 0/
365 C+
[ 535] 3rd MA
Batty 0/ 115 [ 5] B-
[ 542] 9th NY 0/ 158 B-
Both sides were in a reconnaissance in force at the start.. The Federal commander knew he had extra troops coming and all he had to do was hold the strategic crossroads. The Confederates, seeing that they possessed more troops at the start of the battle wanted to exploit this slight advantage. With the ground being semi equal, it really came down to who would get to the more "fortified positions" around the crossroad.
With the defeat of the Confederate cavalry, the Confederates didn't want to risk a funneled attack or delayed attack on their infantry by cavalry. The Confederate deployment originally seemed sound, except for sending the 48th GA on a possible flank attack. This was too slow and the Confederate commander realized that it was a waste of resources and thus brought them back in time to try to save the 3rd GA.
Since we forced commanders to be within a certain distance (both needed to be within 500 yards to change orders) the 2nd GA battalion was basically useless during this fight. Although the plan to support the artillery was sound, upon reflection it might have been better to have deployed most of the Confederate forces along the left side of the turnpike. This would have turned the battlefield on its axis, but might not have changed too much of the outcome. Tough to say, but it would have enabled the Confederates to utilize all of their infantry brigades.
Federal deployment and tactics seemed to work out. Interior lines were maintained, although the use of the 9th NY cavalry in their dismounted form seems to have done nothing but delayed the artillery by 2 turns from firing at the 140th NY or other federals. This might have been a useful sacrifice because the 140th began to have serious command problems right as the Confederate line fell. 2 turns early would have enabled the 22nd GA to charge and that might have made a difference in the end of the fight until Federal reinforcements arrived.
On the whole, good first turn. The Confederates will need to regroup and adjust some of their deployments to stem these two Federal brigades which have moved into a strategic location. The map will be updated in the near future.
Tuesday, December 15, 2015
updated hypothetical Valley campaign map
After a hiatus from my campaign I have decided to update my map some and tweek some rules.
We start back up in July 1863. The map has been sectioned off in grids. Each grid is numbered. I'm still tweaking my rules and am just in the planning stages now, but I will devote more time to that over my Christmas holiday.
For now I have tweaked my map and realigned the troop locations.
We start back up in July 1863. The map has been sectioned off in grids. Each grid is numbered. I'm still tweaking my rules and am just in the planning stages now, but I will devote more time to that over my Christmas holiday.
For now I have tweaked my map and realigned the troop locations.
The map with the new grid lines
General troop placement, but I will come up with new icons to represent these troops. For now this template works.
Sunday, November 22, 2015
ACW 54mm Game played on Sunday
My good friend John Michael Priest has a very nice collection of ACW in 54mm. He has assembled an 1864 Wilderness / Spotsylvania Court House, Cold Harbor style entrenchments.
Today we test played a game he plans to take to Cold Wars. The game can easily accommodate 6 to 8 players. With only 3 of us running it (2 Confederate - John and Chris) and myself taking the Federals, it took a while to get things going.
John (or Mike as I call him. We used to work together) has his own set of rules which he has always been modifying. These particular rules are probably some of the best he has come up with.
Infantry rules were still pretty similar, but with the addition of sharpshooters which was my favorite part. I won't go into all the details of the rules, but the basic is that officers can sustain 3 his before they are out. Lose an officer and any unit needing to be rallied can't be rallied. You can roll to replace the officer with another officer / NCO....but these guys just die when you hammer away at them via sharpshooters.
My only tweeks on this would be to replace each officer with a enlisted man figure from the unit, and maybe to use the sharpshooters to be allowed to target individual combat soldiers but with some restrictions.
Another view from Berdan's sharpshooters positioned in trees. Center is a Confederate earthwork with cannon. During the game the sharpshooters decimated the officers of the Confederate artillery.
Another view of the sharpshooters. I found it particularly useful to use them as a team to hit targets. Each one could target a particular officer, but by triangulating their fire (3 sharpshooters vs one officer) we could ensure hits. Once Confederate sharpshooters started targeting these guys we just ganged upon on each Confederate sharpshooter and wiped them out. Then we could dominate the battlefield.
My charge by one Federal brigade. The fences slowed us down but we eventually charged into the Confederate works. By this point we had spend close to 2.5 hours just testing different parts of the system. In a full game with 6 to 8 players this would have occurred much earlier on.
Close up shot from the above picture
The reserve troops of the division waiting to be committed.
The other side of the field. Early in the fight I sent one battalion across the bridge to draw fire and test the artillery rules. They held in there well, but we lost 2 officers, and one was left on the bridge. I named him "Chris" for my buddy playing across from me who reenacts Confederate and had to have the pleasure of killing his namesake. Another battalion is being sent in to retrieve the body as the main attack unleashes itself at the weak point seen top-center of the image.
Just another view of the flank attack from above. Poor "Chris" left on the bridge.
Long view from the Federal right flank. Mike did a great job on the entrenchment stuff. He tried to suck me in there by starting me with my "official skirmishers" as pioneers. Only after my mistake of not asking early on did I realize he was stopping me from my normal Napoleonic tactics of Skirmish Cloud followed by columns en-mass. Strange as it may sound, when properly employed those tactics work and are my bread and butter with his games.
Another view of the Federal left. Sharpshooters in the trees next to the artillery battery...see the smoke. That poor battery of mine was beat to crap. Lost 3 officers and everyone in the crew hurt. Fortunately Mike stopped shooting my batteries with his sharpshooters even before the major infantry attack began...thanks for forgetting guys...but not possible with more players I'm sure. Mike's age must be catching up to him! Just kidding buddy.
Early in the battle. Federal batteries and Berdan's men soften up the Confederate position.
"Chris" and his battalion test the bridge defenses. Early on they take some series casualties, but classic "Chris" he plunges ahead.
I really like the trees Mike put together and how the guys just perched there. They are based on poker chips.
Battle set up. Note the skirmishers on the right side of the picture. That lasted all of 4 turns and we were redeployed.
Another view of the initial layout.
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