Friday, June 26, 2015

A Hypothetical Valley Campaign 1863

This campaign is for my own enjoyment and those individuals who participate with me.  Although it is not historically accurate in any way except for the OOBs, it is fun to play.  I have found that I learn a whole lot more about general strategy and battlefield tactics (within the use of C&G II) from running something like this.

Background to this hypothetical campaign.

It is the later part of May, 1863.  General Hooker has been relieved of his command by order of President Lincoln.  Replacing him is General Meade.  The political situation in Washington demands that Federal honor be redeemed and that the Federals regain the offensive which General Hooker squandered.  Unwilling to throw his troops into a desperate campaign along the same lines the army has occupied since late 1862, Meade plans to force the Confederates to spread their forces out beyond easy coordination reach.

To that end he plans an invasion of the Shenandoah Valley as a diversion.  Sending General Sykes V Corps into the Shenandoah Valley, Meade hopes to draw off part of General Lee’s army, thus neutralizing any offensive opportunities Lee might harbor after his recent success at Chancellorsville.
General Lee has no option but to defend the Shenandoah Valley from the ravages of an invading Yankee horde.  Without General Jackson, who was wounded and died as a result of the Battle of Chancellorsville, General Lee has no alternative but to send his most capable commander to The Valley.  Thus, General James Longstreet’s Corps heads West into the Shenandoah Valley to take on Sykes V Corps.

General Longstreet is by nature a defensive-offensive commander.  Superbly capable at finding good defensive ground, he will not act rashly or unwisely.  However, the nature of the Shenandoah Valley terrain, Longstreet’s unfamiliarity with the Valley and the need to keep at least one of the two railroads in Confederate hands to ensure easy coordination with General Lee will complicate his strategy.  His main plans for success must be to force Sykes into a series of actions quickly which can debilitate the V Corps or force Sykes to retreat across the Potomac River before he can advance too far into The Valley.

Sykes on the other hand is an average commander.  Good at managing a corps, but new to independent command.  The Valley terrain will force his divisions to remain on divergent roads, so the capture of key crossroads will be essential to his success.  The further he goes into the Valley the more troops he will lose to garrison duty.  However, his main goal is the maintain a constant source of active pressure on Confederate forces in The Valley in order to prevent those troops from being sent back to General Lee.


Thus starts the hypothetical Valley Campaign of 1863.

Campaign Goals - Point Allocation

Federal Campaign Goals

Hold strategic areas:                                       Points
·         Winchester (RR town)                                    15 pts
·         Strasburg (RR Junction)                                 10 pts
·         Newtown (Crossroads)                                     5 pts
·         Mount Jackson (RR town)                               5 pts
·         New Market                                                      5 pts
·         Luray                                                               10 pts
·         Port Republic                                                     5 pts
·         Harrisonburg                                                   15 pts
·         Buckton Station                (RR town)              10 pts
·         Staunton                                                           15 pts
·         Any town controlled that is not listed is worth 2 pts.

Enemy Army:                                                                     Points
Destroy 2/3 of the enemy army                                                40 pts
Destroy half of the enemy army                                               30 pts
Destroy quarter of the enemy army                                          20 pts

Confederate Campaign Goals

Hold strategic areas:                                       Points (only if a garrison is present)
·         Winchester (RR town)                                     15 pts
·         Strasburg (RR Junction)                                  10 pts
·         Newtown (Crossroads)                                      5 pts
·         Buckton Station (RR town)                             10 pts
·         New Market                                                       5 pts
·         Luray                                                                  5 pts
·         Port Republic                                                     5 pts
·         Harrisonburg                                                      5 pts
·         Mt. Jackson                                                        5 pts
·         Staunton                                                             5 pts
·         All towns are worth 1 point automatically unless under Federal control or not reoccupied after

Enemy Army:                                                                     Points
Destroy 2/3 of the enemy army                                                40 pts
Destroy half of the enemy army                                               20 pts
Destroy quarter of the enemy army                                          10 pts


General Rules

Movement Rules

Role of Towns:
·         One point / town may contain 1 division only unless there is an army concentrating for a battle at which time they will move in based upon the Carnage and Glory operating system

Scouting:
·         Cavalry units may be designated for scouting missions
·         All scouts will do is identify when they find the enemy (simple version for now)
·         No scouting unit can move through another scouting unit using the same road (cav act as screen)
o    For now we avoid cavalry battles until I buy / paint figures to enable this
·         Scouting units fall back from advancing brigades only – minimum three regiments
·         Cavalry movement is same as infantry in the campaign mode

Garrisoning Areas
·         For the Federal invader, troops must be designated to garrison town to establish the supply line. 
·         A minimum of 1 regiment must remain to garrison the town.  We will use the C&G number system for OOBs to keep track of units that are not available for combat.  Ex. 3rd MI is 503.
·         Garrisons can only be located in towns
·         Automatically we will take the weakest units and place them in the garrison role

Army on Retreat
·         An army on retreat always outpaced their pursuer during the ACW.
·         We make any loss an automatic withdraw to the nearest town for the moment unless there is no line of retreat available for that division which will consequently require it to remain in position / fight its way out.

Supply Lines
·         Both sides need to have open access from their base camp to their army
o    Federal – Martinsburg or via Manassas Gap RR to D.C.
o    Confederate – Staunton (primary), Secondary HQs can be established – starting Strasburg
o    A broken Bridge or RR that breaks the supply line of either side causes loss of supplies
o    A broken supply line results in ¼ ammo levels at the next battle unless reestablished in the turn prior to a turn that results in a battle.

Destroying RR or Bridges
·         It requires 1 Brigade to destroy a RR or a Bridge.  Executing this procedure happens only if the campaign sheets (earlier post) enable it to happen.
·       
           Preventing a bridge or RR burning requires that an attacking infantry brigade is within 7 miles of marching from the location (see maps from earlier post).  A D6 is rolled to determine if they can march there in time.
o    1-3 = yes and a battle can commence
o    4-6 = no and the area is burned/destroyed



Rebuilding a destroyed RR or Bridge
·         Requires 1 brigade to rebuild the bridge.  Rebuilding a bridge also requires a correct roll on the campaign sheet.
·         If an enemy force is present on the other side of that river the next battle will be one fought over a river.

Forced Marches
·         Forced marches can double the distance an division/brigade travels but has to rolled on the campaign sheet.
·         A forced march requires the marching force to enter battle “Tired” via C&G rules
·         A forced march can only be used 3 times in a row. 
o    First use, troops entering the battle come in at “Tiring”
o    Second use with no rest time,  “Tired”
o    Third use with no rest time, “Exhausted”

 Fortifying Towns
·         All towns may have fortifications build around them but this requires a Brigade to construct and takes two turns.  This means that Brigade may not move for two turns.
·         Fortifications will be basic entrenchments.
·         If a “fortified town” comes under attack via a battle the defender will have full use of the completed defensive structures.
o    If a town is attacked before turn two is completed the defender may only use half of the defenses
o    If a town is attacked before turn one is completed the defender may not use any of the defenses
·         A fortified town can hold up to one brigade within the fortifications

Off Grid Reinforcements
·         To receive reinforcements that are not associated with the immediate campaign a player would need to roll a D100
·         To qualify for reinforcements the player needs to roll a 90 or higher
·         If the player rolls a 90 or higher, he/she must roll another D100 to determine the amount of reinforcements. Maximum allotted reinforcements would be a total of another division
·         Reinforcement Rolls to determine reinforcements
o    69 and under = 2 regiments
o    70 to 90 = 1 brigade
o    90 to 95 = 2 brigades
o    95 to 100 = 3 brigades (full division)

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