Following the bloody repulse of the Confederate attack that came to be known as Pickett's Charge, the Union corps commanders pressured Meade to "finish off" Lee and the Army of Northern Virginia to end the bloody war. In our scenario, written by Scott Mingus, they get their way and Meade launches his last reserve, Sedgwick's VI Corps onto Lee's position on Seminary Ridge.
The game system is Johnny Reb III, 30:1 figure ratio, with a somewhat enlarged table to allow for a modicum of social distancing. The game was unique that it featured a higher concentration of artillery than typically found in our pick-up games, and the use of light field works which are also a rarity. Lee's force had ten brigades, four of which were rated elite, and massed artillery batteries. Sedgwick likewise had ten brigades (one elite) and two massive batteries from division and corps reserve artillery. Neither side could call for reinforcements during the game.
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Looking across the field at the Confederate position on Seminary Ridge. |
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Length-wise view of the initial deployment. |
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Seen from the Rebel left flank. Bliss Farm smolders in the center. |
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First casualty and "snake eyes," a rout. The first of many. |
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Turn two and the Yankees return the unlikely favor. |
An unmodified roll of "ones" on two six sided dice results in a rout automatically. Despite being just a few percent chance, it happened a great deal in our game. Along with an abnormal number of double sixes.
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A section of light field works opened up by another "snake eyes." |
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The Union side was required to spend several turns bombarding the Confederate line. |
Each side was operating massed artillery "battalions" with a slight edge in numbers for the Union. The latter opted to roll as one for in theory, the greatest effect. Unfortunately, both massed batteries managed to roll boxcars in the bombardment series of turns. So while this gave out max damage to their target and an extra morale check for "unexpected devastation," it also meant they were out of ammunition! This meant (as I ruled) that each element from the battalion had to go to a supply wagon to replenish, one at a time. This had a HUGE effect on the softening up expected to the strong Confederate line. Why we use dice I guess.
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Turn 10 the Reb right attempts to surprise the Yanks with a big charge. With disastrous results as shown. |
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The Reb center has been weakened and now a major attack is brewing. |
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Left-center from the Union POV, |
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What a glorious sight. Follow the colors! |
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Even the Union right advances, masking their grand battery on Cemetery Hill. |
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"Knowing that when the fire came, so long dreaded, it would be horrible." |
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The Union left continues to make progress and throws in the reserve brigade to exploit. |
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Meanwhile, the band played on... |
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Flanked, and reduced below 60%, the Rebels crumple on the Union left. |
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As the great exchange occurs in the center! |
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Looking down field you can see the Yankees are on Seminary Ridge as the center rages on. |
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The smoke clears and the devastation is revealed. |
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More Yankees pour onto Seminary Ridge. |
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More volleys are exchanged in the center. |
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And the shattered remnants recoil. Those that could. |
With two turns remaining that could have been played, we opted to end the game with the utter destruction of the Union center. The Union right was stymied, unable to advance and doomed if Lee ever released his flank. The Union division in the center was beyond rallying or renewing the fight. But the reloaded artillery park would keep the Confederates from getting too pushy.
The big question was the Union left. The scenario called for them to penetrate into the woods on Seminary Ridge and hold for a major victory. Lee was starting to shift forces to push them out but with only two turns left to play it is questionable whether they could. Though extremely costly, I judge it a minor Union victory. Lee will not retire unmolested as he did in real life.
Thanks to all who played in good humor despite the scenario requirements and/or limitations. One of our favorite periods and game systems, I can reasonably say a good time was had by all.
An incredible game to play in. Tons of fun and great comraderie.
ReplyDeleteThe terrain is superior, the multiple farm fields, the rugged road, hills and more. 15mms and a large table offer the impression of ACW paintings. I'm glad you can game to move units, throw dice and get together with pards. Respectfully, Bill P.
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