We played the first test game of my Stones River
scenario back in late August. While it was fun, it called for some tweaks. We
finally got around to testing the changed version yesterday. Bill played Bragg and
I Rosecrans. Jay played Breckinridge when he arrived. Andrew would take the
role of Crittenden when he showed. We got off to a late start, thanks to
traffic delaying Bill. The first photo shows the deployment for the first test.
It was pretty much the same for the second test, with minor changes. The rules
are Bloody Big Battles, as usual, with my 15mm Yankees vs. Bill’s 15mm Rebels.
From here on and in the photos, all Confederate
units will be in italics.
The scenario puts movement restrictions on the Union center
and left. All movement restrictions are lifted by the 4th turn (of
an 8 turn game). The first and last turns are twilight, restricting visibility
(and ranges) to 6”.
Bill couldn’t land a bayonet charge on the first turn. His rifle fire did knock off a base. Johnson’s disrupted troops didn’t rally on my half of the turn,
thinking it unsporting to do so.
The 2nd turn saw a dramatic change. McCown and half of Cleburne ’s infantry attacked Johnson’s front
line. This negated the Union zone of control and Wharton’s cavalry rode across their rear, falling on Johnson’s
artillery from behind. The gunners put a hit on McCown’s artillery. Wharton rode
down the gunners and charged on into Davis ’
flank. Davis
dropped a lot of troopers and the rest scattered to the winds. The infantry
assault wiped out Johnson. McCown exploited
into Davis ’
flank and was repulsed. Davis
had held off two attacks in the same assault phase. That loud sound I heard was
my right flank being torn to shreds.
Hard fighting ensued. Bill’s assault dice went cold, with me
usually beating him by two, nullifying the advantage he should have had from
most of my troops being fragile.
We broke for dinner. A quick check showed the Union had lost twice as many troops as the Confederates, giving them a victory if
the game stopped then. We had 4 more turns after dinner, which was Bill's
excellent smoked fish, bagels and bialys, along with fine wine and beer from
Jay and Andrew. After a lengthy meal we returned to the fray. It occurred to me
later that the Confederates could
have reverted to a strict defense and made us come to them to even up the
score, but they went for the kill, trying to break our right flank.
Turn 6.
I sent green troops to attack Cleburne and was lucky to escape with a mere
repulse.
The action heated up on the Union
left as Andrew started fording the river, intent on mayhem.
Turn 7 action.
I should have waited a turn but thought perhaps the guys
were ready to end the game.
They tried to escape but were halted by fire and shot down
in two fire phases.
Adding insult to injury, Davis ’ division recovered enough to no longer
be spent and relieved Negley’s badly shot up division.
During this Crittenden (Union
left) and Breckinridge fought to a
draw. The tiny Pioneer Brigade led the attack and was wiped out for their
troubles. Wheeler’s cavalry got a
full move. They turned around, deployed and terminated Zahm’s cavalry brigade.
It took us a little over 4 hours to play 8 turns. The game
moved noticeably faster when we had 2 players per side. One of these days we’ll
manage that from the start, but life keeps interfering with our schedules. The
game was a sanguinary tie, since each side had two terrain objectives and the
2-1 loss ratio was gone with the wind. Union losses were 10 infantry bases
eliminated, 2 run off, 4 artillery (half of them!) gone and 1 cavalry for a
total of 17 bases. Confederate losses
were 12 infantry gone, 1 cavalry and 1 run off for a total of 14. This equates
to just under 10,000 casualties per side, not unlike the actual toll on the
first day. We made a few errors. We forgot to bring on our reinforcements,
although unless the fighting is close to the Nashville Turnpike they won’t make
much difference beyond raising the spirits of Union players. We also forgot
that the last turn was twilight and were firing artillery at full ranges. Bill needs to sacrifice a small animal to the dice gods next time. There was talk about checking my dice, though Andrew used some of mine and I didn't notice him wiping the floor with Jay.
The Fencibles like the scenario. After I clean up the small
map this scenario will be submitted to Chris for the full BBB treatment. We
will be playing simpler stuff for the next couple months until the renovation
of the game room is complete. Then we can resume gaming in sybaritic splendor,
providing I can recall where stuff is stored under the new system.
1 comment:
A very nice looking game and certainly a close run thing. I particularly like the painted board, which I aim to do for my games.
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