Club’s American Civil War Campaign Game Strategic Moves

Our club that meets Wednesday Night was completing some strategic moves in the American Civil War Campaign game. Most of these moves involved moving resources and generals. An actual battle that we had transferred to the table top had not occurred in a little while. This allowed the club to play a few side session games such as 40K and Boxer Rebellion.

The last round of strategic moves has led to a stalemate in the East. Both sides are mostly looking at each other across entrenchments with very little activity. Not as historically accurate as some people might like I understand but the eastern battles we have played tend to leave the Confederate forces in pretty good shape. Meanwhile Rick made a move to come up the Mississippi and threaten the forts and New Orleans.

Out west George noticed an opening and attacked Cincinnati. This is very unhistorical but what ever the opportunity presented itself and he took it. The city was burned to the ground by the Confederates think of Atlanta only in Ohio. Lincoln is going to lose some votes for that in the next election at least from the state of Ohio.

Meanwhile Rick won the initiative roll and move the Army of Cumberland under Gen. Grant and the Army of Tennessee under Gen. Sherman to overrun Fort Donaldson. The turn led to movement of Confederate troops by rail to New Orleans to help bolster the defenses. The Confederate Army of Tennessee was located just south of Fort Donaldson so could have intervened against the attack on Fort Donaldson.

George was I believe correct and made very sound decisions as a result of this action. I had considered either facing the Union forces outside Fort Donaldson or force them to bludgeon themselves on the fortifications by moving the Confederate Army of the Tennessee into Fort Donaldson. I did not want to lose Fort Donaldson. George though suggested and we opted to move across the Mississippi with the army instead. This led to Fort Donaldson being overrun but if the Union forces attacked the Army of Tennessee it would be coming across the River right at us, not good for them.

This also allowed for the Confederates because of the used Union points to isolate Pope’s Corp in Corinth. George in an excellent move realized he had enough movement to move south at Corinth with the Army of Tennessee and cut Pope’s line of supply. This would set up another battle for Corinth with the Confederates with a clear advantage. The Army of the Tennessee under Robert E. Lee, with Stonewall Jackson, Ewell and Nathan Bedford Forrest vs. General Pope’s lone union Corp.

Anyone who reads this may go Robert E. Lee and Stonewall Jackson in the Trans – Mississippi what is going on.  The campaign allows for the random pulling of Generals so commanders have ended up in unhistorical settings.  Also the Eastern Theater has become a kind of sideshow.  Not historically accurate but oh well.  I do worry about holding onto New Orleans though.  Another battle in Corinth was to be transferred to the table top with the Confederates with the advantage.

I left my notes on that game at the game so that will be mentioned another time, I have pictures of that to go with the notes fortunately.

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Boxer Rebellion Battle Part 2

Wednesday, January 28th the club got together to see if the imperialistic dogs would push the Chinese off the table or not. Just the same as last week the Chinese can’t roll very well this is really not looking good for the Chinese. I should not claim everyone rolls badly on the Chinese side as Stephen and Kon rolled well at times but initiative was never really with us. I must say I never rolled well. That was my lot during the game it would seem.

Turn 6 initiative role, the Chinese were getting a +4 to roll on two dice for loosing so many initiative rolls but still lost 10 to 11. This was an important roll the Chinese or at least my troops needed to win as I had moved two units out into the open to charge the Japanese engineer unit on the previous turn.  One we did not get the initiative, two I failed to the roll to go in with one unit so the other went in unsupported and took a hit from opportunity fire and from the charged unit.  Then I lost melee on top of that.  My Boxers then failed the morale roll to add insult to injury.

(Click image for lager picture)

1 Boxer mob charges Japanese Engineers

1 Boxer mob charges Japanese Engineers

Kon's Chinese new infantry wait in corn field for Russians

Kon’s Chinese new infantry wait in corn field for Russians

Meanwhile elsewhere on the table the Japanese and Russians move closer to the village. Kon’s jingle gun takes a casualty and he rolled a fortune for morale. (Boxcars) His leader gets one better for the rest of the game.

Turn 7 the Boxers now with a +6 to the initiative win with a 15.  This is the only time they would win the initiative. My second Boxer company that failed to charge last turn charged the Japanese engineers while my remaining cannon fire on George’s Japanese infantry in the orchard giving him three hits which forces a morale roll and he rolls a fortune. (Boxcars) His leadership rating goes up for the rest of the game.  Kon and Stephen open up on Rick’s Russian’s advancing down the hillside make Rick slow up a little.  George fired on Stephen’s prone infantry on a far hillside hitting them twice and causing Stephen to roll for morale.  He rolls a calamity (Snake eyes). His leader is driven off for a turn.

Japanese infantry in Orchard with Russian's on the hill

Japanese infantry in Orchard with Russian’s on the hill

Russian Infantry take hits but keep on coming.

Russian Infantry take hits but keep on coming.

Turn 8 comes around with the Imperialist forces with a +1 to the dice roll to win the initiative over the Chinese and they of course do win.  Stephen exchanges fire with Rick and George trying to keep his troops on the hill together and bring those that failed morale back.  Kon meanwhile is also trying to stop Rick’s advance with fire from the corn field.  I meanwhile get off what turns out to be my last shot of the game with my cannon.  I hit George’s infantry company in the orchard with two cannon so get to roll 6 dice with all 6 and score damage on every 4 rolling 24.  The troops lose a stand from this and break in the morale phase roll.  Meanwhile I try to my second unit of Boxers to charge I am George forces a morale roll with fire, I roll a calamity. (Snake eyes) The officer I just moved over to their to help rally the troops is killed by his own troop.

Look at that range!

Look at that range!

Russian infantry have forced the Chinese back and advance on the village

Russian infantry have forced the Chinese back and advance on the village

Sneaky Chinese hidden in the cornfield

Sneaky Chinese hidden in the cornfield

Turn 9 Initiative won by the Imperialist, what else is new.  At this point I did not take much in the way of notes on what went on.  Two of my guns routed one rolling a calamity.  I tried to stop the Japanese cavalry charging my Krupp gun but my Boxers charged but without the initiative just got ridden past by George’s cavalry. (As seen in a picture down below.) Back and forth fire from Kon and Stephen did inflict casualties but Rick had largely taken the village.

Russian infantry have forced the Chinese back and advance on the village

Russian infantry have forced the Chinese back and advance on the village

Stephen's prone troops trading shots with George

Stephen’s prone troops trading shots with George

Calamity! the Boxers turn on the Mandarin trying to rally them and butcher him.

Calamity! the Boxers turn on the Mandarin trying to rally them and butcher him.

Japanese cavalry line up for the charge.

Japanese cavalry line up for the charge.

Turn 10 and I am really pretty much out of the game I have broken and destroyed units except for the two still hidden in the cornfield.  More artillery and infantry fire between George and Stephen caused both to make moral rolls one of George’s infantry companies broke while Stephen rolled a fortune. The Chinese got three more units of reinforcements.  At this time it really did not matter.

Kansu braves charge Japanese engineers

Kansu braves charge Japanese engineers after they failed to stop the cavalry

Japanese infantry make another morale roll

Japanese infantry make another morale roll

Russian's in the village

Russian’s in the village

Did the Chinese loose well yes and no as they were not driven off the board.  Most of the village was in Russian hands.  I was told I had done what I was supposed to by holding up the Japanese and drawing them out with the bait of the guns in the orchard.  This did cause the Imperialist forces to split up. It sure did not feel like a victory.  I rolled three calamity rolls during morale rolls.  (Just in case you had not figured that out it this is a snake eyes roll on two dice). The Chinese never won initiative when I had an advantage in melee and when having an advantage in men one unit would fail to charge that happened twice.  I had no real offensive forces and really felt it. That with bad dice rolls and well the evening was not that great. The Chinese though by the victory conditions did eek out a win.  Next time I will not want to play Chinese I know that.  I would like the long-range firepower of the European Powers.