|Situation from prior episode|
To refresh memory of the action thus far, please see,
1004. Cox joins the 30 OHa to help rally the regiment. The 30th OH suffered at the hands of the 12 NC and had fallen back to J. Beachley Farm in disorder. Cox successfully rallies the Ohioans although with five Heavy Casualties, the 30th may not have much offensive punch remaining. Covering the 30 OHa, the WV cavalry rains fire onto the 12 NC causing one hit. The North Carolinians stand firm. Despite much firepower, the 30 OHb does no visible damage to the 23 NC as it hunkers behind the stone wall bordering the Ridge Road. In the close range firefight, the 30 OH comes out for the worse in the exchange suffering one hit.
In a display of the power of well-handled rifled artillery, the OH Lt Artillery chews up the 13 NC at Wise Farm. Now, that is good shooting; three hits out of three attempts!
|The raw 5 NC falls back|
|Battle lines are drawn|
|Close range fire fights|
|Federals attack all along the front|
|30 OH repulsed!|
|Attacks by the Federal left|
|Tar Heels head towards the rear!|
|23 OH takes the ridge|
|Federal cavalry drive off the 23 NC|
The Rebels have had enough too. The 5 NCb disintegrates to the wind while both the 13 NC and 23 NC lose heart and retire.
|Collapse of the Confederate left|
1107. As the game clock advances past 1100, the game comes to a close.
That was a vicious fight! Casualties everywhere were heavy. Both sides near exhaustion as the Confederates still hold onto one of the objectives on the Ridge Road. I call this a very bloody draw. With the only Confederate regiment still on the ridge being the small, raw 12 NC, Scammon's boys, though battered, may be able to see it off given one more shove. If the battle was to continue, 1100 is about the time both combatants received reinforcements, historically. Cox's second brigade under Crook would arrive as would two North Carolinian regiments. While Garland and Scammon's brigades are spent, the addition of Crook's three Ohio regiments ought to be sufficient to duplicate the historical outcome.
|Situation at close of action|
An added bonus for the scenario as written is that Fox's Gap lends itself well to solo play. With the active player taking the role of Cox and the Confederates already in good defensive ground, the Rebels under Garland can fight a pre-programmed approach to the battle.
The game is reset and another attempt is in mind. Many thoughts on Fox's Gap and impressions of TF-ON are swirling around in my head. These thoughts ought to be committed to paper before they are forgotten.
Great fun and a near perfect solo challenge!