As I formulated the Federal response, Norm, the author of Two Flags-One Nation, gave the Fox Gap scenario a try (see: Fox Gap 1862 On A Smaller Grid). Norm's battle result was the same seen in previous outcomes. That is, the Federals were unable to take and hold the high ground long enough to claim victory. Undaunted by another Federal loss, I stuck to the revised Federal plan of attack.
The Federal plan was to compromise Bondurrant's gun position early on and then maintain a steady bombardment on the heights until an opportunity arose to breach the Confederate defensive line. Key to the plan was to use the Division Commander, Cox, aggressively to bolster Federal chances of success. Recall, the scenario does not provide a Divisional Commander to the Rebels so this is an advantage to be used to further Federal goals.
The battle opened up with both Federal batteries firing. The Ohio Light Artillery (OHLA) targeted the small, raw 12 NC in the center of the Confederate line causing one Heavy Casualty (HC). The 12th NC passed its Capability Test (CT). Gibson's guns opened up against Bondurrant's guns but did no damage. For the success of the Federal plan, this is a bad omen! The WV Cavalry across the field from the Rebel guns manages to cause light casualties. Bondurrant stands firm.
Federal opening attacks |
Bondurrant's guns are driven off |
Rebels return fire |
Having driven off Bondurrant's guns in the center, Cox leaves the 30 OH and rides over to join the 12 OH. The Federal guns maintain their bombardments of the Rebel positions in anticipation of Federal attacks. OHLA puts two HCs upon the 12 NC while Gibson's guns gift the 5 NCb with three HCs. Three hits on three dice. Fine shooting!
Gibson finds the range! |
Not only are the 5 NCb and 12 NC drawing fire from the guns but a hail of lead is also aimed in their direction. The 30 OHa hits the 12 NC with one more HC. Its nerve fails and the 12th retreats back into the woods. The 5 NCb takes a fourth HC but stands its ground. With the 5 NCb weakening, Cox leads the 12 OH up the ridge. The 12 OH gives better than it takes and the Tarheels are pushed off the ridge having sustained a total of six HCs.
12 OH (foreground attacks the 5 NC |
The 12 OH regiment's success is short lived. At canister range, Pelham's guns open up on the Ohioans as they clear the stonewall. The 12th suffers heavy casualties (four more HCs) but remains undaunted. Off to the 12th's left, Rebel dismounted cavalry open up causing a further HC.
Rebels pound the attackers |
The Ohioans can take no more! They recoil back down the slope looking for any cover they can find. Rebel musketry does not end there. The 23 OHa suffers two more HCs while the 30 OHa absorbs four HCs.
30 OH takes four for four! |
Heavy casualties in the Union center |
With Cox still leading the 23 OHa, the regiment goes in against the end of the Confederate line. The raw, 5 NCa manages to repulse the Ohioans and Cox goes down in the clash. In coordination with the 23 OHa, the 23 OHb charges Bondurrant's wavering guns. The remainder of the Rebel guns are destroyed. On the Federal right, the WV Cavalry causes the 13 NC to retire back toward Wise's Farm.
Federals hold two of the three objectives |
With two of the three objectives in Yankee hands and a number of Rebel units scattered, the Rebels take an (optional rule) Brigade Cohesion check. All along the Rebel line, regiment after regiment fails its test and retreats in disorder. Although battered, the Ohioans have succeeded on this day.
As in the previous contests, this proved to be a bloody affair. Casualties were high with more than one combat result hitting on all dice. In the end, the Federal plan worked. Bondurrant's guns were taken out early and the ridgeline defenses softened up sufficiently so that a concerted attack had a chance of success. Scammon's Brigade was able to give the Rebel defenders a one, two, three punch on more than one occasion. First artillery, then small arms, and then finally Close Combat was utilized in sequence to first soften up and then push the Rebels from their defensive position. Combined arms at its finest.
For future games, the victory conditions will be modified. I found the Rebels could take up a "Reverse Slope" tactic and simply attempt to blow away any Federal regiment making it onto the ridge. Pelham's battery did just such execution against the 12 OH when it took the Ridge Road. Even though this tactic ultimately failed, a better victory objective criterion is warranted. To prompt the Rebels to defend these crucial hexes, if at the end of a turn all three of the objective hexes are either occupied by Federal units or unoccupied, the Union wins the battle. With sticky EZOCs, this is still a difficult task for both in controlling these crucial hexes.
As in the other iterations of this scenario, a lot of action in a little space!
As in the other iterations of this scenario, a lot of action in a little space!
Excellent and proving it can be done, though I though for a moment that the Union collapse in the centre was going to see their demise.
ReplyDeleteNo doubt the early flank attack into Bondurrants Artillery, to unhinge that position, significantly became the key to opening this pretty solid Confederate door.
The Union artillery certainly needs enough time to properly soften the defences with their artillery and that is a thing of chance, hoping that enough heavy casualties are inflicted.
Enjoyed - thanks.
Norm, glad you enjoyed the Battle Report.
DeleteThe key to Federal success hinged on the early attack and neutralization of Bondurrant's guns, no doubt. After Bondurrant was forced to limber and run, the Rebels never really got their artillery on line for sustained operations. The combined arms attacks against Bondurrant were sublime. There was little chance that Bondurrant would hold his ground with an attack coming from his flank after repeated artillery and musketry attacks.
The small game footprint and small number of units provides a good opportunity to min/max the system to approach optimal play.
A couple of items of note:
RALLY and RETREAT only affecting the active player's units can be manipulated to good effect. As an attacker, your units have a chance to RALLY before play switches to your opponent while your opponent's disordered units remain so until the end of his turn. That can be utilized to benefit the attacking player.
With Close Combat Results having the winner showing the least Total HCs, success in Close Combat can be optimized such that the likelihood of losing a Close Combat is minimized. The Federals used this tactic on more than one occasion to push back a defender who began the phase with more HCs.
Sticky EZOCs, as mentioned, prevented the Federals from, following up on defender failed CTs. The hex was vacated but since the active player was already in an EZOC, no advance during movement/charge phase was possible. That helps the defender, for sure as do the maximum small arms casualties sustained while in cover.
Artillery is very powerful when firing into cover since casualties are not limited.
The game was a good exercise and shows that the Federal position is not without hope.
Great report Jonathan - I too thought the Rebs had won again - why did they take a voluntary cohesion test - would success have pulled back some units that were retiring or something of that type?
ReplyDeleteGlad you liked it, Keith!
DeleteThe Brigade Cohesion Test is an optional rule that prevents a brigade from fighting to the last man. When this test was made, the Confederates had lot four BMUs. This equates to a -4DRM in addition to any negative DRM for losses accrued to each unit. With many of the Rebel units battered, the probability of passing these tests was low. Had they passed, the successful units would have remained in place and fought on.
Great report and like the others, thought that the Union had failed once again. Certainly a bloody affair but one full of action.
ReplyDeleteThanks, Steve!
DeleteThe Federal center was a mess but the wings still had offensive capability. Coupled with their artillery dominance, the Federal cause prevailed.
That's looking really great!
ReplyDeleteThank you!
DeleteVery interesting Jonathan!
ReplyDeleteChristopher
Good to see that you found the write-up interesting! I really appreciate your feedback.
DeleteThat's a great read, really well done!
ReplyDeleteThank you, Fran! Your supportive comments make it worth the effort. Very much appreciated.
DeleteLooks very nice, certainly worth a try!
ReplyDeleteThanks, Phil!
DeleteIt’s interesting to see that even in smaller games, a change of tactics can bring about different outcomes despite the limited room for maneuvre. Thanks for conducting and sharing these repeat scenarios Jonathan. They make extremely interesting reading!
ReplyDeleteHi Mike! I am very pleased to see that you find these BatReps good reading! Having several playings of the same scenario provides opportunity to maximize play as well as give a chance for the rules to really sink in. Trying different tactics to address the same situation is a fun exercise.
DeleteI too thought the Union collapse would mean they had lost again, which would have been a fair enough result in many ways considering how defensible the position is.
ReplyDeleteWhen the two Union regiments in the center faltered, the units on the wings were still in good shape. The Raw Rebels had taken a pounding and finally buckled.
DeleteAnn interesting rematch, and a "near run thing" for the Yanks!
ReplyDeleteA "near run thing" for sure!
DeleteWell done report—quite a slugging match. One of those victories that feels like a beating.
ReplyDeleteYeah, this one is quite the slugging match. It is not a battle many of the Federals would want to repeat especially General Cox since he went down in the action.
DeleteNice AAR and easy to follow the action.
ReplyDeleteAs I say on Norms blog; repeat playing of the scenario helps the feds improve their tactics which is needed bc it’s really an uphill fight (haha) due to the forces being relatively even but with the defense in a good position. In that situation even minor set backs can stall an attack.
I do like this scenario a lot though. 😀
Thank you, Stew! Glad you could follow the action and its progression.
DeleteFederal tactics improved by focusing on Bondurrant's guns at the outset and then hitting him from the flank. This same tactic ought to work almost every time to put Bondurrant out of action early on. The Federal center took more casualties than expected due to the good shooting of the Rebels. With no Rebel guns in play, I would expect fewer Federal casualties than witnessed here.
You have a good eye for the situation. With a small number of BMUs in play, risk from an adverse die roll is magnified. This is a short game. This replay made it through four turns only.
Maybe now it is time to focus on better Confederate tactics?