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Sunday, March 3, 2019

The Action At Fox's Gap

Beachley Farm
In the first playings of Fox Gap using Two Flags - One Nation (TF-ON), the scenario was laid out using a two-inch hex grid.  Since Norm uses four-inch hex grids with his 12mm ACW figures, I placed an order for four-inch hexes to allow more room for the regiments within each hex.  The larger grid allowed me to expand each regiment from two stands each up to three stands each.  Since this is a trial run with four-inch hexes, the hexes have not been prepared with paint and/or flock.  The table will show the hexes in their natural wood state.  

The second change made to the scenario was to compress the playing area.  Rather than a 12x10 two-inch grid, a 6x5 four-inch grid was put into place.  The effect of this rescaling is that only the center of the battlefield is in play.  One benefit is that the playing area is quite compact with the action focused on the central aspects of the Federal attacks against the Confederate positions along the stone-walled road.

Finally, the latest version of Norm's rules will be in play carrying a few significant changes since the battle was last seen.
Initial Dispositions
The action begins with the Federals under Cox opening up against Garland's Confederate positions.  In the opening exchanges, Gibson's battery inflicts a hit on the 12 NC while the dismounted WV cavalry target Bondurrant's artillery deployed ahead of the Confederate line.  Both Rebel units pass their Cohesion Tests (CT) but the 12 NC withdraws.  The Ohioans advance upon the Rebel right.

In the center, Pelham fires on Gibson's artillery forcing the guns to limber up.  A lucky hit and CT failure!  The 5 NC, anchoring the extreme right of the Rebel line, stops the advance of the 23 OH.  The 23 OH is forced to withdraw back through its supports.  The 23 NC hits the 30 OH as it advances upon Bondurrant's artillery position.  This is not a good start for the Federal attack.  
Opening Exchanges
West Virginia Cavalry attempts to soften up Bondurrant's artillery before the 30 OH goes in against the battery with cold steel.  The West Virginians cause a casualty on Bondurrant before the Ohioans go in.  In the clash, the Ohioans suffers two hits while the artillery takes one more casualty.  Having taken more hits than the artillery, the Ohioans are forced back.  Since their retreat path is occupied by friendly troops, they continue falling back through their supports.
Charge of the 30 OH repulsed.
For their fire, the Rebels pour fire into the 23 OH on the Federal left.  The 23 OHb suffers two hits from Pelham's artillery but holds its ground.  The sister regiment sustains one hit from the 5 NC.  The other half of the 5 NC charges off the high ground to engage the 23 OH.  The attack devolves into a close range firefight with neither yielding.
Firefight intensity increases
Gibson's guns, having unlimbered, counter battery fire into Pelham causing two hits.  Pelham remains calm.  The West Virginians continue pounding Bondurrant with short range carbine fire.  Bondurrant's gunners have had enough.  Taking one more hit, the guns limber and retire.  On the Federal right, the 30 OH attacks the 20 NC forcing the Tarheels back, disordered, through their supports.
Casualties mount
On the Federal left, the 23 OH resumes pressuring the 5 NC.  With half of the 5 NC falling back from the high ground, the Ohioans attempt to turn the Rebel line.  
Bondurrant and 20NC retreat
 while Confedrate right is threatened.
All along the Rebel line, Confederate guns and muskets ring out.  The 23 OH, 30 OH, and 12 OH all suffer casualties as the close range fighting continues.  Trying to reform the Rebel right, the 5 NC charges into the disordered 23 OH.  In the close range firefight, the 23 Ohioans are bested.  The Ohioans fail their Cohesion Test and retreat back to Beachley Farm passing through their supports. 
23 OH Retreats!
In an attempt to regain lost ground before the 5 NC could get firmly emplaced, the other half of the 23 OH attacks the unsure Rebels.  Suffering heavy casualties, the Tarheels are driven back into the woods.
Federals regain lost ground
Federal success is short lived. Both Pelham and 5 NC pour fire into the 23rd.  Both halves of the regiment suffer casualties and retreat.
23 OH is sent reeling
As the 30 OH prepares to assault the Rebels behind the stone wall, the West Virginian cavalry supports their assault.  The 23 NC suffers at the hands of the cavalry carbines and falls back from the stone wall.  
That is exactly the support the Ohioans needed!  Leading the 30 OHb, Cox has the regiment fire into the 13 NC before clamoring over the stone wall to gain the road.  A victory objective is taken!
30 OH takes an Objective!
Pelham and the 5 NC continue punishing the 23 OH on the Federal left.  Both suffer additional casualties and both fail their Cohesion Tests.  Both halves of the 23rd have surpassed the Heavy Casualty mark.
The Federal left crumbles
While the Federal left crumbles, the Federal right is seeing some success.  Half of the 30 OH, having been occupied in supporting its sister regiment in taking the stone wall, redirects its fire onto the 13 NC.  The 13 NC takes heavy casualties (two hits) and retreats from the field.  Seeing this success, the other half of the 30th charges into Bondurrant's wavering guns.  Unfortunately for the Ohioans, Bondurrant had moments before unlimbered his guns and got off a close range blast of canister.  This was enough to discourage the Ohioans from pressing any farther.  Disordered, the 30th retreats back down the embankment.   
Heavy casualties plague the Federal left
30th Ohio attacks Bondurrant's guns
Having regained the stone wall, the Rebels began to dig in.  Seeing his left streaming from the field and his right wavering from having been repulsed from the high ground, Cox calls off the attack.  His force is spent.  With the troops at hand, not enough offensive strength remains for another assault despite the weakened Confederate positions.  Garland and his Tarheels are victorious!
This was a close fight.  While the rules tend to favor the defender with reduced hit possibility in cover, the Federals very nearly turned the Confederate right while managing to breach the center.  The 30 OH temporarily crossed the stone wall to take an Objective hex but could not hold it when the Ohioans were emboldened to attack Bondurrant's guns.  While the Federal dismounted cavalry was a stabilizing force in the center and eventually forced Bondurrant's guns to retire, its presence in the center blocked Federal artillery Firing Arcs.  With the cavalry's central position, Federal guns never seemed to get both batteries into the action at once.  This is a mistake that the Federals need to correct in order to present more fire onto Confederate positions.  Since artillery fire is not hampered by Cover, two batteries in action every turn would likely soften up the entrenched Rebels with more ease.

The reduced battle footprint (in hexes) promoted are a more focused attack and the value of each BMU was enhanced through this heightened importance.  Fox Gap turned out to be a slugfest and Garland's North Carolinians were the champions on this day although their position and resolve were increasingly looking untenable.

The latest rule changes worked well and Close Combat resolution was speeded up because of these amendments.  I liked the reduced hex count.  A battle footprint of 6 x 5 seemed appropriate for a small, intense action.  Very suitable for solo play on a small table.  Fox' Gap was good fun and worthy of another replay. 

For Two Flags - One Nation rules, please visit Norm's blog, Battlefields and Warriors.

38 comments:

  1. Great looking game and certainly full of action. I think the reduced footprint does focus one's mind on the task in hand. Looking forward to a possible replay.

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    1. Thank you, Steve! The game was certainly filled with action with much to and fro. The small footprint was ideal for a solo battle study. Now, I need to figure out how the Federals can take the heights and keep them.

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  2. Fascinating replay, just a few different results could have thrown it the other way. I agree about the reduced footprint being better. This was a head on clash in close terrain, so the tighter focus is better, plus with the 4" hex, there seems more room to breathe anyway. There is a lot of cover in the scenario, so a tough one for the attacker, who probably need supported attacks (a good way to use an A and B unit) - which have been strengthened in the update.

    I recall when the latest batch of rule changes came in, you had two reservations. These being that when testing after taking casualties from artillery fire, there is a now a new penalty for the tester, while rear support value for a charging unit, which attackers can practice, has been increased from +1 to +2. You wondered whether each of those things had perhaps tipped to a too greater advantage.

    How did your replay judge those two things, having regard of course that the dice are not a constant in such matters. I note in your game, the artillery played a significant roll, while the tough defensive position probably needed a +2 for attacker support.

    Anyways, enjoyed and thanks for running it again ... I know you had to abandon the write up of a previous game because the rules had changed in the interim (sorry about that!), so I'm glad you gave it all another go. Cheers Norm.

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    1. Glad you enjoyed the battle report, Norm. I am finding the Federal attack upon the heights a difficult task, for sure. A puzzle yet to be solved but an excellent solo puzzle nonetheless.

      As for the latest rule changes, the -1DRM for taking a casualty from artillery fire played its hand early on when Gibson's battery was hit and failed its CT. Took the only gun with an arc of fire out of action for awhile.

      As for increasing attacker support from +1 dice to +2 dice, that is a help for the attacker in potentially carrying a position. The issue I ran into was attacking a defender in cover. Since hits are limited against defenders in cover to two max, the +2 dice actually increases the probability that an attacker may take hits.

      I wonder if switching the max hits in cover to a reduction in dice would make a difference? If nothing else, it would bring the cover modifier from an exception case into alignment with the other #D6 modifiers.

      A defender in cover still presents a tough nut to crack. The Federals will try again...

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    2. interesting, sometimes those 1's can really bite hard.

      There is an optional rule on page 18 that allows a charging unit to enjoy any bonuses without them harming the attacker - just roll a different coloured dice for those generated by a bonus and ignore any 1's that they generate.

      I suppose the Union has to hope their own artillery does well and that the three Confederate units with 'Raw' status and the 1 small Confederate unit, become the weak points in the Confederate line.

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    3. Hi Norm. I tried concentrating on the Rebel Raw and Small. The 12 NC fell out of line early on but Federal attempts to go in against the Raw 5 NC did not have the impact to which I hoped. The Federal guns need to soften up the units in the defensive works before committing to close combat. Better artillery coordination and success may be the ticket to taking the position. Both Federal guns must get online early and strike often. We will see if I can pull it off.

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  3. Outstanding battle report of a close-fought and sharp little action! I have to agree I think reducing the size of the field makes for a nice, short game that is perfect for solo action.

    The 4" hexes seem to be a nice fit for your regiments as well.

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    1. Thanks, Steven! It was a bloody and sharp affair. In the end, the Federals needed a bit more luck than they could muster. Maybe next time?

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  4. Very swell written battle report Jonathan! Smaller sized games do allow for more focus.

    Christopher

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  5. Nicely crafted report Jonathan! It seems scaling down the field helped to save game session time. Despite this fact it looks you had a lot of fun. Did you?

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    1. Thanks, Dmitry! Yes, I enjoyed this little, solo exercise very much!

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  6. A nice looking system and a great report...sounds very interesting!

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  7. Great looking game

    https://www.10mm-wargaming.com/

    Take care

    Andy

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  8. That looks great, and a solo game really gives the chance to try some of the options, such as the assault on the hill, to find out what works.

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    1. Thanks, Lawrence. Yes, solo play allows a relaxing experience with ample time to try different approaches to solving a puzzle. I am still working on a solution for the Federal attacks...

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  9. Excellent report. I actually like the look of the wood hexes. I'll have to check out the rules.

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    1. Thanks, Ed! The bare, wooden hexes are ok? That’s good!

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  10. Nice looking game a figures Jonathan

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  11. Nice looking and very tight sounding game, it's always going to be a tough call for the Federal troops to take those positions,as you say better softening up by the Federal artillery would probably help!
    Best Iain

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    1. Thanks, Iain! I plan to give the situation another try. With many of the Confederates rated as Raw, the Federals ought to be able to push them from their defensive works, eventually.

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  12. Nice looking game Jonathan and a close result. My own personal aesthetics mean hexes don’t work for me but they give clarity for certain rules and approaches 🙂

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    1. Thank you, Matt. Hex-based games make many things easier but as you say, not for everyone. Sometimes I feel like a Grid; sometimes I don’t.

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  13. Being the sucker that I am for all ACW content, I really enjoyed this post. Fox’s gap is one of those scenarios that’s on my list to play one day. The RFF book has an interesting morning and afternoon scenarios, I just need done more stone walls.
    I like the 4” hex; seems large enough for s unit but small enough to fit the battlefield on a table. 😀

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    1. Thanks, Stew!

      The way in which I set up the game this time, the field of battle has a very small footprint making it accessible for almost the smallest of table sizes. I will have to check out the RFF scenario to see if mine is comparable.

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  14. Great story Jonathan. Th real advantage of playing solo of course is that you always win. And of course there are no arguments...one would hope.

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  15. Interesting stuff. I picked up a nunch of 4" hexes from GCT years ago, they also sell some compound hexes (2, 3 and 7) that may be useful in filling in the center of your game boards. I will bring a couple up the next time we game to see how well they fit in.

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    1. I will take a look at what you have.

      This is an interesting puzzle for the Federal player.

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  16. An interesting scenario; attacking is almost always a challenge in the ACW!

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    1. A compact scenario that I think suits solo play very well. Maybe next time the Federals can gain a victory?

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