The Corlears Hook Fencibles played the Shiloh scenario of Bloody Big Battles last night. Rick and Ken played the Union and I the Confederates. That makes three times in a row and I can't wait for Bill, our resident Rebel, to get back in town so I can play Yankees.
The scenario is set on a small table, 4 X 2.5 feet. Each unit is a division though a few brigades are represented. I have a few pedantic beefs about how some troops are rated in the OB and such but the scenario makes a tight game, like a knife fight in a phone booth. It's the most fun I've ever had on such a small table. Rick remarked that the scenario made more sense of the battle than accounts he'd read.
The Union can choose to deploy Prentiss' division historically or further forward as a sacrifice/speed bump. Rick opted for the historical deployment. My troops moved slowly on the first turn. All I could manage was musket fire against Prentiss rather than the pair of howling bayonet charges I wanted. The yellow felt represents clearings in the woods.
Rick's first turn saw Sherman fall back smartly.
But Sweeny's Union brigade had a morale failure and one base lit out for the hills. On turn later it would high-tail it off the table, never having seen the enemy.
Hardee advanced and his troops commenced looting Sherman's abandoned camp. This would give them -1 on movement rolls until they left the camp.
Withers failed to charge Prentiss but Ruggles moved through smartly and hit Prentiss, driving him back.
Taking advantage of the slow Confederate movement, the Union formed a line across the field.
Ruggles advanced and got into quite a bind.
Hardee attacked and drove Sherman back from his post near the Hornet's Nest.
After Ruggles gave way Breckinridge charge Prentiss, driving him back. But Hurlbut's troops fired on them in flank from the east end of the Hornet's Nest.
Clark (Polk's Corps) attacked the Hornet's Nest frontally but was stopped by heavy fire.
Hurlbut hosed Breckinridge down as Confederate artillery moved up.
Hardee took losses from Union fire and then the division gave way, one stand heading for the hills.
I had taken heavy losses and my best division had turned tail. I was worried.
Then Polk's two divisions launched a coordinated attack on the Hornet's Nest and narrowly beat Wallace.
On my left Rebel cavalry attacked McClernand's division in flank. They were seen off, though they got the Union's attention.
Sherman charged and threw Cheatham out of the Hornet's Nest.
This got him into a close range fight with Confederate artillery. Hurlbut tried to charge Breckinridge's flank but was stopped by massed artillery.
Withers finally got back into the front. He moved into the empty center of the Hornet's Nest and flanked Hurlbut.
McClernand managed to drive off two artillery battalions with musket fire as Hardee launched an all-out charge against Sherman.
The charge was a complete success.
On the other side of the Nest Withers chased Hurlbut back, inflicting losses.
The collapse of his center broke Rick's spirit and he threw in the towel on the 7th turn. There was a chance that I would fail to take Pittsburg Landing but that would be a function of my movement dice rather than Union opposition. There was only one artillery battalion blocking my route to the landing while Hardee and 5 stands of veteran infantry were ready with two turns to go. Here are pictures of the situation at game end. Unfortunately, my scratch built Union gunboat didn't get to fire a shot.
I attribute the Union loss to two things. Rick got his blood up and fought for the Hornet's Nest like that was the victory condition. When his center went there was no reserve to stave off disaster. Units that get into fights in these rules are hard to do anything else with. This is further compounded when fighting in woods. Shiloh is mostly woods. Artillery is nearly immobile in the woods, making roads very important. The more I play these rules the more I like them.