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vtsaogames01 Aug 2015 11:42 a.m. PST

We play tested a scenario of the Wilderness using Bloody Big Battles Thursday evening. Most of the Fencibles were elsewhere so Rick played Robert E. Lee and I was US Grant. This is a grand tactical game and the scenario calls for each base of troops to represent 2,000 soldiers or 48 guns. The Union had 39 infantry bases to the Confederate 27. The CSA infantry was rated aggressive while all Union troops were rated passive – they would be harder to activate.

The table looked like this at the start of the game.

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Warren got his corps deployed and went forward, getting into an early firefight. His troops were disrupted (yellow marker) and proved unable to launch an assault on the third turn, to Grant's disgust. The rest of the corps moved slowly and was unable to make an assault. Grant retired to his HQ in disgust.

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Hill moved up and threatened Warren's left.
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But Hancock and his II Corps came to the rescue.
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Sedgwick's VI Corps came up on Warren's right and threatened Ewell's left.
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Ewell refused his flank.
Hancock shoved Hill's troops back a short way.
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Near the end of the first day Hampton's cavalry fought Gregg's dismounted troopers.
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At nightfall both fell back out of the clearing around Shady Grove Church. Most of the Confederate infantry rallied, as did some of the Union troops.
The second day opened with Warren renewing his attack against Ewell in the hope that Sedgwick would hit the Rebel flank.
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Hancock massed his corps to assault Hill.
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Hancock's attack went in and had some success but Anderson's newly arrived division poured flanking fire in and the rest of Hill's corps rallied and came on from the front. Losses mounted.
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Back on the Union right, bungled orders (a really bad movement roll) saw a large part of Sedgwick's corps march off in the wrong direction at a good clip. The remaining troops fell on Ewell's left but without much effect.
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Hancock was in serious trouble.
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A Confederate charge saw part of his corps driven back with heavy losses. Hancock himself narrowly avoided harm at the hands of the enemy.
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On the Union left Burnside had arrived north of Todd's tavern and deployed. His troops then proved incapable of advancing to the tavern itself, which would have given me a tie. Instead they waited for Longstreet's corps to march up to confront them.
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Off in the woods Fitzhugh Lee's cavalry assaulted Gregg's dismounted troopers and after a nasty fight both units quit the field.
Heth's division attacked the badly battered part of Hancock's corps. The Union men put up a valiant fight (I rolled a 6) while the Confederates were perhaps tired from their efforts (Rick rolled a 2). This allowed the Union troops to fall back in good order while Hancock got dangerously close to the enemy. If the Union had gotten beaten worse Hancock would have been shot or captured.
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Further to the left Hampton's Confederate cavalry assaulted Wilson's troopers who were dismounted and behind hasty works. The Union men held their position. I realized afterwards that we had forgotten to resolve an assault on the Union right. Sedgwick had finally gotten his whole corps to attack Early's division. But it wasn't near any of the objectives and would not have changed the game result. There is a chance it could have increased the losses. The game ended with a tactical victory for the Confederates. No big thing really, as I would pull out and march to the left to get nearer to Richmond.

The game played slower than planned because we only had one player per side. I think this game definitely has replay value. The situation is very fluid; no two games need be the same.

We tried out most of our optional rules. The Union cavalry fought mostly dismounted to take advantage of their repeating carbines while Rick's troopers stayed mounted to use their aggressive status in assaults. I'd say the honors were even and it certainly didn't have a major effect on the game. But I got to use my dismounted troopers and horse holders.

We also used the hasty works rule which didn't have a major effect on the game but looked good. It was a nice, simple piece of chrome and I got to use my barricade models.
My optional rule for Longstreet's use of the unfinished railroad didn't come into play because Longstreet contacted Burnside late in the game and nothing was in position to take advantage of it.

Chris has tested this scenario twice. This was our first. So far the Confederates have won twice and drawn once.

vtsaogames01 Aug 2015 11:59 a.m. PST

My first attempt to post this saw a small error. When I tried to correct it, the bug hit and my AAR went somewhere else. This last correction took. Whew.

KTravlos01 Aug 2015 2:52 p.m. PST

Good game and good report!

ChrisBBB01 Aug 2015 4:46 p.m. PST

Lovely work as always, Vincent!

Anyone interested in seeing the draft scenario can find it in the BBB Yahoo group files. With four players it is a two hour game, and as Vincent says, very fluid and full of replay value. We just need to finalize the scenario specific rules and calibrate victory conditions before posting a final version.

Chris
Bloody Big BATTLES!
link
Http://bloodybigbattles.blogspot.co.uk

79thPA Supporting Member of TMP01 Aug 2015 6:04 p.m. PST

A stand equals what?

ChrisBBB02 Aug 2015 1:57 a.m. PST

Each base is 2000 men. Units of 2 cavalry or 3-6 infantry bases represent divisions or pairs of divisions.

Chris

ChrisBBB02 Aug 2015 2:15 a.m. PST

PS that 2000 per base is scenario-specific. 1000 to 1500 per base is typical for BBB games, but I have seen scenarios with troop scale as low as 250 or as high as 3000+.

Chris

Who asked this joker03 Aug 2015 5:34 a.m. PST

Another fine write up Vincent. Sounds like history repeating itself through this scenario. Union lose but bleed the Confederate manpower just a little more.

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