Ponder | 15 Feb 2016 11:54 a.m. PST |
Howdy, Shown below is a first cut at a campaign map for the Tullahoma Campaign of 1863.
More to come… Ponder on, JAS
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ChargeSir | 15 Feb 2016 12:36 p.m. PST |
Looks good, what did you use to produce it? |
Ponder | 15 Feb 2016 12:42 p.m. PST |
Campaign Cartographer – JAS |
GoodOldRebel | 15 Feb 2016 4:32 p.m. PST |
I look forward to seeing how this turns out! Pivotal campaign and a masterpiece of maneuvre. |
Cleburne1863 | 15 Feb 2016 5:17 p.m. PST |
I would narrow the map. Cut off Columns 1-4 and Rows 10-12. Since the AotC started at Murfreesboro, no need to show Nashville. I ran this campaign once. Just my opinion. :) |
Ponder | 16 Feb 2016 6:57 a.m. PST |
Howdy, You seem to be wanting to limit the campaign to its historic outcome. What if numbers had been more even? The plateau limits the eastern flank, but having the room south of Nashville for maneuver seems important. Wasn't Bragg very concerned about his left (western) flank? To the point, where his right was exposed. If you let General Table Edge cover the Confederate left, why wouldn't they shift right? I try to let geography limit the map. Then players are then free to maneuver as they see fit. I'm just getting started on this, still lots to do. Thanks for the initial comments. Ponder on, JAS
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Cleburne1863 | 16 Feb 2016 7:25 a.m. PST |
"What if numbers had been more even?" Ah, you are going for a fictional what-if. Looks good then. Carry on. :) |
Ponder | 16 Feb 2016 7:44 a.m. PST |
Howdy, Probably try it several ways. Starting with the historical, but numbers tell (67,000 to 47,000). It's hard to see the Confederates having much chance straight up historical. Point-to-point movement makes so much sense for making campaign play more straight forward. Ponder on, JAS
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Ponder | 16 Feb 2016 12:34 p.m. PST |
Howdy, Thinking that the maneuver units on the campaign map will be infantry divisions, and cavalry brigades. Ponder on, JAS
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vtsaogames | 16 Feb 2016 3:46 p.m. PST |
Are you going to have hidden and/or dummy units? |
Ponder | 17 Feb 2016 6:17 a.m. PST |
Howdy, I expect to play the campaign portion as referee. Players will only know what scouting and proximity provide. Currently thinking players should represent Corps and Army Commanders. So each player would move/order about four units on the campaign map. Prior experience has typically one, maybe two campaign turns in a month. Goes fast with no contact, but slows down when battles occur. I'm still working on this, it will be better formed in a month or two. Ponder on, JAS
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Bill N | 17 Feb 2016 10:10 a.m. PST |
I like the idea of having the larger map to work from. One of the "Wat Ifs" of the campaign was the possible participation of Buckner's East Tennessee troops. The larger map allows for different ways that Buckner could have participated. |
donlowry | 17 Feb 2016 10:17 a.m. PST |
If you're going to include Buckner, you have to include Burnside. |
Ponder | 17 Feb 2016 10:38 a.m. PST |
Howdy, … and pretty soon, with all the 'you must includes,' you have the whole war. Can also look at it another way. If you don't include the Union Reserve Corps, then it's about 55,000 to 45,000. The Confederates do have a cavalry advantage if Forrest is not detached. Working the OB and an alternate point-to-point map currently. More to come … Ponder on, JAS
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Bill N | 17 Feb 2016 2:03 p.m. PST |
I would agree you have to CONSIDER Burnside, but I don't believe you necessarily have to include him Don. The plan for Tullahoma on the U.S. side as I understand it was that while Roscrans was moving against Bragg, Burnside would move against Buckner. Burnside couldn't launch his invasion in part because his troops had not been returned from Vicksburg. If Burnside had attacked, he would have been off the map to the northeast, but he would have tied up Buckner's troops and perhaps drawn troops away from Bragg. On the Confederate side the plan was that Buckner would move to assist Bragg. Buckner didn't do so in part because he was dealing with a cavalry raid. If he had acted as Bragg hoped, he would have been within the area of this map. The logical thing is therefore to have Burnside be a variable that determines whether Buckner participates in the campaign and whether Bragg might have to detach other troops, while also allowing for the possibility of Buckner actively and directly participating as Bragg had hoped. |
Ponder | 18 Feb 2016 6:49 a.m. PST |
Howdy, Updated point-to-point map for play. Still in draft form.
More to come … Ponder on, JAS
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donlowry | 19 Feb 2016 10:22 a.m. PST |
Ponder, that map should include the Elk River! |
Ponder | 19 Feb 2016 11:20 a.m. PST |
Howdy, Note the limited N-S movement lines between rows 2 & 3, rough terrain, and west of Winchester-Tullahoma. It's in there. Ponder on, JAS
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Ponder | 26 Feb 2016 11:19 a.m. PST |
Howdy, Just posted a campaign outline, map, and order of battle to the yahoo Volley & Bayonet group. I expect it to be similar to my recent Shenandoah Mini-Campaign. Ponder on, JAS
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steve1865 | 26 Feb 2016 5:58 p.m. PST |
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Ponder | 27 Feb 2016 8:45 a.m. PST |
Howdy, Battles fought using Volley & Bayonet. The campaign rules are my own, similar to those used in the soon to published "A Storm in the Valley – 1862" scenario book. Ponder on, JAS
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Ponder | 02 Mar 2016 9:02 a.m. PST |
Howdy, We have players for all five corps command slots. The campaign will be international in nature with player from the US and Europe. More to come … Ponder on, JAS
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Yellow Admiral | 02 Mar 2016 6:44 p.m. PST |
Any in the SF Bay Area? I'd be happy to help play the battles. :-) - Ix |
Yellow Admiral | 02 Mar 2016 6:46 p.m. PST |
I like the style of your first draft map better than the more abstract second draft map (except the railroads should be a different color). Why the switch? Not really a criticism, just curious. - Ix |
Ponder | 03 Mar 2016 11:17 a.m. PST |
Howdy, The point-to-point (adstract) map will make the campaign easier to run, and that is the most important reason. If you are interested in running some of the campaign battles in Volley & Bayonet, drop me a line. My email: je sc ar bo AT ya hoo dot com – drop the spaces. Campaign commanders from Norway, Tennessee, Minnesota (I think), Denmark, and Illinois (I think). So none from the west coast (are there really wargamers out there?). Ponder on, JAS
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Ponder | 03 Mar 2016 2:40 p.m. PST |
Howdy, I start with the actual geography to get a feel for the places and distances, taking a look and significant terrain features. For example the Duck and Elk rivers. They don't show up on the final map, but their presence influences the connections and rough terrain. My two cents, anyway. Ponder on, JAS
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Ponder | 04 Mar 2016 7:54 a.m. PST |
Howdy, I had some questions on the Tullahoma Campaign, copied below: Some questions that maybe everyone would want to know the answers to: JAS: First, as referee, I reserve the right to be an arbitrary asshole. 1. How many turns long is the campaign? JAS: Assuming 3 day campaign turns, I think 10 turns should work, represents June 1863. 2. I see victory point locations – what are those worth? JAS: I was waiting for this question. VP for capturing terrain per star as noted, also VP for each enemy infantry div or cavalry brigade reduced to half strength or less. CSA wins VP ties. 3. Do troop losses matter? JAS: Yep, see above. 4. I guess truly the question is "What counts as a win?" JAS: This is a tougher one. If you have have fun playing, you win. No other conditions apply. Otherwise see VP discussion above. 5. Battles are by troops in the same box, right? Can troops from adjacent boxes reinforce? At some delay? Or not at all? JAS: I have been pondering this one. I think I'll go with the Shenandoah mechanic for battles (see below). Reinforcements will mostly depend of turn orders, and how the referee feels at the particular time in question. If you start adjacent to the battle, and say in your orders you will march to the sound of the guns, you will likely reinforce. If you start farther away from the battle, you are less likely to reinforce. Elaborating: To attack must begin turn adjacent to enemy at start. However, if both sides are moving, moving forces may run into each other and cause a battle. 6. Is the two division attack limit in rough terrain absolute or can a side reinforce from adjacent to eventually arrive at more than two divisions? What about if attacked from more than one direction? JAS: two per road, so converging roads increase. 7. Command radius is for Army and Corps commanders, right? Divisions don't command themselves? JAS: Division command only on the table top. On the campaign map, only Army & Corps Commanders provide command. 8. Supply Depots have to daisy chain to the original supply source? Or truly independent? JAS: Daisy chain back to source. 9. Can units entrench or fortify? How? JAS: As in Shenandoah, include it in your orders. Hmm. Is there actually a set of campaign rules that covers all this stuff and I just haven't seen it because I wasn't a campaign commander before? JAS: For this there is only the campaign notes provided. In these answers I have also referred to the prior Shenandoah. Ponder on, JAS
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Ponder | 22 Mar 2016 9:39 a.m. PST |
Howdy, The players have made their initial deployments, and we're starting play. More to come … JAS
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donlowry | 22 Mar 2016 9:52 a.m. PST |
So none from the west coast (are there really wargamers out there?). I'm in California. |
Ponder | 22 Mar 2016 10:43 a.m. PST |
Howdy, LOL. I don't run into many west coast wargamers; I was trying to make an attempt at humor. Obviously failed. I'll post additional updates on the campaign as the situation progresses. Right now, both sides are in the dark about the location of the other's forces. The Union has been told the Confederate army is massed at Tullahoma. The Confederates have been told the Yankees cover the ground like locusts between Murfreesboro and Nashville. We'll see how it goes. Hopefully, much fun. Ponder on, JAS
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