GTC #2 Replay

May 28th

May 28th sees heavy rains, turning the roads to mud. The V and VI corps tighten the Union line north of the Newfound River (actually a creek in game terms). Hancock's corps starts to move north as well behind the Union line but doesn't make it far in the mud. Anderson's division moves west from Hanover Junction to join the main army and Wilcox's division leaves a substitute in the trenches south of the Newfound River and moves north of the river to reinforce Heth's division. Johnston's division is stuck south of the South Anna and destroys the Bowel's bridge. Sheridan's cavalry withdraws down the Peninsula and is followed closely by Stuart. Hoke's division sticks around Richmond in case Sheridan decides to double back. Baldy Smith, Hinks' and Weitzelman's division along with a cavalry brigade amphibiously move from Bermuda Hundred to Fort Monroe (20 MP overall). Burnside's corps begins to move south from Bowling Green towards Hanover Junction.

28 may
Positions at the end of May 28th.

Rain obviously doesn't help the Union cause but at least the turn didn't end early! A movement to the south off the Confederate left flank would be a more aggressive maneuver. However, due to the rain such a maneuver would have been difficult. It is possible that the Union army would have been trapped in Goochland County during the next Strategic Cycle and out of supply. As it is now, the Union is maneuvering north to make the Confederate forts south of the Newfound River useless. Because the Union didn't build a depot on a landing during the last Strategic Cycle, the Union can transport 22 MP per turn or 40 per cycle. The XVIII corps is heading to White House landing in order to guard a Union depot for the next Strategic Cycle. Sheridan's cavalry is entrusted with keeping the landing clear until the XVIII corps arrives on board.

May 29th

The weather clears on the 29th and the Union army is on the move. Hancock's II corps moves from its position on the Union right flank behind the Union army towards the Confederate right flank. The march takes the troops first north and then east. The VI and V Corps follow. Lee reacts by stretching the Confederate right flank, sending Ewell and his two divisions eastward. Longstreet's corps is then ordered to move behind Confederate lines to take up the extreme Confederate right flank. Old Pete gets the slows, rolling two 1s. Coupled with Confederate Command Paralysis, the I Corps only makes 4 miles with two fatigues. Around this time, Burnside and the IX Corps make an appearance on the south map. The IX marches for three consecutive initiatives and pulls into a vacant (but burned) Hanover Junction. The Union VI Corps pushes east while the II Corps makes contact with Early's Corps behind Little River. The V Corps is ordered to counter-march to probe the Confederate left flank, held now by Heth and Wilcox's divisions. Warren attacks at +1 with a 1Dr/1Da result and pushes back Wilcox's division. Two initiatives later, the turn ends again on a double-1.

29 May
May 29th: Warren, with Griffin leading the charge, assaults Wilcox (Lee's hex).

Grant is attempting to slide around the Confederate right flank as he did repeatedly in the historical campaign. These sliding maneuvers were usually performed much like this one. The Corps on the end of the line opposite the line of advance would move first, behind the rest of the army and take up a new position on the other side. In doing so, the army would slide to the Union left looking to get around the Confederate right flank. As is the case here, Lee used his interior lines of communication to prevent a successful turning of the flank. However, the maneuver in this game as in the real campaign is designed primarily to force the Rebs out of their fortifications and it works. The Union is denied the opportunity to fight before the Rebs can dig again by another early end to the day. The Confederates are in a good defensive position behind the creek (Little River) but the arrival of Burnside makes their flank vulnerable.

May 30th

Lee realizes that his position is tenuous and uses an Army leader activation so that the entire ANV can break contact with the Union army in one activation. Above average movement rolls and a string of initiatives allow the Rebels to move south unmolested to the safety of the South Anna River. Hancock's II Corps pursues and crosses the South Anna to the west of the main Confederate army. The V Corps moves up to the fords guarded by the center of the Confederate line while the IX Corps moves up to the fords on the Confederate right near Hanover Junction. The VI remains in reserve and rests.

Down on the Peninsula, Sheridan's troopers withdraw slowly towards White House Station. The Confederates do not make a move towards the landing. The first of the Union troops begin arriving by river: Hinks' division (6MP) and a cavalry brigade (2MP). Brooks' division (12MP) failed to embark. You need three fatigues to move from Fort Monroe to White House Station so you only get one embarking attempt.

30 May
Positions at the end of May 30th. Both armies started the day near the top of the picture at Little River.

Lee's position was not only flanked but lacked a decent road network south. Any defensive position in GCACW needs to take into consideration the road network. You want to be in a position where the road network makes it difficult for your line to be flanked and were your units can move away from the enemy if you are flanked. Behind the South Anna is a better position because the Union army either has to move to the Confederate right and cross the Pamunkey twice (once to go the east side of the Pamunkey and then again to move to the south or west side) or move to the Confederate left through Goochland and Henrico counties. Union units in either of these counties will be out of supply during the upcoming strategic cycle. Except for the conflicts in the Wilderness, there has been little fighting in this game. This seems to be working to the Confederate advantage so far. The Reb army is not worn down and the Union replacements have yet to be a major factor. If the Union could only get a few long days of clear weather...

May 31st

Another short day for the Union. The Confederates take the first few initiatives and withdraw the III Corps towards Richmond. After the Union VI Corps makes a single march south towards the South Anna, the turn ends on another double-1.

In addition to slowing down the march to Richmond, this early end is particularly devastating for the Union. It cost the Union 13 VPs because they were unable to move units into the county seats in Hanover and New Kent Counties. In addition, Brooks division is unable to amphibious move to New Kent County and will be stuck at Fort Monroe for some time.

May 31st Strategic Cycle

Hill recovers from his illness. The Strategic Event is "Strong Confederate Logistics." The Confederates receive 3 replacements which are attached to Johnson's division. Two Union replacements join Sigel's command; two join the V corps. So far the Union unreplaced losses are: 52 losses - 30 replaced = 22 unreplaced. The Union rolls a 5 (x2 for 10 replacements). All ten are assigned to the AoP. The Confederates' Valley reinforcements arrive as does Hunter to take over Sigel's command.

Both side theaters are passive, so Union troops don't move. In the Valley, Breckinridge allocates his forces to defend Lexington and Lynchburg from Hunter's troops in the north and Crook's force in the west.

The Union places a depot at White House Station in New Kent County and flips the Union Navy marker to Transport Supplies. All forces are in supply. Hunter receives a command point and goes active; Butler remains passive.

Losses stand at 52 to 27 in favor of the Confederates. The Union needs to roll an 8 or more to continue the game with a +3 drm. The roll is a 9 and the game continues.

The Union depot in New Kent County will be completed next cycle and provide supply into Henrico County. The consequence is that Brooks' division (12 MP) is too big to move amphibiously and can't detach a smaller substitute. Thus, Baldy Smith is left with 8 MP to defend the depot along with Sheridan's cavalry. Things are starting look like a Rebel victory unless the Yanks get lucky on the game end rolls and then some.

At the end of the cycle, the victory point situation is as follows:

Victory Points
ReasonVP
Control of Caroline County, 3 cycles+9
Control of Staunton, 2 cycles+6
Destruction of dismantled depot+10
Confederate losses, 27 MP+81
Union losses, 52 MP-104
Total+2

And the off-map situation is as follows:

Bermuda Hundred Theater
LocationForces
Bermuda HundredUnion; Butler, 15 MP
City PointUnion; 30 MP
PetersburgConfederate; Beauregard, 12 MP
PWJConfederate; BR Johnson, 8 MP

Valley Theater
LocationForces
StauntonUnion; Hunter, 17 MP
CharlottesvilleUnion; 6 MP
LexingtonConfederate; 9 MP
CharlottesvilleConfederate; Breckinridge, 12 MP