GTC #3: Session 5
May 25th & 26th
The primary Union objective on the 25th is the escape of Sheridan's force. A Union Command Paralysis result and five consecutive Confederate initiatives don't help the cause. Stuart crosses the Pamunkey and nips at the heels of the retiring Federals in hopes of disorganizing them, which is what happens to Custer and Davies who voluntarily retreat north. Sheridan pulls his force behind the Mattapony and leaves Davies to his fate. Stuart's cavalry is too tired to continue pressing and a double-1 ends the turn as Grant declines to extend it in order to protect Sheridan.
Command Paralysis continues for the Union but they win the first initiative and Davies escapes north. Stuart gives up the chase as Sheridan's force is too far north and is getting close to infantry support in Caroline County. The ANV is still in southern Caroline County and will go out of supply in the next strategic cycle. Early pulls the II Corps out of line and retires to Hanover County. Longstreet pulls back as well behind the North Anna. The V Corps advances into the hole left by Early and threatens to cut-off Wilcox's division near Poor House. Another double-1 ends the turn, this time with Lee failing to extend the turn. The III Corps is the furthest from the county border and has not moved yet.
May 27th
The first two initiatives go blue and Hancock slides between Wilcox and the rest of the Confederate army to the south. Wilcox slides away and the III Corps gets two 6s for movement and is able break contact with the Union. Some of the III Corps division march to F4 but they make it into Hanover County. Confederate cavalry begin to destroy the ferries over the Pamunkey down river from Hanover Junction. For the Union, the VI corps, followed by the II Corps move down the Pamunkey. The V Corps remains near Chester Depot. In a one of the games longest turns, the Union brings up several rear area garrison units (IX and XVIII divisions, cavalry regiments and some subs). Double-1s end the turn after Lee fails to extend the turn. All Union units are at F2 or F3.
May 27th Strategic Cycle
- LEADER RECOVERY:No leaders are ill, so no effect.
- STRATEGIC EVENT:Leader Falls Ill. Pickett is selected but since reorganization has occurred, no effect.
- REINFORCEMENTS:The Confederates receive two replacements which are sent to Pickett. For the Union, six replacements arrive in the Valley. Only 2 are rolled for the next cycle and both are designated to the AoP.
- VALLEY:Hunter attacks Breckenridge in Staunton at 17:7, +0/+1, +0/+1 for a net result of 2 Union losses and a defeat.
- BERMUDA HUNDRED:Butler is passive and no movement occurs.
- DEPOTS:No depots are placed or dismantled
- SUPPLY AND AMMO:All units are in supply.
- UNION COMMAND:Bulter goes passive, Hunter remains active.
- VP'S:+3 for Port Walthall Junction. The overall VP level of -44.
- END GAME DR:Not until May 31st.
May 28th to May 31st
On the 28th, Command Paralysis strikes the Union again. However, the Yanks only get six initiatives total between the 28th and 29th turns (dreaded double-1s end the turns early). The Union use their initiatives to continue the slide around the Confederate right flank. Longstreet pulls out of the Confederate left west of Hanover Junction and strategic moves to Atlee's Station. May 30th is a full length turn, but the Union is once again hampered by Command Paralysis. Sedgwick's VI Corps crosses the Pamunkey at Bassett's Ferry which is one of the few ferries on the Pamunkey not destroyed. The Union II and V Corps continue to move down river but do not cross. Longstreet moves to Polly Hudley's and rests while the Confederate III Corps begins to slide down the Pamunkey. Early's II Corps remains entrenched around Hanover Junction. May 31st proves to be the shortest turn of the game. Longstreet moves once towards Sedgwick's bridgehead and then the turn ends.
May 31st Strategic Cycle
- LEADER RECOVERY:No leaders are ill, so no effect.
- STRATEGIC EVENT:Johnston wins big.
- REINFORCEMENTS:The Confederates receive three replacements sent to Lee's army. Two replacements arrive in Sedgwick's corps on the front line and the Union rolls a 6 (x2) for the next cycle. Eight replacements are designated for the AoP and four for the Valley.
- VALLEY:Hunter attacks Staunton again at 15:7, but is repulsed with a major defeat (+0/-1 F/1D).
- BERMUDA HUNDRED:Butler is passive and no movement occurs.
- DEPOTS:No depots are placed or dismantled
- SUPPLY AND AMMO:All units are in supply.
- UNION COMMAND:Bulter goes active, Hunter goes passive.
- VP'S:+3 for Port Walthall Junction. The overall VP level of -40.
- END GAME DR:Current losses are 77 for the Union and only 23 for the Confederates, so the Union needs an unmodified roll of 8 to continue. The game end dr = 8 and the game continues.
June 1st
Hancock's II Corps advances across the Pamunkey to support Sedgwick. Longstreet brings up the rest of the I Corps and contains the Union bridgehead. Hancock and then Sedgwick attack the I Corps but fail to dislodge the Rebels (+2 attacks ending in -1 and +1 failures). Sheridan's revamped cavalry corps crosses the Pamunkey at William's Ferry (downriver from Sedgwick). The V Corps remains north of the Pamunkey but in supporting distance of Sedgwick and the IX Corps begins to move towards Hanover Junction. On the Confederate side, Hill's corps slides downriver covering the crossings between Hanovertown and Sutton's Ferry. Early's corps withdraws from Hanover Junction to the South Anna River. Double-1s end the turn when Lee fails to extend it.
June 2nd
Hancock launches a pre-dawn assault lead by Emory Upton's crack unit against Pickett's entrenched position. The attack routs Pickett (+5/+6 2DR/1a) and pins Kershaw against the river. Grant gets another initiative and instead of surrounding Kershaw, Hancock attacks. The grand assault die roll comes through and Kershaw is routed (+8/+5 2DR/3Ea +1 retreat loss). Union forces are too disorganized and fatigued to effectively follow-up on their attacks. Longstreet reforms a line with the rest of his corps behind Madequin Creek. Warren's V Corps crosses the Pamunkey at Piping Tree Ferry. Lee responds by sending Hill's corps to support Longstreet and extend Confederate right south towards the Chickahominy River. Stuart's cavalry is pulled from its positions along the Pamunkey fords to guard the key cross roads to Cold Harbor. Sheridan's cavalry move to engage the Confederate cavalry.
WH Lee's division (a single brigade) holds the extreme Confederate right at Despatch Station. Sheridan moves in and attacks WH Lee four times and fails to dislodge him (four +2 attacks ending in two +0 and two +1 results). On the final attack WH Lee withdraws but all of the Union cavalry is spent. Early withdraws towards Richmond to form Lee's strategic reserve. Burnside's IX Corps crosses the Pamunkey and Baldy Smith's XVIII Corps takes Hanover Junction.
June 3rd
The Confederate line runs north-south from Newcastle Ferry on the Pamunkey to Barker's Store on the Chickahominy. Grant approaches the center of the line with the II and VI Corps. Longstreet's corps starts to entrench. Hancock attempts to break-up the line by launching a grand assault against Field's position on the Confederate right at Black Creek Church (+1/+1 D/3D). Unable to set-up any efficient attacks, Grant brings up the V Corps to support the Union right. In the rear areas, the IX Corps advances cautiously from Hanover Junction to Ashland. Early covers Richmond with two divisions and sends Rodes towards Lee's position along the Chickahominy.
At this point it was late in the day and we decided to attempt the game end die roll even though we were not at the June 4th Strategic Cycle. The Union needed a 10 to continue the game but rolled a 9, ending the game in a Decisive Confederate Victory.