GCACW Beginner’s Tutorial
Lesson 1 Replay, Kelly's Ford

Trevor Bender designed Kelly's Ford specifically for introducing the GCACW series to new players. It is published in The General (Vol. 31, No. 4, pg. 7-8) and online here. Before we get started, download the scenario or grab your old copy of the General and set-up the units using the SLB map and counters.

A couple of scenario specific rules should be pointed out before we begin. First, Union forces can only cross the Rapidan at Kelly's Ford (SLB 2618-2718) and neither side can cross the Mountain Run Fords (2418-2419 and 2519-2419). Since major rivers are impassable except at fords or bridges, this means that as Union forces cross at Kelly's Ford, they are boxed in by the Rapidan and Mountain Run. Additionally, units crossing Kelly's Ford have to deal with the Rebel rifle pits that make the crossing unusually tough. The River-Crossing Table only appears in this scenario and was included to make the scenario more interesting and variable. The third special rule is cavalry charges, a rule that is normally only employed for the Brandy Station battle in SLB. Finally, for this scenario, we will be ignoring the effects of artillery on combat. If you set-up the pieces, you should be able to follow the replay blow-by-blow. I will use the unit designations printed on the counters even though the historical units might differ (as noted in the scenario set-up).

Sargent (F1; 3117) marches (2dr=10 movement points) to Kelly's Ford. River Crossing dr=6, continues on to 2517 (going off road). Sargent to F2 due to the River Crossing results (an "f").

Nomenclature: When a unit is activated, the units new fatigue level and its starting hex location are in parentheses. For example, Sargent (F1; 3117) means that Sargent is activated, goes to Fatigue level 1 (prior to being activated Sargent was at Fatigue level 0) and is currently situated in hex 3117.

Gregg (F1; 3117) marches (2dr=8) to Kelly's Ford. River Crossing dr=6+2, continues on to 2417. The rifle pits are destroyed on the crossing die roll so Union forces can cross unimpeded from now on.

3VA (F1; Culpeper) marches (2dr=9 +1confederate = 10) with Stuart to 2317 to join F Lee.

F Lee (F1; 2317) marches (2dr=8 +1 = 9) and makes a prepared attack vs. Gregg(2417) using 8 movement points. Since Stuart is stacked in the same hex as F Lee, Stuart's tactical rating is used (see 7.4 Tactical Modifier, last paragraph). The ratio is 2:2 so the overall modifiers to the Confederate (attacker) die roll are: +0ratio +1tactical +1type = +2. The Union wins the die roll by 1 so the net result is +1--a D for both sides. Both F Lee and Gregg are Disorganized and at F4. No retreat is required and Gregg does not voluntarily retreat so both units remain in their hexes.

Nomenclature: To describe an attack, I will usually list out the modifiers to the attackers die roll, combining both attacker and defender die roll modifiers (any positive modifiers for the defender become negative modifiers for the attacker; negative defender modifiers become positive attacker modifiers). After the total modifier, the net result is presented so you can infer what the die diffential is. For example, +0ratio +1tactical +1type = +2/+1 D/D means that it was a +2 attack before the dice were rolled and resulted in a +1 after the rolls (i.e., the defender rolled one higher than the attacker). Both sides suffered a D result with no casualties.

kelly ford 1
Initiative 4: F Lee's attack on Gregg.

3 VA (F2; 2317) marches (2dr=6 +1 = 7) one hex to 2316 (with Stuart along for the ride). This is to defend a possible move by Sargent of 2517-2416-2415-2315-2215 to the VP hex. Such a move would require two marches by Sargent but the 3rd VA's move makes it impossible instead of just improbable.

The Confederates pass. The Union activates diCesnola (F1; 3307) who marches (2dr=10) to 3114.

The Confederates pass again and the Union activates diCesnola (F2; 3114) again who marches (2dr=7) to 2718.

McIntosh (F1; 3117) marches (2dr=8) to 2518 across Kelly's Ford.

McIntosh (F2;2518) marches (2dr=7) via 2418 to 2318.

McIntosh (F3; 2318) marches (2dr=9), extended march (dr=5 +1Union = 6 D) to 2216 (see path below). McIntosh disorganizes on the extended march (so McIntosh's manpower counter is flipped to its disorganized side). A quick look at the VP conditions and recognition that McIntosh can move one more time will tell the discerning reader that there was a much better move for McIntosh, but I'll leave that for you to figure out! This move is better for teaching purposes as it turns out.

kelly ford 2
Initiative 10: McIntosh swings behind F Lee. McIntosh begins in the hex with Fatigue level 3 marker. Numbers indicated cumulative movement points spent in each hex entered. The first hex costs 4 (3 for clear +1 for exiting a ZoC).

3 VA (F3; 2316) marches (2dr=5 +1 = 6), extended march (dr=1, ne) to 2215. Stuart has to protect the VP hex from McIntosh.

The Confederates pass. diCesnola (F3; 2718) marches (2dr=12!), extended march (dr=1 +1Union = 2 ne), to 2417 and launches prepared attack vs. F Lee. The ratio is 2:1 (F Lee is disorganized so his combat value is 1), so the overall modifiers are: +1ratio +1type +2flank (all six hexes around FLee are in Union ZoC but the usual +4 flank is reduced to +2--see 7.4 Cavalry and Flank attacks) +1charge = +5. F Lee wins the die roll by 4!, so the result is +1 D/D. F Lee remains disorganized, F4. diCesnola is disorganized and F4. F Lee voluntarily retreats to 2316.

Sargent (F3; 2517) marches (2dr=5), extended march (dr=3 +1Union = 4 ne) to 2317.

The Confederates pass. McIntosh (F4; 2216) marches (2dr=8), extended march (dr=3+1Union+1F4=5 ne), to 2116 via 2117-2016. With the remaining 4 movement points, McIntosh tries a normal attack against Stuart. The ratio is 1:1 so the modifiers are +0ratio, -1tactical, +0type = -1/+0 D/D so both units are disorganized and F4.

Sargent (F4; 2317) marches (2dr=9), extended march (dr=3 +1Union +1F4 = 5 ne), marches in place and makes a prepared attack vs. F Lee. The ratio is 1:1, so the modifiers are +0ratio, +0tactical, +1type = +1. The Rebs win the roll by 4! The result is -3 -/1D and Sargent is eliminated.

kelly ford 3
Initiative 15: Sargent's brigade is wiped out in the final activation of the turn.

Aftermath

The game ends with VP total of -1 VP (-1 for Union manpower losses, no other VPs awarded) which is a Substantive Confederate Victory . Both sides could have played better. F Lee's attack was premature and left the Confederates with only one unit to react to 3 Union units. The Union failed to take advantage of this by not putting more pressure on both the VP hexes. As recommended in the scenario notes, starting diCesnola's brigade with the rest of the Union force will help the Union. Since this is quick you can replay it a few times and with the variance created by the river crossing, multiple playings are worthwhile.