GCACW Beginner’s Tutorial
Lesson 3 Replay, Seven Pines

Set-up Scenario 4 from On to Richmond. If you don't own Otr class="evenr", Scenario 2 (The Great Flank March) from Stonewall's last battle is a good alternative. Note that there are several special rules for this scenario. The important special rules are the Confederate movement restrictions and the Union pontoon bridges which can collapse. This collapse is scenario specific--normally once you build a pontoon it can only be eliminated by an enemy unit.

1. Random Events Phase:

Rain as per scenario special rules.

2. Leader Transfer Phase:

Both sides pass.

3. Action Cycle

DH Hill activates his demi-division (march dr=2 +1[Confederate Leader in Otr class="evenr"] = 3). DH Hill transfers to Rodes.

Keyes activates Casey (march dr=3). Casey (F1; 1227) to 1327.

Heintzelman activates Kearny and Jameson (march dr=3).

Longstreet activates RH Anderson, Pickett and Art Res-1 (march dr=4 +1[Confederate] = 5).

Longstreet assaults Couch with RH Anderson (F2; 1227). Assault dr=4; 6[Longstreet's command] - 4[dr] = 2 so up to two divisions can attack but only RH Anderson was ordered. Assault on Couch: +0[ratio(13:12)] +0art[(2-4;dr=odd)] +1[tac] +1[type] +1[flank] -1[rain] = +2/-2 f/2D. Couch to F1; RH Anderson to 11MV/Disorg/F4. VP to -2.

7 Pines 1
Initiative 5: Longstreet is stuffed by Keyes at Seven Pines.

Longstreet activates Pickett and Art Res-1 (march dr=1+1=2).

Heintzelman activates Kearny (march dr=1, 2 MP minimum). Note that Heintzelman can only activate one unit in his corps due to the special Union activation rules (see 5.2). Kearny (F2; 1528) to 1428 with Heintzelman.

Hooker(F1; 1930) marches (dr=1) to 1829, making the minimum 1-hex movement (it costs 2 movement points to move along a road in the rain).

DH Hill activates Garland (march dr=1 +1 = 2). Garland (F2;1129) to 1229.

Huger (F1; 0828) marches (dr=5) to 1129 along the pike.

Huger (F2;1129) marches (dr=2) to 1228 (min 1-hex move).

DH Hill activates Garland and Rodes (march dr=6 +1 = 7). DH Hill transfers to Garland.

DH Hill activates Rodes (march dr=4 +1 = 5). Rodes (F3; 1629, extended dr=4 ne) to 1628. Garland does not project a ZoC into 1528 due to the swollen creeks during the rain. Thus, to get a flank modifier, Rodes has to stick his neck out.

DH Hill assaults Kearny with Garland (F4; 1529). Assault dr=2, success: +0[ratio(17:12)] +0[art(1:3;dr=odd)] +1[tac] +1[type] +1[flank] -1rain = +2/+1 1D/1D. Kearney to 11MV/Disorg/F4; Garland to 16MV/Disorg/F4. The long Confederate initiative streak goes for naught as the Union wins the combat die roll again.

7 Pine 2
Initiative 14: DH Hill is rebuffed by Heintzelman.

Hooker (F2; 1829) marches (dr=5) to 1729 and launches a normal attack against Rodes: drm = +1[ratio(16:6)] +0[tac] +0[art] +3[flank] -1[rain] = +3/+5 2DR/Ea; Rodes to 4MV/Disorg/Dmorize-1/F4, retreat path 1627-1527-1426 (overrides priority-1 to avoid elimination in 1526 due to the rain)-1325-1226-1225; Hooker advances to 1628. VP to -4. Trying to set-up flank attacks can backfire if you have to leave the flankers with their flank "hanging in the air" as happened here.

Smith activates Whitting and Hood (march dr=4 +1 = 5).

Smith activates Whitting and Hood (march dr=4 +1 = 5).

Sumner activates Sedgwick and Richardson (march dr=6).

Smith activates Whitting and Hood (march dr=5 +1 = 6).

Longstreet activates Pickett and Art Res-1 (march dr=2 +1 = 3).

Huger(F3;1228) marches (dr=4, extended dr=4 ne) to 1329.

The Confederates pass. Sumner activates Sedgwick and Richardson (march dr=2).

The Confederates pass. Heintzelman activates Jameson (march dr=5). Jameson (F2; 1728) to 1629.

Both sides Pass and the Action Cycle Ends.

4. Recovery Phase

Units now recover fatigue, disorganization or exhaustion. Units at F3 or F4, become exhausted. Recovery is summarized below.

Confederate
Unit Hex Pre-
Recovery
Post-
Recovery
Johnston 1227 - -
Longstreet 1227 - -
RH Anderson 1227 11/D/F4 11/De/F1
Pickett 1227 16/F3 16/e/F0
Art Res-1 1227 2/D/F3 2/De/F0
Huger 1329 18/F3 18/e/F0
Smith 1226 - -
Hood 1126 8/F3 8/e/F0
Whitting 1226 13/F3 13/e/F0
DH Hill 1529 - -
Garland 1529 16/D/F4 16/De/F1
Rodes 1225 4/DR/F4 4/DeR/F1
Union
Unit Hex Pre-
Recovery
Post-
Recovery
Casey 1327 13/F1 13/F0
Keyes 1328 - -
Couch 1328 12/F2 12/F0
Sumner 1426 - -
Sedgwick 1426 17/F2 17/F0
Richardson 1428 16/F2 16/F0
Heinzleman 1428 - -
Kearny 1428 11/D/F4 11/De/F1
Jameson 1629 5/F2 5/F0
Hooker 1628 16/F2 16/F0
Key: Manpower/Status/Fatigue level. For Status, D=disorganized, R=demoralized, e=exhausted.

5. Turn Indication Phase

On to turn 2, June 1, 1862. Walker release dr = 5, not released.

7 Pines 3
Positions at the end of Turn 1.

I'll leave the second turn of the scenario for you to play out. There are several interesting potential attacks and leader transfer at the start of the turn can set them up. The Rebs have an uphill battle but are still in it.