With nothing significant planned over the Easter break I decided to finish the project. And finish it I did. I was pleased with the result and thought why not a parade, but then I though why not go one step further and get them on a table...why not play a game.
I decided to play something from the very late war, in April 1865. So the background story is that when Lee abandoned Richmond on 2 April the various units of the Army of Northern Virginia headed west by a number of roads towards Amelia Courthouse where they would be resupplied before moving south to link up with the only other Confederate army of any strength left in the field, Johnston’s army in the Carolinas. The Union army, spearheaded by Sheridan’s cavalry, pursued. My game is a fictional scenario, in which a weakened Confederate division has taken a wrong turn and finds itself too far to the south. When the commander realises his mistake and turns back to he encounters a Union cavalry brigade in the grounds of Morgan’s Farm.
Now the Union cavalry commander is confused by the appearance of the Confederates. Although contact with the retreating enemy is yet to be established, all indications are that they are heading the west, not south, so the appearance of Confederate troops from this direction rings alarm bells. Has that wily old Gray Fox Robert E Lee tricked the Union command and this is an attempt to strike the flank of the dispersed Union army? The brigadier prepares for a hasty defence and put an urgent call out for reinforcements.
The opposing forces are:
First Brigade - 3 regiments (2 standard, 1 small)
Second Brigade - 4 regiments (2 tiny, 1 small)
Third Brigade - 2 regiments (both standard)
Fourth Brigade - 4 regiments (2 small, 2 standard)
Cavalry Brigade - 3 regiments (1 tiny, 2 small)
1st Brigade - 5 regiments (1 tiny, 2 small, 2 standard)
2nd Brigade - 4 regiments (2 small, 2 standard)
3rd Brigade - 4 regiments (2 small, 2 standard)
Since this is a solo game I added a few programmed elements. First is that the Union reinforcements must dice to come on from the third turn onwards. On that third turn they roll 1xD6 and a score of 4+ will indicate that something will arrive. That score to arrive will change on turn four where a 3+ is required and subsequent turns a 2+. Once it is determined that something will arrive a second D6 is rolled - a 1 or 2 will mean the arriving unit is the 1st Brigade, a 3 or 4 the 2nd Brigade and a 5 or 6 the 3rd Brigade. Then a third D6 is rolled an a score of 5+ means that the whole brigade arrives at once while any other score means that only half the brigade will arrive that turn and must continue to dice to arrive. The Union cavalry are armed with repeating carbines that allows each unit one additional dice when firing.
The Confederate have some limitations too. The Third Brigade consists of two regiments made up of several consolidated regiments that have largely lost their esprit de corps and are treated as raw troops. The whole force is short of ammunition and must roll 1xD6 for ammunition exhaustion every time they fire, a 4+ indicating that they are low and for every turn thereafter that will roll half the number of dice that they normally roll.
So to the game. Note that in the description of the action that follows Confederate Brigades are referred to by their name in full (e.g. First Brigade) and Union brigades are referred to in the abbreviated form (e.g 1st Brigade).
The table is 1200m x 1800mm and the Confederates will enter on the road at the bottom left and exit top beyond the hill and the farm. The Union troops will enter from the right on road at the far end of the table.