Wednesday 20 June 2018

Gettysburg Day One : McPherson’s Ridge

Ever ambitious I introduced another gamer to American Civil War gaming and rather than start too small I wanted to give them the spectacle of ACW. I found a copy of Wargames Soldiers and Strategy  Issue 66. Whilst I don’t get it every month I do pick up occasional copies when there is something that interests me. Issue 66 has a number of ACW scenarios from Day one at Gettysburg. The great thing is my collection has reached the stage where a number of these are now within my grasp.

Roll up McPherson’s Ridge, I have taken the scenario map directly from the magazine rather than seek permission I simply recommend the magazine to you 🙂
The scenario map which is pretty clear, the objective for the Rebels is to push the Union Forces off the high ground, to do this they need to dislodge the Iron Brigade from Herbst Woods before Col Chapman Biddle can bring his New York and Pennsylvania troops into play. As per the scenario the troops vary in quality from the veterans of the Iron Brigade and Pettigrew’s North Carolina 
Troops through to the poor Virginians under Brockenbridge.
With some fiddling about I was able to create a half decent representation of the Battlefield, it doesn’t show so much in this shot but there is a reasonable gradient up onto McPherson Ridge
The Iron Brigade have already fought I think during the day but have fallen back to this defensive position in the woods, they are slightly isolated
The Virginian troops advance towards Willoughby Run
The Veteran North Carolina Troops are already deployed in line as they reach the stream
Time is limited so the Rebels push ahead hard and they have the opportunity to outflank the woods at the McPherson Farm if they move quickly.
Close quarter firing in the centre of the line as the 26th NC cross the stream and open up on the 2nd WI
To the right of the rebel line the 47 NC are also trying to outflank the Iron Brigade but in the distance Union reserves are being pushed forward
The initial surge appears to be going well
.....but you can see both the 26NC and the 40 VA have been pushed back hopefully they will rally ?
Having come under heavy fire from Reynolds Artillery on the ridge the 47th NC veterans are also forced back (this was particularly unlucky in my view as I rolled a disastrous double 6! Causing them to flee and they didn’t rally for some time)
Suddenly the ridge is looking very strong indeed with Biddle’s Brigade now fully deployed
Things are slightly better around the farm where rebels are pouring fire in on the flank of the 7th WI who must be close to breaking
At this stage it is not going well for the confederates but all is not lost......
Rebels including the much reduced 26 NC are reforming for a second attack
Just what we needed a glimmer of hope the 24th MI wobble and are forced back
On the right the 52nd NC have made it all the way to the fence line forcing the 121nd PA back, possibly a decisive break through on the ridge, only for the 19th IN and 80th NY to turn their flank sending them back down the hill
Not giving up quite yet the rebels at the farm are still trying to muscle their way into the woods
Reynold’s Battery which has been firing down the ridge throughout the battle
Things really are starting to look bad and whilst some of the Rebels are reforming others are being forced back across the stream 
There are now really only two Rebel Regiments still in the battle
....the North Carolina Troops are spent
And from their high point the 52nd NC are falling back past an angry General Pettigrew 
Ultimately the task was too much and despite taking a hammering the Iron Brigade are able to hold onto the woods
 Hooorah Boys !

So another very enjoyable evening gaming, the scenario played well although it was always going to be tough for the Rebels who needed some luck early on, they didn’t get it with a couple of very poor morale rolls which collapsed the centre of their line. There are some more scenarios so I am sure we we back on day one some time soonish..😀

22 comments:

  1. Wonderful table and AAR - is your system using base removal for casualties?

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    1. Thanks Norm. Yes as explained on previous posts the rules are very much based on bolt action, for casualties each wound is marked by the green rings you occasionally see in the pictures, when four of these are collected then a base is removed and a morale check required. As the total number of bases reduces below a nominal five bases a minus one is applied to the morale roll, essentially representing the reduced morale as troops see their Regiment dwindling in numbers. An example would be a unit with four bases then loses another four casualties, a further base is removed and a test required at minus two, minus any additional ‘pon’ Markers and potentially minus another one if the Regimental Commander has also been lost. There is a fair chance the unit will fail needing probably less than a five. So units flee quite regularly but then have a good chance of rallying as the base reductions are not applied to ‘orders’ only morale checks. It sounds complex when you write it down but it isn’t, and it seems to give a good feel for units falling back but then coming back into the fight which of course they multiple times.

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    2. Sorry pon should be pin !

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    3. Thanks Matt, seems like a good way to initially manage the reduction in unit cohesion as losses are taken, but presumably units of just one or two surviving bases have a good chance of returning to action (rubber routers!)? Though, I can see that if they do return, they will be brittle and more vulnerable to the next round of morale checks. I’m not a fan of rubber routers, but your AAR’s, narrative and results seem to be giving pretty good results, with definitive conclusions to the games, so whatever the process, the games are working out fine. I really do enjoy wandering through your blog looking at these battlefields.

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    4. Very kind.....we also have a rule that a single base for infantry automatically flees the field. So the minimum base size is two in an Infantry Regiment. Units of two will on average have to roll a four or less to rally so they will need to be lucky to get back in the fight and won’t be very effective.

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    5. Good idea and balance to the mechanic, thanks for all the extra detail.

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  2. Splendid Matt, just splendid and your rules sure look like they do the trick.

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    1. Thanks Phil.....they seem to be working and I need to refrain from tinkering too much as that will, simply make them more complex

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    1. You’re very kind Michal thanks for taking the time to look 🙂

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  4. You set an impressive table, Matt! Always a great joy to see and read.

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    1. Thanks Jonathan I am enjoying the ACW scenarios so we will hopefully see a few more of these soon

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  5. Immersive and splendid terrain, what a great lookin game Matt!

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    1. Thanks Phil your support very welcome......😀

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  6. A fine looking game with a pleasing result!

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    1. Thanks it’s the flags that make it 😀 as to the result I blame the dice there was nothing wrong with my leadership.

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  7. A great treat for the heart and mind! I do so enjoy the ACW. The table looks good and I think does do a good job of looking like an ACW battlefield. It’s always a challenge to get one’s terrain collection to match a specific scenario.
    There are a million Gettysburg day 1 AARs out there and I honestly love all of them, but this one is now one of my favorites. 😀
    (And yes, the Iron brigade took part in the fighting in the late morning and you’re scenario is obviously based on the renewed CSA attack in the afternoon).

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    1. Thanks Stew very kind comments, I also find the ACW very compelling, I will be seeking out more in the future.

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  8. Great looking AAR, splendid as always!
    Best Iain

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    1. Very kind thanks....on the look out now for some more similar sized scenarios 😀

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