PDA

View Full Version : AAR for Virginia 1862 - Union Perspective


CyberRanger
06 Jun 03, 16:06
Union Perspective on Virginia 1862

Union player: WestPointer
Rebel player: Mad Cow
Date played: May 2003
Result: Draw

This scenario recreates the Eastern theater of the American Civil War during 1862. It is 35 turns long with one week turns.

Union Strategy:
The strategy I adopted for the Union was simple - capture Richmond via the Peninsula as rapidly as possible. I would move all available units to support the attack, leaving only minimal units to defend DC and the other Northern cities. To work, my attack would have to rely on fog of war for me to get into position and attack strongly before the Conferate commander redeployed his forces to protect Richmond.

The game would break down into three phases:
(see map)


Attack against Richmond
Retreat from Richmond
Survival along the Rapidan River

CyberRanger
06 Jun 03, 16:24
Turn 1 - Union cavalry captures Yorktown. Infantry attack Leesburg as a diversion. Reb forces push cav back into Yorktown then retreat. Reb forces threaten Harpers Ferry

Turn 2 - Union assault west of Yorktown. Force two reb divisions back. Leesburg occupied by Union forces. Harpers Ferry citizen flee impending assault.

Turn 3-4 - Rebs move back from Harpers Ferry. Is Jackson moving around through Sharpsburg? Rebs pull back to West Point on the Peninsula. Union continues attack west on Peninsula. Union concern over the safety of DC calls for leaving a division in DC instead of reinforcing the Peninsula. I hated not having this division to assist in the attack but I was growing concerned about DC vulnerability to a quick strike.

Turn 5-6: Union capture West Point and Mananass. I probe the Valley taking Winchester.

CyberRanger
06 Jun 03, 16:35
Turn 7: (April 1st) Consolidate area around West Point. Try to split Reb forces north and south of axis towards Richmond. Clean up area east of West Point so supply point can move closer to Richmond (from Urbanna to Harrison's Landing).

Turn 8: Urbanna captured by Union.

Turn 14: Major union forces 20 km east of Richmond. Smaller forces close from the north and west.

(My forces came within a hex or two of Richmond. I simply failed to save a screen shot of that!)

This would be the apex of the Union attack. With Richmond nearly surrounded, I had hope that my plan would succeed!

CyberRanger
06 Jun 03, 16:40
Phase 2 Begins

Turn 16 - 18: Union suffers major casualties in battle for Richmond.

Turn 19: News report states that Rebel corp railed in from Western theater. I'm at a marginal victory due to +125 vp points. I decide to not get my extra Corp. I know I can't take Richmond or really conduct offensive operations. I'll only take my extra Corp (and lose 150 vp points) if DC is threatened.

(Earlier in the game both players selected to move an extra division from North Carolina. I took mine as soon as possibe, turn 5, and Mad Cow followed next turn. This cost each of use 50 vp's, but balanced since we both selected this TO.)

CyberRanger
06 Jun 03, 16:47
Phase 3 Begins

I'm finally able to consolidate my defensive line along the Rapidan. It has great choke points that help me conserve my battered Army. For a few turns, I really felt that Mad Cow was going to over-run me with his fresh Corp from the west. However, I think I can hang onto a draw now.

Turn 27: IX Corp helps Union establish defensive line from Fredericksburg along the Rapidan River.

I eventually abandon Fredericksburg to trade space for time. The extra victory points were not helping me anyway. I have a number of Confederate victory hexes under my control but my casualties are keeping me from a marginal victory.

CyberRanger
06 Jun 03, 16:53
Union Summary:


My plan failed. After breaking free from the Peninsula, I spent too much time and resources clearing Urbanna and the surrounding area and capturing Harrison's Landing. A direct, all out attack against Richmond, MAY have worked. But I doubt it. However, if I'd taken Richmond, the game would have automatically ended with me getting an OV, so I decided to accept heavy casualties during the assault.

The Confederate forces are too strong and have too good of interior movement for a quick strike to succeed against a competent opponent. My opponent read my intentions soon enough to protect Richmond and destroy a significant amount of my Army. Instead of being a hero, I almost became a zero as my Army vanished under skilled counter-attacks.

If Mad Cow hadn't taken the extra Corp, he'd won a victory. I was lucky he didn't realize how weak I was at the end or the his extra Corp may have marched to DC!

This is a fun scenario. Both sides have many options and the turns are short. I suggest it to everyone as an enjoyable game that won't drain your time. There isn't armor or planes but there is a lot of manuveur room and a lot of time to develop the situation. I'd say "Give it a try!"

Mad Cow
08 Mar 05, 15:49
heh, I remember this game. It was a lot of fun. We should have at it again sometime if I can ever find my toaw disk.

:(