This Hallowed Ground - Game in Progress

SamB

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Here are some photos of my game of "The Second Day" at Gettysburg from This Hallowed Ground. My opponent is Mike standing in for Gen. Lee and I have the Union troops.

Gettysburg Game Photos

I will try to update this every one to two weeks with more photos.
 

Keith Todd

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Great Pics!!

This should be an interesting play to follow. I take it you are using regimental loss sheets as I do not see any strength markers.

Looking forward to more!

Keith
 

SamB

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Great Pics!!

This should be an interesting play to follow. I take it you are using regimental loss sheets as I do not see any strength markers.

Looking forward to more!

Keith
Yes, we're using regimental loss sheets. I can see both positive and negative in that. :(

We have loss sheets, orders, the "resolution" worksheet all on laptops at the game table. We've found some things still work better as paper printouts. (game charts, sometimes a rule lookup is easier on paper...

It will be interesting to see how this turns out. I strongly suspect that my opponent has brought Longstreet back to life, and made Lee feel like his old self again. (both for Victory Point penalties). Of course, I can't say what options I've choosen. "The e-walls have ears!" :halo:
 

Keith Todd

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Yes, we're using regimental loss sheets. I can see both positive and negative in that. :(

......
I can see both negative and positive too. But I usually play with brigade losses and straggler recovery using the strength counters. At first, I was concerned about stacking but soon realized CWR hardly has a stacking problem for the most part, especially since you can only fire 8 sp's anyway. By using k-markers to show which regiments were wrecked I found this system easier flowing and still made for a great game. For an opponent other than myself I would not use the k-markers but.. An idea that really fascinated me was watching a game at monstercon where the morale markers were not used but different colored k-markers were placed. This makes for much easier picking up and the top unit still mainly shows.

Keith
 
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Raising the Dead

Sam, actually I have chosen to raise Stonewall from the grips of death, not Longstreet, however I will consider this to be a generous offer on your part to allow Longstreet a resurrection later in the game if the need should arise.

Somewhere I have screwed up and gotten a couple of brigades out of command range, so I'll fix this on my 4:45 turn, however it means criss-crossing the 2nd Corps again so I'm sure they are starting to have doubts about their commander. The nice thing is the non-complinat moves didn't create an advantage so no harm no foul.

Doles is still managing to wage a very effective attack, and Longstreet is still on the move with Barksdale and Robertson (Texas) brigades actually using a forced march (I think you would have to be very desperate to use the 2nd forced march allowed per a turn). AP Hill continues to bide his time about accepting orders, it would be nice if he would give some much needed support right now.

Sam has put Hunt to use so some of my artillery units are being pelted with harm being done. This Friday will be the Union's phase of the 4:30 turn so we'll see what Meade is trying to do.
 

SamB

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AP Hill continues to bide his time about accepting orders, it would be nice if he would give some much needed support right now.
The man has two of his three Corps attacking 30 minutes after the game starts, and he's complaining about that one guy who hasn't started yet! :(

Perspective, Mike. Perspective! :angry: :mad: :freak: :blab:
 

Keith Todd

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Just remember the attacking Corps now have to roll for Corps Attack Stoppage whether they took (gave) fire or not.

Again sounds like a good game!

Keith
 
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Just remember the attacking Corps now have to roll for Corps Attack Stoppage whether they took (gave) fire or not.

Keith I'm a little confused, we are playing the v3.0 draft rules and I read it as only if small arms fire has been taken since the last Command Phase, am I missing something?

10.3 Stoppage Check
Stoppage represents a Leaders perception of failure. This type of failure occurs as the leader is surrounded by dead and wounded, the chaos of battle, and grim reports from the front. He is, much more than the game player, reluctant to fight to the last man.
Any command with a currently Accepted Complex order that is fired on by Small Arms (not just artillery) must make a Stoppage Check in the owning player’s next Command Phase. Stoppage Checks are only required when units have been fired on since the owning player’s last Command Phase. When Stoppage occurs, all units of the command must move back out of small arms range of enemy units (4 hexes) in the subsequent Movement Phase and all orders the command may have (Accepted or in Delay) are canceled.
 

Keith Todd

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You are correct:shy: , another difference between CWB and CWR.

Good thing I am giong to be gone for a week or so.:hush:

Enjoy the game!

Keith
 

Keith Todd

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Hmmm, not only is this a difference between CWR and CWB but it is new to CWR with the 3.0 rules, so I was not as wrong as I thought.

Off to monstercon, I go!!

Keith
 
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How's the Game Going

Sam has new pics to post. We are to the Union phase of the 4:45 turn. Doles’ Georgians have been attacking Cemetery Hill from the northeast with some good results. The US 11th Corps has taken some losses and individual units have been forced to retreat with DG and Rout Morale States. However Sam has been able to reform the line of the US 11th Corps so more resistance is being met. Doles is now receiving support from Daniels’ brigade. Additionally, the Texas brigade of the CSA 1st Corps Hood’s Division is starting to form an attack into the center of Cemetery Hill from the west. Barksdale’s brigade is moving into support this attack with the balance of the 1st Corps coming up. The only real bad news for the South is A.P. Hill has not accepted orders. The other set of bad news is I made some command radius errors during the 4:15 turn of the game, and while it hasn’t affected game play by creating an advantage, it is slowing the 2nd Corps down as brigades attempt to criss-cross with each other, some of these movements are within range of enemy fire so I’m taking losses. Obviously someone should consider relieving me of my command. Sam will taking his phase of the 4:45 turn tomorrow night. He has started to reinforce Upper and Lower Culp’s Hill with elements of the US 12th Corps. Sickles’’ 3rd Corps is adhering to orders and form a fine defensive line using some of Cemetery Ridge and Little Round Top. This will be a fun problem for later assuming I’m successful with my assault on Cemetery Hill. My biggest fear right now is getting a stoppage role during the next turn, that could be disastrous. I'll let Sam fill in the rest of the details and add pic's.
 

'Ol Fezziwig

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My biggest fear right now is getting a stoppage role during the next turn, that could be disastrous. I'll let Sam fill in the rest of the details and add pic's.

That is what I love about CWB/CWR; the fact that something out of your control (the commander's 'psyche') can and does have such an impact on play, leaving you to spin gold out of wool.
 
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Update on Game

Sam and I played last Thursday night and here's the current action as I see it. The CSA 2nd Corps is continuing to attack Cemetery Hill from the northeast. Doles has been the lead brigade in this attack with Daniels joining him. Remarkably the 44th Georgia and 32nd North Carolina, in a bloodlust state, faced a 51+ attack and lost one SP with no other ill effect (love an attack that rolls snake eyes, and a one on the straggler roll). In the 5 AM turn these units turned the tables and advanced for close combat overrun from a flank position into a stack containing an infantry unit of 4 SP’s, and a unit of Napleon’s, and another unit of Rifled Artillery (this took a lot of pondering) . The infntry unit was destroyed and the artillery was forced to retreat with some level of gun loss (fog of war prevents me from knowing the exact result).Citations will be forth-coming ofr Doels’ Brigade. The Texas Brigade of Robertson and Barksdale’s Mississippians are now drawing into battle as they attack Cemetery Hill from the northwest. It appears the USA 11th Corps is starting to wither some and maybe considering an Emergency Retreat within the next 30 minutes. In this turn they lost 3 or 4 regimental markers. I’ll let Sam update the rest.
 
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Game Update

The Union portion of the 5:15 turn and the Confederate portion of the 5:30 turn were played last Friday night. The 11th Corps was in emergency retreat so they spent the turn trying to form a line to the southeast of Cemetery Hill. The US 2nd Corps is moving into position of Cemetery Ridge and are tying into the left flank of the 11th. The US 1st Corps evidently has received a new order from Meade and are abandoning Cemetery Hill as well. The US 12th Corps received a new order last turn and is implementing an extension of the Union right using lower Culp’s Hill as an anchor. Remnants of the US 1st Corps and elements of the 12th Corps are organizing a defensive position on Upper Culp’s Hill. US Army Artillery Reserve appear to be without orders and are bedding down with Army HQ towards the rear. Playing from the Confederate side it’s hard to get could intelligence so hopefully my guesses are close to reality.

With the Union withdrawal from Cemetery Hill the CSA 2nd and 1st Corps have been successful in taking this ground. They are now working out defensive positions to dissuade any notion of a counterattack. A. P. Hill has been absolutely worthless, with the exception of minor cannon fire, and is still not accepting the order he received at 4 AM. The CSA 2nd Corps has encased most of Culp’s Hill with Jenkin’s Calvary screening the Confederate left.

It appears Union losses have been significant and Confederate losses relatively light at this point. Union morale has been pretty shaky with a 4 or 5 routs, a lot of disorganization, and shaken regiments, every rally seems to be short lived. The Confederates have maintained relatively high morale, and the brigades of Doles, Daniels, Texas (Robertson) and Barksdale performing quite well.

I am anxious to see what Sam will do on the Union 5:30 turn.
 

'Ol Fezziwig

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A. P. Hill has been absolutely worthless, with the exception of minor cannon fire, and is still not accepting the order he received at 4 AM.
That might him the de facto reserve should the Union pig-dogs get frisky...or maybe he hasn't donned his red battle shirt yet...


Sounds like you guys are having a blast-I hope to hear more as y'all git along!
 
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Question About Orders

In our current game I gave Jenkins a complex order (he accepted, after a one turn delay) that I'm wondering is legal. The order detached the cavalry including the two independent regiments. With this detachment their orders were to set up a HQ to the southeast of Lower Culp’s Hill (can’t remember exact hex, it’s on the order log) and serve as a screen for the CSA left. Additionally, from this position they were to raid any unescorted limbered artillery or supply wagons moving into support Union forces on Culp’s Hill (Upper & Lower). This assumed Jenkins would be within 8 MP’s of the HQ, and that the regiments would be within 6 MP’s of Jenkins.

With the repositioning of the US 12th Corps the “raiding” option is no longer possible so the total extent of the order never came into play, only the screening is in effect.

By specifying mutlple conditions; screen/attack and escorted/unescorted I built some float into the order. My thought process was screening and raiding were within the cavalry role. Addiitonally, in comparing some of the orders listed in scenarios it isn't uncommon to specify two or more actions from a specified location.

So was this a legal order? :crosseye:
 

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.......

So was this a legal order? :crosseye:
Bob Cloyd, the CWB-CWR honcho, thinks that there should be special allowances for Cav orders.

In our 3rd Battle of Manassass battle game (3BoM) at monstercon two years ago we played with such rules to playtest for the new CWB rules. One case in our game, the Cav was allowed to use Defensive orders but the HQ was not bolted to the ground, so it could effectively carry out its screening orders.

If I was your opponent I would accept your orders for the Cav as legit.

Keith
 

'Ol Fezziwig

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In our current game I gave Jenkins a complex order (he accepted, after a one turn delay) that I'm wondering is legal. The order detached the cavalry including the two independent regiments. With this detachment their orders were to set up a HQ to the southeast of Lower Culp’s Hill (can’t remember exact hex, it’s on the order log) and serve as a screen for the CSA left. Additionally, from this position they were to raid any unescorted limbered artillery or supply wagons moving into support Union forces on Culp’s Hill (Upper & Lower). This assumed Jenkins would be within 8 MP’s of the HQ, and that the regiments would be within 6 MP’s of Jenkins.
Screening flanks would require a complex order to carry out (which you did), though listing which units to attack, and which NOT to by inference, might be a tad outside the bounds of the intent of the rules. It might well have been best to not include that portion of the order. The cavalry certainly could attack those such units and monitor heavier forces (thus providing intel on the opposition in the process) and remain within the constraints of the order. Granted, I agree with both you and Keith that cavalry should be given a bit more latitude to perform their historical tasks.


With the repositioning of the US 12th Corps the “raiding” option is no longer possible so the total extent of the order never came into play, only the screening is in effect.
Here, you may have answered your own question!

By specifying mutlple conditions; screen/attack and escorted/unescorted I built some float into the order. My thought process was screening and raiding were within the cavalry role.
Typically multple conditions are to be frowned on mainly for the reason that adding multiple options frees you from writing orders to do multiple tasks. Seeing as how the game system revolves around the order system, you always ask yourself if any particular order is allowing you to get around the acceptance process for something that might require a discrete order to perform. I think you could accomplish your wish for Jenkins by saying " screen the Army's left flank from >hex X<". By writing it as complex you allow them to attack if necessary to meet the conditions of the order, or, if written as a defensive order, you could order him to "defend the Army's left flank along the area of the Baltimore Pike from >X toY<". By setting up geographical limits, you'd allow yourself room for fighting withdrawals and counterattacks. Attacking, and the veracity of it, is completely up to you. If you feel your force is overmatched, you can certainly perform an Emergency retreat, though in this case, you'd leave the flank open...




Addiitonally, in comparing some of the orders listed in scenarios it isn't uncommon to specify two or more actions from a specified location.
At start scenario orders aren't the best model to use; they're more for nudging the scenario into historical directions than as hard examples of order writing. You can occasionally notice some of those orders would not be allowed under the body of the rules in some cases.

Sometimes, less is more. Depending on the type of order written, you can perform tasks without explicitly stating them and not get into trouble for it. For example, "screening" doesn't have to mean launching those valuable cavalry units into a pitched fight with regulars...unless you want or need to. Screening can just as easily mean "escorting" those wayward yankee wagons under your protective mercies away from the larger fight as it can observing a new infantry force filing into the line.

Bottom line, I think the order okay except for the wording. The intent just needed to be distilled a bit.
 
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