Showing posts with label Longstreet. Show all posts
Showing posts with label Longstreet. Show all posts

Sunday, 10 October 2021

TSOG Longstreet Grand Campaign #2 - Game 2 AAR

Monday night after a rather tasty BBQ the TSOGgers adjourned to a pleasant evening of wargaming! We played Game 2 of our new Longstreet Grand Campaign! The player line up was as per our first game and everyone was fired up and ready for a tough fight!

Entrenched, Colonel Clampett's 'Boys' prepare to receive the Yankees, who were the Zouaves of Colonel Zook!

Onto the Game... The Battle of Twin Peaks

Scenario; The Hilltops
The CSA Won the Scouting Roll and elected to defend
Extra CSA Terrain 1 x Swamp, 1 x Rough Ground
Extra USA Terrain 1 x Rough Ground, 3 x Woods

Attackers George and Pete
Spalding Character Trait: Friend in the State House
 
Defenders Dave and Maurice
Driftwood Character Trait: Fire & Brimstone Preacher

The AAR

The Union Army of the Potomac pushed south into Confederate territory in 1862 and Brigadier General Spalding’s Brigade was in the vanguard! His orders included securing a pair strategically important hilltops known by the locals as the Twin Peaks.

Spalding reconnoitred the Rebel positions and decided on a massive attack using his right wing while his cavalry pinned the rest of the Rebel force in place, he was convinced this would see a quick victory, orders were dispatched and the attack began. Confederate General Driftwood was quick to see the Yankees intent and acted promptly redeploying his Regiments, he also sent a message to Colonel Clampett’s Regiment entrenched on the smaller of the Twin Peaks to hold at all costs and await reinforcements!

Initially the Federal Regiments moved as ordered making good ground and the Confederate right was successfully pinned as they hoped by the Cavalry, but and the Rebel artillery and reserve cavalry did moved to face their advance and assist Colonel Clampett’s men.

It wasn’t long before the Yankee right hook lost all co-ordination, the main columns experienced unexpectedly poor terrain that slowed them while lost orders and rivalries between Officers led to two uncoordinated (and unsuccessful) charges on Colonel Clampett’s stout Confederate Boys! After these events Colonel Zook his Regiment broken and looking dishevelled was heard to comment, "Those damn Rebs they're immovable just like a stonewall!"

The situation was now looking worse for Colonel Spalding and his Yankees but even though the Confederate Brigade had redeployed to face his main attack Spalding continued with his original plan and launched a second charge! This onslaught failed too and under heavy Rebel fire the defeated Federal Regiments broke and Spalding's entire Brigade retired leaving the Rebels in command of the crucial high ground.

A stunning victory to Driftwood's Southerners! They had inflicted heavy losses on the Federals and beat them back decisively! A defiant Rebel Yell echoed across the battlefield!

Some pictures of the action!

The initial Yankee deployment looked promising! Four Infantry Regiments with artillery support facing a single Confederate Regiment!

The best Confederate Unit was on the wrong flank so unable to face the main Union force, in the distance behind the trees the Yankee cavalry can be seen.

The Yankee artillery target Clampett's Regiment as the infantry march past them, unfortunately the guns did little damage!

The Union columns knew there was rough ground before them but the swampy terrain behind that was a surprise and this was to cost them dearly!

Rebel Colonel Clampett ordered his men to 'dig in' on their high ground as the Bluebellies deployed before them! 

The Yankee Cavalry launch their own flank attack!

Colonel Spalding's grand attack unfolding...

The first Union charge on the smaller of the Twin Peaks hill failed as one Regiment failed to get its orders in time and the other attacking alone was easily repulsed by the Southerners!

The shattered Pennsylvanian Zouave Regiment (at the bottom of the hill to the right) retires after getting no support during its charge taking heavy losses!

The Yankee Cavalry's grand ride continues!

After the Yankees initial charges against the Rebel hilltop position failed they prepared to advance again but now that Confederate reinforcements had arrived to cover the rear of the hill and any chance of a breakthrough had all but evaporated!

The Union Cavalry continued to play cat and mouse with Rebel Infantry they faced.

Colonel Clampett's Regiment continue to hold their hilltop position despite being changed twice, bombarded and fired on! To the rear of the hill the Yankees form up to advance again all the while taking casualties from fire!

The Confederate Right wing was tied down successfully by the Union horsemen but it was of little significance in the final result!

The Yankees second large charge was a gamble which they lost, here you can see them attacking with inferior numbers against defenders supported by artillery! Still it looked good for the Northern Reporters!

Well a decisive victory to the Confederates losing only five bases to the Federals seventeen! Dave's skilful interrupt card play really ran the Union attack off the rails initially and with the Rebels reserves redeployed the Yankees were never able to recover! Still the Yankees managed to coordinate a couple of very large (albeit unsuccessful) charges giving them a slight edge in epic Points in the end. Also the Union's heavy losses and a rather lack lustre post game 'process' will make game three in the Grand Campaign interesting! They will start it with four Regiments of four or less bases, a rather fragile force! The Confederates will have a more compact yet intrinsically stronger group of Regiments! Stay tuned for the next game!

Post Game process was completed and the below resulted.

USA Epic Points 6
CSA Epic Points 5

BG Spalding Promoted
BG Driftwood Promoted

New OOBs for Game Three


Sunday, 5 September 2021

TSOG Longstreet Grand Campaign #2 - Game 1 AAR

Last Monday we started a Longstreet Grand Campaign! I'm figuring if we play one game every third or forth session we should be finished by the end of NEXT year! We are just playing one 'Brigade' and one set of cards per side this time and the Leaders (Players) can rotate depending on who is available on the night (therefore negating the issue we had with the last Grand Campaign when we had as very had a Brigade per Player and organising everyone on specific nights was painful). Our core Yankee Players are Al and George and the core Reb Players are Dave and Maurice, I'll Umpire but can act as a floater (that doesn't sound good!) and fill in as a Player if required on occasions!

Rebel gunners toil fining at Col Zook's advancing Zouaves during the Battle For Jedd's Farm

Onto Game 1...

Scenario; The Walled Farm
The USA Won the Scouting Roll and elected to defend, their 8 Bases Cavalry Unit was held of board as a reinforcement.
Extra CSA Terrain 1 x Hill, 1 x Rough Ground, 1 x Wood
Extra USA Terrain 2 x Crops

Attackers Dave and Maurice
Driftwood Character Trait: Fire & Brimstone Preacher

Defenders George and Pete
Spalding Character Trait: Friend in the State House

The AAR - The Battle For Jedd's Fam

The Reb's plan of attack was to advance with all their infantry on their left while placing their battery on their left on a hilltop supported by cavalry.
The Yankees deployed across the entire breadth of their position ready to redeploy at a moments notice.

The Armies opening deployment....

Led on by Brigadier General Driftwood the Southerners advance went to plan...for moments...much to the Rebs amazement the Yankees went over to the attack! Seeing the Rebel artillery separating from their cavalry escort Col Zook led his Zouaves forward to defeat them! Which he promptly did with little loss in a magnificent charge (earning the first Epic Point of the Campaign!). Anderson's Kentucky horse meanwhile advanced recklessly (actually trying to capture the objective location near the farmstead) and were halted by swampy ground which allowed the Union cavalry to ride forth and meet them, these two units commenced to play cat and mouse with each other for the rest of the battle!


The rest of the battle was more interesting and turned into a huge revolving door as the three regiments of Rebels advanced on the Yankee right while the two Union regiments from their centre and left swung around to engage the Rebel attack in its rear and flank!


Col Penruthen's mighty 69th Kentucky Regiment led the southern attack pinning the Union infantry while the 25th Kentucky under Col Leghorn and Clampett's Kentuckians (know also as Clampett's Foot Horse or Clampett's legion in dispatches) moved around their flank in what looked like a massacre as three regiments descended on one. Col Opdycke's facing this onslaught ordered his famous 'Tigers' to redeploy which they did in the nick of time as two of the three Southern Units attacked (Col Clampett arguing about tactics failed to advance)! In the ensuing melee the Yankees maintained their composure despite facing the infamous Rebel Yell. The Boys in Blue who took a few casualties and were pushed back held the long enough for help arrive!

Colonel Parmenter's Pennsylvanians now arrived at behind the Rebel attackers and faced off against Clampett's Legion! After some desultory fire between the sides the Yankees saw off a charge by Clampett's Kentucky lads who failed to drive home the attack acting like 'fresh fish'! The musketry duel recommenced and the action moved to the cornfields near the farm.


The Confederates 25th Kentucky Regiment covered the withdrawing Yankees of Col Opdycke while the 69th Kentucky overrun the Union artillery deployed to face them in turn to be broken by a well coordinated attack from Zook's Zouaves in the cornfields! Seeing this result the Confederate Leaders realised they had shot their bolt and retired from the battlefield!

A Yankee victory! Union Brigadier General Spalding roused his men and they pursued their enemies and the daylight faded!

Final positions...

Some pictures of the action!

The battlefield, the at the end of the first turn, the Yankees are to the right and the Rebels to the left...

Rebel Col Anderson leads his cavalry forward only to find boggy ground blocking their planned route...

Zook's Zouaves advance on Clampett's Artillery...

A magnificent site! Three Regiments of Confederates advance...

Col Opdycke's Tigers ready themselves to 'receive' the Confederates!

Overall view of the table after three turns...

The Rebels prepare to attack the Union right while Col Parmenter's Pennsylvanians can be seen deploying into column and commencing their march into the Rebel's rear!

Close up of the Rebel Grand Charge developing!

Col Clampett's infantry hold while the other Rebels screaming at the tops of their voices charge the Northerners!

The regiments of Col Parmenter and Col Clampett face off in the open fields while a melee develops in the cornfields

The destruction of the 69th Kentucky Infantry Regiment the point of the game where the Rebels lose 4 bases taking them to 17 lost in total which proved enough for the Yankees to seize victory at the end of their Player Turn...

Its been a while since we played Longstreet and during the game there was some discussion of the Action Phase and not being allowed to move and charge at the same time, we will later this year trial my alternate rules version where this is allowed but we will play this Grand Campaign with rules as written! To the game and the Union snatched a good early campaign victory in this game destroying 17 Confederate bases while only losing 6 (a die roll took the Rebs over their Breaking Point). The victory was close as the Yankees had burnt through their cards at an extreme rate and their deck was down to only ten cards so they were close losing by running out as the game ended! The Confederates meanwhile had only reshuffled once showing they were much more conservative in their card play (that was telling in my point of view). This game featured grand sweeping manoeuvres the like of which I have rarely seen in a Longstreet obviously these units Colonels had drilled their men well as they effortlessly changed from columns to lines and marched in great coordination! We're all looking forward to the next scenario (not sure Maurice is sold on the rules)!

Post Game process was completed and the below resulted.

USA Epic Points 5
CSA Epic Points 4

BG Spalding Promoted

New OOBs for Game Two




Tuesday, 18 December 2018

Longstreet 4 Player Campaign Game 3 - Battle of Pebble Mountain

Game 3 of our four player Longstreet Campaign started with Dave and I winning the scouting role and electing to attack, heck we had defended the last two times and even though the Union army had an advantage in numbers that sort of thing never bothers us boys from the South! The two scenarios combined together for our Battle of Pebble Mountain were the Crossroads and the Clear the Tree Line ones...

Colonel Clampett personally directing the Confederate batteries during the Battle of Pebble Mountain...

Here’s our forces...

Alan - Colonel Firefly from Massachusetts (European Service & Artillery Officer &
Friend in the State House & Scout) 44 Bases
5th Massachusetts Volunteer Infantry S R 4 Bases
9th Massachusetts Infantry S R 6 Bases
14th Massachusetts Infantry S R 3 Bases
21st Massachusetts Infantry E R 6 Bases
6th Irish Regulars E R 8
7th Venerables Infantry E R 7
4th Boston Light Cavalry S V 56 Bases
2nd US Cavalry E R 3 Bases
4th Battery Light Artillery 1 x 6lbr 1 x Howitzer
7th Auxilary Art Coy 2 x Howitzer

Dave - Colonel Leghorn from Alabama (Scout & Cavalry Officer & Indian Wars) 36 Bases
3rd Alabama Infantry E R 5 Bases + Hero
1st Alabama Infantry S V 6 Bases Old Reliables
14th Alabama Infantry S V 4 Bases
2nd Alabama Infantry E R 5 Bases
4th Alabama Infantry E R 7 Bases
1st Alabama Volunteer Cavalry S R 5 Bases
1st Battalion Alabama Artillery 1 x 6lbr 1 x Howitzer
2nd Battalion Alabama Artillery 2 x 6lbr

Peter - Colonel Clampett from Tennessee (Drillmaster & Artillery Officer & Personal Physician) 42 Bases
14th Tennessee Infantry E R 7 Bases + Hero
7th Tennessee Infantry E R 7 Bases
Walkers Legion E R 7 Bases
1st Colm's Tennessee Bn E V 6
2/22 Tennessee Cavalry S R 4 Bases
2nd Tennessee Cavalry E R 4 Bases
Baxters Artillery Company I Batt  2 x 6lbr 1 x Howitzer
Baxters Artillery Company II Batt 1 x Nap 1 x LR

Stu - Colonel Zook from New York (Political Savvy & Indian Wars) 41 Bases
52nd New York Infantry German Ranger or Sigel Rifles S R 2 Bases
53rd New York Infantry D'Epinuil Zouaves S V 6 Bases + Hero 'old Reliables'
57th New York Infantry National Guard Rifles E R 4 + Hero
66th New York Infantry Governors Guard E R 7 Bases
140th Pennsylvania Infantry S V 6 Bases + Hero
141st Pennsylvania Infantry E R 6 Bases
140th Pennsylvania Infantry E R 6 Bases
2nd New York Volunteer Cavalry S R 2 Bases
Battery B 1st New York Light Artillery 1 x 6lbr 1 x Howitzer

Let the fun begin!


Confederate Colonels Clampett and Leghorn massed their guns on a central hill know as Pebble Mountain by the local populace and pushed forward all their cavalry and infantry in two massed attacks, on the Crossroads area a field was the funnel for the attack and on the tree line area a wood covered their advance.

During the initial turns the Yankees dug in for all their worth as the Rebels coordinated their Units.

Clampett’s men secured the unguarded objective on the crossroads but the Yankee commander, Colonel Zook preempted a perceived Rebel Yell charge with their own charge after deadly fire using the Charge Bayonets card. This gave the Confederates a bloody nose but around the fields they continued to push on with three consecutive charges slowly grinding forward and inflicting losses. On the Rebel far left the boys in blue roughly handled Colm's Tennessee Battalion.

Leghorns cavalry charged the Yankee guns with the Colonel himself at their head and they defeated two Union batteries before retiring to allow the Infantry to advance. The Rebel Yell went up and the Southerners slowly pushed Colonel Firefly’s Union units back with successive charges.

On the Crossroads battlefield with the Confederates of Clampett spent the Yankees went over to the attack but the Rebels hung on while on the Treeline battlefield the Southerners drove the Yankees back to the edge of the battlefield dropping just short of capturing their objective!

At this point the during turn 10 the Federal Armies morale broke as their losses plus the Confederate Victory die roll exceeded their Shatter Point. The Rebels carried the day.

Well we hadn’t played Longstreet Street for a while and made a couple of mistakes with the rules but will be ready next time to ensure these do occur again.

Some pictures! Some are a bit dodgy not sure why and also there are no end of game pictures as we moved straight into the Campaign Phase as we were running late!

The sides line up, CSA to the left and the USA to the right, interestingly the Yankees did not occupy the objective in the Crossroads Game giving up easily to the CSA...


Early in the game on the Rebel right Colonel Leghorn lead his Cavaliers directly at the Union artillery batteries... 

...and successfully charges them causing the casualties and capturing guns. At that point the Union gunners limbered up and retired into the woods! 

Meanwhile Colonel Clampett's Regiments formed up to attack the Union forces around the crossroads...

But Zook's Yankees pre-emptied Clampett and his men fired and charged pushing the Rebels back with casualties! 

In the woods (trees have been removed to allow play just and outline remains) the Yankees were driven back and the Rebs came within a whisker of capturing their objective from superior numbers! 

After their initial repulse Clampett's boys launch a couple of successful charges but shot their bolt and were left hanging in the face of larger Federal Units... 

Confederate reserves on the right watch the lead Regiments advance into the woods... 

The Confederate left flank attacks continued against superior numbers, racking up Epic Points! 

Picture of the Tree Line area on the penultimate turn, the Union troops retain the objective and their cavalry start a run at turning the Rebel flank! 

Picture of the Crossroads area on the penultimate turn, the Union troops are trying to turn the reel flank but crucially in the centre the Confederates retain the objective giving them 2 dice when making victory rolls... 

Battle Summary:

Break Point was 38 Bases

Losses:
USA 36 Bases

CSA 33 Bases

Game wise it’s now 3 Confederate wins to 0 Union ones but more importantly the Epic Points are currently standing at...

Epic Points:
Alan 5 Campaign Total 16
Dave 7 Campaign Total 20
Pete 5 Campaign Total 14
Stu 5 Campaign Total 10


Campaign Game 4 is going to look different to anything I've seen before the Union Armies have only a single Artillery base! In general during this campaign so far it's been viewed that artillery is not very effective so a few players are shunning cards for it. It'll be up to the Confederates to change that perception in game 4! As per the last game even more units have been whittled down to only a few bases, four now sitting on just two! I suspect they'll see little action next game!

Game 4 will be the first of the 1863 games so the card decks will be balanced and the army sizes will move slightly in favour of the Union.