The Union General is holding two river crossings against, what his scouts assure him is, a small force of Rebels. As such he has left a third of his force in reserve with orders to hold their position (until turn 7). The Rebels have in fact moved a force across the river in secret and they will strike the Union's rear (at turn 6). The Rebels' objective is to push all Union forces back from the river by the end of the day (no unit to be closer than 1 grid square at turn 15). Original Portable Wargame rules were used for this game.
Union positions at the start of the day |
The Rebel Army appears |
The Union Cavalry hold the bridge |
but are driven off |
The Rebs push forward |
The rest of the Rebel Army arrives to the Union's rear |
while the rest of the force moves across the bridge |
The Union Army is split but still denies the Rebels full control of the crossings |
The Union General is beset from all sides |
The Union side reaches Exhaustion Point |
The Union General is forced to surrender. Victory to the Southern States. |
Another fine report, MJT 🙂👍🏼. The rebs did well to push over the bridge and take the south side. Was there any restriction to activation (eg playing card or dice imposed) to affect the number of units in action, or was it totally per the original PW C19th set?
ReplyDeleteCheers Martin. No the only activation constraints were as per the scenario (and my poor choices as Union General). The Union's dice rolling was standard abysmal fare, and my decision to have cavalry (even dismounted) guarding the bridge was poor!
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