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KG_RangerBooBoo
21 May 06, 09:57
This must be my fifth Gettysburg Campaign and surprisingly this is the very first one that has led to an actualy battle of Gettysburg! This is scenario is The Battle of Gettysburg, July 1, 1863 (var. 7) for those of you who want to take a look at the map and OOB. Just 5am and Union cavalry is on the road on the hunt for Rebel infantry. Meanwhile throughout Pennsylvania and Maryland Union infantry are being roused from their sleep, being fed, and told to prepare for another hard days marching.

KG_RangerBooBoo
28 May 06, 08:54
Sometime after 6:00am the Rebel infantry tops the crest of Herr Ridge and Union guns on McPherson Ridge let loose a volley and draw first blood of the campaign. Couriers from the hidden observation posts report a lot more infantry coming down the Chambersburg Pike. Meanwhile a lot of nervous eyes are cast backward looking for the first sign of Union infantry.

Foggy
28 May 06, 09:10
I'm down to 4 games of TOAW - I did study the Civil War heavily in military
history:cool: Where do I find the scens & exe for this type of fighting? Is it
realistic ie supplies/cavalry/artillery etc?

KG_RangerBooBoo
28 May 06, 16:38
These are all from HPS's Campaign Gettysburg. We are playing a campaign so that the results from one battle and the operational choices you make lead to the next. If you don't have it and have an interest in the Civil War then I suggest you make a purchase. Here is the HPS website.
http://www.hpssims.com/
Here is a link to Rich Hamilton's site with a very good description of the game
http://www.hist-sdc.com/getty/index.html

KG_RangerBooBoo
30 May 06, 23:47
Well several brigades of Reb infantry march up as pretty as you please on Herr Ridge and deploy into line. They also deploy several batteries. I've decided to pull back from the edge of McPherson Ridge back to the middle so as to buy some more time while avoiding casualties to the cavalry. This also gives my artillery some more opportunity to fire. Of course all those troopers are peeking rearward to see the dust cloud that will signal the arrival of the infantry.

CyberRanger
31 May 06, 00:10
Screenshots! Please!!!

KG_RangerBooBoo
31 May 06, 23:14
Well the Reb artillery seemed to be getting the range, costing me some troopers and a gun, so I've pulled back the troopers back out of sight and sent the gunners back to safer ground.

I'll include some screenshots when I can do so without giving away any secrets.

KG_RangerBooBoo
05 Jun 06, 00:12
Well the Rebs are quickly driving Buford's cavalry back and I fear whether I can delay long enough for the first of the infantry to arrive. We have fallen back across most of McPherson's Ridge and only have Seminary Ridge at our backs to defend before the city of Gettysburg is open for southern invader's. Reports are filtering in to the troops that the good citizens of Gettysburg are drinking up their whiskey supplies as fast as possible to prevent their capture by the secessionists. Many of my troopers are volunteering to go back and help!

Sorry no screenshots yet as there is still informatino to give away with any screenshots I take.

KG_RangerBooBoo
06 Jun 06, 18:13
Well the men of Buford's Division are selling themselves dearly to buy time for the infantry. The screenshot shows them trying to buy another half hour but their about to be overwhelmed in front of Seminary Ridge. The good news is that the infantry are within sight of Gettysburg.

KG_RangerBooBoo
09 Jun 06, 01:15
Well most of Buford's battered troopers have routed away, just leaving a final rearguard that is disrupted and couldn't get away if they wanted. Seminary Ridge is about to fall to the Confederates. It goes against my tenets for Union cavalry use in Campaign Gettysburg but I was forced to stand with my cavalry against Rebel infantry to buy time for the infantry to arrive. Hopefully Rebel troops will be dismayed to see Union infantry deploying in Gettysburg and along Cemetery Ridge as they top Seminary Ridge. Buford will gather his tired and disrupted troopers and ride off to scout the Union right flank and leave the bulk of the fighting to the infantry. The Rebels are almost to a minor victory with the one VP hex they have and my cavalry casualties but now my infantry will have the chance to change the momentum.

lezgo killemall
09 Jun 06, 03:02
good stuff mark. between your write-ups and the tourny im really getting into these games. hell, even rahamy can tell you i got our gettysburg game back in record time hehe.

thanks.

KG_RangerBooBoo
09 Jun 06, 08:35
Glad to hear that someone is enjoying the write up and the tourney both and especially that you are enjoying the games of this period.

arckon
09 Jun 06, 08:49
I have been following your AAR from the beginning. I just try not to post anything so as not to break the flow. Also appreciate you have been adding in the scenario's in each of the battles since I asked on an earlier one.

Keep 'em going.

KG_RangerBooBoo
11 Jun 06, 09:09
All but one of Buford's regiments have either reached safety or been destroyed. I had hoped that the remaining single regiment in the line would rout to safety but no such luck. Their determination to hold will bring about their destruction I'm sure but they have done a hell of a job. The rest of the division is reforming behind Gettysburg preparing to move out on the right flank to watch for any more surprises. The unlucky regiment holds an orchard hex along the Cashtown pike but the Rebs are sure to overwhelm this unit and destroy it. One more regiment has retreated to the infantry line and will be ordered out next turn. It is now 10:40am which means the cavalry bought the infantry almost 5 hours to get in place and deployed and we needed every bit of it. The only problem with that is with the amount of cavalry casualties we've taken the Rebs are almost to a minor victory which means we have to start inflicting more casualties then we take and hold on to the VP hexes we have. Only problem is that the engine generally favors the attacker in my opinion so we may have to look for opportunities to counterpunch later. Cutler's brigade is deployed in Gettysburg and it's environs while Merideth's Iron Brigade is strung out in front of Cemetery Ridge to the south. The other troops of I Corps are hurrying down the pike as fast as they can and should be deploying in the next few turns. I'm afraid that this is going to be an intense and bloody battle.

KG_RangerBooBoo
13 Jun 06, 20:49
Well it is 11:20 and there is quite an array of Rebel forces on Seminary Ridge and approaching the town. I Corps is fast arriving and more troops are on the way behind them but will it be enough as another Rebel formation, probably Ewell's Corps has been spotted moving in from the north. What's left of the cavarly has mostly reformed but they haven't gone far. I added a screenshot of the general situation.

KG_RangerBooBoo
21 Jun 06, 07:24
Well those dust clouds I've been seeing off to the north have turned into the lead troops of Ewells Corps, or at least that is who my opponent is gleefully telling me who they are. First Corps is just about all deployed and Eleventh Corps is hustling up the road to take up positions. The Rebels of Hill Corps have been content to sit back and let their guns do the work and they have been effective, costing me several of my own guns. Right now my line runs right in front of Cemetery Ridge and along the western edges of Gettysburg but when Ewell arrives I expect I'll be giving up some more ground. The CSA has already acheived a minor victory so now the focus will be on denying him a major and figuring out how to do what Meade wouldn't do, which is counterattack to reclaim the field in the end.

KG_RangerBooBoo
26 Jun 06, 18:02
Well it is now 12:40 and the first of Howard's Eleventh Corps are now deploying in line on the north and northeast edges of Gettysburg itself. Their view across the fields is to see the first brigade of Ewell's Corps deploying in line. Union officers have been unable to identify it yet but I would expect it will take another turn or two for Ewell to shake most of his troops out into line. By then all of Eleventh Corps should be deployed but this is not exactly a stress reliever given their dubious quality. I suspect once Ewell's assault begins that I'll have to give up the town and the 1000pt VP hex within, which will put the Rebs at a major victory. However all the Union officers are well schooled and remember Napoleon's quote, "This battle is lost but there is still time to win another!" I'm going to have to consider that the Rebs will dig in after getting to the major victory level so I'll have to work with an eye to the future as I bring up my reinforcing Corps.

CyberRanger
28 Jun 06, 11:26
I suspect once Ewell's assault begins that I'll have to give up the town and the 1000pt VP hex within, which will put the Rebs at a major victory.
Wow ... that almost seems to easy for the Rebs!?? What's the current casualty differences?

KG_RangerBooBoo
28 Jun 06, 17:48
Well I looked at the score again and it would only put them a little over halfway to a major. I've included a screenshot of the score so you can see the casualties to this point. As you can see my cavalry losses are way higher then I would like but unlike history the Rebs have nothing to fear from my cavalry in the game and they are free to advance full throttle. Since they know the approximate time of arrival of my infantry and the difference in cavalry casualty points vs infantry casualty points they tend to push on Gettysburg much faster then they did in 1863. All my gun losses have been to counterbattery fire which is somewhat unlucky but it appears that Scott is concentrating on the guns rather then my infantry.

KG_RangerBooBoo
29 Jun 06, 07:06
Since the campaign games aren't password encrypted if anyone wants to see a file just give me a holler and I'll send you my latest for your perusal.

KG_RangerBooBoo
30 Jun 06, 10:22
As the clock tower struck 2pm Ewell's boys come boiling across the fields that separated them from the men of Howard's Eleventh Corps on the NE and E sides of Gettysburg and the fight was on. He also overlapped around the town to meet some of Cutler's men from Wadsworth's division. I'm of the school that defensive fire in the HPS engine is too weak but the lads of often denigrated Eleventh Corps gave as good as they got or better in some cases. Just wish my artillery on the hill behind us had been a little more active. Felt fortunate that we only had four units rout after the round of melees that took place but I had reserves in position to cover the gaps. We've pulled the men back to give them a little breathing space and a few more hexes to fire at as the Rebs advance, if they'll fire that is. It is really tricky trying to withdraw through town so moved up some reserves and put some guys into column and pulled them back to reserve position but gave up the edge of town. The Rebs will have to decide whether to move through town in line and disrupted or risk ambush moving in column and then deploying to line. Also decided it was time to start withdrawing First Corps to a better defensive line and one that will tie in where I hope to be the final stop line of the Rebel attack. Meanwhile even more troops are headed towards the sound of the guns. My opponent, Scott Kershner, has graciously not been looking at the screen shots and I'm therefore going to include them more often and include more of the map.

KG_RangerBooBoo
01 Jul 06, 10:35
Well the fighting around Gettysburg intensifies as Hill's troops decide to make an appearance. My guns posted behind Eleventh Corps savage a couple of Reb regiments that get within two hexes and I expect them to rout this turn. I only had two units rout compared to three who rallied. Goes to show what maintaining good command and control can do for you. Another turn of decent defensive fire, especially from the Iron Brigade. As the fatigue and disruption pile up though I expect it to get worse. More troops are released as their commanders begin to get news of the fighting around Gettysburg. One Reb cavalry raider overran a supply wagon but we recaptured it and got a few shots in on them to boot.

KG_RangerBooBoo
03 Jul 06, 20:52
Another good turn for the Union as only two more units routed while two more rallied. Anytime you can exchange the kind of gunfire that we are exchanging and only have two of the poorly rated Eleventh Corps rally then you have to be happy. There were some serious volleys exchanged this last turn and the Rebs launched some very successful melees, one which cost me 102 casualties! Still we managed to hold and the Rebs will be forced to advance into my fire and guns one more turn, which is another turn that reinforcements get to hurry down the roads leading to Gettysburg.

(you readers will have to let me know if I'm updating too much or not enough as sometimes I just get in a writing mood and sometimes not)

KG_RangerBooBoo
04 Jul 06, 15:42
Well just completed the 2:40pm turn. Have fallen back from Gettysburg except for the last few houses. I've also fallen back further towards Cemetery Hill to the South since I've got a brigade in place their and this allows me to slide some of First Corps further south. Reb regiments seen coming down the Cashtown Pike were seeing taking a right turn which will put them on my left flank, thus requiring that I slide further that direction, at least until reinforcements arrive on that flank. My guns must be having the desired affect as the Reb regiments seem to be going out of there way to stay out of their line of sight. This has opened a gap in Ewell's Corp that I might have to consider exploiting in another turn or two. Only two units rout this turn which I still consider to be outstanding for Eleventh Corps. This should encourage Union commanders to use this body of troops like any other as long as good command and control is used. Meanwhile other troops are racing towards the sound of the guns but everyone has such a long way to go to get to the action.

KG_RangerBooBoo
04 Jul 06, 15:44
Here is the victory info screen after the 2:40 pm turn. You can see the intensity of the fighting by comparing this one with the one I posted earlier with the 1pm victory info.

KG_RangerBooBoo
07 Jul 06, 22:54
Well Ewell's troops keep extending my left. I was forced to use a couple of cavalry regiments to slow them down. Word has come back that they have broken under terrible fire from the Rebs but the worst news is that gallant General Buford, who bought us the time to get deployed at all, was killed. It is sad that he finally paid the ultimate price in slowing down the Rebs. I pulled back as far as my fatigued and disrupted units would let me towards Cemetery Hill and now trying to stretch towards Culps Hill also. It will be a race to see if Ewell's forces can get there before reinforcements arrive. Slocum is pushing his troops up the road as fast as they can march so I'm crossing my fingers that they can get there first.

KG_RangerBooBoo
08 Jul 06, 15:46
Well the toll of fatigue and losses is finally beginning to wear on Eleventh Corps. Six regiments routed this turn, all from that Corps. Only 2 units rallied for me. I once again pullled back as far as disrupted units would let me, which enabled me to stretch out to the right some more. Hay's regiments are really pushing me out that way. The best news is that I believe Slocum's Twelth Corps is going to arrive just in time to save the day. However I'm afraid I may have to split them up to save both Cemetery and Culp's Hill. Should get the release of the rest of Third Corps next turn and they will hit the pike running!

KG_RangerBooBoo
10 Jul 06, 18:29
Well it's 4pm and the situation is looking grim. Twelve units routed this turn and not near that many rallied. Gave up some more ground and slid and turned to get the line covered. Finally got some of the retreating batteries deployed again so that the weight of their fire may be added in future turns. The good news is that Slocum's Twelfth Corps has arrived though it will take a few turns to get them shook out and into line where they can be a factor. Also, the Confederates are starting to deploy out to my left so I expect that will be my next danger point. Reinforcements are also on the way to that sector but it will be another race against time. Just hope I can stifle the danger on the right before the left gets out of control.

KG_RangerBooBoo
14 Jul 06, 17:23
Whew, what a pair of turns these last two have been. At 4:20pm the Rebels launched a tremendous assault that just knocked my defenses back on its heels and took some guns. I was really doubtful of holding Cemetery Hill after watching the replay and seeing the routing I had. I had especially poor defensive fire from my gun sections as I don't think they fired upon one Rebel infantry unit. I was able to patch together a makeshift line out of the remnants of those stout troopers who held together. My guns made up for poor defensive fire by ripping some great holes in the Reb regiments during my offensive fire. Two gun sections caused over 100 casualties in one Reb stack alone. The next turn saw a much weaker Reb effort in their attack and I was able to throw some Twelfth Corps troops into the line to bolster the line and extend my right flank. Meanwhile other troops are racing to the scene of the battle to reinforce our defense. I think if I can make it for another hour we might be good for the day. I've included a screenshot of the main area of action at the end of the Union turn.

KG_RangerBooBoo
16 Jul 06, 19:40
Well the Rebs keep giving my boys a pounding but are paying the cost to gain a few hexes of ground each turn. My guns did yeoman's work during my turn. Gun sections were taking 20 to 30 casualties each at a range of one or two. I also advanced some regiments in front of Cemetery Hill where he was reluctant to go as they were in range of the grand batteries I'd set up on the hill itself. These lads got some nice volleys in. The Rebels keep coming as they keep undisrupting thanks to their better quality but they have to be racking up some pretty big fatigue numbers by now and I've got to keep hoping that my opponent will some pretty good routing one of these turns. The 5pm turn is over and I'm now watching the sun waiting for night to fall. The Confederates have almost two full hours of daylight and an hour of dusk to get their work done. At least at dusk the guns he has on Seminary Ridge will become quiet.

KG_RangerBooBoo
18 Jul 06, 22:40
This turn had some significant overtones for both sides. Rebs only made three melees, one which lost 119 men to my 39. However another managed to carry through and take a slew of guns, of which I don't think any fired defensively. This managed to get the Rebs to a major victory. Oh how I wish we wouldn't have started this battle before the patch came out. Full Defensive melee fire with all those guns would have been devastating. Instead my gunners sat there and waved at the Rebels as they came streaming by. The second melee the Rebs won advanced them next to Cemetery Hill but this advance was unsupported and I was able to surround these two regiments and they along with Brigadier General Doles will be shortly headed for the prison camp at Elmyra. My opponent also left a gap and I was able to advance one hex and snap up Major General Rodes. Hopefully this will throw the command structure of Rodes division in turmoil as there will be a Colonel Anonymous somewhere and there ratings are terrible. However the Union leadership suffered it's own tragedy as Major General Schurz was killed gallantly leading his troops. Since the Eleventh Corps officers aren't generally that great anyway it shouldn't hurt quite as much. A bad sign is the site of fresh Rebel troops coming down the road from Gettysburg so we'll have to gird ourselves for another wave of attacks.

lezgo killemall
19 Jul 06, 18:55
hang in there ranger

KG_RangerBooBoo
22 Jul 06, 09:57
Well the 5:40 turn has come and gone. On my right the Confederates have pulled back a hex or two in most spots apparently giving up on that flank. In the center however they continue the assault and in the process Archer's brigade gains another hex and wounds General Geary in the process. However today the Iron Brigade, with a little help, have reaffirmed why they have that nickname. One regiment, and excuse me for not remembering which, has held numerous turns with the assistance of a gun section and whatever spare regiment I can find to throw in with it in front of Cemetery Hill. Once again this group, this time with a regiment from Candy's brigade withstood another assault, causing 76 casualties to their 26. Cutler's brigade has also turned in examplary service this day. More fresh troops arriving but I've also had another turn with more rallies then routs so my line is being strengthened each turn and should make Cemetery Hill secure. Another hour until dusk and then an hour to dark. It will be real interesting to see how long the Rebels will continue the attack. I had hoped that they were throwing everything towards Gettysburg but a cavalry detachment has found the lead regiment of McLaw's division swinging south off of the Chambersburg Pike between the Saw & Grist Mill and the German Baptist Church. Does this mean that all of Longstreet's First Corps is repeating history and deploying for an assault on my left on day two? Can't discount the possibility and I doubt my small scouting detachment will live long enough to tell me more so I'll have to deploy to counter. It's going to be a long night for Union troops as there is going to be a lot of reorganizing and digging for the lads who have fought all day and a lot of marching yet to do for some that have been on the road all day already. This is one spot where not having the patch will help me as the night march fatigue rule won't be in effect so my troops will arrive on the field fresh as a daisy rather then worn out from marching the better part of 18 hours or so. Did manage to move the victory point total closer to a minor victory this turn but didn't quite get there. I'm looking forward to finishing off this day's battle and seeing what opportunities and disasters await us with a fresh day....and fresh troops.....tomorrow.

KG_RangerBooBoo
25 Jul 06, 00:35
Well startled looks cross the faces of Howard, Reynolds, and Slocum at the same time! Are the Rebels really retreating??? They've backed off a few hexes and taken up positions out of sight of my guns but still close enough for a final charge. Two more turns of full daylight left and they are in position to fire away with infantry and all their artillery. I'll be so glad to see this last hour pass by. Good news though in that we had five more regiments rally and none rout. Stannard's brigade with his large regiments are on the scene now and the first troops of Third Corps are just entering the scene so we are feeling much more confident then we did an hour ago. Of course those troops of McLaws are now out there menacing my left flank somewhere because as predicted my little cavalry scout died in the first volley.

KG_RangerBooBoo
06 Aug 06, 15:57
Well the Rebs weren't done yet as Anderson's division comes roaring out it's resting place to put pressure on the left flank of Cemetery Hill. Fortunately the boys held despite heavy losses and we had just enough reserves and were able to slide regiments to the right to cover any gaps. Also, the first of Third Corps troops are beginning to arrive and should be able to influence the action in another 30 minutes or so. Also, it will be dusk next turn and some of the superior Reb artillery positions will be out of sight of Union forces and that shall help. We did get in some pretty good volleys on his advancing troops so hopefully we can burn out this fresh attack quickly. Had to swing some of my guns on Cemetery Hill around to face this new attack and they will be in position to rake his troops each time they move or fire. I just have to hope that the majority of these 8 guns sections will fire when given the opportunity. Included a screenshot to show the latest positions.

KG_RangerBooBoo
17 Aug 06, 21:56
Anderson's Division continues it's assault causing some serious losses in places but taking some also during my turn. Sadly, my gun section that has been a rock holding in position in front of Cemetery Hill was finally uncrewed. Those lads will have to get special commendations for their bravery in this battle. The two turn respite we received gave us time to straighten out our command and control and get some reserves in place so I'm confident that we shall repel Anderson when it is all said and done. We are scheduled to receive a steady stream or reinforcements throughout the night and the next day. I shall have to see about shoring up my flanks but I'm also probably too aggressive for my own good so the search will be on for the Reb's flank also.

KG_RangerBooBoo
18 Aug 06, 19:30
Well the Rebs persist in attacking in the lessening sunlight and even added to their assault by renewing the attack on Culps Hill. They were repulsed in several places and not in several others. Fortunately they were repulsed where it counted the most. Did have 7 units rout but had reserves in place to fill in the gaps, though not as strongly as I would have liked in a place or two. They extended the assault to my left but this was right into Ward's brigade and they advanced to meet the Rebs and gain an enfilade shot on several Reb regiments. However my horsey guys aren't going to be happy as I stumbled into McLaws boys again with another small squadron, this time much closer to my left flank. Looks like I know where the rest of Third Corps is going to have to go. Meanwhile Hancock's Second Corps is entering the field to the southwest and making forced marches to the sound of the guns. As much as I wished to be playing this with the new patch so as to get full melee defensive fire I'm glad I don't have to worry about night marching fatigue.

KG_RangerBooBoo
27 Aug 06, 17:54
Night has finally fallen and the Rebels have backed off in all locations except on the backside of Culp's Hill. Can't retreat so we'll have to keep up the night volleys. Meanwhile reinforcements march to the front and the Union Corps Commanders shuffle their troops around trying to reorganize and prepare for the next day.

KG_RangerBooBoo
06 Sep 06, 08:12
Well I've been forced to retreat one more hex on my side of Culp's Hill as I just couldn't stand and volley against the Rebs in place there. Now lets see if he wants to move forward in the dark. Also it appears that McLaws division is moving forward in the dark as they drove off my cavalry picket. I'm rushing reserves to the front as fast as they can go but the big question is "where do they go?". About 7 more turns of darkness to get troops realigned before the Rebs get enough light to start the fight all over again.

KG_RangerBooBoo
09 Sep 06, 15:07
Well the Rebs are being stubborn so we still have troops exchanging volleys in the dark over near Culp's Hill. The rest of the Union around Cemetery Hill is trying to get reorganized, rested, and dug in. Troops of III Corps have run into troops of Kershaw's brigade posted across the Emmitsburg Pike and will have to find a different route to join the rest of the army. Did have one Reb cavalry unit run into the lead columns along the pike and 30+ saddles were emptied in the dark with some more to come unless that unit routs out to safety. Be interesting, to put it mildly, to see how much more of McLaws division shows up.

KG_RangerBooBoo
13 Sep 06, 23:23
11pm and action still continues on the field. Rebel troops have deployed along the Emmittsburg Pike denying that route as access to Gettysburg. The remainder of Third Corps will have to deploy there to keep them honest. However with several more Union Corps on the way knowing where the Longstreet's Corps is gives me some options depending on which way they move from their current location. Finally pulled back somewhat near Culp's Hill but still have some regiments in contact so the bloodletting isn't done there either.

KG_RangerBooBoo
23 Sep 06, 11:48
A few quiet hours have passed with no firing but plenty of marching and digging on the Union side. Reinforcements are having to come a long way across this huge map and they won't arrive until full daylight is upon the field. Just hope they don't have a disasterous view awaiting them. Dawn is next turn and I suppose with it will come renewed fighting.

KG_RangerBooBoo
06 Oct 06, 21:58
Well the sun is peeking over the horizon and the rifles are warming up. Not much to see of the Rebs except for around Culps Hill and over in front of Little Round Top. Pulled back a hex row around Culps Hill to force the Rebs to come out in the open to push any attack. I've included a screenshot of the jump map so you can get a general picture of my situation. The yellow dot in the top of the triangle formed by my line is Cemetery Hill.

KG_RangerBooBoo
30 Oct 06, 18:50
Finally daylight arrives. It looks like Hill's Corps has pulled back into the town and along Seminary Ridge. However Ewell's Corps continues to hold Culps Hill and is still exchanging fire with Slocum's Twelfth Corps. Longstreets Corps, at least what is here and I can see of it, have begun to advance on the Round Tops. I'm still rushing troops to the front as fast as I can. I've included a screenshot of the jump map showing where everyone is as of 5am so no peeking Scott! :-)

KG_RangerBooBoo
04 Nov 06, 13:46
Confederates are really putting the pressure on now. The leading elements of Longstreet's First Corps are going to be able to walk over Big Round Top in their turn. Hancock is racing to face them off and should see combat in my next turn. I should get a small advantage if he pushes too far as he won't be able to get his artillery through the woods and I'll have plenty of clear ground to fire my artillery. Most of the Army of the Potomac artillery reserve is headed this way also so we can set up a grand battery and smash them if they stick their noses out too far. Ewell's Corps is pushing further out to my right and the tired troopers of Eleventh Corps hit the road to push my line out further in that direction. Looks like Hill Corps is going to be content to sit in Gettysburg or beyond resting. Plans are afoot to turn the tide here but it is going to take some time. Scouts report that both Confederate flanks are "in the air". Sedgwick's Sixth Corps arrives next turn and a decision will have to be made as to which direction those lads go.

KG_RangerBooBoo
09 Nov 06, 00:21
Relatively benign turn as they go in this battle. I'm hoping that the Confederates have reached the point where theyve taken about as much ground as they can hold with the forces they've got. I've got more troops arriving in another couple of turns and then about an hour and a half they will really start pouring on the field. Are infantry losses are about even so I'm hoping in the end to outnumber him and stretch him past the breaking point.

KG_RangerBooBoo
11 Nov 06, 12:37
Rebel forces continue to push forward on my left along the lower slopes of the Round Tops. Second Corps has arrived just in time and is deploying to contest this move. Thank Goodness Hancock commands a large and well trained Corps. It appears the Rebs are digging in on my right in anticipation of a counterattack from me their. I have observed more Rebel forces sliding from the center to my left though I don't know if this is just the rest of Longstreet's Corps moving into position or if he is reinforcing with some of Hill's Corps. The lead divisions of Fifth Corps are about in position. The rest of the Corps will arrive next turn and will race to join their comrades. Sixth Corps arrives at 8am and will move into position along good roads to join with Fifth Corps. More Third Corps troops are racing to join the remnants of that command and there is still a brigade to release. Looks like things are falling into place...as long as Hancock's Second Corps holds...for me to sieze the iniative later in the morning. I've included a screen shot of my left flank.

Hannibal
11 Nov 06, 15:26
Mark, how much fatigue did you suffer from the night march?

KG_RangerBooBoo
11 Nov 06, 15:59
You know I didn't even check as I was so frantic to get them to the front. I'll check next turn and let you know.

KG_RangerBooBoo
16 Nov 06, 20:22
Well the Rebs are switching pressure points from one place to another. Now they have backed off around the Round Tops are putting pressure on the lower end of Cemetery Ridge. I think I'll be okay by shifting some of Hancock's troops over to help. The rest of Fifth Corps has arrived and are on the march to join the rest of the unit. Ol' Uncle John Sedgwick will be coming on shortly and will be used to further my plan for a counterattack.

I checked and we started this battle before the Gettysburg patch came out so I didn't suffer any night march fatigue.

KG_RangerBooBoo
23 Nov 06, 01:36
Well 7:00am has come and gone and the Union situation looks bleak. The Rebs have concentrated just to the north of the Round Tops and are trying to outflank Cemetery Hill. Second Corps is rushing troops to the area but it is going to be a tight race. It is tempting to launch Fifth Corps attack now to relieve the pressure but I'm resisting as I want the Rebs fully committed and fatigued as much as possible when the time comes. Also want to get Sixth Corps in place to assist this attack. The question is quickly becoming will it be too little too late. Attached a screenshot of the current victory information.

KG_RangerBooBoo
07 Dec 06, 15:16
Another turn done and the Confederates continue to put pressure on Cemetery Ridge. The troops I can see on the Round Tops are digging in and I've spotted more troops headed to the fight at the ridge with the forces there turning to put pressure on the ridge in an attempt to get behind my troops on Cemetery Hill. This is going to be a near run thing as more of Hancock's boys are rushing to reinforce the sector along with the tired reserves of Reynolds First Corps. Meanwhile my other reinforcements are moving into position. Just completed the 7:20 am turn and at 8am I start getting reinforcements every turn for the next two hours. Hopefully I can hold long enough to get them in position to implement my plans rather then have to launch a rescue attempt. Lots of time left in this one but I've got to worry about possibly losing too much of the army and not having enough left for the next fight.

KG_RangerBooBoo
17 Dec 06, 17:01
Well I've just completed the 8am July 2 turn. Reb cavalry has discovered Fifth Corps on their right flank and I can see troops forming up and marching in that direction. I was really hoping that they would remain undiscovered for a lot longer but such is the vagaries of war. They will deploy and prepare to meet the oncoming Rebs, advancing as much as possible without risking being flanked. First, Eleventh, Twelfth Corps continue to hold the line from in front of Culps Hill to Cemetery Hill and and down to the Clump of Trees. From there a depleted Third Corps mans the line to the pike below the Round Tops and then Second Corps fills the line. Part of Second Corps is rushing to bolster Third Corps as the Rebs continue to put pressure on the ridge and things are getting dicey there. Second Corps and Army Reserve artillery are deploying to pound the Rebs occupying the Round Tops since I don't have the infantry to drive them away. Sedgwick's Sixth Corps has just arrived and will be marching full bore to get to the front. The question will be whether to send them to bolster the line or to reinforce Fifth Corps in an attempt to reduce Confederate pressure by attacking. This will be the question of the day. I'm far enough behind in points that I'm going to have to attack and regain some victory point hexes. What will have to be determined is if I have hurt the Rebels enough while they were making their gains that I can find a weak point to strike or eventually stretch them enough to find an open flank. I've included a screen shot to show the current situation.

KG_RangerBooBoo
26 Dec 06, 17:06
Another 20 minutes has come and gone. Sykes' Fifth Corps is definitely getting ol' Bobby Lee's attention as I can see troops and guns moving in that direction lessening the pressure coming from the Culps Hill area on the Baltimore Pike. More surprises ahead for Ewell's boys later in the day on this flank. The Rebels are maintaining the attack but without as much intensity in the center. I've had to resort to stealing odd regiments from brigades here and there in the center to reinforce this sector. Reinforcements from Hancock's Second Corps will make their presence felt next turn. The deployment of the AoP artillery reserve in firing positions to take on the top of the Round Tops has caused the Rebels to retreat to the reverse slope. More of the guns of the reserve have deployed to take on other Confederate batteries in the next turns and we shall see who wins this gun duel. If nothing else I'm hoping I can run them out of artillery ammo.

KG_RangerBooBoo
12 Jan 07, 07:44
Well it looks like the crisis has passed. Rebel forces are retreating from the Culp's Hill area to meet the threat posed by the Union on their left flank. Union troops are advancing to occupy their abandoned positions. The Rebels are retreating across the board for that matter. They've withdrawn from Cemetery Ridge and my troops are peaking their noses over the edge to see who shoots at them. Might have gone a little far and got shot at for our trouble but contact is maintained with the Reb army so that they know they can't retreat with impunity. They are also withdrawing from the Round Tops and we should reoccupy them within the next turn or two. I'm about 3500 points away from turning this back to a draw. We are at the point where the game has changed from the Rebels trying to get as much as they could to them trying to hold on to what they've got. I've got plenty of fresh troops on the way to persuade them that holding on to stuff in Virginia might be a better idea.

KG_RangerBooBoo
28 Jan 07, 10:20
I've caught up to the retreating Rebs in most places, or got to where they are making a stand, not sure which. In some areas I'm content to let them withdraw without close pursuit as the troops in those areas need to rest and refit. Fifth Corps is fully deployed and ready for the Rebs, who seem to have quickly hurried quite a force into their path. Another infantry Corps is on the way and I've also received a full cavalry division, which is going to be busy seeing just how well the Confederates have anchored their flanks. The victory level is approximately 1000 points above those needed for a Rebel major victory but the 1000 point hex in Gettysburg is tantalizingly close here at the halfway point.

KG_RangerBooBoo
10 Feb 07, 17:08
Just finished turn 71. The Confederates have withdrawn a short distance and taken up strong positions. I'm not strong enough to eject them.....yet, so I'm going to be patient. Got another Corps on the road to the front and I'll use them to stretch the Confederate flanks even further. I may skip some turns as we complete this maneuvering.

KG_RangerBooBoo
24 Feb 07, 09:38
Have just completed the 10 am turn on July 2 which almost half way through this battle. Have decided that the Confederates are too strong to push right now as they have apparently decided that they have attacked enough for one battle and appear to be digging in on good ground. Rather then take casualties for little gain I've decided to hunker down out of sight and let him dig in. Meanwhile my reinforcements are going to continue to stretch his flanks to the breaking point. This also allows my battered troops to rest up so they will be able to go on the offensive later. I've attached a screen shot of the jump map so you can get an overview of the entire battlefield as it stands now. The troops on the upper part of the map are the cavalry division of Gregg who are going to explore further to my right and see just how far the Rebels are stretched.

KG_RangerBooBoo
24 Mar 07, 11:52
Another few turns have passed and the Confederates are setting up a pretty strong defense. I've decided to take the time to reorganize and get my command and control....well back in control. I had thrown brigades around willy-nilly trying to stop his attack and I've got units intermingled all over the map. Going to take however many turns it takes to get all the commands back where they belong. Want to make sure everyone is back in command and control before starting my attack or some of them won't hold together long. This will also give some of the highly fatigued units that are in place a chance to rest up. Also going to take some time to get the artillery reserve in place to do the most damage. I think that in the end I'll have superior ground for the gunsin front of Gettysburg and will be able to take the town and the 1000 point VP hex within. Also going to take some time to get my last fresh infantry corps in place. While that is taking place. Gregg's cavalry division is going to go exploring and see just what is out there on the right flank. Who knows, might find a farmer with a still or some food that hasn't been requisitioned or just a lot of empty roads. :-)

Reiryc
07 Apr 07, 19:17
Great AAR... have really enjoyed the read! Keep it coming! :D

KG_RangerBooBoo
07 Apr 07, 20:28
Well ask and you shall receive. The Rebels swatted my nose with the newspaper this last turn. I didn't think he would risk stepping out but he marched out and spanked the force I had harassing his right flank and took a couple of gun sections. Going to have to watch myself and keep from sticking my nose out to far. Meanwhile the Union turns are kind of boring as we march the Artillery Reserve to the front along with our last fresh Infantry Corps. Meanwhile we continue moving an entire cavalry division out beyond his left flank. I do believe that he got an inkling of what is coming as I ran into a small cavalry patrol this turn. They won't get away but the word is out. I'll have to see how he responds.

Hester30319
10 Apr 07, 20:30
and then...?

haha, you got me into this now!

arckon
11 Apr 07, 05:45
For the record RangerBooBoo, still following this with great interest, I think yahzooo, whenever I see there is a new post here to read.

KG_RangerBooBoo
11 Apr 07, 07:21
Thanks for the feedback guys. Don't worry, I'll be posting updates as long as this campaign goes on.

KG_RangerBooBoo
17 Apr 07, 19:56
Well I'm filled with despair after watching that last replay. The rest of the Rebel cavalry arrived on the scene and isolated and destroyed over 500 cavalrymen that I had foolishly left exposed in my cockiness that there wasn't any Rebs out there. Well that is going to make my job of turning this game around pretty tough. I'm going to have to lower my goals and shoot for a minor loss now. Going to take some time to get my last fresh Corps to the front and reorganize the rest. Should have the guys on the scene squared away in a few more turns where I can begin the artillery duel which I'm thinking my artillery will have the advantage.

KG_RangerBooBoo
12 May 07, 11:12
Well I imagine this to be a somewhat boring section of the AAR to read as most of my time now is spent getting my artillery into positions to rake his positions and my infantry in place to support those guns. I've got to get my guns in good, fairly close firing positions while protecting them from Rebel counterattacks. The guns I have in place did fair work this turn and there will be even more in place next turn with the rest of the AoP artillery reserve being emplaced in about 7 or 8 more turns. As long as he seems to be unwilling to take too much artillery fire I think we can drive him from Gettysburg itself without too much trouble. It is going to be what comes after that is going to be troublesome. I have managed to get a few guns in place that get enfilade fire on some of his positions so I expect to see a repositioning of Rebel lines again next turn.

Lord_Valentai
13 May 07, 19:18
What turn are you up to now?

What's the victory count showing?

KG_RangerBooBoo
14 May 07, 07:06
I believe we are on turn 74. I'll try to remember to post a screenshot of the victory conditions next time.

KG_RangerBooBoo
26 May 07, 11:54
Well more guns are getting into position each turn now so hopefully the damage to Confederate infantry will continue to mount. I've included a screenshot of the victory level as I finished up turn 80 out of 158. As you can see I've got a little over 2500 points to regain to get this off a major defeat but I think it can be done. There is a 1000 point VP hex sitting in Gettysburg itself and I think I'll end up with that before it is done. I've no doubt that this one will go the full distance as there is a lot of fighting left to do.

Lord_Valentai
31 May 07, 18:21
It's that damn cavalry losses that is losing it for you, isn't it?

Hope you fight on well!

KG_RangerBooBoo
31 May 07, 18:48
Yes, the cavalry losses are the biggest reason the score is what it is. Didn't see where I had much choice though as they were the only troops I had to delay his advance.

KG_RangerBooBoo
09 Jun 07, 12:04
Not much to report this turn as I we are letting the artillery do it's work and moving up my last infantry corps. Reb counterbattery fire did get a couple more guns though and each point hurts at this stage. My guns are doing a good job though as I'm concentrating on his infantry as that is where the hits are most likely and the guns can't defend themselves if the foot soldiers are out of the way. Kilpatrick's cavalry division began to show up this turn and we shall move them up to make a big sweep of the right flank and prepare the way for my last fresh infantry Corps.

KG_RangerBooBoo
01 Jul 07, 16:02
The Rebel infantry has decided they didn't like the looks of all the guns being arrayed against them and pulled back from the edge of the city of itself. You can see the situation around Gettysburg itself in the included screenshot. Not much else to report as we continue to position ourselves for later turns.

KG_RangerBooBoo
21 Jul 07, 10:12
Well not much action to report unless you consider the sound of troops marching or riding to be exciting. We did run into Fitzhugh Lee as we probed the Rebs left flank where he is protecting a creek crossing. We've brought up the better part of a brigade and two gun sections so I expect we'll own the crossing when I get the file back. I've included a screen shot of the entire battlefield and outlined my plan for everyone to see what I'm trying to accomplish (no peeking Scott!). I hope everyone can appreciate that there is some hard marching to do yet before the action picks up and doesn't get too bored with the narrative until then.

KG_RangerBooBoo
21 Jul 07, 13:33
Well a rarity, a two update day. Ol' Fitz decided to keep his position holding that creek crossing so we are digging in for a fight and sending flankers around. Looks like I might be stymied until Kilpatrick arrives with more numbers. Meanwhile Union artillery exacted some revenge and destroyed 3 Rebel guns which helped the score somewhat.

KG_RangerBooBoo
15 Oct 07, 22:22
Still slogging away on this battle as my last uncommitted Corps marches it's way to the Rebels left flank. Not much else to report except that my guns did some good work this turn destroying 3 Rebel guns. Also, my cavalry is working on clearing Rebel cavalry from the area that my flank march will be using. Finally got the VP total down below 8000 so something to feel better about.

KG_RangerBooBoo
17 Nov 07, 17:06
Well this battle continues to drag on as as we continue to exchange losses. He is pushing my extreme left again but that is not a big issue as I can retreat with no problems and it means there are troops there rather then where my main blow will fall.....if that infantry Corps will ever get there. What I wouldn't give for a Harry Turtledove moment and have a couple of hundred trucks on hand. He is getting a little more bold with his cavalry and I think in another turn or two he'll be regretting that.

EazyPeazyPie
11 Feb 08, 15:10
Thoroughly enjoyed the read up to this point. Thanks for the effort.

CyberRanger
17 Mar 08, 16:27
Thoroughly enjoyed the read up to this point. Thanks for the effort.
I've enjoyed it too! How's the battle going?

KG_RangerBooBoo
18 Mar 08, 07:19
Turn rate has slowed way down but we are still battling it out. I'll give an update with the next turn I receive.

KG_RangerBooBoo
09 Apr 08, 21:24
Not much action on my part of turn 93. Pushed my cavalry hard around his left. We'll see what kind of response we get as he has to start feeling threatened some what. I've attached a screenshot of the jump map so you can get an idea of where my forces are. You can see that my remaining fresh Corps is making headway towards his left.

KG_RangerBooBoo
09 Nov 08, 14:54
Guys, I've finally given up on this AAR. I haven't heard from Scott since June so I've decided to abandon this campaign and move on. I hope you enjoyed the action that there was and sometime in the future I'll start another and report here.

trauth116
09 Nov 08, 15:02
I am currently engaged in a PBEM of the 3 day scenario - and was wondering if you ad a screen shot of the score about the time that this sort of ended?

I read a couple of pages back about someone talking about the cavalry loss disparity- but it also looks like artillery played a pretty big part as well (at least in that screen shot.

In my own playing I am playing the ANV, and have tried being very deliberate with my artillery (mainly because at something like 60 points a gun lost -well I don't want to afford that).

I know how much of a discipline an AAR can be (I sort of am taking notes on my own PBEM game - but decided not to write anything until it is over- which from a writing perspective is probably prone to creating writers' block.) .

KG_RangerBooBoo
09 Nov 08, 18:49
Here you go. You can see that my heavier losses in cavalry and guns was making a big difference. I really don't like the 2 gun sections as I don't think they pack a big enough punch.

CyberRanger
18 Nov 08, 23:47
Guys, I've finally given up on this AAR I hate to hear that. You were doing a great job with the AAR.

KG_RangerBooBoo
19 Nov 08, 06:57
I hate to hear that. You were doing a great job with the AAR.

Thanks! I was really enjoying writing it and was actually looking forward to doing the updates when they happened.