1. The map from the scenario book |
2. Overview of the game table looking South East |
Overall it wasn't a bad plan but it didn't take into account the poor levels of training and lack of experience in the Federal army (to be fair the Confederates were no better). Despite that the flanking move was successful but Beauregard was warned that his flank was turned by an observation post to the south who was able to send a message by semaphore. The main fighting took place on Beauregard’s left flank on Matthew’s and Henry Hill. Although the Federal’s had the early advantage in the fight there, Confederate troops were quickly able to move to block their advance due to the semaphore warning. Throughout the afternoon the fighting continued on Henry Hill until the Federals exhausted themselves and were forced to retreat.
In our refight the Federals started deployed around Centreville with Confederate forces able to deploy anywhere south of Bull Run. My plan was to push Hunter’s Division south from Centreville to threaten the crossings north of Manassas Junction. Heintzelman’s and Miles’ Divisions would advance towards the crossings around the Stone Bridge with Tyler’s moving towards the fords at Sudley Springs. Paul covered the crossings from the Stone Bridge South-Eastwards towards Union Mills but only placed one brigade on Matthew’s Hill to cover the approaches from Sudley Springs.
3. The starting deployments. Federals nearest the camera |
Command and control in AoF is interesting. Each general has a number of priority points to spend; these are split between gaining control of the turn clock, bidding to determine the order that divisions are activated and end of turn actions. Although McDowell has more priority points than Beauregard and Johnson combined he has restraints on how he can use them. He is not allowed to bid the same amount for any of his divisions which means that he cannot coordinate his divisions actions. That also means that he needs the turn clock to allow at least four activations a turn if all of his divisions are to be activated. On average the turn clock for this scenario would run out after three activations which gives the Federals problems. If you want a fuller description of the mechanics of Altar of Freedom take a look at my earlier post which is here: Small but Perfectly Formed: Altar of freedom - I done seen the Elephant (elenderilsblog.blogspot.com)
From the get go Tyler had problems firstly I didn’t deploy his troops as far to the West as I could have done (entirely my fault I misread the deployment locations). Secondly the approaches to his objectives are heavily wooded which slows his troops dramatically. Lastly (and due to Paul's good generalship) McDowell struggled to allocate enough priority points to Tyler to keep his troops moving. After the game ended I also realised the the scenario set up rules (even when read correctly) make it impossible to get troops around Beauregard’s left and ready to attack as quickly as happened historically!
4. The end of the first hour |
5. Fighting around the Bridge |
In photo five you can see how Paul's artillery dominates the approach to the Stone Bridge and Farm Ford. The tokens denote fatigue blue for one, green for two etc. Any unit accruing a fifth fatigue marker is broken! We didn't get any units past two fatigue all day, clearly we were not pushing things hard enough.
Meanwhile to the east Johnson’s attempt to advance towards Centreville forced me to give high priority bids to Hunter’s Division to guarantee they could deploy into a defensive line before Johnson could launch an assault. I also turned Miles’ Division back to support him. I managed to block Stuart’s route with Palmer’s cavalry brigade and put a defence together and despite Confederate close attacks this stabilised the position on that flank. The worst moment was when Burnside’s brigade broke leaving a hole in the line. I was lucky though as McDowell had moved across to that flank and was able to rally them and get them back into the line. I had to bid high for Hunter’s and Mile’s activations to stabilise that end of the battle field though, which left Tyler stalled in the woods northeast of Sudley Springs.
6. Fighting south of Centreville as Johnson pushes through the woods |
7. After the end of turn five |
By turn five Paul had crossed Bull Run at two points and although Heintzelman had his division in a defensive line facing the Stone Bridge his left flank was under threat from Confederate brigades who has crossed down stream of the bridge. Tyler by this point was as close as he was going to get to crossing Bull Run having been allocated zero priority points to allow Hunter to keep the initiative over Johnson.
8. Paul surveys the field at the end of turn 6 * |
9. McDowell holds the line at Centreville (Turn 7) |
9. Confederates attacking around the Stone Bridge in turn 7 |
Those attacks opened a route through to McDowell’s second HQ unit which Paul pounced upon giving him a second destroyed unit. This was at the end of the last turn. Paul gained the win with two of his required five Destroyed Federal units achieved v none of his own destroyed. He was also able to remove fatigue markers from his troops so only had three fatigue markers against his units compared to the Federals who had seven markers.
10. Can McDowell hold the line until night? |
17. At the day's end -red line shows the Confederate front line |
The overall result clearly favoured the Confederacy and I would call it a tactical win for Beauregard and Johnson. The Federals have not lost as many brigades as they did historically which is probably because both Paul and I were a little tentative in pushing troops forward to close combat.
What did we learn?
Artillery interrupt fire is useful for breaking up attacks but can’t create fatigue on enemy units and they can’t use canister in interrupt fire. Also interrupt fire is a special case of defensive fire, so if you use it you cannot also shoot after the enemy movement phase. If artillery holds it’s fire until the defensive fire phase it can use canister at short range which gives a huge firing bonus and almost certainly creates fatigue in the target if not outright breaking them.
It’s hard to get troops into close combat but when you do the results are devastating. Attacks need to form up in depth so that if the leading brigade is pushed back by artillery fire the supporting brigade can continue the attack. Oh and we learned that we didn’t know the rules as well as we should.
It was a great day's gaming and both of us enjoyed the rules. We will be revisiting the ACW and Alter of Freedom again in the near future.
* You may notice that Paul commanding the grey clad Confederates is dressed in Blue, bizarrely I was commanding the blue coated Federals and was dressed in grey!
It all looks great.. You have done a fantastic job with the set up.
ReplyDeleteThanks, the next post covers how I built the terrain for this game.
DeleteThe table and troops do look terrific. I like the presentation of your 2mm armies and enjoyed your battle report.
ReplyDeleteThanks Jonathan, this was why I wasn't available for Tuesday's game. I'd used up my allowance of wargaming time on this and needed to build some brownie points back up with Mrs E.
DeleteI really like the look of 2mm games and yours looked great, nice table, the whole set up looked the part.
ReplyDeleteThanks for dropping by Donnie. Glad you liked the look of the game. I think this is the game level where 2mm really works well. Still using the big table but representing big armies on a big battlefield.
Delete