For a replay of First Manassas 1861 to introduce a new gaming friend to Altar of Freedom. The scenario is an interesting one as it uses a 6' x 4' table but with a low unit density. The battlefield is dissected by Bull Run creek which can only be crossed at a handful of bridges and fords which focusses the initial action towards those points.
The Federals under McDowell (played by Stephen the new guy) have the objective of breaking the Confederate Army. To do that requires them to break five Confederate brigades. While the Confederates have to do the same to the Federals (also needing five Brigades destroyed) or to be contending the settlement of Centreville. Which means being within musket range of any part of the town. This is because Centreville is on the road to Washington. The Confederates (played by me) are under the overall command of Beauregard but also have Joe Johnson as second commander.
Both sides Generals have a mix of good and bad traits just to make things interesting. McDowell has an additional HQ (useful for rallying broken brigades, or at least trying to) but on the negative side is inept which means no two divisions can have the same priority point bids so attacks cannot be coordinated. The Confederates have restrictions through Beauregard who has to withhold half his priority points until the turn end phase and has a random minus one or plus two priority point adjustment each turn. Did I mention that five times out of six he will get the minus option. Johnson at least is more positive he can reroll one shooting roll, for any of his brigades, each turn.
Last time out I played as the Federals and tried to follow McDowell's historical plan. It didn't work! This time I was the Confederates and decided to push over Bull Run to threaten Centreville while holding the Stone Bridge and Fords until I saw what the Federal plan was. I decided to ignore the Sudley Springs crossings based upon the time it would take for McDowell to get troops over them and around my flank. The Confederates have to deploy first anywhere south of Bull Run. The Federals deploy second but are restricted to a four square foot area around Centreville which then extends along the north table edge to a depth of one foot and ends two feet short of the corner where Sudley Springs is located.
| Turn one initial deployments with Confederate lines of advance marked in Red |
The Federals deployed defensively covering the Potential lines of attack over Bull Run and showed no intention of swinging wide around the Confederate left. This allowed Stephen to off set McDowell's command issues by leaving one division in a static position in front of Centreville. For most of the Game he also managed to gain control of the turn clock which allowed him to slow it down sufficiently to ensure that three divisions were always activated. I Started by pushing Johnsons troops over Bull Run and moved a small portion of Beauregard's division to cover the crossings. The Confederates don't have the same problem with activation as they are organised in what are for all intents and purposes two Grand Divisions. What is a problem is the number of available priority points as there are not enough to gain the first activation and to control the turn clock and because of his traits Beauregard's division was usually slow to activate.
| The end of Turn 2 (12.00 Noon) Fighting has broken out in the woods |
Turn two sees my infantry pushing into the woods on the North side of Bull Run and skirmishing with the Federals. You can see fatigue markers starting to accumulate (the white and green discs). I remembered to advance Stuart's cavalry brigade this turn ! The Federals have closed up on the Stone Bridge but the extra two brigades of infantry are helping hold the position. Stephen is getting to grips with fighting an army level action now and has understood that fighting on the defensive is a better option for his green troops. His experience with Napoleonics is also coming into play as he understands the importance of supporting his infantry with aggressive use of artillery.
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