Grinding It Out – Part 3

Have now finished up nine turns.  Both Army’s respective flanks are locked in contact, with the terrain favoring the Federal defenders.

On the Federal right flank….

Although the Federals’ positions seemed exposed, the Confederates are armed with muskets which have an effective range of only one hex.  At two hexes firing strength is halved, which renders their musketry ineffectual.  The Federal rifles have an effective range of two hexes, doubled at one hex.  This is a significant advantage.

However, the two units anchoring the Federal right have run out of ammunition.  This occurs on a fire combat D6 roll of “one”, with a follow up D6 roll of “one” or “two”.  But, the Confederate requirement to roll a D6 to enter melee, with score equal to or below their morale rating, combined with their already low ratings, have hindered their efforts to turn the Federal right.

On the Federal left, the terrain/situation is different, but results  much the same.

The Rebels have to cross open ground to engage the Federal left, while their center advance is channelized by unfavorable terrain.  Some progress is being made  in flanking the Federal right.  However, the Federals will receive reinforcements beginning Turn 10.

The battle is being shaped by terrain that limits each side’s ability to fully or even partially deploy their rather significant artillery assets.

I am looking forward to reading about this battle, but want to hold off until the game is finished.  It’s always fun to find out what I did that was historical, and what was ahistorical.

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