Strategic Hex Game McClellan's Last Command (custom GCACW module) - community playthrough

HCR_map_new.jpg


So here's the map of the area. Blank, of course, but this is the sort of information that would be available to the commanders at the time. (I recommend downloading so you can zoom in and get the full view.)

ED: okay, it got shrunk by the upload. Link here:



And here's the key:

1607985540178.png


Some of these features aren't actually on the map at all, but they may feature in future maps.
 
Thanks for the map, looking forward to the game.
Forgot to mention, being from the U.K we are 5-6 hrs ahead. Will this affect game play?
(I don't mean my troops will have had their breakfast and be long gone :D)
but more in the case of contact with my team member to plan our next move via PM's
 
Thanks for the map, looking forward to the game.
Forgot to mention, being from the U.K we are 5-6 hrs ahead. Will this affect game play?
(I don't mean my troops will have had their breakfast and be long gone :D)
but more in the case of contact with my team member to plan our next move via PM's
It shouldn't; there's no hard deadline here, though that may change if this ends up taking months. Fortunately the amount of detail required in the orders isn't actually vast.
Hopefully there should be a period of overlap when you can do planning, though planning in google doc is also an option of course.


At the moment I believe the list is @Lubliner , yourself and @Pat Answer ; it'd be good to get one more person as that way there can be a true team on each side, but three people is enough to be working with for the first/demonstration game. I'll give it another day or so and then go for picking teams.
 
I am ok with an assignment. However the open decision making I cannot for sure know how it will affect gameplay. Also with the set-up, I suppose each day a decision is made within a 24 hour period. Whoever responds early in the day, such as @rebel brit would just give me opportunity to base my move upon his, if we were teamed together. If it was open as well, a better move could be determined by the opposition. But being in a learning mode, that still may prove ok. I'll see how the download works for me. There will be a beginning point where the placement I have is determined by @Saphroneth; right? Thanks.
Lubliner.
 
The download was successful and the quality is great. All places are clear and readable. Thanks. You control the sprites, or how do I keep the content organized on my map. The legend (key) does not download.
Lubliner.
You can get the legend with a right click and "save as".
Part of the conceit here is that you have the same sort of information that a real commander would have. You'll have text information, and if you want a map then the best thing to do is to make a copy of the image and draw all over it yourself!



I am ok with an assignment. However the open decision making I cannot for sure know how it will affect gameplay. Also with the set-up, I suppose each day a decision is made within a 24 hour period. Whoever responds early in the day, such as @rebel brit would just give me opportunity to base my move upon his, if we were teamed together. If it was open as well, a better move could be determined by the opposition. But being in a learning mode, that still may prove ok. I'll see how the download works for me. There will be a beginning point where the placement I have is determined by @Saphroneth; right? Thanks.
I'll process each turn once I have orders from both sides. And yes, you'll start the game with the positions of your units given by me (and thus clear) and with the positions of your enemy known vaguely based on intelligence appreciation.
 
I am curious of the map. I love the detail. What is it from, and is it possible to receive other plates of different areas in that same detail? They make excellent tools for study! I need!!
Lubliner.
The map is from the GCACW Vassal modules, as it happens. The modules are basically .rar files with a renamed extension, which is convenient, and I've basically pulled the individual map sections out of the modules and put them together in paint.net.
They can all be found on the Vassal wiki.

The modules with the most map information and the areas they cover are:

- Long Roads to Gettysburg
This map module covers the area of the Gettysburg campaign, from Harrisburg in the north to just south of the Rappahanock and from Winchester in the west to Baltimore in the east. That's the most recent one for the East.

- Grant Takes Command
This map module uses slightly different iconography and covers a different area - the area of the Overland campaign, naturally. It goes west to Gordonsville, north to Brandy Station, and (with two somewhat overlapping rectangular maps) reaches south to Drewry's Bluff and east to White House Landing.

- On To Richmond
This map module again uses slightly different iconography and covers the area of the Peninsular campaign. It goes from a few miles outside Fort Monroe up northwest to Hanover Junction.

- Stonewall in the Valley
This of course covers, well, the Valley campaign. What else? It goes from the Potomac southwest to Staunton.

All four of the maps mentioned above cover somewhat overlapping areas, and for the McClellan's Last Campaign map I did actually stick them all together to make a single giant overlapping map (though I didn't include any of Pennsylvania in it).


In addition:

- Battle Above the Clouds covers the Chattannoga area and campaigns.
- Atlanta Is Ours... well, you can probably guess.


Finally, I've also made my own, because I'm crazy like that. That one's for the Montreal area, and it might make a fun campaign in and of itself...
 
The map is from the GCACW Vassal modules, as it happens. The modules are basically .rar files with a renamed extension, which is convenient, and I've basically pulled the individual map sections out of the modules and put them together in paint.net.
They can all be found on the Vassal wiki.

The modules with the most map information and the areas they cover are:

- Long Roads to Gettysburg
This map module covers the area of the Gettysburg campaign, from Harrisburg in the north to just south of the Rappahanock and from Winchester in the west to Baltimore in the east. That's the most recent one for the East.

- Grant Takes Command
This map module uses slightly different iconography and covers a different area - the area of the Overland campaign, naturally. It goes west to Gordonsville, north to Brandy Station, and (with two somewhat overlapping rectangular maps) reaches south to Drewry's Bluff and east to White House Landing.

- On To Richmond
This map module again uses slightly different iconography and covers the area of the Peninsular campaign. It goes from a few miles outside Fort Monroe up northwest to Hanover Junction.

- Stonewall in the Valley
This of course covers, well, the Valley campaign. What else? It goes from the Potomac southwest to Staunton.

All four of the maps mentioned above cover somewhat overlapping areas, and for the McClellan's Last Campaign map I did actually stick them all together to make a single giant overlapping map (though I didn't include any of Pennsylvania in it).


In addition:

- Battle Above the Clouds covers the Chattannoga area and campaigns.
- Atlanta Is Ours... well, you can probably guess.


Finally, I've also made my own, because I'm crazy like that. That one's for the Montreal area, and it might make a fun campaign in and of itself...
So if I go to Vassal wiki (?) can I download these without changing extensions?
Lubliner.
 
So if I go to Vassal wiki (?) can I download these without changing extensions?
Lubliner.
What you can do is download the Vassal file, and then use a tool like Winrar to open the vassal file directly. (It'll work without complaint.)
In the "images" subfolder, sort by size, and the largest files should include the maps.


Careful to avoid spoilers though!
 
What you can do is download the Vassal file, and then use a tool like Winrar to open the vassal file directly. (It'll work without complaint.)
In the "images" subfolder, sort by size, and the largest files should include the maps.


Careful to avoid spoilers though!
Beyond my computer savvy.
Lubliner.
 
The Maryland Campaign practice game has now started; new players can still join in. At the moment there's one Union player and two Confederate.

I'll be showing the results on a one-week-of-game-time delay.
 
So I thought I'd provide an example of orders, to show what I'm looking for.


This is the situation at the start of the Valley campaign:


SIV_instant.jpg



Now, for the purposes of this example, let's say that the Union commander has decided to advance down the Valley with all three of his divisions moving in parallel columns. We'll ignore for the moment if that's a good idea.

He wants to get the divisions to the point they're on the same east-west line, so his orders are:
- Shields to march to Bunker Hill in a normal march.
- Sedgwick to march to Charlestown in an easy march.
- Abercrombie's brigade to join Gordon's brigade in an easy march.
- If Shields reaches Bunker Hill, Donnelly's Brigade to join Gordon's Brigade in an easy march.
- 1st West Virginia Cavalry to move south of Bunker Hill in a normal march.

No orders are given for the cavalry around Berryville or the slack regiment, so they hold position and begin fortifying.

Assuming Jackson does nothing for the turn that would interfere with that, the results of that are:

- Shields' division reaches Bunker Hill (this is the result of some good rolls) and is tired.
- The head of Sedgwick's column reaches Charlestown. (The rest of the division is still in column of march.)
- Abercrombie's Brigade joins Gordon's brigade.
- After Shields' arrival, Donnelly's brigade also joins Gordon's brigade.
- The 1st West Virginia Cavalry has only reached Darnestown (it rolled poorly).


Then the orders for the next day could be:
- Sedgwick's division to march to Berryville in a normal march.
- Williams' division to march to northeast of Leetown and then south, making for Burnt Factory without using the Martinsburg Pike.
- Shields' division to make a normal march south along the Martinsburg Pike, attacking enemy cavaly but going firm if enemy infantry is encountered. (This is potentially overstraining the division, since they'd done a normal march the previous day.)

(Again, whether this is a good idea is ignored.)

The Confederate cavalry would be giving Jackson fairly good information on many of these Union movements, of course. It's thus up to the Confederate player to decide how to respond...
 
Since both sides are getting information on it, I can report that in the Maryland Campaign game there's already been a battle!

Action near Bleallsville
Cavalry engagement between Munford's Brigade and Farnsworth's Brigade, as the Confederate cavalry tried to punch through the Union cavalry screen near the Potomac; the Union cavalry was outnumbered but on the defensive and was victorious partly owing to effective use of horse artillery. Munford's brigade lost several hundred men over the course of the fighting, though many were merely wounded or scattered.

(The Union cavalry rolled higher, but not that much higher.)
 
In the interests of clarity, and since it's likely to come up soon, I thought I'd outline the mechanics of fighting in the GCACW series (at least in a large engagement).


Types of attack
There are two types of attacks in the game.

The first is an attack as part of movement, by one token (one division, or brigade if you have a separate brigade). This basically means that you can attack and then move afterwards, or move up to a position and then attack.
This can be done as a "column of march" (where the attack itself costs no movement, but is very unlikely to succeed), or as a hasty attack (1 movement cost), normal (2 movement cost) or prepared (4 movement cost). The more movement cost is spent the more likely the attack is to succeed; the difference between hasty and prepared is going from -1 to +1 to the dice roll for example.

Remember that a Union division being controlled by a commander has between 2 and 7 movement per action, so a prepared attack is a pretty significant chunk of time.

The second is an "assault", and it can only be conducted by a named corps commander (any of the Union corps commanders, or Jackson and Longstreet) using their own corps. An assault is done instead of movement, and it is the only way to have the men and guns of more than one division fighting at once (they all have to start in a single hex and all attack a single hex), but an assault is also an organizational challenge - it is quite possible that only some of the divisions intended to attack will get the message, and the attack can also fail entirely. (How likely it is to work as planned depends on the corps commander in question - Jackson and Longstreet are both good, but Sigel for example is quite bad. This represents both personal ability and the ability of the corps.)
An assault always counts as prepared.

It is possible to get men from more than one corps, or in more than one hex, to attack the same enemy position. This is called a "grand assault", and requires the involvement of the army commander (McClellan or Lee). Lee is better at these than McClellan is, again representing both personal ability and the ability of the corps.

The more men are fighting on your side, the higher the expected casualties and the more advantage you have in the dice roll.



Other bonuses

Besides stacking up more men, you can also gain benefits in fighting by the following things.
If you have more artillery, fighting on open ground is preferable.
Defending behind a creek or river gives you a bonus.
Defending in rain gives you a bonus.
Defending completed entrenchments doubles or triples your combat and artillery power.
Threatening the enemy flank and rear by being within two miles (specifically, if you have your own forces adjacent to the hexes which are adjacent to an enemy unit) can give you up to a +4 bonus.
(You need a force of at least 1/4 the strength of the enemy to threaten their flanks - 1,500 cavalry can't present a meaningful threat to 8,000 infantry, but 2,000 cavalry could.)

For flanking in particular, a formation can "refuse flanks". This halves the flank bonus but also gives a +1 bonus to any attackers, in compensation. (This requires movement, but the unit does not leave the hex - it "moves in place".)




The result of fighting

The worst that can happen for an attacker is that they suffer heavy casualties and become disorganized and exhausted (meaning unable to move today, and indeed probably needing to do absolutely nothing tomorrow to recover). An attacker can be repulsed by an attack, but they cannot be forced to retreat from their starting position by failing an attack - remember that the scale is about one mile to a hex.
The best that can happen is that an attacker succeeds for trifling casualties and can then advance into the hex they initially attacked, and if they completely overwhelmed the enemy they may then be able to continue advancing. (This requires winning the dice-off by at least 6.)
If a defender loses badly enough, in addition to casualties, disorganization and exhaustion they can be forced out of the hex they were defending. They can also become demoralized (which means they will be basically incapable of attack for a day or two) by being routed (which pushes them back several miles before they start to rally). A routed division is extremely vulnerable to further attack until it has recovered.

A significant risk for an attacker whose attack has failed is a counterattack. Defenders can launch counterattacks of their own, and a disorganized and depleted unit is more vulnerable than it would otherwise be.

Note that it is not required for the attacker to advance. This means that units who have entrenched can make attacks out of their entrenchments - they just need to decide to remain in their positions, since it's only by leaving their positions that their entrenchments are cancelled out.



Examples

Let's have a quick look at an example to illustrate.


1608396939620.png


In this situation, Jackson is deployed facing off against the whole of the forces of both Williams and Sedgwick, possibly as the result of a bet. He's in a very vulnerable position here, but what are the options for Banks?

Banks could order an attack directly on one of Jackson's brigades with one of his own, and have a good chance of success. He's not threatening the flanks of any of the brigades, but sometimes a brute force attack (such as by the brigade Banks is commanding directly, against Burks - which would have a 4:1 numerical advantage) is the sort of thing that works.
If he rolls high enough to make it a prepared attack (which he'd get on a 3-6 on the dice) he'd be attacking at
+1 from the type
+3 from the strength ratio
but -1 from Burks' artillery being able to be used well on the flat ground.

What Banks could do instead is order Williams to make an assault. This would involve both the brigades Williams is commanding, and if Williams rolls well enough to get them involved he'd be sending in enough troops to give him a 6:1 advantage - and enough artillery superiority to neutralize Burks. This would be
+1 from the type
+5 from the strength ratio
but -1 from the tactical skill difference.
So +5.

This is a better attack.

There are three more options, though.

The third option is for Banks to try and send troops around the flank. Since the Confederate brigades are so weak a cavalry unit could come around the back and outflank (by moving to a hex next to 5402) which would mean that Banks could then have the brigade he's directly commanding attack Burks with a +5 advantage (assuming that Jackson didn't come to his senses and get the hell out of there first). The benefit of this is that Banks could then follow up his advantage by now completely surrounding Fulkerson's brigade and having some of his other forces attack that unit.

As the commander of the Department of the Shenadoah, however, Banks is effectively considered an army commander and can launch a grand assault. The chances of this working properly aren't huge, but if successfully done he could get as much as 14,500 men attacking the 1,000 man brigade of Burks (for a +13 on the dice roll due to strength ratio, plus getting so much artillery into the fight that it'd be the Union getting a +1 from artillery strength, and the +1 bonus from an assault, it'd basically squash Burks flat).

The final option is the crudest one, which is for Banks to order all his brigades to individually attack Burks. Burks is going to have a relatively good chance of holding off any one attack, but if one of them leaves him having suffered casualties or disorganized then he's easy prey for the next one.
 
You won't have to wait long, I'm trying to talk the wife ( Belle Boyd ) into joining .:bounce:
Oh good. I'd set up an office for her in Old Capitol Prison but she would probably still find a way to get intel. Best she remain in England. LOL!!

(And do I have the honor of addressing the Commanding General of the Army of Northern Virginia or a flamboyant and able but from my current point of view exceedingly annoying cavalier? :D
Your servant, sir
Pat Answer, Commanding General, Army of the Potomac)


To all: Recruits still welcome for both Team Reb and Team Yank. Let me tell you - with Saphroneth handling the "paperwork" this exercise really is less intimidating and more fun than the details may make it appear. You do not need 'gaming' experience to enjoy this, just historical imagination. Please (pretty, with sugar on top) consider signing up!
 

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