I attach another Longstreet scenario, which four of us played earlier this year. It was great fun and went to the wire but the Confederate attack was repulsed. I've uploaded an amended version of the scenario with slight changes to the set-up and a new map.
We have fought this scenario three times so far, with two Confederate and one Federal victory. The knoll in question was renamed Barlow's Knoll after the battle, to honour the young general who was severely wounded directing its defence. The scenario makes an unusual game as the field is split down the centre by a wooded creek. Longstreet's approach to woods works very well in this game.. Unit density is intentionally light as the Union line here was very thinly held.
This is a small scenario involving two cavalry forces supported by a few guns each. It poses an interesting challenge to both sides and brings out the simple effectiveness of Longstreet's cavalry rules well. We have played it twice so far, with one victory for each side. The odds appear to be in favour of the Federals but the onus is on them to take the risks and the Confederates will find their situation less desperate than might appear.
This scenario covers the first phase of the combat at Bristoe Station, when A.P. Hill had a chance to cut Warren off and defeat him in detail. Warren not only escaped destruction but inflicted stinging losses on Hill's command. This incident prompted Lee's comment to Hill after the battle: "Well, well, general, bury these poor men, and let us say no more about it".
This is a medium sized battle (48 bases versus 56), taking place on a restricted table, 48BW square.
Between March and June 2020, we could not meet to play games due to the Covid 19 lockdown in the UK, Instead, we played an email campaign based on Jackson in the Shenandoah Valley in 1862. The first campaign is described in a series of blog posts at the time. I am running the campaign again with a second group of players. The common rules and map are in the attached pdfs.
In addition to these shared documents, each player receives their own personal briefing with special rules and order of battle. As a campaign is under way, I have not uploaded these briefings but will do so after it finishes.
The playing area. A bit DIY but functional.
The map has the following features:
Named towns (large dot)
Named villages (small dot)
Numbered farms (spotted dot)
Forest hexes. Each patch of forest is lettered for identification purposes.
Main roads (dark brown)
Minor roads (tan)
Railway line (black)
Open hexes. Although ‘open’, these still represent farmland with fields and hedges, streams and ditches.
Hex rows are labelled with letters. Individual hexes are identified by counting away from the left of the row containing the letter (including part hexes). Thus, La Redoute is in hex E7; Saint Michel de Livet is in hex J3.
Each player has various assets, including fighting men and women, vehicles, technical resources and bases. As the campaign is under way at present I am not listing all of these on the website yet. But examples include
German infantry section with Opel lorry
Active Maquis cell
Sleeping Maquis cell
Every turn, each player receives a briefing on events in the previous turn, along with one or more tasks for the turn ahead.
A turn is not a fixed period of time but an episode in which something happens. Each turn, the players will receive a briefing on the situation and should then issue orders to their assets to allow them to deal with the current challenge. Play is similar to a Dungeons and Dragons approach: they will not be constrained by mechanical rules although these exist in the umpire’s set. The umpire will try to carry out the players’ instructions and will report the outcome at the end of the turn.
That said, the players are given some guidelines:
Lorries can reach anywhere on the map using the road net. Their passengers can then disembark and move on foot. I will presume that lorry-borne units will return to base at the end of the turn unless a player orders them to stay in another village or town. The gas powered lorries risk breaking down but otherwise are the same as the Opel lorries.
The Steyr heavy car and kübelwagen can reach anywhere on the map, not just on the road net.
Troops on foot may walk up to 4 open hexes, either from their base or from the point where a vehicle has transported them. I will presume they will return to base at the end of the turn unless a player orders them to stay in another hex (troops on foot can bivouac in non-urban hexes).
The tank can travel up to 12 hexes in a turn and will end the turn where it has been sent (ie it won’t return to base at turn’s end). It derives no benefit from roads.
Players may issue contingency orders, for example to lie in ambush or to look out for a signal and then take another action..