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"Bury these poor men, and let us say no more about it." Bristoe Station 1863

23/4/2017

2 Comments

 
On Friday Keith and I replayed Bristoe Station, using Honour Games' Longstreet rules. The details are on the Scenarios page of this website, here. The game covers the attempt at the start of the combat by Heth's Division to cut off Warren's line of retreat. The shatter point for both armies was 24.
As Warren, Keith deployed his centre and right brigades behind the railway embankment (and so benefitting from cover), and his left hand brigade across the railroad in the woods. He supported his line with three batteries: one at Bristoe Station itself, one on the far side of Broad Run with a good field of fire across his front; and one on high ground behind his front line. As Heth, I put Cooke's stronger brigade on the left and Kirkland's brigade on the right. The front is quite restricted so I deployed Cooke's regiments in double lines.
Picture
Keith's centre and right, lining the Orange and Alexandria railroad
For the first few moves I tried to close the distance quickly, having nothing to counter Keith's powerful artillery. I used up a lot of morale cards and still lost a good few bases. I also lost an entire turn as Keith shot my general (playing the 'couldn't hit an elephant' card) and rolled 6, wiping out my entire hand. On my right, Keith's brigade in the woods came looking for Kirkland, forcing me to refuse my right. I tried not to divert too many units from the main assault but as Keith reinforced his troops on my side of the railroad, more Confederate regiments got stuck into firefights with Federals.

However, I was pretty happy with Cooke's progress and approached the embankment with promising local superiority over the Yankee right. But my losses rose quickly as we came into small arms range and I was pushed over my shatter point with Cooke just a couple of inches from the railroad.
This was a great game and brought out some of the best aspects of Longstreet. The rules are really easy to remember and strip out unnecessary gloss, but the action cards bring in the flavour of the period- and of the specific stages in the war- perfectly. I came off worse partly due to the Yankee guns card, which made his artillery particularly deadly. Losing 6 Action cards and a whole turn due to my general getting shot increased the time my troops spent in the artillery killing zone.

A good test of any rules is how close a refight comes to what actually happened. Well, we couldn't have got closer to the real outcome. On the day, Heth made it to within yards of the railroad before his men were broken by weight of Union fire. At a couple of points in our game, the positions of the troops almost exactly mirrored the map of the actual battle. Very satisfying. Hats off to Keith who had not read about Bristoe Station but saw and exploited the benefits of the terrain pretty much as Warren did in real life.

I now want to rerun this scenario using Pickett's Charge, which uses the same ground and units scales. To be honest, they'll have to be pretty amazing rules to shift me from Longstreet. Friday's game reminded why Longstreet is still my favourite rule set for any period.
Picture
High water mark for Heth. At this point, Confederate losses pushed them over the line and the Union won the Action.
2 Comments
Captain Darling
2/5/2017 01:41:52 pm

Great stuff! Good looking armies as usual.
Thanks for another Longstreet scenario. We'll give it a run.
A pity playing the South and not getting up close enough to use a 'Rebel Yell' card. Situation looks similar to the Railway Embankment game in the rule book, one I've never won as the attacker.
Agree with your assessment of the rules they're great, they are my go to set for ACW brigade level games. If I were to have any criticism of them it would be the lack of regimental morale every unit fights to the (second) last base...
Thanks again!

Reply
Tim
2/5/2017 05:17:53 pm

Thanks! I had that card in my hand all ready to play it, but reached shatter point just at the crucial moment.
I have kept the table up and plan to run the scenario again using the new Pickett's Charge rules by Too Fat Lardies. Same basic scale but more detail, including interesting-looking activation and morale rules.
I have also now reached the account of the battle of Payne's Farm, at the start of the Mine Run campaign, which also looks tailor-made for this size of game.
Cheers!

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  • Periods played
    • Napoleonics
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