Thursday, 23 October 2025

Battle of Charles City - Conclusion

 

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Following orders, Kemper (Longstreet) carries out a passage of lines with Field (A P Hill) but it doesn't go well - Kemper's men break and Field goes to Low Morale!
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As Ewell's divison steamroller forward, Trimble's veterans find themselves right on the flank of Taylor's brigade.

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But at the same time R Anderson's men (Longstreet) break and join something of an exodus of Rebs from Charles City.

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Back with Trimble though things are going to plan for the Confederates.

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Meanwhile Hooker's division is finally in motion and deploying to check Jackson's attack.

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Jackson is in position at the Quaker Meeting House, his artillery are pouring a galling fire on the Union line.
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To the north of the town Smith is finally receiving orders to pull his exhausted division back to be relieved by Morrell.
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Turn 7 and Jackson's men launch a devastating charge against Hooker's line simultaneously breaking Sickles and Grover.
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While Trimble takes out a second brigade that of Berry (Kearney). The Union DEM level now stands at 5.
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D H Hill, seeing the stampede from Charles City has ordered up the brigades of Colquitt and Rodes to plug the gap in the Confederate line.
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View of the table from the Confederate side at the end of turn 7.
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And from the Union side.
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Plucky Trimble tries his luck for a third time but his brigade melts away under the withering fire of the Union rifles.
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However, Fulker assaults Carr and it's all over - Union DEM of 6 is reached so the Rebs win 6-2.
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Jackson's bold surprise attack has been completely successful.
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The scene at the end of play - turn 8.


Wednesday, 22 October 2025

Battle of Charles City - turns 1-4

 

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Slocum's division press forward against A P Hill's line and a firefight quickly develops. Crucially though, Slocum does not seem to be supported.
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To the north of the town Smith's division square off against Longstreet's men lining the road. Smith's attack seems to have a lot more weight behind it than Slocum's.

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The view from the Union side of the table behind Slocum.

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Turn 3 and Davidson's brigade becomes the first Union unit to break. Longstreet's men are taking casualties even with the protection provided by the stome wall.

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The northerners have moved two gun batteries forward along the Charles City Road to provide close support for Smith's attack. 

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The fighting on Church Hill grinds on with both sides taking heavy casualties including to the Confederate artillery. Fortunately for Slocum's boys the Reb artillery dice rolling has so far been below par.

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Jackson's corps emerge from MacAlpine Woods with a Rebel Yell!

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Looking from behind Slocum's left flank as Jackson's men advance.

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You can see here that Slocum's division is taking punishment.

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Turn 4 and a flurry of messages arrive at Lee's HQ.

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The fighting in the town. The Rebs are taking casualties but have also just seen off one of the Union batteries.

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Jackson's men are moving forward rapidly intent on smashing McClellan's flank!

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Ewell's division are almost on the end of Slocum's line.

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Meanwhile Hooker stands by idly without orders to intervene.

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One bright spot, Kearney's division arrives bringing the Union DEM level to 6.

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The view from behind the Union right flank at the end of turn 4.


Sunday, 19 October 2025

Battle of Charles City

After 18 campaign turns spent manoeuvring across the Virginia Peninsula, Lee and McClellan have finally come face to face at Charles City.

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The initial deployments of both sides.
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The view from behind the Union front line.

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The view from behind the Confederate front line.

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Jackson's corps hiding in the woods!

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Lee's HQ with D H Hill's division in reserve.

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A P Hill's men defending Charles City.

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Longstreet's men man the stone wall.

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Huger's division on the Confederate left flank.

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Slocum's division line Quaker Lane with Hooker's division behind them in support.

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McClellan's HQ in the Union centre with the divisions of Smith and Morrell deployed in front.

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The Union right flank anchored on River Hill and River Knoll - the divisions of  McCall and Couch.

The troops are deployed and the action will begin shortly.



Tuesday, 25 November 2014

Battle of McDowell - turns 5-7

Ian has allowed me to write up the last few turns, as the game swiftly turned into a Confederate victory! Any set of ACW rules worth it's salt must surely favour the static defence in a firefight - and in this case the Federals (under time pressure to gain ground) were expending command points on movement and recovery while the Rebs tactical order sheets simply read 'load - fire - load - fire' with results familiar to wargamers everywhere !

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The scenario required Union forces to control this hill by 4:30pm - quite a tall order.
The 12th Georgia had been forced back to the base of Sitlingtons Hill, but despite losing 4 stands out of their original 14 and spending most of the battle either disordered or with wavering morale - they didn't break ! Over their heads the 25th and 44th Virginia blazed away at the enemy without let up.

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'Man Of The Match' award - The 12th Georgia shrug off massive losses and rollercoaster morale !
But then, over on the Staunton Turnpike, the cracks began to appear in Milroy's brigade. Rebel skirmishers worked their way up the wooded slope on the Union left flank and took out the undefended two gun section of the 12th Ohio artillery. These had been the only guns in action, and despite minimal strength had taken their toll on the Confederate line.

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Reb skirmishers get in close and drive the gunners away.
The Yankee 3rd West Virginia, positioned astride the turnpike below the guns, had been trading volleys with the veteran Rebel 31st Virginia since the engagement began. Ian sensed they were about to give up the ghost and diverted the 32nd Ohio, his only uncommitted regiment, to go to their rescue - but it was too late.

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Milroy personally urges the rather 'green' 32nd Ohio towards the shaky flank ......

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...... but it's all over before they get there! The West Virginia boys rout (I know the flag is wrong!)
On the opposite side of the battlefield the 75th Ohio had been edging forward hoping to turn the Confederate flank, but as they closed the distance the withering fire from the hilltop sent them skedaddling as well.

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A second rout on the other flank - the fleeing men of the 75th Ohio.
Our standard victory conditions kicked in at this point. Coupled with overall losses, the two broken Union regiments gave the Confederates a VP total of 11 while the Yankees could only muster 5. Game over in conclusive style!

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Schenck's brigade unused at McDowell.
Each game turn is ten minutes of real time and is subdivided into six phases. Command points based on the quality of each regiment's colonel are then calculated and used to purchase actions which can be inserted into the phase grid as required. Players declare their actions phase by phase - fire too early in a turn and your target may not be close enough yet! Stop to restore order and the enemy may get in an additional volley. Absorbing levels of micro-management make these games great fun to play, although visually they may not be particularly dramatic! And still no bayonet charge !

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