WS&S

Wargames, Soldiers & Strategy

Monday, September 19, 2016

The Battle of Wilson's Creek - 1861 (Part Two)

Turn Nine
The Union commander only needed a three or more on the dice for his reinforcements, but failed again, it was his initiative and he gave orders to a single brigade and once again my impeccable rolling produced a 1+1. 


It was enough to move his artillery battery up again.


The confederates continue to press on their left flank and orders were issued to two brigades, a roll of 4+1 allowed the attack to continue.


Four infantry and one artillery battery advanced.


Mixed fortunes in the firing phase, the counter-battery fire was ineffective but in the firefight on the left both sides scored hits.


The whole of the rebel left flank was forced to recoil, but they did inflict enough damage on the Union line to push back one infantry and the battery.


Turn Ten
Yep, you guessed it, only a roll of two or more would have brought on  the Union reinforcements, I rolled a one! So they will definitely appear at the start of the next turn, as even I can't roll lower than one. The commander issued orders to a single brigade and threw a 5+1.


It was more than enough to advance his artillery and infantry forward into line again.


The Confederates issued orders to two brigades in a desperate attempt to keep up the pressure and would you believe rolled a 6+1.


This allowed every unit to advance, as well as bring some of the lagging units forward.


In the firing round, sixes began to appear, in the counter-battery fire both scored hits, as did three of the rebel infantry regiments, whereas only a single Union regiment scored a hit.


Could this be the chance the Confederate commander was seeking? The men in blue being pushed back and his own troops in a great position to follow up.


Turn Eleven
The Union 4th Brigade 'The Anvil' finally shows its face on the battlefield to the rear of the rebel forces.


Had the Confederate attack plan gone to plan, most of the rebel troops would have been close to or across the stream by now. However, two full brigades, though startled to see the enemy appear in their rear, are well placed to meet the threat.


With the anvil now in place, the Union general orders his large 3rd Brigade to advance, a roll of 6+1 allows this to happen.


The troops advance on the rebel lines.


The Confederate general now has to turn his attention to the threat in his rear. He activates two brigades and throws a 5+1. This will allow him to turn and face the danger.


Two batteries of artillery unlimber and regiments of infantry swing around.


Back on the rebel left flank, though neither side were activated, the firefight continues.


Both sides scoring hits and pushing back their assailants, though also falling back themselves in order to regroup.

Turn 12
The Union commander activates 4th Brigade and a 5+1 allows him to move every unit.


The infantry advance to form a salient, whilst the cavalry dismount and the battery of artillery unlimber.


The rebel commander takes a chance and activates two brigades a 3+1 is just enough for his needs.


All the infantry on this flank are now facing the enemy and a battle line is forming.


The rest of 2nd Brigade also mange to turn to face the enemy.


On the right flank of the Union 4th Brigade, firing by both sides is disjointed and unsuccessful, both sides being caught unprepared for immediate action.


However, on the other flank, the reb artillery scores a hit at short range on a luckless infantry regiment.


It is immediately forced back in a shaken state, (yellow disc)


I will finish this part with a few more low level shots of the battlefield.

The dismounted cavalry troopers are uncomfortably close to the enemy infantry.


Looking out from the salient.


Down the length of the table, with the salient on the left. There sure seems to be a lot of rebs between it and the hammer!


The hammer advances.


The rebel left flank, both sides attempt to catch their breath for the next assault.

4 comments:

  1. Enjoyed that. Good use of those Lil arrows, Ian. They help a lot to track movements.

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    1. Thanks Kurtus, the arrows are very effective for showing who, and in which way units are moving.

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  2. That Glory Hallelujah scenario seems to be a very stripped-down or stylised rendition of the actual battle. Great looking game, though.

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    1. Thanks buddy, I guess it is dumbed down to make it playable on the tabletop, good fun though.

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