Saturday, July 9, 2016

The US Civil War turns 14 through 17

Well, it was the US player's turn to feel like this cat, up till he remembered that northern VP cities have an intrinsic garrison... 

Lee and the CANV cavalry went on a wild ride through West Virginia and took Pittsburgh, the Cavalry then went on a jaunt through the north wracking up VP points each turn.  In the end we took away all but 4 (now down to 2 due to fading glory).  

End of turn 14.  Union has 31 VP and need 39 to be on track.  Confederates also have 2vp for the swing up to Pittsburgh.  So Union is down 10.

At the top left you see Lee on his wild ride.  He threatened to go to DC first and then went west instead.  Just managing to keep a supply line open - Attrition in the winter would have been brutal.

In the west Sherman made a lunge for Chattanooga, Longstreet intercepted in the mountains and repulsed him.

In the Far West Curtis is on the move.
End of turn 15.  Union have 36vp and need 42 to be on track, CSA has 4vp from still holding Pittsburgh.  So down 10.
Lee hustles back to friendly territory, he managed to make a couple of Attrition rolls on the way and keeps the army intact.  The Cavalry circled in the middle of the map is the only reason he can be in supply where he is at too.

In the west things are fairly quiet.  Some jockeying for position.

In the Far West Taylor is beaten by Curtis (actually a draw but Taylor lost his last SP and goes poof).

I think the Union made a push for New Orleans and was beaten back - might have been the turn before though.  Last but not least the union take Houston.
End of turn 16.  Union needs 45 to be on track and has 40, CSA actually has 3vp at this point since fading glory would have kicked in.  So down by 8

In the East Lee moves into North Carolina, Virginia is lost...

Confederate Cavalry try to cut off union forces north of Chattanooga but get chased away.

In New Orleans a large CSA force (9sp, Hood and Taylor) attack a smaller Union force led by Meade, all they had to do was win and the Union would have to surrender most of their forces.  But the rolls are crappy (first roll is union 8 and CSA 4, see even with a +6 it is a draw), second was CSA 3 and union 5.  Those forces holding New Orleans will be desperately need elsewhere but New Orleans is too many VP to let go.  In the Far West Beauregard is moved in to take Taylor's job and maneuvers to put Curtis Out of Supply.
 
End of turn 17, US has 41vp and needs 49 to be on track, so down by 8vp.  CSA has 2vp but they will be gone soon due to fading glory.  Normally on the next turn the USA has an election which means he would need at least 45vp that turn or lose the game (Lincoln lost the election).  I volunteered to ignore that but even so he should be able to get the needed 45 even with the Confederate 1vp making it 46 he needs - too few CSA troops facing too many USA ones next turn.  Winter will be no help either since the CSA will most likely lose 2 or 3 sp then.

In the East Lee attacks Grant (mainly due to thinking that 1 more VP space would have ended up in CSA victory - but rules screwup means it would not).  Grant intercepted and the battle ended up a draw.

In the West Sherman moves on Chattanooga.  Longstreet manages to intercept and is forced back but both sides take losses, Sherman than attacks Chattanooga proper and suffers a draw.  This move does put the Chattanooga force out of supply though.

In the Far West Beauregard beats Curtis but is then attacked and beaten by forces sent from Memphis.


All of that took seven hours, started at 10:30 and finished up at 6 with a half hour break for lunch.  Last three turns should take quite a while as well since every move is going to be important.  The US needs 19 more VP to win at game end and there are roughly 23 free points floating around.  The CSA has a few VP areas they can retake and opening the Mississippi is worth 3vp to the union as well.  With average rolls the Union will have 36 activations left in the game which should give enough time to get those VP spaces - but any setback or bad luck on activation rolls may be deadly to either side.

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