|Campaign Map of the battle area. The action is being fought at coordinate E3.|
|Terrain cards decided the tabletop terrain.|
|Tabletop with both forces deployed.|
Order of battle:
Cope's Union Division
- 1 x Infantry
- 1 x Cavalry
- 2 x Artillery
- 1 x Infantry re-enforcements due turn 6.
- 3 x Infantry
- 1 x Cavalry
- 1 x Artillery
The plans for both sides were quite straight forward. Union forces wanted to occupy the hill and woods as defensive positions. Then hang on until promised re-enforcements infantry arrived. The Confederate plan was to launch a frontal assault and use their slight edge in numbers (particularly infantry) to decide the action before any Union re-enforcements arrived.
On to the action...
The initial phase of the action had both sides quickly engaged in combat with Confederate forces trying to dislodge the Union's artillery batteries position on the hill. The artillery were proving very effective with firing rounds or canister into the advancing units.
|Union artillery batteries secure the hill in the centre as the Confederate assault begins.|
|Taking the hill is going to be costly to the Confederates.|
|The Union centre is in trouble as Confederate infantry get a foothold on the hill.|
|Union re-enforcements arrive.|
|The Union's right flank is open after Confederate cavalry finally overcome their opposition.|
|While the centre is stabilised the woods are lost to Confederate infantry and Union forces make a withdrawal.|
|Campaign map after the action.|
- Have their divisions avoid any action and reorganise those units that routed earlier in the day (achieved by 3+ score in a D6)?
- Launch an evening attack and miss the opportunity to reorganise and regain some of their routed unit for the next day's action (this would apply to the defending force as well)?
A few decisions to make.