Almost two years ago, I played a Sharp Practice scenario from Grierson’s raid. While a fun game, the scenario suffered from several issues. The publication of a new book on the raid by Timothy Smith prompted me to revisit the scenario.
My staunch Sharp Practice opponent Sigur took the Confederate defenders (and he also took the pictures), while I played the Union attackers. Last time, one of the problems was balance: the Union is equipped with breech-loading carbines, which offer a severe advantage in firefights. I wanted to keep the technical superiority of the Union, while also taking into account the state of their troops: at that moment, they had been in the saddle for almost two weeks, moving hundreds of miles through enemy territory. They were exhausted, but had to act quick and decisively, as large numbers of Confederate troops were hot on their heels.
Therefore, I introduced two special rules:
The idea behind the Exhausted special rule was to skew the distribution of random events a bit in the direction of the Union, thereby modeling their exhaustion and proneness to making mistakes. The turn clock should put the Union player under pressure and force him to make quick decisions, even if not all of his troops were immediately available.
Similar to last game, the scenario started with the Union “butternut guerrillas” (scouts) leaderless on the far side of Tickfaw River, as they had run into a Confederate ambush.
I decided to keep them there and exchange shots with the Confederate skirmishers while I moved my first two groups of cavalry to my left flank. There, they dismounted and waded through the river, taking up position on the far side. Unfortunately, their Leader had some difficulties keeping up and ended up on the other side – a mistake that would cost him dearly…
Sigur meanwhile hurried his infantry to counter my troopers. He soon came under fire from the breech-loading carbines, which hurt him pretty badly. However, he managed to form line and gave back in kind – a controlled volley from close distance thinned the ranks of my troopers.
To make matters worse, Sigur had advanced the rest of his men down the road. Some took position on the bridge and peppered my dismounted cavalry from behind. Not content with such impunity, he crossed the river and sneaked up on my boys from behind. Before he knew what had happened, my cavalry Leader was taken prisoner!
This did not bode well. The cavalry on the river banks were now in a very bad position. I managed to get in the reinforcements, one group of which I sent to the river to relief the pinned troopers while the other galloped helter-skelter along the road to take the Confederate deployment point and threaten his line from behind.
Alas, too late! My Force Morale plummeted and I conceded when it was at 2 (against Sigur’s 7).
Congratulations to the plucky defenders, which held their ground against the odds!
This was a fun game, with Sigur acting bold and outmaneuvering me completely. The scenario tweaks also worked ok. I think the turn clock contained too many steps – I would skip the reduction of Command Cards, but would reduce the number it takes to end the game to 46. Turn clocks are always a difficult thing in Sharp Practice, as the turn lengths are so variable, but it did achieve the effect of conveying a sense of pressure.