Wall’s Bridge – Sharp Practice AAR

This scenario is based on a historical skirmish which took place on May 1 1863 during Grierson’s raid through Mississippi.

The historical situation

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Grierson’s troopers around Baton Rouge near the end of the raid.

Since April 17, Union cavalry under Col. Benjamin Grierson had been moving through Tennessee and Mississippi, destroying railroads, burning Confederate stores and freeing slaves. The Confederates had dispatched several detachments to hunt down the raiders. Around noon on May 1, the Ninth Louisiana Partisan Rangers (Major J. de Baun), while on their way to intercept Grierson’s men, halted at Wall’s Bridge. As always, Grierson had sent his scouts ahead, which were nicknamed ‘Butternut Guerillas’ because they wore Confederate uniform. When some of the scouts confronted a Confederate officer, carelessness led to a shot being fired. This alarmed the Rangers, who took position to ambush the Union troopers.

Seeing his scouts bring in Confederate prisoners, Lt.-Col. Blackburn, who was in charge of the Butternut Guerillas, galloped towards the bridge, shouting to his men to come along. When they reached the bridge, a volley was fired. Blackburn and Sgt. Surby were hit while their men scrambled for cover. Pinned in the underbrush of the river embankment, they hoped that reinforcements would arrive soon.

The game

The scenario started with a leaderless group of Butternut Guerillas (Union cavalry) positioned in cover at the river bank. A group of Confederate skirmishers were in the woods opposite the road. For the first two turns, only Leader 2 (with two units of cavalry) and two blue flag cards were in the deck for the Union side. The rest of the Union cards would be added at the beginning of the third turn.

setup

K., wo played the Confederates, immediately deployed her infantry to block the road while her cavalry moved around the woods on her left flank, evidently trying to outflank me. I deployed two groups of cavalry on foot and had them take position at the river bank to the right of the bridge. The skirmishers sniped at my pinned scouts, but all the shooting caused a pall of smoke to hang before them (firing random event). I reckoned that this was my chance to get the Butternut Guerillas out of their predicament and rushed them back towards the other side of the river. Despite being shot at by a group of Rebel infantry marching along the road, they made it safely into cover.

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Meanwhile, the Rebel cavalry had advanced to the river and was preparing to ford it. They were quite a spectacular sight and for a moment caused some unease in the Union ranks. However, when they came under fire from my dismounted troopers, a lucky bullet hit the Confederate leader, killing him instantly. Milling about leaderless at the embankment, the riders were no immediate danger for my right flank.

So, when the rest of my cavalry finally arrived, I decided to send them on a charge across the bridge. K. had deployed her infantry in single groups, so I hoped to drive them back without taking too many losses.

Regrettably, it didn’t work out as planned. The Rebs stood up against the charge and gave my horsemen a good licking. Broken, they retreated in panic. Fortunately, my Leader was able to rally them and prevent them from fleeing off the field.

Rallying

Evidently, a more methodical approach would be advisable, so I dismounted my other group and had them take position to the left of the bridge. K. had meanwhile formed a line and for a while, Confederate and Union troops exchanged fire.

On my right flank, the withering fire from my repeating rifles had driven back one group of Confederate cavalry. The other group had dismounted and managed to wade through the river, intent on falling upon me with pistols and shotguns blazing.

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They were, however, driven off by the concentrated fire of my dismounted troopers.

The situation was looking bad for the Confederates and it got even worse when I finally deployed my Woodruff gun.

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I know it’s the wrong gun, but I couldn’t find my other model…

After two shots from this light piece of artillery, the Rebel commander decided he’d had enough and retreated – with her Force Morale at 3 against mine at 7, K. conceded.

end

Analysis

This was a bit of a mixed affair. We both hadn’t played Sharp Practice for a while and felt a bit rusty rules-wise, which interrupted the flow. Also, K. was really unlucky: her shooting was dismal and losing her cavalry leader early in the game completely stalled her counter-attack and allowed me to make my foolhardy charge without any real negative consequences. There was also a slight balance issue, as I’ve underestimated the Union cavalry’s repeating rifles – being able to deliver the double volume of fire makes them formidable enemies!

Historically, what happened was that the first group of Union reinforcements to arrive also rashly charged across the bridge, only to be repulsed by Confederate volleys. When Grierson finally arrived at the scene, he had his men dismount and advance on both sides of the bridge. They formed a skirmish line along the river bank while Cpt. Smith brought forward the Woodruff guns. When the skirmishers and the guns opened fire, the Rebel shooting started to wane. Grierson now advanced his mounted troopers, two groups fording the river on the flanks and one charging across the bridge. The Confederates broke and retreated.

In the afternoon of the same day, Grierson’s men had another close brush at Williams’ Bridge before they could cross into Union territory. They had covered over 600 miles in less than sixteen days, capturing and paroling over 500 prisoners, destroying around 50 miles of railroad and telegraphs as well as immense amounts of army stores and capturing 1000 horses and mules. Most importantly, they had created a diversion which enabled General Grant to safely land his troops below Vicksburg, leading to his taking of the city.

Battle of Bean Ridge – Sharp Practice AAR

Having finished my new modular hills, I looked for an excuse to get them on the gaming table. Inspired by a napoleonic scenario I found in an old issue of Wargames Illustrated, I devised the following situation.

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Bean Ridge (at the Western edge of the table) is a strategically important position, as it covers the flank of the Confederate marching column. To secure the location, pickets have been posted on a small wooded hill (at the Northern edge of the table) and in Henderson’s orchard (at the Southern table edge). However, the Union advance guard is already approaching – will the Confederates be able to hold their position long enough for their reinforcements to arrive and to drive back the Yankees?

I played the Confederates and initially had one group of skirmishers each in the orchard and on the hill. My main deployment point would appear at the beginning of turn 5 on the road at the Northwestern corner of the table. K., who played the Union, had two deployment points at the Eastern table edge.

Each of the objectives – the orchard, the small hill and Bean Ridge – was worth 5 points, defeating the enemy was also worth 5 points. Whoever was last in possession of the objective would get the points at the end – so you don’t have to stay there, you just have to make sure the other force doesn’t occupy it after you left.

To give the attacker an edge, I let K. chose between three supports: an additional group of skirmishers, a group of cavalry or one light gun. I would know which she took when she deployed them.

Due to the close distance between my pickets and the Union deployment points, the game started right into the action. When K.’s line of three groups entered, my skirmishers on the hill immediately started firing. A lucky bullet hit the Union’s Sergeant, killing him instantly. An inauspicious start for the boys in blue! My guys in the orchard shot at the other Federals, which didn’t enter in formation but as individual groups. One of them was driven back by the skirmishers’ withering fire.

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However, the Union Leader calmly brought his line into position, made them present arms and then ordered them to concentrate their fire at the skirmishers on the hill. When the smoke had cleared, the poor rebel Sgt. stood alone on the hill – his whole group was wiped out!

Inspired by this success, the second group of Union skirmishers (that’s what K. chose as support) charged towards the orchard. The Confederates decided to fall back – I didn’t want to lose my other group of skirmishers in a bloody and unpredictable melee. However, I was losing heart and hoped that the reinforcements could turn the situation around.

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Union skirmishers driving in the Rebel pickets.

The Confederate Leader marched the majority of his men in column along the road to get into a blocking position. Two groups were sent up the small hill, which had meanwhile been occupied by the Union skirmishers.

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Up and at them, boys!

When confronted with cold steel, the Union skirmishers fell back and the hill was again in Confederate hands. Also, the Confederate Leader had formed his men into a firing line and opened up on the advancing Federals. Things were definitely improving for the Rebels!

My intent was now to pin the Union line with my line and work the groups on the hill around the Union’s right flank. After a first controlled volley, I let them fire at will, hoping that the faster rate of fire could counteract the more precise shooting of the Federals, which were still manoeuvering into position. The exchange of fire between the two lines soon became a stalemate and a contest of attrition. For a while, each line stubbornly stood its ground.

However, after the initial shock of the determined Confederate counterattack K. quickly stepped up her game. First, she sorted out her left flank, which hung in tatters since my skirmishers had forced one of the groups back. She decided that those fellows were beyond help and concentrated on her still intact group, attaching it to her line. This in turn enabled her to detach one group from the right end of her line, which moved into position to block the Rebel groups advancing down the hill.

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Swift and determined action saves the Union flank!

As her skirmishers also formed a screen, my groups now faced two Union groups. I decided to pull them back to the small hill, where they at least had cover from the wooded area – after all, it would be enough to deny the Union this position.

However, the Confederate counterattack was stalled and the momentum changed back to the Union. Suddenly, “inspired by their volley and convinced the enemy is done for” (as it says in the random event that now happened), my line rushed forward. Unfortunately, they never reached the enemy line, getting bogged down in rough ground. This was the Union’s chance: with a crashing volley, they made the Rebels reel back.

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A crashing volley tears into the Confederate line.

This well-timed blow broke the stalemate between the two lines and sealed the Confederates’ fate. The Rebel line fell into disarray. The last remaining Confederate skirmishers were destroyed by another volley, which enabled the Union skirmishers to advance unopposed to the foot of Bean Ridge.

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The end is at hand.

My Force Morale was at 2, while K.’s was still at 7. With both groups of skirmishers lost, my firing line broken and individual groups withdrawing I knew I had no chance and conceded defeat. I still had the hill, so that was 5 points for me, but K. had the orchard, Bean Ridge and she had defeated me, so 15 points and victory for her!

Another dramatic game, which was made even more exciting because we both were in quite good form. For once I made no severe tactical mistakes and for a moment even felt like I had victory in my grasp. However, by coolly reorganising her battle line K. managed to stall my counterattack and with her crashing volley delivered a punch my already battered line couldn’t recover from. A well deserved victory for the Union!

Battle for the Pigsty – Sharp Practice AAR

Last weekend we had another game of Sharp Practice with the Naval Landing Party. I’ve put a pdf of the Force List we used in the Resources folder – feel free to try it out, I’d appreciate any feedback!

To spice things up, we also used a mechanics for secret objectives. We’ve used this system before for other games and it always provides an exciting experience – there’s a lot of second-guessing as it enables the attacker to makes faints and forces the defender to keep a reserve.

For this game, I made up three cards which would thematically fit with the background. The attacker (the Landing Party, which turned out to be K.) drew one of three cards – this would be her objective for the game. I didn’t know which card she drew, of course, so I had to watch every move and be prepared to rush in quickly.

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The cards…
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…and the set up.

The judge was located in the big house on the Northern edge of the table, the livestock were in the pigsty and the telegraph line went along the road on the Western table edge.

The game started with K. deploying her sailors. For the first couple of turns, the Leader commanding the Marines didn’t come up, but in true navy spirit the impetuous sailors rushed forward nevertheless.

One group ran towards the judge’s house, so I deployed one group of skirmishers there. The ball was opened by those groups exchanging some shots.

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However, the bulk of the Union sailors ran towards the small homestead with the pigsty and took position behind the farm-house.

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Could this be the Union’s objective? Better save than sorry, I thought, and deployed a line of my regulars to cover the farm. The others I deployed on the table but kept in reserve in column formation so as to be able to quickly react to any threat.

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K. also deployed her Boat Howitzer on the hill and shot at the skirmishers on my left flank. However, we forgot two important artillery rules (round shot reduces cover and canister gets a +1 to hit), so it didn’t do much damage. Perhaps the powder got wet during the landing…

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On the right flank, my guys at first kept the sailors in check, but then the Marines arrived.

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Here they come!

I still feared some kind of ruse but had no other choice than to commit the rest of my regulars to my right flank. Normally, K. is a pretty cunning player, but this time she went for a rather direct approach, trying to force her way to the pigsty by bludgeoning my troops head-on.

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The Marines positioned themselves behind a fence and began a withering fire. The firepower of a skirmish formation is quite formidable, especially if it is hidden behind an obstacle, which enhances its cover bonus even more. Having spent their first volley, my regulars kept up a ragged fire which didn’t make much of an impression on the Marines.

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There was, however, a fierce struggle for the pigsty, with sailors heading into the muck only to be driven away by charging Confederates.

As always with Sharp Practice, melee is risky for both sides and the best way to drop Force Morale fast. K. also neglected to withdraw her broken sailors, so they came under fire from my skirmishers, which made them rout off the table. This was enough for the Union Commander: despite his Marines still being in good shape, he decided to pull out and call it a day. No pork for the crew of the USS Sasquatch today!

Another great game! The secret missions were fun and contributed to making the game more exciting. Forgetting the artillery rules was an embarrassing mistake – my skirmishers came under artillery fire a couple of times and probably would have been severely mauled if we had played it right. Also, if K. had pulled back her broken group, I couldn’t have dealt her the finishing blow. Her Marines were still strong and might have pulled off a victory by overwhelming me with their firepower had they had more time.

All in all, I think that the Landing Party works well. Our next plan is to play a campaign using the new supplement, Dawns & Departures.

Balloon Rescue – Sharp Practice Scenario

The holidays offered opportunity to finally get the observation balloon I’ve built a couple of weeks ago on the table! Historically, there never was any real fighting for a balloon during the American Civil War. There were, however, some pretty close calls. Confederates regularly tried to shoot down Union observation balloons and one time, a Rebel scouting party stumbled upon the balloon train but retreated because they thought it would be guarded by a large force (which it wasn’t). In July 1861, Union balloonist Thaddeus Lowe by accident landed in Confederate territory. Volunteers from the 31st New York scouted to find out where he was. Lowe’s wife Leontine then disguised herself as a farm woman and took a horse and wagon deep into enemy territory, where she collected the balloonist and his crashed vessel. Such is, of course, the stuff Sharp Practice scenarios are made off!

To make the game more unpredictable, I divided the playing field into 20 sectors. On the second Tiffin Card, the balloon would enter in a randomly determined sector at the Eastern table edge where the Union troops were encamped. The balloon’s movement was determined by rolling a dice on the Tiffin Card and moving it from sector to sector. The middle sectors were the crash zone – when the balloon got there, it would land.

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I also prepared a table to determine the effect of the crash on the balloonist:

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The Union’s objective was to get the balloonist to their camp, the Confederate objective was to get him to their primary deployment point.

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In our game, I took the Union while K. commanded the Rebels. While the balloon drifted slowly over the Federal camp, the Union soldiers lingered around and paid a visit to the sutler – it seems no one had looked up and noticed the balloonist’s peril!

The Confederates were quicker on the uptake and deployed a group of skirmishers into the grave yard.

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Finally, the Union commander managed to rouse his men and deployed them into line. It became a bit crowded amidst the tents and stuff!

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Unfortunately, this chaos seems to have had a detrimental effect on the Union commander, as he started to make mistakes. At first, I had the idea of sending my skirmishers and my cavalry off on my left flank to get in position to stop the Confederates should they grab the balloonist. However, I changed my plan and shuffled the skirmishers over to my right flank soon after – another turn wasted while K. unerringly threw her guys forward towards the balloonist, who had landed in the pond.

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Ouch, I’ve sprained my ankle!

They were met by a volley from the Union boys which had taken position behind the fence. This, of course, was just what K. wanted – me waiting passively for her to march forward. Her smaller formation did take quite a beating but in the end, this was not important because her skirmishers managed to snatch the balloonist and carry him back.

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My cavalry came to be known as ‘the headless horsemen’ because they darted around without a plan until I finally decided to send them on a flanking journey and try to attack K.’s primary deployment point. This was the only action that could have been dangerous for the Confederates, and had I done it earlier, I might have had a chance. However, the galloping gawks were too late – the Rebel skirmishers managed to get the balloonist back to their commander, who would debrief him properly. Another Confederate victory!

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This was a fun scenario, although performance-wise it was probably my low point of 2016. To K.’s amusement, I never even made a serious effort to get the balloonist! Instead I settled behind the fence in the naive hope of stopping the Confederates achieving the objective. How I imagined this was going to work is beyond me…

Still, the balloon looked good and maybe I’ll get my revenge this year!