While on the march, opposing sides cannot engage between maps. If they give orders that would put them on a collision course between maps, one side reaches its destination map and the other is blocked. Cavalry moves faster than infantry, so a cavalry division will advance and block an opposing infantry division. If the opposing sides have the same types of divisions, the quality and rank of the opposing senior officers present will determine which column advances to its destination and which is blocked.
Tuesday, July 31, 2018
Sunday, July 29, 2018
Maximum Distances Marched Per Turn
The movement model for the North Branch Campaign is the same as the previous simulation (South Branch Campaign). Infantry divisions may move up to two localities ("maps") per turn. Cavalry divisions may move up to three maps per turn. Movement stops if the enemy is encountered.
In the North Branch Campaign, opposing sides start very close to each other. Units will probably run into the enemy very early in the campaign. Covering the maximum movement allowed is probably more likely for lateral movement behind lines or if a gap is found in the enemy lines.
In the North Branch Campaign, opposing sides start very close to each other. Units will probably run into the enemy very early in the campaign. Covering the maximum movement allowed is probably more likely for lateral movement behind lines or if a gap is found in the enemy lines.
Sunday, July 22, 2018
Northern Sector - Warren Preview
The TC2M modded map for Warren is almost done. Here is a preview video. The video starts from where the Federals would enter the map. The camera moves east along the Foxtown-Dover Road to the town of Warren, and then turns right (south) onto the Warren Road that eventually leads to the Union campaign objective at Arlington. The camera moves south down Warren Road to the Gardner Farm, and then slightly west to Marsh Creek. It then follows Marsh Creek north, crossing the Foxtown-Dover Road near Haskill, reaching the Kerr Farm. The camera then moves east again along Ralston Lane to Orchard Hill and then back to Warren, approaching from the north.
Wednesday, July 18, 2018
Northern Sector - A Quick Look at Cosner's Gap
Cosner's Gap could be an early hurdle for the Union to get over if they decide to advance along the Clinton Pike at the northernmost sector of the campaign theater. Here is a brief look at Cosner's Gap and Durham Ridge from the direction of the most likely Union advance. It is also possible for the Union forces to advance up the East Gap Road (from Sitesville) and take the position for the rear, or circumvent it.
The Northern Sector - Overview
Whatever happens during the upcoming North Branch Campaign Simulation, the northern sector of the campaign theater is likely to get some attention from both sides. The Union army has a minor campaign objective of getting at least one division across the North Branch River, which would result in extended campaign time to focus on their major objective. The ford at Foxtown is the closest river crossing to the Federal opening positions. It could be used as part of a "northern route" to Arlington (the major objective) Foxtown-Warren-McNeal-Tomlinson's Ford-Arlington.
The northern sector has a number of challenges for the Federals. The first is Cosner's Gap, lies between the opening Union lines and Foxtown. The Union forces would be advancing from the west, climbing and attacking up a fairly steep and wooded ridge (if the Confederates choose to defend it), reminiscent of the historical actions South Mountain in September 1862. With little ability to use their artillery, the Federals would have to push the Confederates off the ridge and take the gap in order to move on to Foxtown.
Alternatively, or in conjunction with an attack on the gap, Federals could also move units around Cosner's Gap and attempt to advance on Foxtown via Sitesville. There were several small actions at Sitesville during the previous simulation, so some of the players are familiar with parts of the terrain. The challenge for a Union advance via Sitesville will be McGee Hill. The hill overlooks the Sitesville Road, which runs from Mt. Zion Church to Foxtown.
Circumventing Cosner's Gap completely via Sitesville may appear to be a tempting option, but any Rebel divisions in the Northern Sector also pose a direct threat to Springfield. Springfield is the Union base of supply. By sacking it, the Confederates cut off the arrival of Federal ammunition and severely cripple the Union campaign efforts. At the very least, the Union forces need to be prepared to defend Springfield from any possible advance from Sitesville or Cosner's Gap via Franklin and Marion. As unpleasant a task as it may seem, clearing Confederates from Sitesville and Cosner's Gap may be the wisest strategy for the Union army, unless it throws enough strength further south to divert Confederates away from the northern sector. Even if the campaign if focused further south, it is unlikely that the opposing sides would leave a void in the northern route between Springfield and Arlington via Foxtown. There was cavalry action in this area in the previous simulation.
Foxtown itself is difficult for the Confederates to defend. The Union would be advancing from high ground, with open fields to the west of town that afford ample positions for artillery placement. The Federal tactical objective at Foxtown, however, is on the opposite of the North Branch River. The Union forces must force a crossing. A portion of the east bank of the river is covered by a stone wall, providing good cover for Rebel defenders. The rivers in the campaign theater can be crossed (as seen at the Battle of Newtown in the last simulation), but at a substantial fatigue penalty that greatly diminishes combat effectiveness. The Union attackers have three routes to Foxtown (via Cosner's Gap, Sitesville, and Valley Manor), but only one route from Foxtown to Warren. The bottleneck starts at the ford just east the town (Foxtown).
Assuming that Federal forces reach Foxtown and secure the east bank of the North Branch River, the path to their major objective is clear. The must fight through the town of Warren, a wilderness homestead belonging the McNeal family, another ford at the Bull Head River, and then, finally, Arlington itself. With the exception of Warren and parts of Foxtown, the northern route has some tough terrain that limits an artillery advantage held by the Federals. To push through to their major objective (no matter which route or routes are taken) the Union will need to overwhelm or wear down defenders while keeping forward motion. The key for both sides in a campaign is resource allocation to meet objectives. Where do stack up divisions and where do you spread them thin. The challenges of command.
Monday, July 16, 2018
North Branch Campaign - Quick Contact
In the previous campaign simulation (South Branch Campaign), when opposing units met on a map they usually stopped out of sight of each other. Players would receive a report that the enemy was nearby, but did not have much information. They would need to do reconnaissance, make contact, and decide what to do from there. This was time consuming in the context of turns.
In the North Branch Campaign, when the two sides meet on the same map, there will be immediate contact between skirmishers. Each player will indicate their lead brigade / skirmishers, which will be out in front of the main line and make initial contact with the enemy. Artillery and sharpshooters may also open fire from a distance if they have a clear line of sight. If prisoners are taken during the skirmishing, it may eventually provide some early intelligence about the enemy if the enemy OOB has been determined through previous encounters and intelligence.
Units that are moving onto a map will have the option of choosing an aggressive stance. With an aggressive stance, the lead divisions will attempt to push back the enemy skirmishers and engage any enemy main line before the enemy can fully respond to their presence or call up re-enforcements. Units that are defending a map will be able to set their divisions' formation in the event of such an attack.
In the North Branch Campaign, when the two sides meet on the same map, there will be immediate contact between skirmishers. Each player will indicate their lead brigade / skirmishers, which will be out in front of the main line and make initial contact with the enemy. Artillery and sharpshooters may also open fire from a distance if they have a clear line of sight. If prisoners are taken during the skirmishing, it may eventually provide some early intelligence about the enemy if the enemy OOB has been determined through previous encounters and intelligence.
Units that are moving onto a map will have the option of choosing an aggressive stance. With an aggressive stance, the lead divisions will attempt to push back the enemy skirmishers and engage any enemy main line before the enemy can fully respond to their presence or call up re-enforcements. Units that are defending a map will be able to set their divisions' formation in the event of such an attack.
Saturday, July 14, 2018
Warren Map
I am working on the modded map for the town of Warren, which lies east of Foxtown and north of Arlington on the campaign map. It is along one possible line of advance for the Union army, if it chooses to move divisions along the north east sector of the campaign theater and then south to Arlington.
There are only two entry / exit points in play on the map for this simulation: 1) The Foxtown-Dover Rd. between Foxtown and Warren (entering at the Stansberry Farm), and 2) Warren Rd. between Warren southward to McNeal, Tomlinson Ford, and Arlington (entering / exiting at the Gardner farm). The Federal objective on this map is the small town of Warren, on a slight rise above Marsh Creek. In the rules for the upcoming simulation, if the Federals take their objective on a map, the Confederates must withdraw.
An additional rule will be that the Confederates must protect their route of withdrawal. If there are Federal troops across the road and blocking the withdrawal route, the Confederates on the map will be considered routed, break up, and reform at Arlington later. They will incur additional losses of men missing and captured (5% - 20%) that will be calculated by a random roll of a four-sided die. So on the Warren Map, the Confederates will need to defend Warren, while ensuring that they are able to keep the Warren Road from falling into Union Control.
There are only two entry / exit points in play on the map for this simulation: 1) The Foxtown-Dover Rd. between Foxtown and Warren (entering at the Stansberry Farm), and 2) Warren Rd. between Warren southward to McNeal, Tomlinson Ford, and Arlington (entering / exiting at the Gardner farm). The Federal objective on this map is the small town of Warren, on a slight rise above Marsh Creek. In the rules for the upcoming simulation, if the Federals take their objective on a map, the Confederates must withdraw.
An additional rule will be that the Confederates must protect their route of withdrawal. If there are Federal troops across the road and blocking the withdrawal route, the Confederates on the map will be considered routed, break up, and reform at Arlington later. They will incur additional losses of men missing and captured (5% - 20%) that will be calculated by a random roll of a four-sided die. So on the Warren Map, the Confederates will need to defend Warren, while ensuring that they are able to keep the Warren Road from falling into Union Control.
Monday, July 9, 2018
Sunday, July 1, 2018
Campaign Map Released
After a lot of thought, I have only slightly increased the size of the campaign map for the NORTH BRANCH CAMPAIGN. The action will be taking place primarily in an east - west campaign, with the Union having an attack objective and the Confederates defending.
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