Antietam 1862 HvH AAR
Posted: Sun Aug 04, 2024 12:40 am
This an AAR of a test game of the Antietam 1862 scenario, with user Sharif. I will use it to highlight the main strategies of American Civil War warfare as I have introduced them in this scenario and with the WEGO engine.
I had a lot of fun playing the Union against Alan's Rebels ! Btw the scale of the scenario is 2km/hex and 1day/turn.
1) The historical context Fresh after the victory at Second Bull Run at the Confederate Army is tired, but ready to invade the Union territory. Understrength and with relatively poor logistics General Lee has the main goal to gain support for the South from international powers, showing that it cannot be defeated in the field. The Union needs to repel the Rebels invasion as soon as possible..or feasible.
2) Confederate goals: raid deeply into Union territory occupying towns and destroying depots (depots give a lot of VPs). Defeating the enemy in a major battle is a secondary priority and only
if you have clear advantage in forces, supply lines and terrain. You will have one, maybe two weeks before the Union strikes back in full force or blocks you from returning to the safe supply lines beyond the Potomac.
3) Union Goal and Situation: he contrary the Army of the Potomac is in disarray, its divisions understrength and underequipped. General McLellan has just been put in command and he will need a few days to get his forces in reasonable fighting shape. As the Union player you will feel the urge to command your troops forward in order find and engage the enemy as soon as possible. This is historically the pressure exerted on McClellan by the press, parliament and the President himself (who faced midterm elections in the coming November). Make sure your units have received replacement and are sufficiently rested (80%+ readiness). This will take a few days/turns
Find, pin down and engage decisively the invading Confederate Army. Protect DC, Baltimore and the Ohio railway. Wait a few turns to make sure your forces gain readiness and replacements, but not too long that Lee's forces have time to achieve their goals and move safely back across the Potomac.
Scenario Facts You will find the map sparsely populated and the enemy hard to find and engage. Troops move slow, keep them rested, move them on roads and use Forced Marches (Move+) as much as possible. Cavalry is your main source of recon, but losing any cavalry unit will cost a lot of VPs. Place cavalry units in front of your advancing columns and engage the enemy with them wisely, if at all. Battles will be bloody and more attritional (similar losses) than in the WW2 scenarios. Several minor encounters are expected but only a few major battles (say 10k+ men per side) are expected or possible given your resources. The side able to pursue a tired enemy will be the winner. HQs have short command ranges and they should stack with they forces at all times. The Potomac river (flowing West to East and up- down on the map) and the Blue Mountains ridge (going left to right and North-South) are the major geographical obstacles. Fords and passes will be major focal points. Not that the Union is not allowed to cross South of the Potomac (House rule and some strict limitations around Washington DC) DC, Baltimore and Harper's Ferry are major objectives, some easier to defend than others.
Make sure to be familiar with readiness and strength indicators and the use of logistics such as Move+, Ammo+, Replacement+ and the various logistic/ground assets to fully enjoy this scenario.
Turn 1-2: as the Union player I send my cavalry regiments to find (but not engage the enemy). Rumors abound of an invading army of 50-100k+ seasoned veterans. I am waiting for my supply to accumulate to make sure my units are mobile and able to fight. Most of my Divisions are still fixed. In this image you can see that Longstreet Corps is headed South right after crossing the Potomac..no trace of Jackson yet...I think. Some skirmishes between my cavalry and the advancing infantry columns. No sign of Stuart's Confederate cavalry...
I had a lot of fun playing the Union against Alan's Rebels ! Btw the scale of the scenario is 2km/hex and 1day/turn.
1) The historical context Fresh after the victory at Second Bull Run at the Confederate Army is tired, but ready to invade the Union territory. Understrength and with relatively poor logistics General Lee has the main goal to gain support for the South from international powers, showing that it cannot be defeated in the field. The Union needs to repel the Rebels invasion as soon as possible..or feasible.
2) Confederate goals: raid deeply into Union territory occupying towns and destroying depots (depots give a lot of VPs). Defeating the enemy in a major battle is a secondary priority and only
if you have clear advantage in forces, supply lines and terrain. You will have one, maybe two weeks before the Union strikes back in full force or blocks you from returning to the safe supply lines beyond the Potomac.
3) Union Goal and Situation: he contrary the Army of the Potomac is in disarray, its divisions understrength and underequipped. General McLellan has just been put in command and he will need a few days to get his forces in reasonable fighting shape. As the Union player you will feel the urge to command your troops forward in order find and engage the enemy as soon as possible. This is historically the pressure exerted on McClellan by the press, parliament and the President himself (who faced midterm elections in the coming November). Make sure your units have received replacement and are sufficiently rested (80%+ readiness). This will take a few days/turns
Find, pin down and engage decisively the invading Confederate Army. Protect DC, Baltimore and the Ohio railway. Wait a few turns to make sure your forces gain readiness and replacements, but not too long that Lee's forces have time to achieve their goals and move safely back across the Potomac.
Scenario Facts You will find the map sparsely populated and the enemy hard to find and engage. Troops move slow, keep them rested, move them on roads and use Forced Marches (Move+) as much as possible. Cavalry is your main source of recon, but losing any cavalry unit will cost a lot of VPs. Place cavalry units in front of your advancing columns and engage the enemy with them wisely, if at all. Battles will be bloody and more attritional (similar losses) than in the WW2 scenarios. Several minor encounters are expected but only a few major battles (say 10k+ men per side) are expected or possible given your resources. The side able to pursue a tired enemy will be the winner. HQs have short command ranges and they should stack with they forces at all times. The Potomac river (flowing West to East and up- down on the map) and the Blue Mountains ridge (going left to right and North-South) are the major geographical obstacles. Fords and passes will be major focal points. Not that the Union is not allowed to cross South of the Potomac (House rule and some strict limitations around Washington DC) DC, Baltimore and Harper's Ferry are major objectives, some easier to defend than others.
Make sure to be familiar with readiness and strength indicators and the use of logistics such as Move+, Ammo+, Replacement+ and the various logistic/ground assets to fully enjoy this scenario.
Turn 1-2: as the Union player I send my cavalry regiments to find (but not engage the enemy). Rumors abound of an invading army of 50-100k+ seasoned veterans. I am waiting for my supply to accumulate to make sure my units are mobile and able to fight. Most of my Divisions are still fixed. In this image you can see that Longstreet Corps is headed South right after crossing the Potomac..no trace of Jackson yet...I think. Some skirmishes between my cavalry and the advancing infantry columns. No sign of Stuart's Confederate cavalry...