Antietam 1862 AAR

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rhinobones
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Turn 8 - CSA

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Turn 8 - CSA


T8 – CSA Battlefield.jpg
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The rebels take an opportunity to strengthen the defense and resupply as much as possible. Along the northern (left) flank all units pull back to shorten the line and put the artillery in better support positions. A division of Jackson’s (J.R. Jones) moves South and joins up with the reorganizing division of Longstreet. Jackson’s division is at about 70% strength and, hopefully, able to repel any Union assault on Sharpsburg. To finish the redeployments Stuart’s cavalry makes a short move to occupy the position just vacated by the movement of Jackson (J.R. Jones).

The supply situation for some divisions is still seriously low, but at the moment this can’t be helped. The rebels conserve their strength and refrain from initiating any attacks.
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Turn 9 - Union

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Turn 9 - Union


T9 – Union Battlefield.jpg
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Along the confederate northern flank, the Union moves into abandoned rebel positions to maintain contact with their enemy. There are no Union attacks in the North or center.

Burnside’s Corps moves up to the rebels protecting the approach to Sharpsburg and launch two waves of assaults. Both assaults are beaten back with the Union taking a few more casualties than the confederates.


T9 – Union Battle Results .jpg
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Burnside losses are eight infantry companies with the rebels losing six. The defense costs the rebels most of their available supply; their level is reduced to the 20% range.
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Turn 9 - CSA

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Turn 9 - CSA


T9 – CSA Battlefield.jpg
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Four divisions of Longstreet, Jackson and Stuart with artillery support, assault Summer’s Corps (Sedgewick) from three sides. Their objective is to drive the Union from the hilltop position and re-occupy the preferred defensive position.

On the left and right flanks, the CSA infantry stay in their positions and prepare for the next Union attack. Jackson’s division of A.P. Hill entered at Shepherdstown, to the West, and quickly marched to the defense of Sharpsburg. Hopefully this fresh division will be enough to keep the Union out of Sharpsburg.


T9 – CSA Battle Results.jpg
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The rebel attack is not particularly bloody, but they are able to drive the Union division out of the hilltop position, occupy the hilltop and shatter the defender’s unit into separate regiments. The Union division is probably disorganized and will need time to recover as a fighting unit.


T9 – CSA Redeployment.jpg
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Following the attack the rebels redeploy artillery and Stuart’s cavalry for the defense. Two artillery units protect the center and occupied hilltop while the third moved to defend Sharpsburg. Stuart’s cavalry took up a new position which places rebel troops on three sides of a Union division.
A.P. Hill’s division makes it to the outskirts of Sharpsburg and expects to actively engage the Union in the next round of battles.
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Turn 10 - Union

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Turn 10 - Union


T10 – Union Battlefield.jpg
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Union forces are quiet on the northern and southern flanks but are active in the center where the corps of Summer and Manfield attack the confederates. Summer’s Corps is composed of two full divisions and the regiments of Sedgewick’s broken division. Manfield allots one full division to the engagement. The assault is against divisions of Jackson (Lawton) and Longstreet (McLaws) who had just occupied defensive hilltop positions vacated by the Union.


T10 – Union Battle Results .jpg
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The attack is made in one wave resulting in very heavy Union casualties. The Union possess 2 to 1 in both infantry and artillery but lose 10 to 1 in casualties. This attack is a complete disaster.
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Turn 10 - CSA

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Turn 10 - CSA


T10 – CSA Battlefield.jpg
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Confederate forces have so far been able to prevent the larger Union army from gaining a strategic victory. On the left, right and center defenders are holding firm and inflicting the greater number of casualties.

The flanks hold their positions and wait for the Union to make the next attack. In the center the newly arrived division of Jackson (Hill) joins up with Longstreet, Jackson and Stuart against a single division of Mansfield’s Corps. The plan is to make a series of single division minimal attacks and bleed off Mansfield’s supply before making a coordinated major attack.


T10 – CSA Battle Results.jpg
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The first minimal attack is made by Jackson (Walker) to be followed by minimal attacks by Stuart and Jackson (Lawton). However, the Union commander Mansfield has his own trick to play. After the first assault by Jackson one of Mansfield’s divisions, which was held in reserve, moves up to support the lone division under attack. This move places two Union divisions on the defense with one of them a fresh reserve. The CAS looks over the developing situation and decides the best option is to call off the engagement. Rebel losses are two infantry companies.


T10 – CSA Mansfield’s Reserve.jpg
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Turn 11 - Union

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Turn 11 - Union


T11 – Union Battlefield.jpg
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The Union commander commits all available divisions to assault rebel positions. There are eight separate attacks spread along the entire CSA line resulting in a kill ratio of 5 to 2 in favor of the confederates. Union forces are unable to push back or penetrate any of the rebel defenses.


T11 – Union Battle Results Attacks 3 and 4.jpg
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Two Union divisions under command of Hooker attack Jackson’s division guarding the rebel left flank. After two waves Jackson holds the position and net casualties are about even. The CSA left flank is farthest from Sharpsburg and is not critical to holding the objective.


T11 – Union Battle Results Attacks 1, 5 and 7.jpg
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On the rebel right flank, Burnside assaults divisions of Longstreet and Jackson (attacks 1, 5 and 7) as they block the approach to Sharpsburg. The assaults fail and cost the Union 12 infantry companies to CSA’s 6. Burnside’s 2 to 1 infantry advantage is not enough to move the confederates.


T11 – Union Battle Results Attacks 2, 6 and 8.jpg
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In the center two divisions of Mansfield attack Stuart’s cavalry division (attacks 2 and 6). Mansfield’s divisions suffer the loss of 7 companies while Stuart’s loss is 2. Overall Mansfield’s divisions have performed poorly during this engagement and is reflected in total casualties.
A single division of Hooker assaults the combined divisions of Jackson and Longstreet (attack 6). This is by far the most disastrous attack of the day. Hooker’s losses are 11 infantry companies while the confederates have minimal casualties.

This entire series of assaults appears to be a desperate attempt to gain the objective before the end of the day. Loss of infantry does not seem to be of concern to the Union.
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Turns 11/12 – Conclusion & Commentary

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Turns 11/12 – Conclusion & Commentary


T11 – CSA Battlefield.jpg
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The Confederates decide not to initiate attacks and instead redeploy artillery to strengthen their defense. After the maximum Union effort in the last round of attacks it is anticipated more of the same in the next round.


T12 Scenario End.jpg
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The Union surprises the rebels and disengages. For now, the battle is over.
Tactically the rebels have inflicted significantly more casualties on a Union army which will be able to draw replacements from a much larger population base. Strategically the CSA retains possession of Sharpsburg and has an army which is fortified with the knowledge it is superior on the battlefield.


T12 Final Casualty Count.jpg
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The total casualty count is in favor of the rebels. Rebels lost 78 companies (56 foot, 22 mounted) and the Union lost 124 infantry companies. Artillery losses were negligible for both forces.
As the Union army was the aggressor it is understandable that they had the more sever losses. The loss ratio was 1.6 to 1 in favor of the CSA.


T12 Final Positions.jpg
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Commentary in no Particular Order

Overall, this is an enjoyable scenario. Quick to play, simple objective and a good scenario for practicing tactical skills. Highly recommended for the beginner and any who wants something a bit different for an evening game.

Singular objective, little maneuver strategy required.

Have not played as Union against the CSA PO, but it seems that the CSA would be easy to out flank and defeat. If playing solitaire games, probably best played from the CSA side against the Union PO.

Extended 25VP objectives (upper right, lower left) appear to be unattainable and are only for victory accounting. But then, anything is possible against the PO.

Supply is very limited. A full turn of combat rounds will turn a unit red. Resupply is slow.

The addition of alternative objective tracks would help the replay value. For a non-historical scenario, build TOs to randomly select the objective track. For games against a Union PO giving the Union multiple objective tracks would probably work best.

AAR fini
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Post by broccolini » Sun Nov 06, 2022
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Re: Antietam 1862 AAR

Post by Cpl GAC »

Thank you for that - it was informative.

The two times I've played it as the Union there didn't seem to be enough time to move to the flanks or to reinforce Burnside's advance. I might have another go at it.
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Re: Antietam 1862 AAR

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Cpl GAC wrote: Thu Mar 28, 2024 5:06 pm The two times I've played it as the Union there didn't seem to be enough time to move to the flanks or to reinforce Burnside's advance. I might have another go at it.

I’ve only played the scenario one time, from the CSA side, and surprised to hear that maneuver options available to the Union are so limited. Guess the author really wants to simulate history without the possibility of deviation. Well, a private mod is always available.
Appreciate the comments.

Regards, RhinoBones
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Post by broccolini » Sun Nov 06, 2022
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Re: Antietam 1862 AAR

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Guess the author really wants to simulate history without the possibility of deviation.
Well, of course I wanted to Simulate History. But maybe you missed the possibility of deviation:
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Re: Antietam 1862 AAR

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sPzAbt653 wrote: Sat Mar 30, 2024 2:32 am Well, of course I wanted to Simulate History. But maybe you missed the possibility of deviation:
Yes, there is a TO which gives the players a few more units to maneuver. However, I was thinking that as alternatives to the historical battle, alternative objective tracks could be employed to add variability. Both sides are programmed with a single objective track with tracks 2 thru 5 not used. IMO this limits alternatives and replay.

Regards
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Re: Antietam 1862 AAR

Post by sPzAbt653 »

In addition to adding Tracks, I could also update it [it is an old pre-IV scenario]. Do you have any alt-USA strategies that might translate into an alt-Track? I think the CSA is probably only good for one Track, because of being outnumbered and their defensive position.
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Re: Antietam 1862 AAR

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sPzAbt653 wrote: Mon Apr 01, 2024 12:57 am Do you have any alt-USA strategies that might translate into an alt-Track?
My suggestion would be that Track 2 include a flanking maneuver on the CSA left, Track 3 would be an all out assault on the center, Track 4 would include a flanking attack South of Burnside Bridge and Track 5 be a double envelopment of Track 2 plus Track 4. These would all be variations based on Track 1.

Objective Tracks.JPG
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The TO for the alternatives would trigger a cascade of events for tracks 1 (0.20), 2 (0.25), 3 (0.33), 4 (0.50) and 5 (1.00). Keeping the original Track 1 as one of the possibilities

Might even add an event that around turn 7 for a 50% chance the Union army goes not the berserk mode.

Would also note in the briefing that the alternatives are designed for a CSA player against a Union PO.

Regards, RhinoBones
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Re: Antietam 1862 AAR

Post by sPzAbt653 »

All suggestions have been incorporated, with the exception of Track 1 for the USA, which was left as the non-TO historical Track by default. I figured if the player wants historical, then they will play historical, rather than choosing that as an option. I could be wrong.

https://www.matrixgames.com/forums/view ... 4#p5160534
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