|Early in the game the Union Brigades advance down the road, lead by the|
band. Flanking Reb infantry fire soon changed their tune!
|The 10th North Carolina could not repeat their heroics defending the wall |
from the earlier engagement. They routed in short order under Union fire!
|Very poor Command Rolls constantly hampered the Union's attacks, meaning|
Regiments were fed piecemeal into the firing line. Disorder abounded on
both sides and the battle settled into an attritional fire fight.
|The Union has two Broken Brigades, the Rebs have one, as the Battle nears|
its climax. Both sides see men standing shoulder to shoulder exchanging close
range fire in a fruitless attempt to break the enemy's will.
|Neither side can break the impasse as Turn 12 ends. The men are 'plumb |
tuckered', that is Disordered of course, so the game ends in a draw...
So, there we leave 'Old Jubal', plumb tuckered out after a very hard fought battle which swung first one way and then the other, but ultimately left neither side able to achieve the decisive results needed to turn the battle in their favour. Poor Command Rolls at crucial times hampered the Union attacks, while Confederate fire was too often ineffective. With both sides suffering Disorder in epidemic proportions the battle degenerated inevitably into a Firefight which neither side was able to win. But still, we both thoroughly enjoyed it and replayed key moments over a convivial beer afterwards. Our next game will be on my Birthday, 31st May, and will most likely be a F&IW game using Sharpe Practice.
As a final note, I must have been enthused by the games this week though, as this morning found me painting an old unit of Dixon ACW ragged Rebs from my 'Lead Pimple'!