Through the spring months we decided to get out our ACW armies, which haven't seen much tabletop action in while, and play some Longstreet. The rule's campaign of 9 games seemed a bit much to commit to, so we cut it down to 5 games, enough to scratch the itch, use the models, but not too long, so we can get back to some Naps, with a new campaign planned in the summer.
I would take my union brigade, led by the inept(brilliant) General D J Strump (the finest brigade in the world, anyone saying otherwise is false news, he's 'making the Union great again'). We broke out the Longstreet decks and got to it over 5 games, all below.
1. Take the Farm
Generalismo Strump leads his fresh brigade into the attack against a reb held farm/mansion. The attack, to be cavalry round the right flank, was a none starter, it stumbled forwards, the reb cavalry won the first fight and then hammered the infantry, after the union cannonade did little. Solid win for the rebs, laughing behind their stone wall. 1-0 the Confederacy and 0-0 on Glory (Epic Points).
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The brave boys in blue ready for the off, with cavalry attack round the right flank meant to do the damage, and infantry in a demonstration attack only.
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Grey-bellies line the mansion's walls, and sit tight.
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For glory! The infantry lines move up, as the cannons open up on the defenders behind their wall.
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The cavalry never charged, being distracted by various enemy card plays and enemy cavalry coming to met them. The attack never got going. Strump claims victory despite this!
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2. Hold the Forest
The rebs are on the attack now, with the union holding a forest tree-line. The plan is for a cavalry spoiling counter-attack, to mess up the reb advance, whilst the Strump's proud boys sit tight in cover. Boot's on the other foot this time.
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Blue cavalry about to swing into action, first crossing the marsh ahead of them, under fire.
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The high ground provides excellent defensive position on the union right.
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More cavalry working their way forward to counter-attack.
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Rebs stream on in march columns for speed. the threat of cavalry forced them to halt and reform.
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Speeding by, the two cavalry regiments both try the same thing.
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and are forced to reform to fight each other, a stalemate.
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Reb infantry presses to the wood line in an big assault, but is held up, just.
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Canister rips apart one reb unit and the wood line holds.
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The game resulted in narrow Union win, so 1-1 in games, but 3-1 in Glory to the Rebs.
3. Up the Hill
Winner gets to attack, so the union will try to dislodge the rebs from a big hill top. Trouble is, they have a lot of good cavalry, so planning is all around dealing with their predictable counter-attack, which came fast and hard on the union left and resulted in a very close run thing.
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Rebs have 2 hill tops, one strongly held, so just a demonstration attack here. The far hill is the objective, but that has all the reb cavalry to deal with first. So two phases of this battle, engage/break the cavalry then drive on up the hill.
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The assault force, sheer weight of numbers might carry the objective.
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Awaiting the reb cavalry, from out of that wood. Muskets and cannons trained, the union cavalry is outnumbered and outclassed. They'll do what they can to delay the enemy, for the gunners behind.
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Reb guns can lend some harassing fire at long range.
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The reb cavalry charge causes mayhem... but they are taking losses too.
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The union line has swung through 90 to face the cavalry and hammer it hard with volleys. Now fully engaged, the others set off for the hill top objective at top speed.
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Meanwhile, the demonstration attack keeps the rest of the reb infantry in place on the other hilltop. No assault is coming though.
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The objective hill top, as the union boys make to the top and must surely take it to claim the day. One last charge.
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In a very close run thing, the reb cavalry, always the big threat today, did just enough damage before the hill top fell. They paid for it, but cavalry casualties bought them the narrowest of wins. 2-1 Rebs, and 5-2 in Glory, they are ahead (Strump denies this, he is winning, is always winning, he has never lost a battle).
4. Across the Stream
Rebs back on the attack, with the ford scenario, and a stream to cross at various fording points.
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Union line the rocky fast-flowing stream, with marshy ground and big wood in the reb centre, to sneak up through.
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Rebs charge two fording points and take heavy losses, but are sending the new recruits first, heartless.
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The main ford is the scene of heavy close combat, bayonets in the stream. It's close, but the rebs fall back.
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At the other ford, they are across, driving the union regiment back and over-running the guns. Victory is close.
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Dismounted cavalry trade fire across the stream, and union gunners give them a whiff of grapeshot.
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Union reinforcements are committed to counter the lost ford. The rebs are soon in retreat again. Victory slips away.
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A bold effort by the rebs, but the union reinforcements seal up the damaging breakthrough and drove them back, the stream line is held and it's 2-2 in games won, but another close one. It's 6-3 in Glory though, but General Strump has influential friends (paid for of course) at the Washington newspapers. Headlines declare he has inflicted the greatest ever defeat on the Confederacy ('we won big, oh so big, bigger than you could believe', quotes say), and the corrupt journalists gain him 3 points of unearned Glory! It's 6-6, with 1 game to play. {This is a campaign special event card which came up}.
5. Take the Crossroads
Finale, and the union are back attacking, to take vital crossroads. With all to play for, can the attackers finally win one? Can Strump somehow earn his unwarranted reputation as the half-average commander? Well, the definative answer was no. The union infantry attack her was cut to pieces, the infantry massacred en masse, as Strump threw men forwards and saw his lines crumble. Reb cannon fire and canister raked through them, their musketry, aided by well timed whithering volleys cards, then an exposed position card, saw the union brigade shattered in a decisive (one-sided) defensive win. But, with one grand (forlorn) bayonet charge, the union gain 1 point of Glory, making it 7-6. So, 3-2 in Reb wins, but 7-6 to the union in Glory (un)earned (by getting everybody killed, but Strump knows the papers will say differently tomorrow).
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The union move up to assault the crossroads, but they are still getting most of their gun batteries into place.
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The attack goes in anyway, no waiting for cannon fire to shoot them in, just go!
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The rebs hold the crossroads, barely touched by the inept union assault. If this is victory, who knows what defeat looks like? Strump is promoted for his callous waste of men's lives (bravery)... and plans his run for public office after the war, safe in the delusion he whipped them rebs every time...
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So, a narrow, and rather pyhrric, Union win, by 1 point of Glory, and not because of the fighting (the rebs won that), but because of the better PR. It doesn't sit right.
So, having not played Longstreet in a while, this series threw up some game issues - 5 straight defensive wins, 2 of them big ones, and the Epic points system (which we call Glory, as a better name), which felt off as the actual campaign victory conditions.
The core game rules are great, we'll work up some fixes for the other bits. We are now house-ruling the use of cavalry for charges against the front of infantry (this is ACW, there are way too many as the rules stand). Our fix, cavalry just cannot declare a charge against the front of infantry units they do not outnumber. We are also making dismounted cavalry a bit better, so it gets used more like this, which is better for this period we feel. We like ACW cavalry more as mobile infantry. Atm, it all feels a bit Napoleonic, repeated crashing cavalry charges, dominating too much over the infantry rifled-musket duel.
Anyway, fun had, itch scratched, time for some Naps (when the final units are painted).
(Disclaimer, General D J Strump is a fictional character, any similarity to a real person is coincidental)