Battle Cry Campaign Game
Players: Doug Adams vs. David Coutts
Campaign: Gettysburg, July 1st - 3rd, 1863
Scenarios: McPherson's Ridge, Devil's Den, Pickett's Charge
This page is a bit of an experiment. It will grow over the next few weeks
as David Coutts and myself battle our way through a campaign game of
Battle Cry. We are playing a "Gettysburg Campaign", fighting the
battles of McPherson's Ridge, Devil's Den and Pickett's Charge.
I have drawn the Union, David the Confederates. After the three battles,
we will swap sides and play them again to achieve a final result. I hope
you enjoy our reports!
General D. J. Adams, July 1863.
Battle 1. McPherson's Ridge, July 1st, 1863
Designed by Dennis Snow
Background
Harry Heth is commanding his division towards Gettysburg. He is supposedly
after some much needed shoes for his poorly shod troops. He encounters
Union cavalry and decides to engage them, not fearing much resistance.
However, the cavalry does indeed resist, as their commander John Buford
recognises the value of the ground he is holding. If he withdraws, he knows
his swiftly advancing army will find the Rebels before them on good terrain.
He decides to stall the advancing Rebels with his two brigades of cavalry,
until the Iron Brigade arrives to assist.
The Battle
McPherson's Ridge, the first scenario in our campaign, is not included
in the game but was devised by Dennis Snow and has found its way onto
Web Grognards. It is a very interesting situation simulating the
opening "clash" at Gettysburg between Harry Heth's division, up against
Buford's cavalry and the Iron Brigade. The battlefield features the
Ridge running virtually the length of the board, with the Union
defending it against the Rebel advance. The Confederates must
cross a creek (Willoughby Run) to engage the Union. The Rebels
have a slight manpower advantage, but the Union begin closer to the
defensive terrain, and have potent horse artillery.
A rather neat rule, which really creates a sense of "get there first
with the most", is that Ridge hexes are flag points! If you can
get an infantry unit onto the Ridge, you are one flag up. This is an
excellent scenario rule that really highlights the importance of that
ridge in the opening clash of forces.
The Union, led by General Adams, began well courtesy of a Bombard card.
The artillery begins deployed in advance of the infantry line on the
Ridge, and it managed to clear out some advancing Rebels and take the
first flag. That bastion of the Rebel army, General Coutts, was trying
to set up a balanced attack on all sectors of the battlefield, and
threaten the Ridge hexes from multiple points. Whether this was
deliberate or not, I am not sure, but it certainly worked.
The Union was forced from their strategy of advancing their own
infantry, and using the cavalry and horse artillery to pick off
individual threats as they approached the Ridge. A second Rebel flag
fell, but the Union suffered a setback when one of the cavalry units was
eliminated, along with it's General.
So, two flags all and Heth's division advancing en echelon. A rather
desperate "Short of Supplies" sent one measly regiment back to General
Coutts' edge of the battlefield. However, this didn't distract the
master tactician one bit, as Rebels began swarming up the hill courtesy
of the All Out Offensive card. It was suddenly like facing Napoleon as
the flag count, courtesy of Ridge hexes occupied, now hit 5-2 in the
Rebels favour.
General Adams launched a counter attack, as the Rebels were about to win
next turn (one more unit on the Ridge and it was all over), and drove one
Rebel back down the Ridge. The Union thought it had bought enough time
as the Rebels now had to activate two sectors to get their two units back
up the hill, and this should take two separate turns. Not so, a
Coordinated Attack, allowing one unit from each sector to activate, saw
two more Ridge hexes occupied and a historical result.
Current Tally
Confederates: 6 flags
Union: 2 flags
Battle 2. Devil's Den, July 2nd, 1863
Background
The Union experienced a severe setback yesterday. Encountering the rebels
outside Gettysburg, the Union were sent reeling back through the twon by
the corps of Hill and Ewell. However, reinforced throughout the night, the
Union occupy good ground on the heights south of Gettysburg. General Lee
orders and attack on the right flank, sensing the Union is weak there.
The Battle
This battle covers the action from the Peach Orchard through to Devil's Den.
The Union set up with an extremely weak left - just two or three units - but
have the Devil's Den hex to defend in. The Union strength is on the right
and it is here they have their best chance. An advance in the centre would
be suicide, given the strong batteries of rebel artillery sitting in the open
with a clear field of fire.
General Coutts began very strongly on his right, playing an early Forced
March card to move right into the Devil's Den before the Union had a chance
to occupy it. With Rebels swarming up on his left, General Adams had to
counter and advance his meagre supply of men forwards, lest a stray flag
result on a die would force him to retreat off the board.
General Coutts pressed his advantage in numbers by continuing to advance
on his right. The Union simply could not stand against that withering fire
poured on them and wilted away. The Rebels were up two flags to nil early
and there was no Union troops on their left flank.
General Adams began to draw some nice Centre/Right cards himself, where his
main strength lay. An early Sharpshooter card missed its Rebel target, but
the rewards were great as the much cherished "Counter Attack" card was
drawn. "Aha", thinks General Adams - just let that Reb play his
"All Out Offensive" THIS week! :)
The Union had to do something, effectively down 8-2 in flags in the campaign,
so it was time to act. An advance on the centre and right with those strong
Attack cards, and using the divider line to "leapfrog" units along with
either sector card, saw the Union close with the Rebels. The advance was
rapid as that Rebel artillery looked very daunting. Before the Rebel
commander realised there were Union troops in his face and rolling flag
results on the battle dice. This was a particularly deadly result as David
was only a hex or two away from his board edge. For the first time in three
games of Battle Cry, I had the Rebel commander looking rather concerned!
General Coutts stiffened the upper lip, preened his flowing beard and
ordered fieldworks dug. The Rebels were immediately thrown out of them,
and the Union boys were amongst the Rebels on the right. A misinterpretation
of the retreat rules saw a Union regiment eliminated and the battle had
closed up again to around 4 flags each.
The Rebels were threatening to take this game, after the Union had them
on the ropes. General Coutts had bought his men who had performed so well
on the right through Devil's Den and into the centre, turning a flank.
General Adams had at most a turn or two to take this battle out and managed
it via forcing a General to retreat off the board, and firing his artillery
batteries at an exposed Rebel. As fate would have it, no flags were rolled,
it remained exposed to further fire, and was eliminated.
Battle result: Union 6, Confederates 4
David writes:
Once again a very enjoyable game of Battle Cry. The set-up took 15 minutes
and the game took 25 minutes. It was a closer result than last week, and -
for such a short game - nice and tense. From my perspective I only drew
limited cards on my left flank (where Doug threatened), almost nothing for
the centre, and held a useless Cavalry card the whole game (in a hand of 4
cards - effectively reducing my hand to 3 cards!). I noticed Doug ditched
one or two similarly useless cards early in the game, and I think I should
have done the same...
As Doug began to threaten in the centre, I played my recently drawn
Fieldworks card which effectively stopped his progress in the centre by
strengthening my defence there. I was also able to manoeuvre my artillery
into position (with a Bombard card, allowing double movement, or double
fire) just as my right flank began to swing into Doug's position in the
centre with yet another Attack (3 units , right flank) card. It was looking
sweet for another Confederate victory...and the next card that I drew was an
Assault card for the centre (all units in the centre can attack).
Considering my entire army was by now in the centre (Doug has destroyed most
of the left, and my right had moved into the centre), I actually breathed a
sigh of relief when I drew this card! It was the only card I drew for the
whole game specifically for the centre (my other actions in the centre being
non-region specific - Fieldworks, Bombard & Leadership).
Doug managed to snatch a victory from the jaws of defeat with his carefully
husbanded Counter Attack card. This card replicates whatever the opponent
has just played. I'd just used an Attack to manoeuvre 3 units on my right
(Doug's left) so he could now Attack with 3 units on his right (my left).
This was sufficient for him to destroy a General (sitting all alone, sadly)
and an already weakened unit on the left part of my centre.
It was game over. Now I face Pickett's Charge... What was the quote? "No
15,000 men ever made can take those heights..."
Current Tally
Confederates: 10 flags
Union: 8 flags
Battle 3. Pickett's Charge, July 3rd, 1863
Background
The battle lines have been drawn up. The Rebels were halted by a stubborn
Union defence at the Devil's Den. General Lee orders a mass assault against
the Union centre. Having inflicted heavy blows on the left and right during
the first two days of the battle, Lee senses victory will come in the centre.
The Battle
David writes about Pickett's Charge:
Continuing our match-play campaign, I mentally psyched myself up for the
assault on Hancock's 2nd Corps. With a lead of just 2 flags, I didn't want
to blow it just charging mindlessly forward on to glory and defeat. So, I
decided to tease Doug a little on both flanks and test the waters. Hopefully
this would allow me to accumulate more than just the one card (from a hand
of 4) that I had for the centre.
Well, on my left flank Pettigrew's division started the scenario already
weakened (due to an earlier heavy fighting against the Iron Brigade) to 3
figures per unit instead of the usual four. Nonetheless, their rapid advance
saw first blood to the Confederacy.
On my right flank, Doug sent Doubleday's division forward into good
defensive hill country and quickly reduced one of my infantry units to 1
figure. To avoid losing a flag, I eventually withdrew this unit behind the
cover of a building hex. The right flank was looking pretty tough.
I'd managed to draw a Leadership card, so I now used it to try my luck at long range in the centre, whilst allowing Pettigrew to cause more havoc on
my left. So, both Armistead and Pickett advanced from the trees and focused
their volleys on the centre Union infantry unit. Each rolled 3 dice, and
badly damaged the targeted unit. Meanwhile Gibbon's Union division in the
centre poured some devastating fire down on my poor boys, reducing one unit
down to 1 figure. I then played my Attack Centre card (which I'd been
dealt), placing Pickett with one infantry unit, and Armistead with a fresh
infantry unit, ahead of Armistead's damaged unit in order to screen it from
further fire. They finished off the reduced Union infantry unit and I was 2
flags up. On the left flank, Pettigrew gained me a third.
Next turn, I withdrew Armistead's damaged battalion back to the trees and
out of range of even the Union artillery. Doug played a Short Of Supplies to
send Pettigrew and his unit back to the start line. However, another
Leadership card saw me race Pettigrew forward to his most advanced unit and,
more importantly, destroy a recently arrived artillery unit in the centre
thanks once again to Armistead & Pickett. Now I was up 4 flags to 0.
A Force March card on the left flank saw Pettigrew once again in the think
of it, killing General Hays (5-0) who hadn't budged an inch all game, and
later finishing off a Union infantry unit that had incautiously advanced
from behind the fence line. 6-0. I couldn't believe it, and neither could
Doug...
So, my lead in our campaign was now extended to 8 flags (16-8) and the first
Battle Of Gettysburg was won by the Rebels. Yee-hah!
Doug, to his credit, was then game enough to play another 2 scenarios (as it
turned out) as the others were still in mid-game. I see he has already
posted his reports, so my supplementary comments follow. I was going to end
my report by saying that McPherson's Ridge starting very well for, as I went
2 flags up (8 flags for evening, and 10 up in the campaign!). What could
possibly go wrong? Well, now you know...
Current Tally
Confederates: 16 flags
Union: 8 flags
We have reached the halfway point of our campaign, with David leading 16-8
in flags. It is time to swap sides and play through the three battles again
to determine the final result.
Battle 4. McPherson's Ridge, July 1st, 1863
Designed by Dennis Snow
This battle looks very tiny compared to Devil's Den and Pickett's
Charge. Eight infantry regiments, two generals and an artillery
battery. General Coutts made this look easy the first time around
courtesy of the Force March card. Any infantry unit on McPherson's
Ridge counts as a flag point, but getting there will take time unless
some good cards come my way.
Well, well, well - I am dealt the Force March card! I decide to keep
this one until I am in a position to rush the Ridge and overwhelm the
Union with numbers. My first card is a feint in the centre to try and
rush the Union horse artillery on the ridge with an infantry/general
unit. That move failed terribly as David methodically destroyed both
units to go 2-0 up. This is becoming a nightmare - 10 flags behind!
There was no time to lose - I played my Force March card on the left
flank and send my four units charging the ridge. The dismounted cavalry
is forced back, and subsequently destroyed along with it's general.
The Rebels swarm up the ridge on the left and the flag count is now
looking a healthy 4-2 in the Confederate's favour. General Coutts is
forced to advance infantry to try and take back the ridge hexes less the
battle is lost, but from the high ground that infantry unit is destroyed
and a third Rebel infantry unit moves onto the ridge. The battle is
over, 6-2 to the Confederates.
David and I both agree that the Force March card really blows this
battle open, and could possibly be removed from the deck. In our two
games playing the battle the Rebels have had it twice and won 6-2 both
times.
Current Tally
Confederates: 6 flags
Union: 2 flags
Overall Tally
General Coutts: 18
General Adams: 14
David writes:
I remember advancing both cavalry units onto their respective ridges (was
that a good idea?) ... I remember quickly destroying the lone infantry unit
and its general that advanced towards my position in the centre. So far, so
good. The rest was quite literally a blur (and perhaps I'm already
suppressing the memory...), as Doug blew away my cavalry on my right (with
its general) and occupied 3 ridge hexes. My Johnnie-come-lately infantry unit on my right arrived just in time to allow Doug to complete a quick and easy
Reb victory, 6-2.
Battle 5. Devil's Den, July 2nd, 1863
This was a very close battle first time around, 6-4 to the Union. The
Union begin in a very good position, deployed forward in strength on the
right, with only a couple of Rebel units opposing them, screened by
trees. On the other hand, the Rebel right is very strong, but there are
fewer opportunities for flags on that flank.
My battle plan here was to get the vulnerable units on the back row of
the board forward less a retreat result force them out of the game. I
was going to ignore my left, keeping the Rebels behind the screen of
trees, and let David come to me. If I could swing my artillery in the
centre around and cover David's predicted advance against my left, then
I would. On the right, I'd try and claim those two rebel flags opposing
me and move into the centre, as David did last week.
Well, the plan sounded good :) General Coutts' initial advance was in
the centre, and once again I was waltzing to David's tune via losing an
early flag. However this battle the flags were exchanged and had
quickly tightened up to 3 each. General Coutts began to get his right
rolling towards the screen of trees, where two quaking rebels and a
general awaited. Crunch time came when a Union regiment accompanied by
a general came through the screen of trees, only to be confronted by a
Short of Supplies card that sent it back to the back row of the board (I
love that card!).
Meanwhile the Rebels had advanced on Devil's Den and eliminated the
Union regiment occupying the hex. Another flag beckoned via the 20th
Maine on Little Round Top, but the right flank cards dried up and that
"gimme" flag lay tantalizingly out of reach.
General Coutts was trying to keep the pressure up in the Centre/Right
sectors, where David picked up a fourth flag. David missed a terrific
opportunity to fire on a Rebel unit/general on the back row, which given
a retreat result would have won him the battle. General Adams hastily
moved that exposed Rebel behind the trees, attached the general to a
full strength unit and fired on his only target, a Union artillery
battery. The result was a hit.
The battle was very tense - if David had a right flank card, he could
have won the battle via inflicting a retreat result - but he didn't!
Doug fired yet again at that exposed artillery unit, rolled another hit,
and the battle was over 6-4 to the Confederates. Very tense stuff!
Current Tally
Confederates: 12 flags
Union: 6 flags
Overall Tally
General Coutts: 22
General Adams: 20
David writes:
This one appeared to be going quite well for a while - at least I managed to
keep pace with Doug, flag for flag. I occupied Devil's Den early, to
forestall giving Doug an easy time on my weak left flank. I advanced quickly
in the centre, and more slowly on my powerful right flank. As Doug
mentioned, I think I blew this one by not attacking his General Anderson and
2 infantry figures sitting right back on their start line. I actually held a
Probe right flank card so, with 3 dice at range 2, I could have forced a
retreat result (it was a 50-50) and won the game. Or perhaps I might have
destroyed his infantry unit. After that, my attack on the right just petered
out as I drew no more right flank cards and Doug's Short Of Supplies
disrupted things there a bit, too. I lost 6-4. It was a good come back by
Doug.
So, on the night, I started 2 flags up with Pickett's Charge next to play
and that's exactly how we finished! Now Doug, forget all about Coutts'
Charge and remember, Pickett's Charge is meant to fail...
Battle 6. Pickett's Charge, July 3rd, 1863
David writes:
Well, here we were again, only this time with the roles reversed. Doug
opened the proceedings with some long range fire from the centre, having
advanced a couple of units. He also advanced on both flanks, whilst I
brought up additional units in the centre, and occupied defensive terrain on
both of the Union flanks.
Before I knew it, General Adams was up 5 men to nothing before I scored my
first hit. Time to hit back. Well, first I actually retreated one infantry
unit in the centre which had been reduced to just the flag figure. There was
a nervous moment for me as this unit moved back from the fence line, but was
still in range of 2 Reb units. They missed, and I later pulled him back to
the woods in the rear.
Like I said, time to hit back. I had way too many cards for the left flank,
so I decided to risk an advance and take a shot at the 2 advancing infantry
there. I was successful, causing 2 casualties on one and the other to
retreat back to the start line (but out of range). In the centre, General
Armistead and his Rebel infantry unit were also retreated back to the start
line, but just within range of a lone Union artillery unit (1 dice).
On the Union right General Adams had advanced Pettigrew's men, and they just
kept coming. From memory the Confederacy were first to score a flag and it
was down to Pettigrew, who also caused a couple of recently advanced Union
units to retreat back (with light casualties).
A Force March card brought the Union infantry back into position, followed
by a Leadership card to bring up the General. The Leadership card also
caused light Confederate casualties in the centre. I repeatedly ordered our
artillery to attack Armistead and his men and eventually this paid off,
resulting in 2 flags for the Union as Armistead tucked tail and ran.
After a slow start by the Union, more Reb infantry were retreated off the
map (this time on our left flank), and another was eliminated. 4-1 in flags
to the Union and the Confederate right flank had ceased to exist.
General Pettigrew was again causing more Union casualties on the Union right
flank, so I ordered units forward to support our defence there.
I think it was an infantry unit from the centre attempting to shore up the
Confederate right flank which became the 5th victim of a vigorous Union
attack there. 5-1.
Finally, Pettigrew had run out of steam, and the infantry unit that he was
stacked with became the 6th flag for the Union.
Game over, and 28 (David) to 21 (Doug) the final score - a 5 point gain on
the night.
Doug and I shook hands at the conclusion of a well contested and most
enjoyable match-play mini-campaign.
We'll probably give it a rest for a while, though Doug has agreed to try out
a scenario I'm designing using the figures from Samurai Swords. Stay tuned.
Doug adds:
Not surprisingly, my strategy was driven by the cards I drew. My plan was
to pepper David with my artillery from my side of the board, mainly from
the centre sector. It worked okay early on, and David suffered some early
attrition and units were retreated to safety.
However from that point on I seemed to draw nothing but left flank cards, the
sector where my brittle 3 figure infantry units were held. Holding 4 of
them, I decided to begin the advance. David beat me in this sector last
week by forcing my Union boys to virtually retreat off the board via flag
results. I was hoping to do the same, and despite some early success,
weight of Union numbers saw them through.
I made a hideous blunder - I had a general/infantry stack on the back row
with a clear line of sight through to a Union battery at range 5. David
was peppering it for a flag result (retreat) to gain two flags, while I bit
my nails trying to draw a centre sector card to rectify the situation.
When I finally did, I used it on another unit, and sure enough David quickly
rolled his retreat result and I lost two flags. I have only myself to blame
for my whuppin'.
I did win the mini-campaign as the Confederates 13-12, but went down 28-21
over the course of the campaign. I think the difference was David used his
generals very well to take advantage of those leadership cards, and looked
after his endangered units a lot better than I did - retreating them to
safety, etc.
I can recommend the campaign game as a lot of fun. BC is my most played game
this year (12 games) and will probably stay there. I'd now like to try the
"Jackson" campaign AH recently released, perhaps against a different opponent
;-)
Mini-Campaign Tally
Confederates: 13 flags
Union: 12 flags
Overall Campaign Tally after 6 Battles
General Coutts: 28
General Adams: 21
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