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Entry # Time Turn Player Title Entry
74 2/7/2026 4:46:00 AM Turn 2 Confederate Message OK will set up later. Am going to have this and Vir Sind on the table for at least a few moves to help me get my head around them.
73 2/6/2026 12:59:00 PM Turn 2 Union Message I would like to try the South.
72 2/6/2026 12:29:00 PM Turn 2 Confederate Message Do you have a side you want to play in Scenario 3? Or roll?
71 1/30/2026 10:38:00 AM Turn 2 Confederate Message 3 is probably best as 1 and 2 are just Cavalry charging around and burning. We can then iron out the rules using a handful or so units on each side. The challenge might be unlearning the GCACW developments.
70 1/2/2026 11:29:00 PM Turn 2 Union Message Let's try scenario 1, 2 or 3 to start with Lee vs Grant. They are 1 turn each. I still have some rules to read but this should get us into the game.
69 1/2/2026 3:48:00 AM Turn 2 Confederate Message Sending composite image, you may need to zoom in. Pick a Lee Vs Grant starter scenario.
68 12/31/2025 3:22:00 PM Turn 2 Union Message I would be interested in seeing your defense positions on this last scenario.

That's fine with me to move on to Lee vs Grant. I'll get the game rules and look them over. The map looks like it was drawn up clearly for a game and not just for looks. I like that.
67 12/31/2025 4:08:00 AM Turn 2 Confederate Message Good point. Also my defence is based on my interpretation of Assault (A not GA being a 1 hex thing).

Great idea to step away and try Lee vs Grant. From memory there are Intro and advanced scenarios with the Advanced ones being more manageable than GCACW (might regret typing that).

How about doing an Intro one to iron out how the system plays and then moving on to an advanced one? I'll dig the game out (am having a big storage rejig at the moment).
66 12/27/2025 6:33:00 PM Turn 2 Union Message If all assault units have to be in the same hex for Thomas Hooker & Sherman, that would change most of my movement on the 1st day of this offensive. Want to start over? I still think these BATC rules override the all units in the same hex for assault for these three army leaders (but not for the corps leaders)? Or do you want to move onto Lee vs Grant?
65 12/27/2025 4:24:00 AM Turn 2 Confederate Message Go forward with whatever you think is appropriate and coherent. It's just a 2 day scenario and the main issue to resolve in it is can the Union take those defensive positions?

My thoughts in brief:

1 I was wrong about Assaults starting as one unit endeavours. Not sure where that crept in. They start as one hex endeavours with a leader in the space.

2 There are system rules, BatC rules and scenario rules. The BatC rules modify the system, but the scenario ones undo / modify further.

3 A *movement* activation by a leader can be N units within range (and there are leaders with N set to max 4 in this scenario whereas normally N is only limited by the number of commandable units within range.). These activations are separate and sequential. With activate leader you generate mps. These can be spent attacking, with a draw down on MPs that affects any DRMs.

4 An *Assault* involves units that are already in position. Core rules page 12, Attack part 1 in the lower left makes it clear that the units involved are in the leader's hex.

5. Grand Assault in the column to the right of this outlines how units in other adjacent hexes might be added in. However, BatC rules page 3 second part of Activate Leader says Thomas, Sherman and Hooker are in charge of armies but can't Grand Assault in scenario 6 (and others).

6. So T S & H can activate multiple units in hexes in range for *movement* (where movement might include using MPs to attack separately). They can also *Assault* but that's an all units in their hex thing only as Grand Assaults are specifically ruled out by *them* for scenario 6 (and others).

7. However Grant functions normally and if on the scene might enable a Grand Assault per core rules page 12 Grand Assault bullet one as an Army commander sitting above the T S H 'armies'.

8. The important rule related to this in the scenario section is 4 on page 21. They may command who they want. If they do an activate leader then N < = 4. If they assault it may be whatever units are in their hex. However, noting my point 7, if Grant is in his range I suppose that he is the one allowing a Grand Assault, not T S H. He is an army commander. His army site above T S H 'armies' which it is probably best to think of as nearly armies.

So that's where I think I am with making sense of the possibilities. But go forward with what you think is within the rules. If you disagree with my points just briefly state how you are interpreting the scenario.
64 12/26/2025 3:30:00 PM Turn 2 Union Message Does this mean that we try my interpretation and let Hooker activate two other units that are not in his hex along with the unit under him? Does these BATC rules override the GCACW rules about having all the units activated by these army leaders have to be in the same hex as the army leader (except for Grant)?
63 12/23/2025 9:14:00 AM Turn 2 Confederate Message
Yes I see your argument, which is a lot less strict than mine. The key (ignoring the scenario rules for now is in:

Assault Page 12 in Attack procedure.


Select Participants: The active player selects an eligible leader. Next he
chooses one or more units in the active leader’s hex belonging to the same
command as that leader. Each unit selected to participate in the action must
be at Fatigue Level 3 or less.

These units plural are in the same space. was ignoring that. The Grand Assault then possibly pulls in units from adjacent spaces.

Keep on going your way. Perhaps we'll take a time out to do a lee vs Grant after this. it may turn out to be less straightforward than I remember.
62 12/22/2025 9:14:00 PM Turn 2 Union Message Thanks for taking the time to look at the rules on this issue. However, I respectively disagree on several points.
BATC rules 5.2:
"Union Corps Leaders Thomas, Sherman, and Hooker:
In basic scenarios 5, 6, 7, and in advanced scenario 9, the Union player’s forces are separated into three armies (see section 2.2). However, these “armies” are each commanded by corps leaders (Thomas, Sherman, and Hooker), while all Union forces are commanded by the army leader Grant. Grant functions as a normal army leader, but Thomas, Sherman, and Hooker are treated slightly differently:
• These leaders may not attempt a “Grand Assault,” even though they command armies.
• They may activate any infantry or artillery unit which is part of their army. Exception: In scenarios 6 and 7, and part of Scenario 9, this restriction is removed. At these times, these leaders are free to activate any Union infantry or artillery unit.
• They may activate a maximum of four units during an “Activate Leader” action. These units may be from a single corps or from different corps."

1. Notice that Grant could do a Grand assault as he is not excluded here. So, there could be a grand assault.
The 3rd and 4th bullets imply to me that Sherman, Thomas and Hooker can activate up to any infantry or artillery units, up to 4 units for an assault or march.

What was confusing me from the basic rules. GCACW section 7.0:
"In an assault action, only subordinate units stacked in the same hex as the active leader may participate in the attack. (Exception: see “grand assault.”)"

2. I read from the BATC rule "these leaders are free to activate any Union infantry or artillery unit." I read that the "any" implies that they can activate ANY unit within their command radius for an assault (or march) (up to 4 units) and I see this "ANY" as overriding the basic rule that they have to be all stacked in his hex. This conflict between the basic rules of GCACW and the overriding rules of BATC was what was confusing me. I don't see the requirement to be in the same hex as these three army leaders spelled out anywhere in the BATC rules for an assault.

Also, to give further argument that these leaders can assault with more than 1 unit it states in 7.4 about Sherman:
"Sherman: If the Union player successfully undertakes an assault action with Sherman, and all of the infantry units selected for the assault are part of the XV corps, the Union player adds 1 to his attack die roll. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a “grand assault” takes place. The Sherman bonus may never be applied to defending units."
3. This clearly states to me that these army leaders like Sherman can activate more than one unit (see the word units is plural above) for an assault and not be considered a grand assault. Also, it implies a Grand assault is possible (which would involve Grant or Bragg).

4. If only 1 unit can attack at a time, this goes against the history of this battle because it was several Union units that attacked missionary ridge at the same time. The whole army of the Cumberland charged up Missionary Ridge on the 2nd day and broke the rebel line.
If only 1 unit can assault under these leaders at a time, then this scenario is hopeless for the Union in my opinion and I would be glad to switch sides and demonstrate.

As an aside, I have Lee vs Grant and would love to get into that game in the near future as I have not played that game in a very long time. All my counters for that game have come out of the counter tray but that doesn't matter if we are using Vassal.
61 12/20/2025 4:25:00 AM Turn 2 Confederate Message How does the Union attack the dug in Confederates in this scenario? Single unit Assaults, or otherwise waves using the +1 from prepared attacks from march, where the march might not include any movement.


60 12/20/2025 4:19:00 AM Turn 2 Confederate Message Page 20. Scenario rule 4.

The first two sentences allow Thomas, Hooker and Sherman to activate any Union units.

The last sentence says N is still < or = 4 in an Activate Leader (which has a mp generating roll for all the units).

...

No Grand Assault still stands. It has not been contradicted.

...

So what can you do if you want to attack a Confederate position?

1. Single activation with 1 unit attacking.

2. Multiple activations in sequence that are separately resolved with a unit using mp to attack. The result of one can influence how you use mp to move and or attack with the next. max 4 of these.

3. Assault getting the +1 drm by 1 unit and no others able to join in as Grand Assaults have been ruled out. After this single unit assault there is a new initiative roll.
59 12/20/2025 4:07:00 AM Turn 2 Confederate Message The BatC rules say in essence:

On page 3 -3 'armies' with corps leaders and

* No Grand Assault. This is the important one. It does not rule out Assault (with 1 unit that gets a +1 and is not draining a mp allowance). It rules out adding in more than 1 unit.

* Irrelevant as removed in Scen 6.

* Max 4 units allowed in an Activate leader. That's my 2nd point in the last message. N < or = 4.

But then we have the scenario specifics...
58 12/20/2025 4:01:00 AM Turn 2 Confederate Message Leader activation options. Here is what I think and why.

First: the rules have bloated as more games have been added to the system. Tracking down what you can do gets harder to do... and then make sense of.

Second: there are three normal rules avenues to attack.

1. You activate a unit, that attacks using some or all of its movement allowance (how many mps are used affects drms).

2. You activate a leader and N units under his command. Each unit moves and perhaps attacks separately in sequence. They are not added together in any way, but movement for instance might reduce enemy retreat options for instance.

3. You activate a leader and a unit with an intention to make one assault. Other units might or might not join in that are under the command of the leader. They are in the same hex or otherwise adjacent to the defender. [In the original rules this was simpler by the way.] If other units do not manage to join in the first unit is still attacking.
57 12/16/2025 10:34:00 PM Turn 2 Union Message Command roll of 3 is subtracted from Hooker's command value of 6 = 3. So, 3 of the units participate in the attack. Geary-B, Osterhaus and Cruft-B will participate for 18 attack factors. Next, it says the Confederate will roll for the entrenchment for hex 2731 which has a +1 per scenario 6 special rule 3. Check me out on this before going on to calculate the battle.
56 12/16/2025 10:24:00 PM Turn 2 Union Die roll request Request: 6-sided die x 1

3


Message from Union:
TN 2 U2: These rules are so confusing to me and they seem to be contradictory. I'm going to assume that the "activate leader" part of these rules will allow a corps leader to activate up to 4 units even if they are not all in his hex as the standard basic game rules say. See page 3; 5.2 Activate Leader "Union Corps Leaders Thomas, Sherman and Hooker". See also special rule 4 of this scenario 6. With that in mind I will activate Hooker for an assault with Geary-B, Osterhaus, Whitakr-B and Cruft-B against Walthall at N2731. All those units will go to F1. This roll is for Hooker's command. If it is a 6 then the assault does not happen.
55 12/16/2025 4:34:00 AM Turn 2 Confederate Message Well they don't because you get initiative. Am so used to being the Union in these games.
54 12/16/2025 4:31:00 AM Turn 2 Confederate Message Expecting attacks, the Confederates pass.
53 12/16/2025 4:29:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 2

3
2


Message from Confederate:
To 2926, F1.

Round 2 rolls.
52 12/16/2025 4:29:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

4


Message from Confederate:
Leaders will stay where they are, wherever they may be...

1. Activate Wright again.
51 12/16/2025 4:27:00 AM Turn 2 Confederate Message The system has incremented the units that did not move to 'B2', because that is part of the Vassal helpful automation. We need to ignore this though as the final part of Special Rule 3 (the 'Apart...' bit top left of page 21) does not allow further entrenching. I can't face going through altering the individual pieces.
50 12/15/2025 8:36:00 PM Turn 2 Union Message The Confederates can do leader transfers and they get the 1st initiative of TN 2.
49 12/15/2025 8:36:00 PM Turn 2 Union Die roll request Request: 6-sided die x 2

1
6


Message from Union:
TN 2 Initiative 1:
1st roll Union
2nd roll Confederate
48 12/15/2025 8:35:00 PM Turn 2 Union Message Leader transfer phase: Blair will transfer to N2624. Thomas will transfer to N2727.
47 12/15/2025 8:25:00 PM Turn 1 Union End Turn
46 12/15/2025 8:25:00 PM Turn 1 Union Message I will pass also and end turn 1.
45 12/13/2025 3:19:00 AM Turn 1 Confederate Message If you pass, I will as well.
44 12/13/2025 3:19:00 AM Turn 1 Confederate Die roll request Request: 6-sided die x 2

2
4


Message from Confederate:
Round 14 initiative.
43 12/13/2025 3:18:00 AM Turn 1 Confederate Message Moore to 2831 to join others. F1.
42 12/13/2025 3:17:00 AM Turn 1 Confederate Die roll request Request: 6-sided die x 1

2


Message from Confederate:
13. Inf activate Moore.
41 12/11/2025 11:25:00 AM Turn 1 Union Message TN1 U 13: The Union gets the 13th initiative but will pass at this time.
40 12/11/2025 11:07:00 AM Turn 1 Union Die roll request Request: 6-sided die x 2

3
2


Message from Union:
TN 1 U 12: Palmer and Baird get 7 movement points and move to N2827 joining Thomas and Grant and others there paying an extra 2 movement points to join the hex.
TN 1 Initiative 13:
1st roll Union
2nd roll Confederate
39 12/11/2025 10:49:00 AM Turn 1 Union Die roll request Request: 6-sided die x 1

6


Message from Union:
TN 1 U 12: Activate Palmer for a march for Baird-B. 1D6 + 1
38 12/11/2025 3:06:00 AM Turn 1 Confederate Message 4-6. Confederates pass.
37 12/11/2025 3:05:00 AM Turn 1 Confederate Die roll request Request: 6-sided die x 1

6


Message from Confederate:
The Confederate roll...

36 12/11/2025 3:05:00 AM Turn 1 Confederate Die roll request Request: 6-sided die x 1

4


Message from Confederate:
Grigsby takes over Wright's old position at Chickamauga Station.

Round 12 rolls.
35 12/11/2025 3:03:00 AM Turn 1 Confederate Die roll request Request: 6-sided die x 2

4
2


Message from Confederate:
Activate Grigsby
34 12/11/2025 3:01:00 AM Turn 1 Confederate Die roll request Request: 6-sided die x 2

3
6


Message from Confederate:
Round 11
33 12/11/2025 3:01:00 AM Turn 1 Confederate Message Wright to 3027 and F1.
32 12/11/2025 3:00:00 AM Turn 1 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
10 The hidden units remain hidden and Wright activates.
31 12/9/2025 8:22:00 PM Turn 1 Union Message The Confederates get the 10th initiative.
30 12/9/2025 8:22:00 PM Turn 1 Union Die roll request Request: 6-sided die x 2

6
6


Message from Union:
TN 1 Initiative 10:
1st roll Union
2nd roll Confederate
29 12/9/2025 8:21:00 PM Turn 1 Union Message Palmer only gets 2 movement points for Baird-B and he will use the 1 hex minimum rule to move with him back to N2628 Chattanooga.
28 12/9/2025 8:20:00 PM Turn 1 Union Die roll request Request: 6-sided die x 1

1


Message from Union:
TN 1 U 9: Activate Palmer for a march for Baird-B. 1D6 + 1
27 12/9/2025 8:11:00 PM Turn 1 Union Die roll request Request: 6-sided die x 2

5
3


Message from Union:
TN 1 Initiative 9:
1st roll Union
2nd roll Confederate
26 12/9/2025 8:11:00 PM Turn 1 Union Message Blair only gets 2 movement points for JE Smith but I will use the minimum 1 hex move to move them onto Davis-C at N2625.
25 12/9/2025 8:08:00 PM Turn 1 Union Die roll request Request: 6-sided die x 1

1


Message from Union:
TN 1 U 8: Activate Blair for a march for JE Smith. Movement = 1D6 + 1
24 12/9/2025 3:27:00 AM Turn 1 Confederate Message Seems to be developing nicely. I understand the Confederates are in many ways the hidden defenders waiting to be attacked, but the initiative rolls are rubbing that in.
23 12/8/2025 11:03:00 AM Turn 1 Union Message The Union continues to get the initiative. I'll pause here and send a file.
22 12/8/2025 10:59:00 AM Turn 1 Union Die roll request Request: 6-sided die x 2

3
1


Message from Union:
TN 1 U 7: They get 5 movement points. ML Smith with Sherman move to join Ewing at N2624 paying 1 extra movement point to enter his hex. Blair and JE Smith move to N2526.
TN 1 Initiative 8:
1st roll Union
2nd roll Confederate
21 12/8/2025 10:52:00 AM Turn 1 Union Die roll request Request: 6-sided die x 1

4


Message from Union:
TN 1 U 7: The Union gets the 7th initiative and Sherman will activate ML Smith for another march and Blair and JE Smith for a march. Movement = 1D6 + 1
20 12/8/2025 10:50:00 AM Turn 1 Union Die roll request Request: 6-sided die x 2

6
3


Message from Union:
TN 1 U 6: They only get 2 movement points. Ewing moves 2 to N2624. ML Smith and Sherman move to N2426 Crane's Hill.
TN 1 Initiative 7:
1st roll Union
2nd roll Confederate
19 12/8/2025 10:42:00 AM Turn 1 Union Die roll request Request: 6-sided die x 1

1


Message from Union:
The Union gets the 6th initiative and Sherman will activate Ewing for another march and ML Smith for a march and will transfer to ML Smith. Movement = 1D6 + 1
18 12/8/2025 10:40:00 AM Turn 1 Union Die roll request Request: 6-sided die x 2

3
2


Message from Union:
Ewing only gets 3 movement points and moves to N2425 and goes F1.
TN 1 Initiative 6:
1st roll Union
2nd roll Confederate
17 12/8/2025 10:37:00 AM Turn 1 Union Die roll request Request: 6-sided die x 1

2


Message from Union:
The Union gets the 5th initiative and Sherman will activate Ewing for a march and will march with him. Movement = 1D6 + 1
16 12/8/2025 10:34:00 AM Turn 1 Union Die roll request Request: 6-sided die x 2

3
1


Message from Union:
TN 1 U 4: Davis - C gets 7 movement points and moves 1 across the pontoon bridge to N2525 and then to N2625 and stops at F1.
TN 1 Initiative 5:
1st roll Union
2nd roll Confederate
15 12/8/2025 10:30:00 AM Turn 1 Union Die roll request Request: 6-sided die x 1

6


Message from Union:
The Union gets the 4th initiative and Sherman will activate Davis - C for a march. Movement = 1D6 + 1
14 12/8/2025 10:24:00 AM Turn 1 Union Die roll request Request: 6-sided die x 2

6
2


Message from Union:
TN 1 Initiative 4 2nd attempt:
1st roll Union
2nd roll Confederate
13 12/8/2025 10:22:00 AM Turn 1 Union Message A 6 roll means that J Jackson division is insubordinate which will only affect him if he decides to attack.
12 12/8/2025 10:21:00 AM Turn 1 Union Die roll request Request: 6-sided die x 1

6


Message from Union:
The initiative die roll for the 4th initiative was a 5 to 5 tie and an insubordination check can be performed. Since both corps leaders are still hidden I will select J Jackson division in N2829 for a check. This die roll may be modified if he is outside Bragg's command radius.
11 12/5/2025 2:47:00 AM Turn 1 Confederate Message See last sentence in this paste from rules. Assume the pontoon also includes constructing whatever road or trail is necessary to complete the network. So 2525 is 1mp only.

10.0 Units may cross major and minor rivers only at bridges, dams, ferries, and fords. A unit entering a hex across a bridge, dam, or ford ignores the cost of the major terrain in that hex and instead pays 1 MP as long as a road, pike, or RR crosses that bridge, dam, or ford. A unit also pays 1 MP if a pontoon bridge is constructed over that river (as long as both hexes connected by the pontoon bridge have a road, pike, trail, or RR in them).


10 12/3/2025 11:57:00 AM Turn 1 Union Message Does it cost any extra to cross a major pontoon bridge? I can't find it in the rules. If Davis-C wants to cross the river to 2525 what will it cost? The woods hex or just 1 movement point because of the bridge or 1 + woods hex cost?
9 12/2/2025 11:03:00 PM Turn 1 Union Message I'll have to stop for the night here.
8 12/2/2025 11:02:00 PM Turn 1 Union Die roll request Request: 6-sided die x 2

5
5


Message from Union:
TN 1 U 3: Hooker and Geary get 5 movement points but only move to 2732 (2 movement points) and stop.
TN 1 Initiative 4:
1st roll Union
2nd roll Confederate
7 12/2/2025 10:50:00 PM Turn 1 Union Die roll request Request: 6-sided die x 1

4


Message from Union:
The Union gets the 3rd initiative and Hooker will activate Geary for another march. 1D6 + 1

6 12/2/2025 10:48:00 PM Turn 1 Union Die roll request Request: 6-sided die x 2

5
4


Message from Union:
Only 2 movement points. Osterhaus and Whitaker go 1 hex to N2620 and stop. Whitaker goes there first and Osterhause 2nd and pays the extra 1 MP to combine with Whitaker.
TN 1 Initiative 3:
1st roll Union
2nd roll Confederate
5 12/2/2025 10:45:00 PM Turn 1 Union Die roll request Request: 6-sided die x 1

1


Message from Union:
Geary and Cruft get 7 movement points. Hooker travels with Geary and moves to N2733. Cruft moves to N2631. Both go to F1.
TN 1 U2: Hooker activates Osterhaus and Whitaker for a march. 1D6 + 1
4 12/2/2025 10:36:00 PM Turn 1 Union Die roll request Request: 6-sided die x 1

6


Message from Union:
TN 1 U1: Hooker will activate Geary-B and Cruft-B for a march. 1D6 + 1 for movement
3 12/2/2025 8:36:00 AM Turn 1 Union Message I'll try and get a move later this evening.
2 11/30/2025 5:53:00 PM Turn 1 Confederate Message All necessary units placed in boxes and file sent.
1 11/30/2025 5:40:00 PM Turn 1 Confederate Message Preparing set up and sending an initial snapshot of the module. I am signed in as Confederate 01.

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