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Entry # Time Turn Player Title Entry
228 5/28/2026 5:27:00 PM Turn 2 Union End Turn
227 5/28/2026 5:27:00 PM Turn 2 Union Message TN 2 Cycle 3 Recovery phase:
No units on their mobile sides can build bridges but several mobile units can entrench. F. Lee goes to a fort. Warren, Hancock, and Wright build entrenchments around Hill which will affect his supply status (now isolated).
Warren recovers from disorganization. That is the only mobile unit that was still disorganized.
Also, Colquitt also gets an entrenchment at 5121.
Next, all fatigued units recover to their mobile states. Even Hill who is isolated goes to the mobile state.
That finishes cycle 3 of turn 2.
The Terminal Phase of turn 2. If we were going beyond turn 3, I would start a supply Base at someplace like Port Royal but I will not bother with that in this short game.
I had started a RR destruction at a unit last turn but I moved the unit and the marker went away. I'll try to start one at the beginning of turn 3.
Start of turn 3: Administrative Cycle
The only random event would be a Union Bridge train and I'll skip that roll.
Union depot phase: I'll not move any depots
Supply phase: All Union and Confederate units are in primary supply range except for Hill and he is isolated due to the encircling entrenchments and their ZOC.
Hill will need to roll under the isolated attrition table with no modifiers for the roll.
I'll stop here during this administration Cycle until I hear from you to see if I did everything correctly and let you roll and see what attrition does to Hill.
226 5/28/2026 4:41:00 PM Turn 2 Union Message At this point, I will pass and we will go to the recovery phase of TN 2 cycle 3.
225 5/28/2026 4:38:00 PM Turn 2 Union Message TN 2 Cy 3 U12: Sedgwick activates for a march and moves 1 along a road with friendly units to 1629 joining Wright. With his 4 command, there is no need to roll.
224 5/28/2026 4:36:00 PM Turn 2 Union Message TN 2 Cy 3 U11: Getty activates for a march and moves 2 along a road with friendly units to 1629 joining Wright. With his 2 command, there is no need to roll.
223 5/28/2026 4:34:00 PM Turn 2 Union Message Krautz gets a 6 dice roll added to his 3 command for 9 movement points and moves by road to join Gregg and others at 1529.
222 5/28/2026 4:32:00 PM Turn 2 Union Die roll request Request: 6-sided die x 2

4
2


Message from Union:
TN 2 Cy 3 U10: Krautz activates for a march. 2D6 + 3
221 5/28/2026 4:28:00 PM Turn 2 Union Message TN 2 Cy 3 U9: Gregg activates for a march and moves by road to join Sedgwick at 1529 which is 6 movement points. 2D6 + 5 will get at least 7 movement points so there is no need to roll.
220 5/28/2026 4:17:00 PM Turn 2 Union Message TN 2 Cy 3 U8: Wilson activates for a march and moves to 1527 (broken terrain costing 4) and then 2 by road through friendly units to join Sedgwick at 1529. 2D6 + 5 will get at least 7 movement points so there is no need to roll.
219 5/28/2026 4:13:00 PM Turn 2 Union Message TN 2 Cy 3 U7: Burnside activates for a march and moves 3 by road through friendly units to join Sheridan at Trevillian Station 1729. 1D6 + 2 will get at least 3 movement points so there is no need to roll.
218 5/28/2026 1:28:00 PM Turn 2 Union Message Gibbon only gets a 1 roll giving 3 movement points which is not enough to move out into the broken terrain. I think I had to declare a forced march before rolling and I cannot find a minimum of 1 hex move in the rules, so I think he just sits there and goes fatigued.
Ignore the Union 1st roll, Confederates 2nd roll. That was copied from an impulse rolling log entry.
217 5/28/2026 12:29:00 PM Turn 2 Union Die roll request Request: 6-sided die x 1

1


Message from Union:
TN 2 Cy 3 U5: Ferrero activates for a march and moves only 1 hex by road to 1627 and stops in Hill's ZOC. No need to roll. The Confederates passed so there is no need to roll of initiative.
TN 2 Cy 3 U6: Gibbon activates for a march. 1D6 + 2
Union first roll
Confederate second roll
216 5/28/2026 2:15:00 AM Turn 2 Confederate Message Then pass.
215 5/28/2026 2:15:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 2

6
6


Message from Confederate:
Longstreet to 2525. Round 5 rolls...
214 5/28/2026 2:14:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

2


Message from Confederate:
4. Longstreet pulls back. Facing the prospect of being surrounded soon and not seeing how to help Ewell, Longstreet tries to reposition. Roll +5.
213 5/25/2026 6:21:00 PM Turn 2 Union Message Confederates get the 4th initiative.
212 5/25/2026 6:21:00 PM Turn 2 Union Die roll request Request: 6-sided die x 2

2
6


Message from Union:
Hill's repulse by Sheridan may be his downfall. I would have probably made that attack too because Hill was surrounded. It would certainly have been different if the die rolls had been reversed.
TN 2 cycle 3 U3: Barlow activates for a march. They move 1 hex along the road to 1728 onto Hancock and then stop. With Barlow's 2 command rating there is no need to roll for this 1 hex move.
TN 2 cycle 3 initiative 4 rolls:
Union first roll
Confederate second roll
211 5/25/2026 6:02:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 2

4
2


Message from Confederate:
Moves to 2125 just west of the burned station.

Round 3 rolls.
210 5/25/2026 6:00:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 2

1
4


Message from Confederate:
2. Confederate wins the tie.

Activate Stuart (under a fort) for a Cav move.
209 5/25/2026 5:58:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 2

2
2


Message from Confederate:
Not great. Round 2 rolls. U top.
208 5/25/2026 5:57:00 AM Turn 2 Confederate Message Attacker 3 + 3 - defender 5 gives a final +1. Result: defender D, attacker 1D.
207 5/25/2026 5:54:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 2

3
5


Message from Confederate:
Lee bonus used.

Top roll is attacker. +3

Bottom is defender, no mods.
206 5/25/2026 5:36:00 AM Turn 2 Confederate Message Will go for it. Need to make the file. apologies for the many dud rolls. I think the mouse button got stuck.
205 5/23/2026 12:44:00 PM Turn 2 Union Message With a 1 roll and Hill's 5 command gives 6 movement which is just enough to do the attack on Sheridan (4 movement points to move into the broken terrain (no roads connect) and 2 to do an attack). Hill would have +2 for 3-1 odds and if he uses the Lee bonus he would have another +1. There is a good chance of Hill getting a disorganization but a good chance of advancing. If the rolls are very different then one side or the other could lose manpower. Sheridan will stand and fight even though there is a good chance of him being disorganized. But, he would be disorganized anyway if he did a cavalry retreat and he might lose manpower on a retreat roll of 6. I'll let you roll this attack.
204 5/23/2026 4:55:00 AM Turn 2 Confederate Message Email sent. Roll was a 1 with many shadow rolls to ignore.
203 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

4


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




202 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

6


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




201 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

3


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




200 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




199 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

4


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




198 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

2


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




197 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

4


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




196 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

3


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




195 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

1


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




194 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




193 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

2


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




192 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

6


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




191 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




190 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

2


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




189 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




188 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

1


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




187 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




186 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

3


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




185 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

1


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




184 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




183 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

3


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




182 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

6


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




181 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




180 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

6


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




179 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




178 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

3


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




177 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




176 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

2


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




175 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

1


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




174 5/23/2026 4:49:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

1


Message from Confederate:
Not sure what can be done with 2 key beleaguered units. Hill, in his pocket, will activate and try to attack Sheridan, who might retreat.

Roll is for Hill. +5




173 5/22/2026 8:50:00 PM Turn 2 Union Message You get the 1st initiative of this 3rd cycle.
172 5/18/2026 9:18:00 PM Turn 2 Union Die roll request Request: 6-sided die x 2

4
4


Message from Union:
TN 2 cycle 3 initiative 1 rolls:
Union first roll
Confederate second roll
171 5/18/2026 9:18:00 PM Turn 2 Union Message That finishes TN 2 cycle 2 action phase.
Turn 2 cycle 2 recovery phase:
No units on their mobile sides can build bridges and the only mobile units that can entrench are Longstreet and Stuart (who go to a fort) and F. Lee.
F. Lee recovers from disorganization.
Next, all fatigued units recover to their mobile states.
Next, we go to cycle 3 of turn 2.
170 5/18/2026 8:50:00 PM Turn 2 Union Edit manpower losses Union: from 1 to 1
Confederate: from 5 to 6
169 5/18/2026 8:49:00 PM Turn 2 Union Message This time the Union got a good roll but really only needed to break even. Hampton gets a 1DR result and is eliminated. Barlow gets an "a" result but will not exercise his advance and will stay in 1727.
168 5/18/2026 8:47:00 PM Turn 2 Union Die roll request Request: 6-sided die x 2

5
1


Message from Union:
TN 2 Cy 2 U16: Barlow activates and gets 3 movement points and uses all 3 to attack Hampton who doesn't do a cavalry retreat.
1st roll attacking Union division under Barlow with 4 combat value and +6 (+3 for 4-1 odds and +3 for 3 hexes adjacent to the defender with supporting leaders)
2nd roll defending Confederate cavalry with 1 combat value and +1 for defending in forest hex.
167 5/18/2026 12:36:00 PM Turn 2 Confederate Message Hampton will stand as this looks dire. Good use of detaching... the Confederates are certainly at risk of running out of activations each round.
166 5/14/2026 11:35:00 PM Turn 2 Union Message Barlow gets a 1 die roll added to his 2 command value for 3 movement points. Hampton could be attacked by Barlow. 4-1 odds for +3 plus 3 supporting hexes for +3 more while Hampton would have +1 for the woods. I'll stop here and let you decide whether to do a cavalry retreat for Hampton and roll if you decide not to fight.
165 5/14/2026 11:31:00 PM Turn 2 Union Die roll request Request: 6-sided die x 1

1


Message from Union:
TN 2 Cy 2 U16: Activate Barlow for a march. 1d6 + 2
164 5/14/2026 11:29:00 PM Turn 2 Union Message TN 2 Cy 2 U15: Activate Katz for a march. He moves 1 hex by road to 1825 and stops.
163 5/14/2026 11:26:00 PM Turn 2 Union Message Gregg gets a 11 dice roll added to his 5 command for 16 movement points. He will detach Katz with 1 manpower and then move 6 through the woods to 1725 and stop in Hampton's ZOC.
162 5/14/2026 11:17:00 PM Turn 2 Union Die roll request Request: 6-sided die x 2

6
5


Message from Union:
That was a lot of effort and it took two attacks but Ewell's corps is now gone.
TN 2 Cy 2 U14: Activate Gregg for a march. 2d6 + 5
161 5/14/2026 11:08:00 PM Turn 2 Union Edit manpower losses Union: from 1 to 1
Confederate: from 0 to 5
160 5/14/2026 11:04:00 PM Turn 2 Union Message TN 2 cy 2 U13: This time the Union is outrolled by only 2 but Getty is successful against Ewell. 2 Union roll with +5 minus Confederate roll of 4 with +0 gives a net +3. This gives the defending Confederates a 1Dr result and since Ewell can only retreat 1 hex into Hill's hex they are eliminated losing 5 manpower. Getty gets a Da result and is disorganized, fatigued, and will not advance..
159 5/14/2026 10:58:00 PM Turn 2 Union Die roll request Request: 6-sided die x 2

2
4


Message from Union:
TN 2 Cy 2 U13: Getty's attack against Ewell at 1627:
1st roll attacking Union leader Getty with 3 combat value and +5 for 5 supporting hexes.
2nd roll defending Confederate corps with 3 combat value and no adds.
158 5/14/2026 10:56:00 PM Turn 2 Union Message Getty gets a 5 die roll added to his 2 command value for 7 movement points. He will spend 6 movement points to attack Ewell at 1627 (4 movement points to be able to move into this broken terrain and 2 more to do the attack). The Union attack gets +0 for 2-1 odds (3 vs 3) and +5 for the 5 surrounding hexes with at least 2 manpower (which is > half of Ewell's 3 combat value). This includes hex 1528 for Warren. You can only use the Lee bonus 1 time per cycle so that is not in play for this 2nd attack and it had a big effect on the first attack (Ewell would have been eliminated with a Dr result if not for the Lee bonus on that 1st attack and Warren would not have lost 1 manpower). There are no terrain modifiers for attacking into this broken terrain since there is not a creek between Getty and Ewell.
157 5/14/2026 10:48:00 PM Turn 2 Union Die roll request Request: 6-sided die x 1

5


Message from Union:
TN 2 Cy 2 U13: Activate Getty for a march. 1d6 + 2
156 5/14/2026 10:42:00 PM Turn 2 Union Edit manpower losses Union: from 0 to 1
Confederate: from 0 to 0
155 5/14/2026 10:41:00 PM Turn 2 Union Message Ewell gets very lucky on the defense with a 5 die roll and +1 for Lee subtracted from Warren's roll of 1 with +6 giving a net of +1 (7 minus 6). This gives the defending Confederates a D result which making Ewell disorganized and fatigued. Warren gets a 1 D result which disorganizes him and causes him to be fatigued and he loses 1 manpower (from 10 down to 9).
154 5/14/2026 10:37:00 PM Turn 2 Union Die roll request Request: 6-sided die x 2

1
5


Message from Union:
TN 2 Cy 2 U12: Warren's attack against Ewell at 1627:
1st roll attacking Union corps with 10 combat value and +6 for 2-1 odds and 5 supporting hexes.
2nd roll defending Confederate corps with 5 combat value and +1 for the Lee bonus.
153 5/14/2026 10:32:00 PM Turn 2 Union Message Warren gets a 4 die roll added to his 4 command value for 8 movement points. He will spend 6 movement points to attack Ewell at 1627 (4 movement points to be able to move into this broken terrain and 2 more to do the attack). The Union attack gets +1 for 2-1 odds (10 vs 5) and +5 for the 5 surrounding hexes with at least 3 manpower (which is > half of Ewell's 5 combat value). This includes hex 1528 for Getty. You, no doubt, will use the Lee +1 bonus for Ewell's defense since this is likely the only attack against an infantry unit this cycle. There are no terrain modifiers for attacking into this broken terrain since there is not a creek between Warren and Ewell.
152 5/14/2026 10:18:00 PM Turn 2 Union Die roll request Request: 6-sided die x 1

4


Message from Union:
TN 2 Cy 2 U12: Activate Warren for a march. 1d6 + 4
151 5/14/2026 10:12:00 PM Turn 2 Union Message Gibbon gets a 5 die roll added to his 2 command for 7 movement points and moves 1 by road to 1526 and then 6 through the woods to 1626 joining Wilson.
150 5/14/2026 10:09:00 PM Turn 2 Union Die roll request Request: 6-sided die x 1

5


Message from Union:
TN 2 Cy 2 U11: Activate Gibbon for a march. 1d6 + 2
149 5/14/2026 10:07:00 PM Turn 2 Union Message Ferrero gets 3 movement points and just moves 3 by road and joins Burnside at 1527.
148 5/14/2026 10:05:00 PM Turn 2 Union Die roll request Request: 6-sided die x 1

3


Message from Union:
TN 2 Cy 2 U10: Activate Ferrero for a march. 1d6 + 0
147 5/14/2026 10:00:00 PM Turn 2 Union Message Sheridan gets a 6 dice roll added to his 6 command value giving 12 movement points. He moves 6 by road to Trevillian Station and then spends 6 to burn the RR station and ends his move there.
146 5/14/2026 9:58:00 PM Turn 2 Union Die roll request Request: 6-sided die x 2

4
2


Message from Union:
TN 2 Cy 2 U9: Activate Sheridan for a march. 2d6 + 6
145 5/14/2026 9:54:00 PM Turn 2 Union Message TN 2 Cy 2 U8: Activate Wright for a march. With 4 manpower he moves by road to Sedgwick at 1529 and then 1 more by road to 1629 and stops in Hill's ZOC so there is no need to roll for this march of 2 hexes with his command value of 2.
144 5/14/2026 9:48:00 PM Turn 2 Union Message TN 2 Cy 2 U7: Activate Sedgwick for a march. First, Sedgwick will detach Getty with 3 manpower and Wright with 4 manpower who will both stay fresh at 1528. That leaves Sedgwick with only 2 manpower and he moves 1 by road to 1529 and stops in Hill's ZOC so there is no need to roll for this march of 1 hex.
143 5/14/2026 9:38:00 PM Turn 2 Union Message Burnside gets 8 movement points but only moves with his 4 manpower 3 hexes by road to 1527.
142 5/14/2026 9:26:00 PM Turn 2 Union Die roll request Request: 6-sided die x 1

6


Message from Union:
TN 2 Cy 2 U6: Activate Burnside for a march. First, Burnside will detach Ferrero with 2 manpower who will stay at 1227. 1d6 + 2
141 5/14/2026 9:17:00 PM Turn 2 Union Message Wilson gets a 9 dice roll added to his 5 command giving 14 movement points. He moves 3 by road to 1526 and then 6 through the woods to 1626 and stops in the ZOC.
140 5/14/2026 9:15:00 PM Turn 2 Union Die roll request Request: 6-sided die x 2

3
6


Message from Union:
TN 2 Cy 2 U5: Confederates pass so the Union gets to finish the cycle. Activate Wilson for a march. 2D6 + 5
139 5/12/2026 2:52:00 AM Turn 2 Confederate Message Pass and see how it goes.
138 5/12/2026 2:51:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 2

3
5


Message from Confederate:
Hampton to 1726.

Round 5 rolls.
137 5/12/2026 2:48:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 2

4
2


Message from Confederate:
4. Cav activate Hampton. +6.
136 5/12/2026 2:46:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 2

4
6


Message from Confederate:
Colquitt to 5121.

Initiative 4 rolls.
135 5/12/2026 2:44:00 AM Turn 2 Confederate Die roll request Request: 6-sided die x 1

1


Message from Confederate:
3. Fascinating situation developing, which I shall ignore for a moment by activating Colquitt for a normal Inf move. +3
134 5/11/2026 9:35:00 AM Turn 2 Union Message That was TN 2 cy 2 U 2 (not U3) move.
133 5/11/2026 9:34:00 AM Turn 2 Union Message Confederates get the 3rd initiative of cycle 2.
132 5/11/2026 9:33:00 AM Turn 2 Union Die roll request Request: 6-sided die x 2

3
6


Message from Union:
TN 2 Cy 2 U3: Hancock with 9 manpower at 1727 detaches Barlow with 4 manpower and moves with 5 manpower to 1728 and stops in the ZOC. Barlow remains fresh in 1727. No need to roll for the 1 movement point.
TN 2 cycle 2 initiative 3 rolls:
Union first roll
Confederate second roll
131 5/10/2026 3:18:00 PM Turn 2 Confederate Die roll request Request: 6-sided die x 2

3
2


Message from Confederate:
Hill moves to 1629 one west from Ewell.

2nd initiative.
130 5/10/2026 3:17:00 PM Turn 2 Confederate Die roll request Request: 6-sided die x 1

6


Message from Confederate:
As you might guess, I had to read the ZOC rules.

Hill activates +5 normal inf move.
129 5/6/2026 4:24:00 PM Turn 2 Union Message The Confederates get the 1st initiative of TN 2 cycle 2.

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