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Entry # Time Turn Player Title Entry
678 9/9/2018 1:44:00 PM Spring 1865 Union Message Well, I'm not on CSW and I haven't had time to look for Tim's post yet. I also haven't reviewed the entire game log yet, either, but this is what sticks in my mind.

When Grant arrived, Tim had an army deep in the north and out of supply. I made a tactical error in building an army for Grant (to get more SPs) which allowed Tim to use his first phase to get the army out of harm's way. If I just used Grant and a corps, I probably could have destroyed that army which might have enabled me to destroy his crossing at Paducah in 1863, rather than Fall(?) 1864.

At the end of 1863 (also the time of adjudication which I completely agree with), I had finally cleared out the north, but (1) I had to rebuild my defenses to prevent any further raids, (2) Paducah still stood and Cairo was Confederate meaning I couldn't rebuild a fort there, and (3) Tim had established a large SW cushion of 90-ish, so I had my work cut out for me.

Tim had some very timely cards. The first time I was about to close the East Gulf Zone, Tim managed to have Galveston in his hand and retook Ft Morgan. The second time I was prepared to close it, he had Clandestine Blockade Runner port. Both of those turns, knowing that I could not close the zone with my remaining cards, I redirected my attacks. In hindsight, I probably should've continued my attack, so that I would have been able to close the zone the following turn.

I think one of my 1864 turns I received no (or maybe just one) 3-ops. Also to my recollection, I drew no AA modifier cards the entire game (or, perhaps, I did early, but I was forced to play it for ops to defend against an 1862 raid).

I retook Kentucky early (Spring or Summer 1862?), and I've never been able to make Paducah work as a jumping off point for a raid. So, I learned something seeing how Tim pulled it off.

After I destroyed Lee's army, Jackson randomly ended up in Sabine. While this meant I would not have to deal with a Jackson-led army on one of the main fronts, it also made it very difficult to take down Texas, especially without any AA modifier.

Tim, you commented that I should not have allowed you to rebuild the Army of Northern Virginia. To my recollection, you rebuilt that army in Dover with 8 SPs, so there was nothing I could do to stop it, so I did something else instead.

James, if you leave this game open a few more days, I'll have more commentary later this week.
677 9/3/2018 1:10:00 AM Spring 1865 Confederate Message It took awhile and then losing Lee there in Paducah was not optimal, but it allowed me to get him repositioned.

When I lost that army, definitely the US should have pressed and not let me be able to reform an army unmolested...still I think the CSA got some good cards. I didn't look through the full log but it would be interesting to analyze it fully.
676 9/2/2018 6:30:00 PM Spring 1865 Union Message Wow, I didn't even realize I had control of the Mississippi.

It took me forever to dislodge you out of Paducah, and my generals were out of position. I did pound you for one turn in the east and even managed to get your army out of supply for one phase, but I lost focus and let up because I thought I had a good chance of taking down Texas (I think) right before the end of the turn. I know in 1864 I had a hard time sticking to just one strategy and I'm sure that hurt my efforts.

I wanted to close some ports and take down two states to reduce the SPs you could use to defend Richmond. You had some very serendipitous cards like Galveston and Clandestine Blockade Runner Port (not that I'm blaming it all on cards). This is the first game in a long time that I can remember in which I failed to close the Eastern Gulf.
675 9/2/2018 6:21:00 PM Spring 1865 Confederate Message Then plus the SW for conquering Virginia would get you real close to zeroing the CSA SW.

Once Grant and Sherman are in play, they become unstoppable barring back luck like the loss of cavalry leader. Once they are adequately resourced, they can just reduce the CSA through attrition.

I thought the game could have gone to the Union but lack of campaign cards and EP was problematic.


Thanks for playing.
674 9/2/2018 6:17:00 PM Spring 1865 Confederate Message Yes, I forgot about Little Rock, but that would have been minor and Arkansas would not have fallen.

I think you should have bulked up Grant and pounded away in Virginia. Often the war is won or lost in the East.

With the Union manpower advantage, eventually you would have probably taken Richmond and the capital (-37 SW) and then you could have started whittling away at the rest of the SW you needed to get an automatic victory.

I think I distracted you with the Indiana foray.


673 9/2/2018 6:09:00 PM Spring 1865 Union Message so, that's almost it
you have a 50% chance of saving Little Rock
other than that, I see no possible effects on SW, so it'll likely be either 78-60 or 79-59 unless there's something I'm missing

At the time of adjudication, James thought it could be close down to Turn 13, but I thought your SW was too high to drive down (though I did knock off 30 from 90 to 60). Even if I take down Florida, Texas, and Arkansas, that's only 17 with a +2 to me for the two resources. That's 43 and if Emancipation happens, 33.

Plus I had to spend almost a full turn reshoring up my defenses.

I know I made one critical error when Grant arrived, but that is still two turns before James reviewed the situation. So, I wonder if you shared James's assessment that it could have been close.

Thanks for the game.
672 9/2/2018 6:08:00 PM Spring 1865 Confederate Message My fort was to deny you control of the Mississippi and the +/- 10 SW.

So with that last move, the game is going to end with the Union controlling 2 CSA states (Kentucky, West Virginia) and with SW difference only 18 SW, no additional states for SW.


This is a CSA victory w/o my last move, which would have been a minor campaign card.

Good game, thanks for playing.
671 9/2/2018 5:52:00 PM Spring 1865 Union Play Strategy card as Operations #113: 2 / Washington Defenses
The Union player may place 3 forts in friendly controlled spaces, unoccupied by Confederate SPs, on or within two spaces of the Union Capital (any location) OR 2 forts in any friendly controlled spaces unoccupied by Confederate SPs. Remove from deck if event is played.

Message from Union:
I could chance a 1/6 failed intercept in Richmond or a 1/3 failed intercept by Johnston out west, but if SW is like victory points, I suppose I should move to defend against the raid. I am curious about the fort on your last play.

activate the Army of the Missouri and 11 SPs, leaving Hancock and 1 SP in Willamsburg
1-3. drop SP (to 9) and convert Gordonsville
4-5. drop SP (to 8) in Strasburg
6. end move with 8 SPs in Franklin
670 9/2/2018 5:37:00 PM Spring 1865 Union Message sorry about that last delay; had to finish my WBC AAR
669 8/28/2018 7:56:00 AM Spring 1865 Confederate Play Strategy card as Operations #128: 3 / Union Naval Supply Shortage
The Union blockade level is decreased by one. Remove from deck if event is played.

Message from Confederate:
Fort in NewOrleans
668 8/28/2018 12:16:00 AM Spring 1865 Union Play Strategy card as Operations #66: 1 / Wilson's Creek
Either player may move up to two infantry SPs from the same space as if they were led by a General. This move is a Corps move and may enter enemy controlled spaces because the SPs are moving as if they are led by a general.

Message from Union:
my mistake, I thought 11.3D restricted all state capitals not just the national one

as ops
activate the SP in Vincennes

move to Columbus
667 8/27/2018 9:07:00 AM Spring 1865 Confederate Message Looks like I didn't see you file until after I had prepared my file, 219. They were prepared within 1 minute of each other.

Anyways, let's finish this game up. If you want to ask about copperheasds on CSW go ahead, but that card has no restrictions.
666 8/27/2018 8:13:00 AM Spring 1865 Confederate Message Copperhead allows placement in any space. Will check Dropbox late for your file. My latest file is always there.
665 8/27/2018 3:13:00 AM Spring 1865 Union Message does Copperheads allow you to place in a capital?

do you not see log 220? that's the last one I saved
664 8/22/2018 1:17:00 PM Spring 1865 Confederate Play Strategy card as Event #2: 2 / Copperheads
Reduce Union SW by two points, or place two PC markers in Ohio (must be placed in spaces free of Union SPs).

Message from Confederate:
CSA PCs in
Columbus, OH and
Cincinnati, OH

Uploaded a current file #219.

Last file you loaded was #216 which looked like it was incomplete.
663 8/22/2018 1:06:00 PM Spring 1865 Union Draw Extra Strategy card Message from Union:
replace Siege Guns
662 8/22/2018 1:06:00 PM Spring 1865 Union Message 1*/1
landing party of 1 surviving SP takes Vicksburg

Union 78(+) / Confederacy 60(-)
661 8/22/2018 1:05:00 PM Spring 1865 Union Die roll request Request: 6-sided die x 1

5


Message from Union:
small battle
amphibious assault, +5 and wins ties (automatic 1*)
empty Vicksburg fort, no DRM

defender die only
660 8/22/2018 1:05:00 PM Spring 1865 Union Play Strategy card as Event #130: 3 / Union Siege Guns
Union plays card at beginning of a battle (or Amphibious Assault) that has a Confederate fort present and cancels Confederate fort die roll modifier in the battle. Remove from deck if event is played. Draw a strategy card.

Message from Union:
as event
659 8/22/2018 1:03:00 PM Spring 1865 Union Play Strategy card as Operations #40: 3 / Emergency Call for Volunteers
Union receives five SPs, no more than two SPs in any space. Placement spaces must be friendly controlled, have a LOC and be free of Confederate SPs or forts.

Message from Union:
as ops
activate 2 SPs out of DC (to 4) for a naval move

no Storms, so proceed to Vicksburg
658 8/15/2018 4:01:00 AM Spring 1865 Confederate Play Strategy card as Operations #90: 3 / Habeas Corpus
Reduce Union SW by 2. Remove from deck if event is played.

Message from Confederate:
Fort in Vicksburg
657 8/15/2018 12:40:00 AM Spring 1865 Union Play Strategy card as Event #60: 2 / USS Monitor
The Union player may remove one Confederate ironclad from the mapboard.

Message from Union:
as event
remove CSS Virginia
656 8/11/2018 6:43:00 PM Spring 1865 Confederate Play Strategy card as Event #23: 2 / Bermuda Blockade Surge
Confederate immediately receives two SPs in any open Blockade Runner Port, no more than one SP per port, but more than 1SP per Blockade zone is permitted. If insufficient ports are available, the excess SPs are lost.

Message from Confederate:
+ 1 SP in Charleston (n3)
+ 1 SP in Savannah (n3)
655 8/11/2018 6:34:00 PM Spring 1865 Confederate Die roll request Request: 6-sided die x 1

6


Message from Confederate:
ANV Attempts to intercept AOP in Corihth
654 8/11/2018 4:33:00 PM Spring 1865 Union Play Strategy card as Operations #122: 3 / Crisis in the West
If two or more Confederate armies are in Virginia, the Confederate player places (Confederate choice) one army (placed, not moved) in a Confederate controlled Resource space (destroyed or not), Riverine port, or Blockade Runner port (open or closed) in Tennessee, Alabama, Mississippi, Arkansas, Louisiana, or Texas. Remove from deck if event is played.

Message from Union:
Hi Tim,

Guess you didn't make it out to WBC this year.

as ops
activate the Army of the Potomac

1. burn Memphis (+5/-5)
Union 77(+) / Confederacy 61(-)
2-5. convert Humboldt and Lexington, and pick up the SP (to 7)
6. Corinth with 7 SPs
Johnston may intercept on a 4
653 8/2/2018 10:54:00 PM Spring 1865 Confederate Message Hi, you back from WBC? How was it? Ready to finish this game.
652 7/19/2018 8:33:00 AM Spring 1865 Confederate Message No EP as an event and only 1 reshuffle back in 1862 too so we must be getting to the end of the deck....
651 7/19/2018 8:27:00 AM Spring 1865 Confederate Message Drop 1SP in Columbus, KY, ANV (n3)
-> Mckenzie pick up Early + 4 SPs, ANV (n7)
-> Lwxington
-> Corinth
-> Oxford end move

Yep no EP at all this game unless you've got it.
650 7/19/2018 2:25:00 AM Spring 1865 Union Message defenders whiff
Johnston has 5 movement remaining
649 7/19/2018 2:24:00 AM Spring 1865 Union Die roll request Request: 6-sided die x 1

1


Message from Union:
so, no Emancipation this game ever
no reaction

small battle
Johnston, +6 and no leader losses (automatic 1*)
Union division, no DRM

defender die only
648 7/19/2018 1:28:00 AM Spring 1865 Confederate Play Strategy card as Operations #16: 2 / Grierson's Raid
Union may place two Union PC markers in any spaces within four spaces (includes river connections) of a single Union cavalry brigade. The four space range cannot be traced through Northeast Alabama and may not contain a Confederate SP or Fort, but may contain an Ironclad or Torpedoes.

Message from Confederate:
Activate ANV with 4 Sps Leave Early and 4 SPs in Mckenzie
-> Columbus, KY

any interrupt?

Go ahead and resolve and I will continue if able
647 7/18/2018 8:48:00 PM Spring 1865 Union Message 3*/3 but defender damage limited to 2
+1/-1 for fort
Union 72(+) / Confederacy 66(-)

4-5. drop SPs in Columbus and Humboldt (to 6)
6. end move in Memphis with 6 SPs

646 7/18/2018 8:40:00 PM Spring 1865 Union Die roll request Request: 6-sided die x 1

6


Message from Union:
medium battle
Sherman, +12 and no leader losses (automatic 3*)
fort, +2

defender die only
645 7/18/2018 10:46:00 AM Spring 1865 Confederate Message Intercept fails. You may resolve and continue movement
644 7/18/2018 10:46:00 AM Spring 1865 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
Intercept attempt at Columbus by ANV on 1-4
643 7/18/2018 8:31:00 AM Spring 1865 Union Message oops, you're right
so, move changes

3-4. attack Columbus with 10 SPs
Johnston may intercept on a 4
642 7/18/2018 7:01:00 AM Spring 1865 Confederate Message Cairo only has 4 SPs and AOP was at 6 Sps so AOP is only at 10 total before combat.

Is that right/

641 7/18/2018 2:40:00 AM Spring 1865 Union Play Strategy card as Operations #127: 2 / Brooklyn Navy Yard Conversions
The Union blockade level is increased by one. Remove from deck if event is played.

Message from Union:
as ops
activate the Army of the Potomac

1-2. pick up all in Cairo (to 12)
3-4. Dover
5. attack McKenzie, where Johnston may avoid on a 4
640 7/14/2018 5:38:00 PM Spring 1865 Confederate Play Strategy card as Operations #126: 1 / Valley Devastation
If Union infantry SPs occupy all three Shenandoah Valley spaces the Union player places a destroyed Resource marker in all Shenandoah Valley spaces. These destroyed Resource markers cannot be removed and prevent the Confederate player from using the Shenandoah valley as a supply source for the remainder of the game. Remove from deck if event is played.

Message from Confederate:
Early + Van DOrn with 1 SP move from Vicksburg (n0)
-> Jackson drop 1 SP (n2)
-> 2-8 to Colubmus, KY pick up 1 SP,olumbus, KY (n1)
-> 9 join the ANV (n8)
639 7/14/2018 5:06:00 PM Spring 1865 Union Message 4/6 and Wheeler is out of the game
-5/+3 for the battle

Union 69(-) / Confederacy 70(+)
Sherman and 6 SPs retreat to Dover
638 7/14/2018 5:04:00 PM Spring 1865 Union Die roll request Request: 6-sided die x 1

2


Message from Union:
1-3 Wheeler
4-6 Beauregard
637 7/14/2018 5:03:00 PM Spring 1865 Union Die roll request Request: 6-sided die x 2

6
3


Message from Union:
argh, the one die roll that made the +7 worse
Union leader loss on a 1
Confederate leader loss on a 3
636 7/14/2018 5:02:00 PM Spring 1865 Union Die roll request Request: 6-sided die x 2

1
4


Message from Union:
large battle
Sherman, +7
Johnston, +6
635 7/12/2018 6:34:00 AM Spring 1865 Confederate Message The ANV awaits Sherman in McKenzie and will use max modifier +6 in a large battle

Go ahead and play any cards and roll it.
634 7/12/2018 6:33:00 AM Spring 1865 Confederate Die roll request Request: 6-sided die x 1

4


Message from Confederate:
JJ attempts to intercept
633 7/12/2018 3:13:00 AM Spring 1865 Union Play Strategy card as Operations #64: 1 / USS Kearsarge sinks USS Alabama
Union SW increased by one.

Message from Union:
as ops
activate the Army of the Potomac

1-2. convert Dover
3. McKenzie, where Johnston may intercept on a 4
632 7/12/2018 2:45:00 AM Spring 1865 Union Draw Strategy cards 7 cards drawn.

631 7/12/2018 2:45:00 AM Spring 1865 Union Message Reynolds will rejoin Sherman in Paducah
630 7/11/2018 8:19:00 AM Spring 1865 Confederate Message u may go first.
629 7/11/2018 8:15:00 AM Spring 1865 Confederate Draw Strategy cards 7 cards drawn.

628 7/11/2018 8:15:00 AM Fall 1864 Confederate End Turn
627 7/11/2018 8:14:00 AM Fall 1864 Confederate Message Jackson to Savannah
626 7/11/2018 8:13:00 AM Fall 1864 Confederate Message CSA Strategic movement
1 Shrevport to ANV (n7)
2 Mobile to ANV (n9)
1 Ft. Fisher to ANV (n10)
1 Baldwin to Lynchburg (n6)
1 Ft. Morgan to AOW (n7)
1 New Orleans to AOW (n8)
625 7/11/2018 4:38:00 AM Fall 1864 Union Message Union Strategic Rail

7 SP DC to Williamsburg (to 12)
1 SP DC (to 6) to Hanover (to 6)
5 SP Vincennes (to 1) to Paducah (to 12)
1 SP Newton to Columbus, Ga
1 SP Baltimore to Columbus (to 3)
624 7/4/2018 6:58:00 AM Fall 1864 Confederate Message 1 automatic failure at WG
CSA SW -2 67(-) to 65(-)

CSA Blockade reinforcements
Wilmington
Savannah
Mobile

Regular
AOW in Drewy's BLuff (n6)
ANV in Humbolt, TN (n6)
Weldon, NC
Marion, SC
Baldwin, FL
Mobile (n2)
Jackson, MS
Savnnah, GA (n2)
New Orleans, LA

623 7/4/2018 6:50:00 AM Fall 1864 Confederate Die roll request Request: 6-sided die x 3

6
6
3


Message from Confederate:
Blockade Rolls
NA
SA
EG
622 7/4/2018 6:36:00 AM Fall 1864 Union Message Union Reinforcements

9 SP DC (to 14)
6 SP Vincennes
4 SP Cairo
621 7/4/2018 6:28:00 AM Fall 1864 Union Message political control

Union places Opelika, Newton, Montgomery, and Atlanta and Selma, burning the last two
+7/-7

Union 82(+) / Confederacy 67(-)

War Weariness
Union 74(-) / Confederacy 67(-)

attrition in Williamsburg, Paducah, Hanover, DC, Marshall, Drewys Bluff, Humboldt, Lynchburg, and Macon
620 7/4/2018 6:02:00 AM Fall 1864 Union Play Strategy card as Operations #71: 3 / General Scott, The Anaconda Plan
The Union player may either increase the Blockade Level by one or increase the Amphibious Assault modifier by two.

Message from Union:
as ops
activate Rosecrans and 5 SPs, leaving 1 in Columbus

1-3. drop 1 SP each in Opelika, Newman, and Atlanta
4-7. drop 1 SP in Selma
8. end move with 1 SP in Montgomery
619 7/4/2018 5:59:00 AM Fall 1864 Union Message typical card luck; you lose Mud and manage to keep the campaign

well, even with the last action, you've stymied me pretty well

I can't cutoff the Army of Northern Virginia because Early made a ridiculous intercept. I'm one space short of taking down Arkansas. I could close Mobile, but it doesn't shut down the zone because you had a very timely St. Mary's. I could take a stab at Richmond and hope Lee fails his intercept. I could take Missouri, but there's no longer a risk of falling under 50 SW.

If this were not the next-to-last turn, I'd either have Sherman take out the fort at Columbus or control Texas. But, since there's only one turn left, I'll go with the maximum SW effect.
618 7/2/2018 1:41:00 PM Fall 1864 Confederate Message Hey, do you want to call the game at this point?



617 6/27/2018 3:58:00 PM Fall 1864 Confederate Message 8.11 Unique Confederate LOC Conditions The Confederate LOC path cannot cross a Union-controlled river. A Confederate LOC can be traced along a navigable river over which Union naval control is denied through friendly or neutral spaces that do not contain a Union SP or fort.
616 6/27/2018 1:10:00 AM Fall 1864 Confederate Message Cut and paste on the phone didn't work that well.
615 6/27/2018 1:09:00 AM Fall 1864 Confederate Message Confirmed, see 8.11 34 FOR THE PEOPLE
© 2014 GMT Games, LLC
7.8 Battle Casualties
7.81 PROCEDURE: The CRT indicates the number of SPs the
opponent’s force loses in the battle. No force can inflict losses in
excess of twice its strength, regardless of the CRT result.
Exception: Forces with zero SPs loss, such as when an ungarri-
soned coastal fort defends against an amphibious attack, still inflict
one loss, if the result on the CRT calls for at least one loss.
7.81 ELITE UNIT CASUALTIES: If one or more elite units
are used as die modifiers in a battle and the force loses two or
more SPs in the battle, then one elite unit is removed as a casualty
[7.51]. Removal of an elite unit does not satisfy a SP loss.
7.9 Combat Results
Each player adds up his die roll modifiers (DRMs) and rolls one
die on the appropriate column for the battle size.
7.10 Combat Results Table (CRT)
Note: The attacker rolls on the “Def” Column to determine the step
losses inflicted on the defender and the defender rolls on the “Att”
Column to determine step losses inflicted on the attacker.
Large Battle Medium Battle Small Battle
≥ 20 SPs 6-19 SPs ≤ 5 SPs
Die Roll
(1D6) Att Def Att Def Att Def
1 1 1 1 0 0 0
2 2 2 1 1 1 0
3 3 2 1 1 1 0
4 3 3 1 1 1 1
5 3 3 1 1 1 1
6 4 3 1 2 1 1
7 4 4* 2 2* 1 1*
8 4 4* 3 2* 1 1*
9 5 5* 3 2* 1 1*
10 6 5* 3 3* 2 1*
Key:
# Number of SPs lost.
* In case of ties in non-Resource/non-capital spaces, the defender
loses the battle. A destroyed Resource Space still helps the
defender. A national or Union State Capital is considered a
capital space.
EXAMPLE 1: A Union force with 3 SPs commanded by Thomas
(offensive battle rating of 2) attacks a Confederate force of 6 SPs
commanded by Longstreet (defensive battle rating of 3). A total
of 9 SPs are involved, so the battle uses the Medium columns of
the CRT. The only applicable DRMs are the battle ratings. The
Union player rolls a 6 (+2 = 8), which achieves a 2* result,
while the Confederate rolls a 4 (+3 = 7), which achieves a 2
result. Since both results are 2’s, the asterisk breaks the tie and
the defender (Longstreet) must retreat, with 4 SPs remaining.
This leaves Thomas and 1 Union SP “victorious” in the space
of the battle.
EXAMPLE 2: A Union force with 2 SPs commanded by Sherman
(offensive battle rating of 3) attacks a single Confederate SP
in a fort at Little Rock, AR (a Resource Space). A total of 3 SPs
are involved, so the battle uses the Small columns of the CRT.
The Union rolls a 4 (+3 = 7), which achieves a 1* result. The
Confederate rolls a 3, which yields a 1 result. Each side loses
1 SP. Due to the asterisk result, the Union would have won this
battle, except Little Rock is a Resource Space which negates the
asterisk. Sherman retreats with 1 SP, but the fort at Little Rock
is now ungarrisoned.
8. Logistics
DESIGN NOTE: The logistic system in the game is designed
to capture the most important aspects of lines of communica-
tion without any bean counting. The Strategy Rating for most
generals was based on their perception on the state of logistic
support they required before they would move. Generals with
higher Strategy Ratings required very complete logistic ar-
rangements before they would take the offensive. One of Grant’s
great strengths was his ability during the Vicksburg campaign
to take logistic risks which most of his contemporaries would
have deemed unacceptable.
8.1 Lines of Communication
A unit is “in supply” if it has a Line of Communication (LOC). A
unit has a LOC if it can trace a path of spaces to an ultimate sup-
ply source. All spaces of the path (except the space of the force)
must be friendly-controlled or neutral, and free of enemy SPs
or forts (exception: Riverine spaces under Union naval control).
If a unit cannot trace a LOC, it is out of supply and must forage
during the Attrition Phase.
8.11 Unique Confederate
614 6/27/2018 1:09:00 AM Fall 1864 Confederate Message Confirmed, see 8.11 34 FOR THE PEOPLE
© 2014 GMT Games, LLC
7.8 Battle Casualties
7.81 PROCEDURE: The CRT indicates the number of SPs the
opponent’s force loses in the battle. No force can inflict losses in
excess of twice its strength, regardless of the CRT result.
Exception: Forces with zero SPs loss, such as when an ungarri-
soned coastal fort defends against an amphibious attack, still inflict
one loss, if the result on the CRT calls for at least one loss.
7.81 ELITE UNIT CASUALTIES: If one or more elite units
are used as die modifiers in a battle and the force loses two or
more SPs in the battle, then one elite unit is removed as a casualty
[7.51]. Removal of an elite unit does not satisfy a SP loss.
7.9 Combat Results
Each player adds up his die roll modifiers (DRMs) and rolls one
die on the appropriate column for the battle size.
7.10 Combat Results Table (CRT)
Note: The attacker rolls on the “Def” Column to determine the step
losses inflicted on the defender and the defender rolls on the “Att”
Column to determine step losses inflicted on the attacker.
Large Battle Medium Battle Small Battle
≥ 20 SPs 6-19 SPs ≤ 5 SPs
Die Roll
(1D6) Att Def Att Def Att Def
1 1 1 1 0 0 0
2 2 2 1 1 1 0
3 3 2 1 1 1 0
4 3 3 1 1 1 1
5 3 3 1 1 1 1
6 4 3 1 2 1 1
7 4 4* 2 2* 1 1*
8 4 4* 3 2* 1 1*
9 5 5* 3 2* 1 1*
10 6 5* 3 3* 2 1*
Key:
# Number of SPs lost.
* In case of ties in non-Resource/non-capital spaces, the defender
loses the battle. A destroyed Resource Space still helps the
defender. A national or Union State Capital is considered a
capital space.
EXAMPLE 1: A Union force with 3 SPs commanded by Thomas
(offensive battle rating of 2) attacks a Confederate force of 6 SPs
commanded by Longstreet (defensive battle rating of 3). A total
of 9 SPs are involved, so the battle uses the Medium columns of
the CRT. The only applicable DRMs are the battle ratings. The
Union player rolls a 6 (+2 = 8), which achieves a 2* result,
while the Confederate rolls a 4 (+3 = 7), which achieves a 2
result. Since both results are 2’s, the asterisk breaks the tie and
the defender (Longstreet) must retreat, with 4 SPs remaining.
This leaves Thomas and 1 Union SP “victorious” in the space
of the battle.
EXAMPLE 2: A Union force with 2 SPs commanded by Sherman
(offensive battle rating of 3) attacks a single Confederate SP
in a fort at Little Rock, AR (a Resource Space). A total of 3 SPs
are involved, so the battle uses the Small columns of the CRT.
The Union rolls a 4 (+3 = 7), which achieves a 1* result. The
Confederate rolls a 3, which yields a 1 result. Each side loses
1 SP. Due to the asterisk result, the Union would have won this
battle, except Little Rock is a Resource Space which negates the
asterisk. Sherman retreats with 1 SP, but the fort at Little Rock
is now ungarrisoned.
8. Logistics
DESIGN NOTE: The logistic system in the game is designed
to capture the most important aspects of lines of communica-
tion without any bean counting. The Strategy Rating for most
generals was based on their perception on the state of logistic
support they required before they would move. Generals with
higher Strategy Ratings required very complete logistic ar-
rangements before they would take the offensive. One of Grant’s
great strengths was his ability during the Vicksburg campaign
to take logistic risks which most of his contemporaries would
have deemed unacceptable.
8.1 Lines of Communication
A unit is “in supply” if it has a Line of Communication (LOC). A
unit has a LOC if it can trace a path of spaces to an ultimate sup-
ply source. All spaces of the path (except the space of the force)
must be friendly-controlled or neutral, and free of enemy SPs
or forts (exception: Riverine spaces under Union naval control).
If a unit cannot trace a LOC, it is out of supply and must forage
during the Attrition Phase.
8.11 Unique Confederate
613 6/26/2018 11:55:00 PM Fall 1864 Confederate Message Yes I believe the csa can trace supply along rivers denied to union naval control, but you may want to confirm in the rulebook.
612 6/26/2018 10:50:00 PM Fall 1864 Union Message no interrupt

even if cut off by land, Army of Northern Virginia can still trace supply along the Mississippi from Memphis to Vicksburg, right?
611 6/26/2018 9:08:00 AM Fall 1864 Confederate Play Strategy card as Operations #88: 3 / Minor Campaign
Conduct up to two moves or conduct one special army-size naval move. No SP, general, or army marker may be moved twice with the same campaign card. You must move a different force each move.

Message from Confederate:
That is annoying but with a turn left after this, let's see what you can do.

1st activation
ANV in Columbus, KY
Leave 2 SPs, ANV (n6)
-> Mckenzie pick up 1 SP
, ANV (N7)
-> Humbolt
-> New Madrid auto 1/2*, ANV (n6)
-> Humbolt


2nd activation
Longstreet moves with 1 SP to Drewery's Bluff, picks up Forrest, AOW (n6)
-> Drewery's bluff drops Forrest
Longstreet picks up remainder of the force except for Forrest (n6 with Longstreet)
-> Appomattox
-> Lynchburg


You can interrupt either move if you like, but will adjust the 2nd move if the first is interrupted.
610 6/26/2018 8:47:00 AM Fall 1864 Confederate Discard random Strategy card Operations - 1 / Mud March

Message from Confederate:
609 6/26/2018 3:55:00 AM Fall 1864 Union Play Strategy card as Event #25: 1 / Confederate Railroad Degradation
The Union player may randomly remove one strategy card from the Confederate hand, which is discarded.

Message from Union:
as event
discard a card, please
608 6/25/2018 1:25:00 AM Fall 1864 Confederate Message Leave 7 with the AOW
607 6/25/2018 12:56:00 AM Fall 1864 Union Message note, Vassal log strength for Army of the West was incorrect

started at 8 before the intercept (log 566)
left 1 behind and lost 2 in battle, down to 5 (not 4)

so you have 7 SPs in Army of the West or you can place that SP anywhere between Marion and Drewys Bluff
606 6/25/2018 12:24:00 AM Fall 1864 Confederate Play Strategy card as Operations #77: 2 / Stop the War
Union SW reduced by five points. Remove from deck if event is played.

Message from Confederate:
1 of the casualties in the battle at Drewey's Bluff reduces Forrest's cav brigade to 1 SP

Activate AP Hill + 2 Sps in Marion
-> Wilmington pick up 2 SPs (n4)
-> Strickland
-> Goldsboro
-> Weldon pick up 2 Sps (n6)
-> Suffolk
-> Drewery's Bluff drop 1 Sps with AOW (n5)
Pick up Longstreet
-> Petersburg drop off Longstreet + 5 Sps
pick up Armstrong

-? Drewery's Bluff to join AOW (n6)
605 6/25/2018 12:05:00 AM Fall 1864 Union Die roll request Request: 6-sided die x 2

5
6


Message from Union:
forgot about leader losses
Union on a 1
Confederate on a 3
604 6/25/2018 12:05:00 AM Fall 1864 Union Message 2/3
Army of the Missouri retreats to Williamsburg with 7 SPs
603 6/25/2018 12:04:00 AM Fall 1864 Union Die roll request Request: 6-sided die x 2

4
4


Message from Union:
medium battle
Grant, +5
Lee, +6
602 6/24/2018 11:16:00 PM Fall 1864 Confederate Message Lee finally makes an intercept and will defend with +6 in Drewery's Bluff.

Go ahead and resolve.
601 6/24/2018 11:15:00 PM Fall 1864 Confederate Die roll request Request: 6-sided die x 1

4


Message from Confederate:
Lee attempts to intercept and will leave 1 SP behind in Richmond
600 6/24/2018 9:50:00 PM Fall 1864 Union Play Strategy card as Operations #120: 1 / Horace Greeley Editorial
If played by the Union increase Union SW by 1. If played by the Confederate decrease Union SW by 1.

Message from Union:
as ops
activate the Army of the Missouri and all

1. Drewys Bluff
Lee may intercept on a 5
599 6/24/2018 9:47:00 PM Fall 1864 Union Message 1*/1
Reynolds to the turn track
598 6/24/2018 9:47:00 PM Fall 1864 Union Die roll request Request: 6-sided die x 1

5


Message from Union:
small battle
Price, +2 and no leader losses
Reynolds, +1 (automatic 1)

attacker die only
597 6/24/2018 9:45:00 PM Fall 1864 Union Die roll request Request: 6-sided die x 1

2


Message from Union:
might as well try to intercept
Reynolds needs a 1
596 6/24/2018 9:22:00 PM Fall 1864 Confederate Play Strategy card as Operations #67: 2 / J.B. Eads, Riverine Ironclads
The Union Amphibious Assault modifier is increased by two.

Message from Confederate:
Activate Price with 3 from Selma
-> 1-6 Vicksburg, drop Van Dorn, pick up 1 SP

Early + 1 SP + Van Dorn in Vicksburg

Price with 3 SPs
-> Monroe
-> Shreveport

You have options. Please resolve.
595 6/24/2018 6:38:00 PM Fall 1864 Union Message 1/1
Early and 2 SPs save Vicksburg
2 SPs return to DC (to 6)
594 6/24/2018 6:35:00 PM Fall 1864 Union Die roll request Request: 6-sided die x 2

5
2


Message from Union:
ouch!
medium battle
Union amphibious assault, no DRM
Early, +4

593 6/24/2018 6:32:00 PM Fall 1864 Union Die roll request Request: 6-sided die x 1

1


Message from Union:
Early's intercept attempt since there's obviously no further movement
needs a 1
592 6/24/2018 6:32:00 PM Fall 1864 Union Play Strategy card as Operations #78: 3 / Personal Advisor
Either player may remove or demote from army command one general for no SW penalty. Penalties for promoting a general with a lower political value still apply. OR remove ANY non-commanding general (even second in commands) from the game.

Message from Union:
as ops
activate 3 SPs in DC for a naval move

land in Vicksburg
Early may intercept on a 1
591 6/24/2018 6:22:00 PM Fall 1864 Union Message Early and *3* SPs retreat to Monroe
590 6/24/2018 6:21:00 PM Fall 1864 Union Message 1/1
Early and 1 SP retreat to Monroe
589 6/24/2018 6:17:00 PM Fall 1864 Union Die roll request Request: 6-sided die x 2

4
3


Message from Union:
medium battle
Early, +1
Reynolds, +1
588 6/24/2018 4:47:00 PM Fall 1864 Confederate Play Strategy card as Operations #104: 1 / Big Bethel
Either player may move up to two infantry SPs from the same space as if they were led by a General. This move is a Corps move and may enter enemy controlled spaces because the SPs are moving as if they are led by a general.

Message from Confederate:
Activate Jubal Early from New Orleans with 2 SPs
-> 1-4 Vicksburg pick up 2 Sps (n4)
-> 5-6 Shreveport

Go ahead and resolve and I will continue if able
587 6/24/2018 5:40:00 AM Fall 1864 Union Play Strategy card as Event #114: 3 / Frederick Douglas
Union immediately receives five SPs for raising freemen Negro troops. The SPs can be placed in any single Union controlled space with a LOC in NJ, DE, PA or the space that contains the Union capital that does not contain Confederate SPs or forts. Remove from deck if event is played.

Message from Union:
ok, I'll reinforce, too
5 SPs DC (to 7)
586 6/23/2018 5:54:00 PM Fall 1864 Confederate Play Strategy card as Event #47: 3 / CSA Recognizes KY, MO, MD and DE
Confederate places a total of two SPs in any single space in KY, MO, MD or DE that contains a general or army in these states. The space can be controlled by either side or neutral and does not require a LOC. Remove from deck if event is played.

Message from Confederate:
Add 2 SPs to ANV in Columbus, KY (n8)
585 6/23/2018 5:39:00 PM Fall 1864 Union Message 3/3
Jackson to the turn track
Pope stopped in Marshall with 3 SPs
584 6/23/2018 5:38:00 PM Fall 1864 Union Die roll request Request: 6-sided die x 2

5
6


Message from Union:
Pope will attack with 6 SPs out of supply
well, now we both have +5s and no leader losses
Jackson wins ties

583 6/23/2018 5:18:00 PM Fall 1864 Confederate Message Jackson evades to Marshall where he will fight Pope if Pope follows.

Haven't seen too many 13 turn games, but yes without War Guilt is a bit rare.
582 6/23/2018 5:17:00 PM Fall 1864 Confederate Die roll request Request: 6-sided die x 1

3


Message from Confederate:
Jackson attempts to evade
581 6/23/2018 5:15:00 PM Fall 1864 Union Play Strategy card as Operations #48: 3 / Brazil Recognizes the Confederacy
Confederate gains +3 SW. Remove from deck if event is played.

Message from Union:
as ops
activate Pope and all

attack Jackson
Mud March? Quaker Guns? or roll a 3 to avoid
580 6/23/2018 5:14:00 PM Fall 1864 Union Message damn, I think I needed Emancipation for a chance at victory

admittedly, it could still happen next turn, but it will be too late for the extra -5 SW

have you ever seen a 13 turn game with no War Guilt?
579 6/23/2018 8:51:00 AM Fall 1864 Confederate Message Sorry change that.

Put CSS Virginia in Vicksburg instead.

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