This was the 4th battle (early 1863) of a 9
battle mini-campaign using Longstreet rules by Sam Mustafa (Honour Publishing).
I commanded the Union force, whilst Ian commanded the Rebels. Previously in the
mini-campaign I had won the first two battles and lost the third battle. In
each battle the defending force had won. My Union force consisted of 8 infantry
units (2 large units of ‘Eager, Recruits’, and the rest were small units of
‘Veterans’), these were supported by 3 artillery stands. In contrast Ian’s
Rebels had more large units (and I think more were ‘Veterans’), plus a large
‘Recruit’ cavalry unit but only a single artillery stand. My commander (2 Eagle
rank) was an ‘Indian Wars Veteran’ (improved scouting and better chance to
select whether to defend or not); and in this battle I also had the ‘Sabotage’
characteristic. Ian’s commander (3 Eagle rank) was a ‘Drillmaster’, with
‘Political Savvy’ and ‘A Friend in the Statehouse’ characteristics.
We randomly selected the ‘Outflanked’ scenario and the
terrain placement was fairly neutral (a central hill in my forward deployment
zone, and a mix of standing crops and woods scattered between the opposing
armies). I was the defender and had to deploy first. One objective marker was
safely in my deployment zone, whilst the other was outside my zone on my left
flank. My deployment had to be spread out to cover both the object I held and
to contest the other objective. My strong artillery deployed on the central
hill and could cover both sectors. Ian deployed second and choose to
concentrate on taking the ‘free’ objective, ignoring the object I already held.
This effectively isolated a significant part of my army from where most of the
initial action would happen.
In the opening moves Ian rapidly moved on the ‘free’ left-hand
objective whilst I attempted to move my forces from my passive right flank to
the weak, contested left flank. I had to move behind my artillery on the hill
because Ian’s cavalry unit covered the more direct route. My artillery scored
no hits during this opening phase, in contrast to Ian’s single artillery stand
which picked off a couple of stands from my already outnumbered infantry. At
this point Ian launched his cavalry against one of my infantry units that had
tried to sneak past. The rebel cavalry pushed this infantry unit back and then
continued their charge into my artillery on the hill! The artillery were thrown
off the hill and lost a stand of heavy rifles. The jubilant cavalry continued
over the hill, hitting one of my infantry units moving behind it in the flank.
These infantry were thrown back with some losses but they remained in the fight.
The Rebel cavalry spent a number of turns trying to take out my remaining
artillery whilst under fire from my surviving infantry. Meanwhile, Ian’s
infantry advance successfully took the left-hand objective and started pushing
my weak forces back, inflicting considerable loss.
At this point in the battle I thought the game was lost; the
enemy had taken an objective, inflicted significant losses on my force, and his
cavalry was in to my rear area and all over my artillery. Ian must have been
full of confidence after such a brilliant opening to the game.
Things were to change! Firstly, Ian needed to reshuffle his
Action Card deck; this involves losing 6 cards from the deck, but my ‘Sabotage’
characteristic increased this to 10 cards, plus I held an Action Card that
increased the total to 13 cards lost! This severely impaired Ian’s ability to
use beneficial cards, plus unless he was careful, he could lose the game by
running out of Action Cards. Next, my artillery finally worked out how to use
their guns and wiped out the pesky Rebel cavalry with canister! Finally, my
uncommitted infantry finally moved from the right flank and hit Ian’s so far
successful advance in its flank. I started to inflict casualties on the Rebels.
By now Ian was beginning to make (unsuccessful) Victory dice rolls to end the
game, but after a couple of turns I also reached a point where I also could
roll for Victory. The battle was in the balance; we were both making Victory
dice rolls. Ian had very few Action Cards available and so had to be very
selective in his actions, whereas as I still could apply pressure and improve
my chances. Eventually I reduced the odds and made the successful Victory dice
roll!
This was easily the closest game of Longstreet we have
played. Yet again the defender won. Neither of us can immediately see why this
should be the case, but the desire to be the attacker in future games is low
for both of us. I feel Ian played a very strong game. His attack on my left
flank was highly effective and the success of his Rebel cavalry was beyond both
our expectations! By mid-game I was close to throwing in the towel. The pivotal
event was Ian’s reshuffle and my ability to drastically reduce his Action Card
deck. This forced Ian to conserve cards and restricted his actions. My Union artillery
continues to frustrate me; they rarely seem to hit anything (although they did
finally come up trumps to see off the Rebel cavalry). This game of Longstreet
did have more sneaky card play than normal: There was the usual placement of ‘Trackless’
marshy terrain blocking key moves by both players (I think this card is a bit
of a pain and should be restricted in its usage somehow). Ian played the ‘Local
Assistance’ card to inspect and discard from my hand on a particularly
important turn. We both played the ‘They couldn’t hit an...’ card and Ian even
managed to force me to discard all 6 cards in my hand!
In terms of the campaign, we both earned 3 Epic Points (EP)
and I think I remain slightly ahead. Both forces seemed to suffer in the
post-battle attrition. I had gained 3 Heroes (!). My general was not promoted.
From the Campaign Cards the Union gained 4 stands of Light Rifle artillery
(very useful), plus the ‘Sabotage’ characteristic again for the next battle
(really good). The Rebels gained a second artillery stand, some Sharpshooters,
plus Ian’s general was again promoted to 4 Eagles due to a ‘Promotion’ card (this
Rebel commander is a real political brown-noser!). He now greatly out-ranks me!
Finally, what do I think of Longstreet? The Action Card deck
mechanism is good. It really forces players to think hard about their hand and card
resource management. Some of the cards (especially the ‘Trackless’ card) can be
a bit tedious and overly used. The combat mechanisms are sound, simple, and are
profoundly influenced by use of modifying Action cards. I feel the use of
Action Cards to reduce casualties can be a bit too powerful, but I can see why
the mechanism exists. The clear Victory end point is good and there is a degree
of uncertainty about when the game will end. I am not so certain about whether
the rules give a strong ACW ‘feel’ to the games. I cannot imagine using
Longstreet for single, stand-alone ACW games. I can only see myself using these
rules within the mini-campaign setting, which is excellent! The mini-campaign
really links the games together; you start to feel a bond with your chosen
force and are interested in how it develops over time. I can easily imagine a
second campaign being undertaken, this time with me commanding the Rebels. To
conclude I would highly recommend Longstreet for players wanting to undertake
linked games within the mini-campaign environment. If you want to play
stand-alone games then I would look to other rules such as Fire and Fury, or
Johnny Reb, in preference to Longstreet.
My Union force available for battle number 5 will be:
Commander
|
Personality
|
Rank
|
EP’s
|
||||
“Art” Rooney
|
Indian Wars Veteran
(Scout: 2D6 & keep higher)
|
2 Eagles (I/61)
|
16
|
||||
Unit
|
Type
|
Elan
|
Exp.
|
Strength
|
Notes
|
||
9th Pa Artillery
|
ART
|
-
|
-
|
2
|
2x Napoleon
|
||
37th Pa Infantry
|
INF
|
Eager
|
Veteran
|
6
|
|
||
13th\14th Pa (Prov) Inf.
|
INF
|
Season
|
Veteran
|
6
|
Sharpshooters (5,6 Skirm Fire)
Hero
|
||
40th Pa Infantry
|
INF
|
Eager
|
Veteran
|
3
|
Old Reliables (
|
||
16th Ohio Infantry
|
INF
|
Caut.
|
Veteran
|
3
|
Sharpshooters (5,6 Skirm Fire)
Hero
|
||
45th Ohio Infantry
|
INF
|
Caut.
|
Veteran
|
5
|
Hero
|
||
26th NJ Artillery
|
ART
|
-
|
-
|
2
|
2x Lt Rifle
|
||
29th NJ Artillery
|
ART
|
-
|
-
|
2
|
2x Lt Rifle
|
||
14th NJ Infantry
|
INF
|
Season
|
Recruit
|
8
|
|
||
88th NJ Infantry
|
INF
|
Season
|
Recruit
|
7
|
|
||
|
|
|
|
44 bases
|
|
||
Sabotage: Opponent next
shuffles deck, may force him to discard the top 4 cards from the game.
|
|||||||
Notes: Original units (battles 1 & 2) are from Pa; those
from Ohio were introduced into battle 3; those from Indiana were introduced
into battle 4 (wiped out!), & those from NJ are new for battle 5.
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