My previous post reported on our game of the 1862 battle of Seven Pines / Fair Oaks. That took place just across the Chickahominy from the battlefield that is the subject of this post: Cold Harbor (1864).
The background to the Cold Harbor battle is this. At the end of May 1864, Grant's Overland Campaign was stalled in front of Lee's formidable defences behind the North Anna river. After some inconclusive skirmishes dignified with the name of the Battle of North Anna, Grant decided to sidestep with a big left hook. Lee was expecting this, but Grant achieved some surprise by crossing the Pamunkey river further east than he anticipated. Nevertheless, Lee reacted quickly and established a defensive line around the Totopotomoy creek. Over several days, Grant and Meade attempted an alternating succession of frontal assaults and left or right outflanking moves, while Lee scrambled to plug gaps and either dig in or counterattack. The final Union assault at Cold Harbor was an assault too many and was bloodily repulsed. Nine days later, Grant upped sticks, marched away across the James River, and moved his strategic point of attack to Petersburg.
Unlike Seven Pines, Cold Harbor doesn't seem to be wargamed often. (Honorable exception being Greg Wagman, who's done it with his Altar of Freedom ruleset here.) Could that be because it is perceived as a grim, one-sided, misguided, failed frontal assault that cost the Union 4,000+ casualties in half an hour? Last year I devoted one of my "Reflections on Wargaming" essays to the question of whether frontally assaulting redoubts can make a good game. The answer was a qualified 'yes', but it needs some thoughtful scenario design to give both sides enough interesting things to do.
For Cold Harbor, my approach was not to limit the game to the climactic couple of days of frontal assaults, but to exploit BBB's elastic scale and stretch it to include all six days of action between the Pamunkey and the Chickahominy leading up to the final assaults. Rather than have five Night Intervals, I allowed just two to represent major strategic redeployment phases during the operation. I made the victory conditions revolve around the Union commanding crossings over the Chickahominy on the way to Richmond, while keeping its own line-of-communications bridges over the Pamunkey secure.
I took a ton of photos this time. I've selected and annotated about 20 below. If you don't have time or inclination to admire all of these, you might want to skip to the end to read some reflections prompted by the game.
First, some eternal military wisdom, presumably from Sun Tzu:
OK, back to more serious noodle-free matters, starting with a plan view of the whole battlefield to get you oriented:
This depicts a 26x18km stretch of country between the Pamunkey (top edge) and the Chickahominy (bottom edge). It's a bit hard to see the woods for the trees ... basically the irregular green-chalked shapes are open farmland, with a lot of woods in between, cris-crossed by a network of roads. Buildings are landmarks but not significant built-up areas. Because of the large ground scale and close country, I limited rifle range to 3" and artillery to 6".Lee's men scramble to respond to the massive threat to their left. The cavalry have managed to fall back and throw up breastworks. They're already backed up by some of Hill's corps doing likewise. (The scenario allows troops to dig in.) Unfortunately, Early is going to be late ...
Situation at first Night Interval. Both sides have received reinforcements. 'Baldy' Smith's XVIII Cps has landed at Dabney Ferry to extend the Union left (top right of pic), while the Confederates have scraped together miscellaneous units from Richmond and beyond to shore up their own left. Just out of shot to the right, that one Union cavalry division is still loitering, threatening to seize either Old or New Cold Harbor and drawing off Confederate units to protect them. Apart from that - it's a Thin Grey Line facing an awful lot of Yankees.
... while something very similar happens against the Confederate centre left, east of McKenzie's Corner. The Union hammers away against the Confederate left wing for three turns with little reward.
On the opposite wing, Lee has found one of his best divisions from somewhere to smash into that dangerous Union incursion in the centre (left of pic). That will prove enough to thwart it. But look at that lone artillery unit guarding New Cold Harbor (lower right edge) and the Union cavalry above it.
"Here they come agin, boys!" The last couple of turns see more waves of general assault against the Confederate left, mostly with the same lack of result. However, watch the unit in the centre with the red counter (half-strength artillery unit) and the black counter (infantry low on ammo) along with Bobby Lee's command stand (the cavalry base behind it). More about that soon.
Reflections:
Don't Try to be Too Clever, Part I: Victory Conditions. Usually, BBB scenarios feature half a dozen or so objective locations, mostly spread across the middle of the table (typically representing the extent to which an attacker has or hasn't breached, broken or outflanked a defender's line) with maybe a couple near one or both sides' baselines to represent lines of communications. This time I opted simply for river crossings or locations commanding them: four along the Chickahominy (the Confederate edge) and two on the Pamunkey (the Union edge). This didn't really work as there was little prospect of the rebs threatening the Union edge, while the Union got no reward for getting close. The guys rightly recommended I revert to a more normal format with intermediate objectives. Second draft will do this and stick to what we know works.
Don't Try to be Too Clever, Part II: Union Entry Points. I tried to recreate the doubt in Lee's mind by recreating Grant's options of where to cross. However, the way I did this just made crossing upriver a much better idea than the historical crossings further down (and I don't think this was really because we're smarter than Grant). I'm going to redraft it so that most of the Union forces must arrive via one of the two main historical crossings, while giving the US players free choice over just one corps. That should be limited enough to keep it simple for the players, while still allowing some flexibility for cunning plans.
The Bludgeon and the Rapier. While those major strategic questions need tweaking, the lower-level stuff felt good: the balance of forces, the troop ratings, the terrain, the limited LOS. It produced the right tactical feel, with the two sides having to play it differently. The Union, with over 50% numerical advantage but needing to advance, was constantly trying to pummel and envelop; the Confederates, with a quality advantage but barely enough units to hold the line, had to choose judiciously when and where to counterattack. It also produced a well balanced game overall (VPs aside) and was close enough to the historical result in terms of casualties inflicted and ground taken.
Wargame or Boardgame? People occasionally say that once a tabletop game gets to this ground and troop scale, you might as well play a boardgame with counters. I disagree. I think the format of this scenario (and others at a similar scale - thinking here of Chancellorsville or Spotsylvania, and hoping to repeat it for the Seven Days Battles and for Petersburg) lets it straddle the line between tactical and operational level. The Night Intervals, with a scenario rule for strategic redeployment, brings in those large operational decisions; but then the regular turns in between are normal tactical tabletop wargaming. It works for us, anyway.
Those shots really capture how close the terrain is and how it must have been to try and command troops due to this, coupled with the large area being fought over. Good post game reflections as always!
ReplyDeleteThanks, Steve. Yes, it did have a very distinctive flavour. Quality vs quantity is always a good match-up too.
DeleteThat looks like an excellent gam Chris, not a battle I'm familiar with. I designed a Chancellorsville scenario though, and as you say, definitely some operational aspects to that, which makes it very interesting. Operational manouvre makes a nice chang from a stand up battle.
ReplyDeleteAppreciated, thanks, Martin. Yes, I loved Chancellorsville. Another one you almost never see played because conventional rulesets can't handle its scale (not a problem for a creative chap like you, though!). With these BBB scenarios, we seem to have hit on a formula that provides both the operational-level decisions (in the Night Interval strategic redeployments) and the familiar tactical challenges in a fun and feasible fashion.
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