Terrible Swift Sword - Learning SPI's Great Battles of the American ...
Terrible Swift Sword - Learning SPI's Great Battles of the American ...
Terrible Swift Sword - Learning SPI's Great Battles of the American ...
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
oll a die to see if <strong>the</strong> lower regiment routs<br />
(see changing <strong>of</strong> rule 14.5 in MOVES 29) .<br />
Finally, do not become so involved in your<br />
strategic defensive that you forget how to attack.<br />
Several counterattacks, especially when<br />
enemy units have been routed, will be most<br />
useful to blunt enemy attacks and enfilade<br />
<strong>the</strong> rest a f his line.<br />
Instead <strong>of</strong> a frontal assault, your opponent<br />
may try to attack you on your right,<br />
where you are less well dug in. You will <strong>the</strong>n<br />
have to shift your reserves accordingly, making<br />
sure not to denude your left too much or<br />
overextend your lines. Take <strong>the</strong> best advantage<br />
you can <strong>of</strong> terrain and cross fires. And<br />
try as hard as you can to keep <strong>the</strong> enemy <strong>of</strong>f<br />
<strong>the</strong> western portion <strong>of</strong> Map B, where your<br />
line can really be stretched out and where<br />
<strong>the</strong>re are no good defenses facing south.<br />
Also, watch for a good opportunity to counterattack<br />
and cut <strong>of</strong>f <strong>the</strong> Union advance. His<br />
march so far to his left should have left a few<br />
weak poin ts or gaps along <strong>the</strong> way.<br />
Your life will be made much more difficult<br />
if <strong>the</strong> Union commander chooses to<br />
bring in <strong>the</strong> V and V I Corps in Area 5, or if he<br />
delays <strong>the</strong>ir appearance so you do not know<br />
when or where <strong>the</strong>y will come on (make sure<br />
he has committed <strong>the</strong>se orders to writing and<br />
placed <strong>the</strong>m .in a sealed envelope, so he does<br />
not cheat on you). In ei<strong>the</strong>r case, you will<br />
have to keep troops posted east <strong>of</strong> Gettysburg<br />
to watch out for <strong>the</strong> enemy. ~t least,<br />
with <strong>the</strong>se troops not yet on <strong>the</strong> map, you will<br />
be able to spare some reserves to hold in<br />
waiting on <strong>the</strong> roads immediately south <strong>of</strong><br />
Gettysburg, ready to march at <strong>the</strong> doublequick<br />
to wherever <strong>the</strong> V and VJ Corps appear.<br />
If <strong>the</strong>y do come on in Area 5, be sure to<br />
have a brigade or two <strong>the</strong>re to slow <strong>the</strong>m<br />
down while you hurry your reserves to <strong>the</strong><br />
front. Then try to contain <strong>the</strong>m - or even<br />
wipe <strong>the</strong>m out, using <strong>the</strong> strategy outlined<br />
above in reference to <strong>the</strong> XII Corps.<br />
You will find <strong>the</strong> situation similar to<br />
that faced by Lee at Chancellorsville. Just<br />
hope that your main line south <strong>of</strong> Cemetery<br />
Hill will hold better than Early did at Second<br />
Fredericksburg. If you play your cards right,<br />
you may be able to hold <strong>of</strong>f <strong>the</strong> enemy. If<br />
pressed too hard, it may become necessary to<br />
give up <strong>the</strong> eastern end <strong>of</strong> <strong>the</strong> Baltimore Pike<br />
in order to hold on to Cemetery Hill. Then<br />
you will be very thankful for <strong>the</strong> trenches dug<br />
<strong>the</strong>re by <strong>the</strong> Federals on July 1, which will<br />
supply a ready defense against <strong>the</strong>ir makers.<br />
And even if you lose Cemetery Hill, try to<br />
keep your main line in order to block <strong>the</strong><br />
enemy's line <strong>of</strong> communications from Cemetery<br />
Hill to Meade, thus depriving him <strong>of</strong> <strong>the</strong><br />
victory points for <strong>the</strong> hill (rule 28.54). Finally,<br />
if you have managed to hold on to Cemetery<br />
Hill and Area 6, try to prevent <strong>the</strong> enemy<br />
(especially Farnsworth's cavalry) from<br />
blocking your own communications back to<br />
hex 0632, thus depriving you <strong>of</strong> <strong>the</strong> victory<br />
points for exiting troops through Area 6.<br />
Union Strategy for <strong>the</strong> Second<br />
and Third Days<br />
If <strong>the</strong> Union player has lost Cemetery<br />
Hill on <strong>the</strong> first day, he is definitely in a hole,<br />
but he should not despair. The enemy may<br />
have a better position, but you stilI have<br />
superior forces , as long as you do not waste<br />
<strong>the</strong>m. This is <strong>the</strong> major point to bear in<br />
mind: do not commit your troops unsupported<br />
or too early. And secondly, do not hesitate<br />
to use your artillery shots. All too <strong>of</strong>ten<br />
has <strong>the</strong> Union player lost <strong>the</strong> game with half<br />
<strong>of</strong> his ammunition still available.<br />
As discussed previously, it is probably<br />
<strong>the</strong> best strategy to bring <strong>the</strong> XII Corps out in<br />
Area 7 late on July I. Then form on <strong>the</strong> ridge<br />
running sou<strong>the</strong>ast from hex C0818 and entrench<br />
a line all <strong>the</strong> way to <strong>the</strong> eastern edge <strong>of</strong><br />
<strong>the</strong> map. The III Corps can form on <strong>the</strong> left,<br />
but be careful not to be caught in a possible<br />
cul-de-sac northwest <strong>of</strong> <strong>the</strong> Peach Orchard.<br />
On <strong>the</strong> morning <strong>of</strong> July 2, do not get<br />
carried away and attack as soon as <strong>the</strong> II<br />
Corps and Artillery Reserve arrive. First<br />
form a solid front. Who knows - your opponent<br />
may be foolish enough to attack you.<br />
Your strategy from here depends on whe<strong>the</strong>r<br />
you want to bring out <strong>the</strong> V and/or VI Corps<br />
in Area 7 (behind your lines) or in Area 5<br />
(behind his).<br />
The more conservative player will bring<br />
out <strong>the</strong> V and VI Corps in Area 7, to join <strong>the</strong><br />
rest <strong>of</strong> <strong>the</strong> army. It is best in this case to remain<br />
in posifion until all your forces are up,<br />
even if it means delaying your counterattack<br />
until July 3. There will still be plenty <strong>of</strong> time<br />
<strong>the</strong>n, and you will have <strong>the</strong> advantage <strong>of</strong> ha v<br />
ing more fresh troops than your opponent<br />
has men in total. To repeat what I have stated<br />
be fore, do not commi t your troops piecemeal<br />
a fa McClellan at Antietam. The final push<br />
wiII be costly, and you will need to keep up<br />
constant pressure to force <strong>the</strong> enemy to<br />
break.<br />
Your alternatives once <strong>the</strong> army is ga<strong>the</strong>red<br />
are two: a frontal assault on <strong>the</strong> enemy<br />
center and left, or an end run with most <strong>of</strong><br />
your army around his right. If you choose a<br />
frontal assault - more direct but definitely<br />
more costly - be certain..to guard your<br />
flanks against enemy counterattacks and enfilading<br />
fire. It would be to your best advantage<br />
to begin with a massive artillery barrage<br />
to destroy all enemy artillery in <strong>the</strong> area. You<br />
have enough guns and ammunition to do<br />
this, and it is <strong>the</strong> enemy artillery which will<br />
inflict <strong>the</strong> most casualties on you as you<br />
reach his lines. The best area to hit is probably<br />
that portion <strong>of</strong> <strong>the</strong> enemy line from<br />
south <strong>of</strong> Power's Hill to <strong>the</strong> eastern edge <strong>of</strong><br />
<strong>the</strong> map, despite <strong>the</strong> depth <strong>of</strong> his lines <strong>the</strong>re.<br />
Constan t pressure will wear <strong>the</strong> enemy down,<br />
and once you have broken through not only<br />
will Area 6 be liberated, but <strong>the</strong> approach to<br />
Cemetery Hi'll will be easier.<br />
Your second option after bringing out<br />
<strong>the</strong> V and VI Corps in Area 7, is <strong>the</strong> end run<br />
around <strong>the</strong> Rebel left. Again, wait until you<br />
have all your forces concentrated before you<br />
begin <strong>the</strong> movement, in order to avoid piecemeal<br />
and unsupported attacks. Attacking <strong>the</strong><br />
Rebel right has its advantages and disadvantages.<br />
The advantages are: <strong>the</strong> enemy will be<br />
weaker and less well dug in on his right; it wiII<br />
be easier to stretch his lines to <strong>the</strong> breaking<br />
point once you have moved onto Map A,<br />
which is nine hexes wider to <strong>the</strong> west than<br />
Map C; and <strong>the</strong> enemy will have no ready defense<br />
line against your attack coming from<br />
<strong>the</strong> south, since all <strong>the</strong> ridges on his right run<br />
in a northwest/sou<strong>the</strong>ast direction. The disadvantages<br />
<strong>of</strong> this strategy are less in number,<br />
but should be anticipated in order to<br />
avoid <strong>the</strong>m: beware <strong>of</strong> spreading your own<br />
line too thin as you advance, allowing <strong>the</strong><br />
enemy to cut <strong>of</strong>f and surround your flanking<br />
forces; secondly, even if you carry <strong>the</strong> enemy<br />
right, you will stilI have to attack Cemetery<br />
Hill from <strong>the</strong> north or west - and you will<br />
find <strong>the</strong> enemy defending <strong>the</strong> hill in <strong>the</strong> very<br />
trenches you built on <strong>the</strong> first day <strong>of</strong> battle.<br />
Here a piece <strong>of</strong> good timing will be useful.<br />
Enough troops should be left back in your<br />
main line to be able to carry <strong>the</strong> Rebel center<br />
or left once he denudes or overextends it to<br />
protect his right. Such a well-timed assault<br />
on <strong>the</strong> enmy left should put <strong>the</strong> Confederates<br />
on <strong>the</strong> run and win <strong>the</strong> game decisively.<br />
Strategy for <strong>the</strong> Aggressive Union Player<br />
The more adventurous Union player<br />
may not choose to bring out his V and/or VI<br />
Corps in Area 7, but might choose instead to<br />
bring <strong>the</strong>m out in Area 5. Doing this, or even<br />
just delaying <strong>the</strong>ir appearance, will keep <strong>the</strong><br />
enemy greatly <strong>of</strong>f balance and make <strong>the</strong><br />
game much more tense and interesting.<br />
If you plan to bring out both Corps in<br />
Area 5, delay <strong>the</strong> V Corps until shortly after<br />
1400 on <strong>the</strong> 2d, so that it will have <strong>the</strong> VI<br />
Corps right on its heels for support. This delay<br />
will keep <strong>the</strong> enemy <strong>of</strong>f balance, not<br />
knowing where <strong>the</strong> V Corps will come out,<br />
and wiII force him to post several brigades<br />
plus heavy reserves near <strong>the</strong> town <strong>of</strong> Gettysburg.<br />
This would greatly weaken his front<br />
line no matter which strategy you are using in<br />
that sector. Bringing out just one corps in <strong>the</strong><br />
enemy rear will tie down a good number <strong>of</strong><br />
his troops far away from <strong>the</strong> main front. Just<br />
make sure your forces are not decimated as<br />
<strong>the</strong>y appear. Then assume a passive defense,<br />
since your goal is mainly to create confusion<br />
and tie down enemy forces.<br />
Bringing out both <strong>the</strong> V and VI Corps in<br />
Area 5, however, creates a whole new major<br />
front, as Hooker did in his march to Chanceliorsville.<br />
Do not, in this case, suffer <strong>the</strong><br />
fai lure <strong>of</strong> nerve which afflicted Hooker <strong>the</strong>n<br />
(fortunately <strong>the</strong> Rebels will have nei<strong>the</strong>r<br />
Stonewall Jackson nor sufficient forces to<br />
march around your flank). Your goal with<br />
both Corps will be to push steadily towards<br />
Cemetery Hill, wearing down <strong>the</strong> enemy and<br />
trying to catch him in a vise between your<br />
V /VI Corps command and <strong>the</strong> main line centered<br />
at Round Top. Once <strong>the</strong> enemy has<br />
stripped his front lines to face your force in<br />
his rear, a well-timed assault by your main<br />
line should end <strong>the</strong> game.<br />
A few final words about tactics in this<br />
section. If <strong>the</strong> Rebels have <strong>the</strong> entry to Area 5<br />
blocked, you have <strong>the</strong> option <strong>of</strong> forming in<br />
<strong>the</strong> staging area and fighting your way onto<br />
<strong>the</strong> map (Case 21.4 in <strong>the</strong> errata sheet <strong>of</strong> 13<br />
July 76) or bringing <strong>the</strong>m on still later in Area<br />
5. The latter move is preferable, since it will<br />
be difficult for <strong>the</strong> Confederate player to<br />
7