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Redforge Valley campaign 
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Joined: Sat Jul 08, 2017 8:55 am
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Thanks to Ultimate General: Civil War being finally released out of early access, few people were interested in an the Old West campaign. Thus, the series of skirmishes for control of empty wastes of Redforge Valley began...

The premise is: there's a map of the valley divided into squares. CSA and Cherokee players have their camps at secret locations (moving camp takes an entire turn for the whole posse), US players are initially based in the only town in the area. Holding the town gives some extra cash every turn. The only reinforcements available are recruits (or their equivalent), but they count as Rare 3.
At the start of turn players make notes who is send where, based on those orders I send them info who is battling who and with what force.
Also, both US and CSA infantry models get the Formation trait, which works similarly to cavalry Formation charge, except requires being in base-to-base with at least 2 friendly infantry models, doesn't work against enemy Formation and gives the enemy +1 to-hit bonus while shooting at formation.


Forces:
1. US cavalry - Lieutnant, sergeant, three troopers (one w/guidon), 6 recruits. All w/the heavy pistol/cavalry sabre combo;
2. US infantry - mounted lieutnant w/heavy pistol and sabre, sergeant, six soldiers (one w/heavy pistol and guidon) and eight recruits, everyone apart from the guidon bearer and lt armed with rifle and bayonet;
3. CSA infantry - lieutnant, two sergeants and 8 soldiers, everyone armed w/a repeater;
4. Cherokee warband - Wicasa, three youngbloods (all four w/repeaters and medicine shields) and 16 akicitas w/bows;
5. Townsfolk (under both US players, based on lawmen posse, for now can only defend Union camp) - sheriff, two deputies and 16 citizens, all w/sixgun and musket, one citizen w/sixgun;
6. Bushwhacker band (under CSA player, based on cowboys, for now can only defend Confederate camp) - boss, two greenhorns, three buckaroos and a cowpoke, all w/repeaters.


Turn 1

Cavalry troop goes on patrol, and by sheer chance encounters the Cheyenne camp. Lieutnant, eager for glory and loot, immediately orders charge.

US infantry splits into two patrols. Lieutnant finds nothing whatsoever, but sergeant, leading pair of soldiers and six recruits, encounters the entire CSA infantry unit creeping upon the town.

Natives have send a youngblood and five akicitas on patrol, but rest of the warband stayed in camp to hunt and gather extra cash, and thus are able to face the cavalrymen.

Townsfolk and bushwhackers hold their respective camps and, basically, get increasingly bored.

Avert the massacre was used for the cavalry attack. As horsemen advanced in tight line, Wicasa and his men took positions at the edge of the camp and demonstrated what happens to attempts at charging in the open. Some troopers managed to get close enough to fire their pistols, but tents and fences make for good enugh cover to protect defenders from harm and that, finally, is enough for boys in blue to break off and retreat.
All in all, the charge and lesson learned costed the cavalry unit three dead recruits.

As US sergeant failed to prepare an ambush against approaching rebels, this fight was just a plain old meeting engagement.
Federals stood in formation, firing a volley at rebels advancing in skirmish, but shots were either deflected by terrain or failed to wound. As boys in blue advanced, reloading, rebels moved into better cover, opening up. Sergeant ordered his men to fire again before dispersing, again with no results due to cover, while repeaters took out two more Yankees - including sergeant. Loss of leader disheartened recruits enough to flee the field, whole affair claiming one dead union recruit and causing an old wound on sergeant.

Turn 2

Confident in the number of militia at hand US troops move en masse against the Cherokee camp. Cherokee send a small party to raid the town, while Confederates decide to make a second attempt at assaulting on the town aswell.

Militia took positions along the edge of town, men taking cover behind windows and fences. Attackers advance slowly, creeping between boulders and bushes, rapid (and surprisingly often connecting) fire making defender volleys somewhat scattered and ineffective. Using militia's reload time Confederates advance, firing volley after another, untill they get close enough for militiamen to realise they're way outgunned at range, and attempt a counterattack to bring sixguns to bear. For a short moment townsfolk dissapear behind a cloud of smoke from fanned revolvers, but skirmishers just fire into the cloud, and with sheriff and deputies down all fight goes out of militia.
In the capture of the town Confederates lose a soldier, while militia is down the sheriff and three citizens.

The raiding party manages to see advancing bluecoated infantry early enough to attempt an ambush. Seven Cherokee wait among rocks untill marching soldiers get along them, then unleash their bows in a devastating salvo, two soldiers and recruit going down, lieutnant falling off horse, wounded, but not yet out. That sends three soldiers and two recruits into panicked run, but remaining five men not only hold fast, but manage to snipe two warriors from between the rocks. Indians keep firing their bows, claiming more hits, but soldiers, despite losing lieutnant, manage to rally and drop three more attackers, breaking the ambushers.
This fierce fight claims three Cherokees, soldier, two recruits and lieutnant's left arm.

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Thu Aug 24, 2017 3:55 pm
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Cool!


Sun Aug 27, 2017 3:36 am
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Turn 2, continued.

As Federal forces moved on the camp again, natives took positions along the line made by tents, fences and other cover. This time, however, attackers advance into rifle range and stop there, firing a volley, downing an akicita. Expecting them to advance Cherokee hugged the cover and waited, but as bluejackets just stood there reloading, Wicasa realised what's about to happen, and raised his men into charge, warriors rushing toward the enemy, but unable to fire yet.
In response cavalry waited their turn, while infantrymen fired another volley, downing two more defenders. Only then, finally, natives got close enough to fire, taking out two enemies. At this point cavalry advanced at a walk, firing a pistol volley, open plain being just as unforgiving to defenders, yet despite 50% loses warriors hold on, mindfull of the camp behind them. They fall back just a bit, not to be charged, and fire and horsemen, two men going down, and sergeant and a trooper getting a flesh wound each. Yet despite that lieutnant keeps his men together, speeding his diminished troop to a jog and firing once more along with infantry's reloaded rifles, two defenders taken out of combat and third, wounded, staying in line.
Seeing the cavalry too close, Cheyennes just stand fast and fire as the last three cavalrymen fall upon them, lieutanant downing an akicita, but sergeant going down to a youngblood, and the remaining trooper falling to another akicita. This is too much for the remaining horseman, and lieutanant veers off the battlefield. Then again, this is also too much bloodshed for defenders, and so Indians flee as well, leaving infantrymen to pillage the camp.

Two akicitas die of their wounds, along with an infantryman, cavalry trooper, and a cavalry recruit.

Turn 3

Cheyennes and Federals are busy moving camps, rebels patrol in order to find those new camps, but with no luck whatsoever, while bushwhackers move to town.

Turn 4

Federals move out to recapture the town. Rebels continue their patrols, still with no luck, while Cheyennes spread out patrolling, and a pair of akicitas does find the Union camp, militia sentries failing to spot the scouts.

Feds tried reenacting the second attack on Cheyenne camp, but bushwhackers stayed inside the town, well out of sight. Realising time is on defender's side, bluejackets decided to advance Cold Harbour style, in a single column, infantry leading, cavalry closing the formation.

Column looked impressive, untill front ranks moved into defender's sights and an overwatch volley, and then another on rebel turn. This simply eviscerated the infantry, leaving 8 men down and one out of action.
Horsemen jogged down the street, firing as they went, infantry lieutanant managing to snipe out a greenhorn, but Henry's rifles halved number of cavalry, then riders had to dismount in order to get into buildings, pistols failing to penetrate thick walls, while some of the downed infantry started raising back up, despite wounds. For now bushwhackers leave them alone, blazing away at cavalry point-blank, breaking them off the battle in a hail of lead.
Riflemen try covering cavalry's retreat and their own downded lieutnant, but with no actuall effect.
Remaining greenhorn jumped out of cover to finish lieutnant off while rest of the group covers him, but even leaderless Feds hang bitterly to what cover they have now, and a lucky shot from a wounded recruit causes a flesh wound on the exposed greenhorn.
Firefight rages for couple more turns, Feds managing to wound the rebel boss and take out the cowpoke, but finally the last unionist standing falls back, two wounded crawling behind him.

This bloodbath claims the cowpoke, soldier and four recruits (one cavalry) and puts infantry sergeant into medical tent for 3 strategic turns with a deep wound, while cavalry sergeant ends up in rebel stockade.

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Wed Sep 27, 2017 7:56 pm
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Turn 5
Confederates continue their sweeps, finally one of patrols managing to encounter Cheyenne camp (partly mangled roll made sentries think they were observed by US troops, though). Bushwhackers, infuriated by loss of a comrade and by the stubborn sergeant's refusal to reveal any information about yankees in the area, decide to string him up as soon as regular forces dissapear from sight. Federals catch wind of this, however, and mount a rescue expedition.
Cheyennes decide to turn tables on the bluejackets and pillage their camp this time.

Hang 'em high! is played for the rescue scenario.
Bushwhackers win the drop roll and advance fast towards the gallows, intend on pushing Feds away again. Bluejackets rush too, and, to defender's surprise, it turns out half the bystanders are armed with sixguns and, intend on preventing the lynch, they open up from the crowd, shots merely causing Rebels to duck behind fences.
Their responce is accurate and surprisingly disciplined, so despite other, unarmed civilians, wipes the offenders without claiming any innocents before Feds approach the gallows.
Yet by then horsemen are close enough to open up on the gallows, lucky shot managing to free the sergeant. This, however, leaves riders exposed, and repeaters instantly remind them the error of that - lieutnant and a trooper are wounded, another trooper falls down. Rescuee jumps onto lieutnant's horse and posse starts back, covered by infantry, by now in rifle range (one buckaroo goes down, one out).
Yet this isn't enough to scare off bushwhackers, who fire off again after the riders, bullets sweeping off lieutnant, rescuee and a trooper, last buckaroo charging the previously downed man and finishing him off.
With rescuee down and cavalry shoot apart Feds retreat, attempt boiling down to a dead buckaroo traded for two troopers and the sergeant, who found his end in bullet rather than rope. Also, at this point cavalry player decided he's had enough and US infantry player took over his troop, joining both units together. Four bystanders (armed survivors of the attempt) joined the militia force.

Meanwhile Cheyenne warriors were sneaking upon the Union camp.
Wicasa and one of the youngbloods swiftly and quietly take care of both sentries, then, still under cover of darkness, rest of the party takes positions around the sleeping militiamen.
As soon as first rays of sun appear natives open up, bullets and arrows raking through the camp. To their credit, despite surprise and losing almost half men, militia wakes and responds instantenously, fanned sixguns taking three akicitas down, one out and wounding one. Yet that ends mitia's successes, as natives straight up charge, making the best out of their superior skills, militia folding like a wet blanket in face of clubs and tomahawks.
Still, as dust settled, Cheyennes had three dead and militia was four citizens a deputy short. Additionally, wounded infantry sergeant is captured and scalped by Wicasa for extra experience.

At this point US Infantry player decides he too had enough and retreats his remnants off the valley, while Cheyenne player, after consideration, comes to a conclusion that at this point she can significantly inconvenience rebels, but ultimately her warband is far too behind on strengh to seriously expect a relatively level fight or significant chance of victory (points-wise it's 342 pts Cheyennes, 148 pts bushwhackers and 455 pts CSA infantry).

Thus the campaign has ended on a CSA victory.

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Thu Dec 07, 2017 1:26 pm
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This is quite frankly, fucking awesome.


Sat Dec 09, 2017 3:10 am
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By "this" You meant the CSA victory, campaign ending or players manifesting basic forecasting capabilities as far as their chaces for victory are concerned? ;)

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Sat Dec 09, 2017 2:07 pm
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The entire game man.


Mon Dec 11, 2017 2:43 am
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Aye, that I realise, but pointing out more amusing interpretations is fun in itself :)

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Mon Dec 11, 2017 1:28 pm
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Fair enough!


Fri Dec 15, 2017 3:48 am
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