Monday, 20 July 2026

'SOLDIERS OF GRANT AND LEE', early play-test. THE BATTLE OF FOWLER'S BLUFF.

The battlefield and scenario were randomly generated, resulting in a hill and rock bluff (cliff) on one end, a stream with a bridge, a wood and a farm house. The hill, in the middle, was obviously going to be the major factor, given both sides now the enemy can take it as an objective, so can’t let them have the easy VPs. It proved to be a main scrap on that flank, as both sides powerful brigades met there, whilst only really skirmishing on the other side.

We both had 3 brigades 2 deployed (1 infantry and 1 cavalry) and one infantry in reserve. Fro turn 1 the battle for the bluff was on, with the Rebs pressing hard, led by a big regiment of raw greenhorns, backed up by some 'regs' and artillery. The trading of fire resulted in the Rebs pulling back to regroup, but one Union regiment broke after a melee, whilst Reb sharpshooters got into the rocks and began their harassing fire, which would dog the Union for the rest of the game (even though skirmishing has a reduced role).

The crux of the fight would continue here for the rest of the game, with both sides sending in a new regiment and seeing them lost as well. In end, the Rebs would lose 3, and the Union 2, so carnage inflicted, but neither could claim the objective points. A few ‘withering volleys’ helped.

On the other flank, the Union cavalry trotted forwards and sent out their skirmishers (in this, I’m going to et the cavalry skirmish too, as harassing actions), but a Reb battery had them zero’d in and broken one. The Union reinforcements arrived on the left and moved ‘at the quick’ to cross the field and get into firing lines. One regiment kept going, along with the cavalry, as I had held a ‘break through enemy lines’ objective, and the chance to grab it was there, with the Reb infantry deploying into the centre. They moved up, but with crossing the stream, not fast enough. One recruit regiment was hit by a heavy a Union volley and broke in panic. The second cavalry regiment moved off the table edge and then the infantry followed.

The difference in VPs had opened up, with the Union having scored a narrow win. The Rebs had pressed hard on Fowler’s Bluff, but could not secure it.

We agreed a few new tweaks, mostly to some new special events and ‘themed’ special rules, as well as the army lists. The role of the cavalry remains a hot topic, because, well, they don’t really have much of a battlefield role and just can’t face infantry volleys. Using them will be something of a subtle art I think, because they can’t be shock troops. Their mobility will be helpful for some objectives, but do not expect much from your cavalry.

A few shots of the action...

Union brigade deploy to fight for the high ground of the bluff, on the right, the main fight today.

The cavalry detachment cover the open fields on the left, but under Reb artillery fire.

Reb cavalry move to face the Union cavalry, via the bridge at the Fowler's farm. Skirmishing followed, but no real clash.

Union greenhorns (brand new recruits) advance in line over the hill, to face the Union firing line.

Sharpshooters get into the bluff's rocks and harass the Union from the high ground all game, and irritating they were....

Under the rocky cliff, the Feds cover the river and woods, but only skirmish with distance Rebs. The main fire was on the hill. 

 

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