The Rebel attack started with a general advance all along his line (no call for subtlety here). However, I hadn’t quite clocked how strong the attack on my left would be with a total of six Rebel regiments against two Union regiments backed up only by the battery in Redoubt C (see previous post for battle map and set-up).
My thinking was that maybe I could keep the Rebels at arm’s length while my batteries in the redoubts could cut them up and perhaps weaken them enough so that I could hold on to two of the three objectives by the end of the game, as required by the scenario. Meanwhile, in the centre the Rebels advanced steadily (perhaps suicidally) towards Redoubt 1.
However, back in the gap between Village A and Redoubt C, things didn’t turn out too well, as you can see from the before and after photos below. Somehow, I think that the ‘effectiveness’ of these free Cold Harbour rules could be tweaked a bit!
After: (Bang! Heh-heh ... er... how come we missed one?)
Having swept the opposition away in just a few short volleys and with unerring accuracy (with the dice at any rate), the Rebels rushed forward to clear the gap, sending a further regiment confidently on to assault Redoubt C, as shown in the photo below (way in the distance, beside the wood).
In the foreground the Rebels were already occupying Village A, trampling though gardens and vegetable patches in front of Redoubt 1. Wasn’t I supposed to hold on to that objective? Here is a view of Redoubt 1 (Spencer Smith general in the background).
Back on the left, the unit attacking Redoubt C did take some casualties, before the Union battery started to waver (note Union Zouaves reforming in the background as more Rebels advance through the woods).
Meanwhile the Rebel advance through Village A towards Redoubt 1 was not faring so well and these units suffered, although not before picking off my artillerymen, with some help from their supporting artillery (see below, view from Union left flank).