CHAMPION HILL (NORTH FLANK)
May 16, 1863
McPherson's corps had reached the field about 11 A.M., Logan's division in the lead, with Crocker a short distance in the rear. As soon as Logan arrived, Hovey's two brigades were deployed on the left(southeast) of the Clinton road, and two brigades of Logan's division formed on the right of the road, the third brigade being held in reserve. Hovey's men immediately advanced, and, swinging their left flank forward, they began climbing the eastern front of the hill under a heavy fire. The troops opposed to them were two brigades of Stevenson's division. While Hovey had been forming his men and waiting for the arrival of McPherson, Stevenson had noticed the concentration on his left flank, and had taken the brigade (Barton's) on his extreme right and sent it in rear of his line to the extreme left to take position in the woods on Champion's Hill facing north; the other two brigades (Lee's and Cumming's) had been marched by the left flank along the road, and had taken position around the northeast point of the hill, where the Clinton road ascends it, and from there to the left.
Hovey's attack led against the right flank of Stevenson's new position, and the men gradually fought their way up the hill, driving back Cumming's brigade fully 600 yards, and capturing 11 guns, the horses of which had nearly all been killed by the well-directed fire of Hovey's batteries posted near Champion's house. While Hovey was making this attack, two brigades (J. E. Smith's and Leggett's) of Logan's division had advanced against the northern slope of the hill on Hovey's right. They gradually and steadily drove the enemy before them as they climbed the wooded slope, and when their attack was well advanced, the third brigade (Stevenson's) of this division, which had been kept in reserve for about an hour, was brought up on their right and sent across a ravine, penetrating between Lee's and Barton's brigades, cutting off the latter from all communication with the rest of his division, and capturing 7 guns.
Hovey maintained his position until about 2 P.M., when the enemy was heavily reinforced, and he was driven back. In moving over to the left during the morning, Stevenson had notified Pemberton that the main attack was evidently to be on his left flank, and, if successful, it would cut off the line of retreat to Edwards' Station. He therefore intended to move as rapidly as possible to meet it, but, in so doing, he would necessarily leave a gap between his division and Bowen's. On receipt of this, Pemberton ordered Bowen to follow Stevenson, and keep this gap closed. Shortly after 2 P.M. Bowen closed up with Stevenson, and found Hovey's men in possession of the crest of the hill and of the captured guns. The leading brigade (Cockrell's) was immediately sent into action against Hovey, followed quickly by the other brigade (Green's). Overpowered by superior numbers, Hovey's men were forced to give way; they fell back slowly, fighting desperately for every foot, but were gradually driven down the hill, and back through the open fields around Champion's house, losing all but two of the eleven guns which they had captured.
But by this time Crocker's division had come up, and, on an appeal from Hovey to Grant for reinforcements, this division was ordered to support Hovey. These two divisions now moved forward again, driving the Confederates before them, and for the third time contesting the possession of the slope of the hill.
In sight of this advance, Cumming's brigade, of Stevenson's division, broke and fled; Bowen's Missouri troops made a desperate fight, but were finally forced to give way, losing five of the guns which had previously been lost and recaptured. They made their retreat through a cross-road near that where they had first formed in the morning, and, reaching the direct Raymond road, they retreated to the ford over Baker's Creek. Stevenson's division was completely routed and broken up; Barton's brigade retreated across Baker's Creek by the bridge on the Clinton road, hotly pursued by Logan's men, and Cumming's and Lee's brigades fled in confusion to the Raymond road, and thence to the ford.
Take 9 Command Cards
You move first
Take 8 Command Cards
- Remove the Construct Fieldworks card from the deck before play begins.
- The 3 Union flags mark Victory Banner locations for the Union if they occupy them.
-The 3 Confederate flags mark Victory Banner locations for the Confederates if they occupy them.
- Call for Reinforcements - Call for Reinforcements Card is played to setup new Units on the baseline in the Union Left/ Confederate Right Section.
1st play - Cokerell and 5 Infantry
2nd play - Green and 4 Infantry
subsequent plays have no effect
1st play - Holmes and 3 infantry + 1 Artillery
2nd play - Boomer and 4 infantry + 1 artillery
subsequent plays have no effect
Battlefield map https://www.battlefields.org/learn/maps/battle-champion-hill...
Designs and experiments within the Commands & Colors system
Archive for BattleCry
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This is another attempt to make Battle Cry more than a rush to the middle. On the whole the conversion to Napoleons rules works pretty well, really bumps up the strength of the defense, and makes attacking an expensive business. The problem is that it is possibly too successful in that.
It struck me that the mechanics for The Great War are quite similar to the Battle Cry rules, and infantry and field artillery could switch over quite easily, and cavalry wouldn't be hard (using the dismounted cavalry rules of attacking 3-2-1). All would be "Soldier" units under that game system. It also has a reverse interest, because it would provide some insight into how cavalry could work on The Great War scenarios.
So using the Great War terrain benefits, unit types (Infantry, Field Artillery, and a Cavalry that moves 3 and attacks 3-2-1), plus the TGW dice and HQ tokens gives Battle Cry a bit of a different feel.
Use the Battle Cry Command card with a modified deck.
Remove the following Command Cards;
o Construct Fieldworks
o Call for Reinforcements
o Fight Back
o Hit & Run
o Short Supply
Rally is modified, such that Burst allows 1 cavalry Unit to rally 1 figure, and Deadly Die rallies 1 artillery unit figure. Star gives the commander 1 HQ token
Battle Cry is modified such that Burst orders 1 cavalry Unit, and Deadly Die orders 1 artillery. Flag orders one unit of your choice
The big difference was the Combat cards, which were not really appropriate to the American Civil War. So with that in mind, I set out to make appropriate Combat cards, and took a trick out of the Tricorne game to make side specific set of Combat cards, to give what was otherwise two identical armies a bit of distinctive character. In keeping with that game, there would need to be HQ tokens, acquired in an identical fashion to TGW.
COMBAT CARD LIST (40 cards each)
Name Effect Number of cards (CSA/US/HQ)
ARTILLERY EXPERTISE An ordered artillery will battle with 1 extra die. (-/2/1)
ARTILLERY REPOSITION An ordered artillery may move 3 hexes during movement and not battle or 1 hex after it battles (1/1/2)
SMOKE Play this card after ranged combat is declared, but before the die roll. The attacker's battle dice is reduced by 1 die (2/2/1)
CONSTRUCT FIELDWORKS Place up to 3 fieldwork tokens on different non-waterway hexes occupied by your units. (Those units may not move or battle this turn.) (1/1/5)
RETURN FIRE "Play this card only on your opponent’s turn after one of his units range battles on your unit, and only if your defending unit wasn’t eliminated or forced to retreat.
Your defending unit range battles the attacking enemy unit." (3/3/1)
HIT AND RUN One cavalry unit may move again after battling (2/1/1)
SHARPSHOOTER After ordering units, but before moving, choose 1 enemy general in range and line of sight or an ordered unit, and then roll 1 die. If you roll a sabers symbol, eliminate that general (and put it on your victory stand). (1/1/1)
SHORT SUPPLY Choose 1 enemy or friendly unit in any section. That unit’s player chooses a vacant hex on his or her edge of the battlefield in the same section as that unit and puts the unit on that hex, along with its attached general (if any). (1/2/3)
REBEL YELL All ordered infantry may move 2 hexes and still battle. (2/-/1)
BATTLE HYMN All ordered infantry battle with 1 extra dice (-/2/1)
SKILLFUL TACTICIAN At the end of your turn, discard this card and draw one Tactician card from the discard pile of your choice. The card selected may not be played this turn. (1/1/2)
CALL FORWARD RESERVES At the end of your turn, before drawing cards, take one friendly unit, of any type, from your baseline hex and place it within the same battlefield section. The unit may be placed onto either a hex with no terrain, adjacent to a friendly Leader, or onto a hex with a lone friendly Leader.(2/2/3)
FIRST STRIKE Play this card after opponent declares a melee attack, but before the dice roll. Your defending unit will battle first. If the opponent’s unit is neither eliminated nor retreats it may then battle as originally ordered. (3/3/1)
HOLD THE LINE Play this card after opponent rolls his combat dice. A unit in an adjacent hex to a friendly LEADER, or a unit with an attached LEADER may ignore all flags. (1/1/1)
ARTILLERY CANNISTER Play this card after opponent declares a melee attack against an Artillery unit, but before the dice are rolled. Your Artillery unit will battle first. If opponent's unit is not eliminated or retreats, it may then battle as originally ordered. (2/3/2)
UNIT REFORMED After playing a Command card but before ordering units, a unit in an adjacent hex to a friendly LEADER, or a unit with an attached LEADER that has lost one or more blocks, may attempt to reform before any units are ordered. Roll 2 die, a HQ or Soldier symbol rallies 1 block back to the unit. Unit may not gain more blocks than it had originally. (2/2/2)
INFANTRY COMBAT FIRST Play this card after opponent declares a melee attack against an Infantry unit, but before the dice are rolled. Your Infantry unit will battle first. If opponent's unit is not eliminated or retreats, it may then battle as originally ordered. (3/2/2)
SKIRMISHERS An ordered Infantry unit, may move up to 3 hexes through friendly units and non-impassable terrain. Unit may perform ranged combat. Terrain battle restrictions still apply. Immediately after conducting ranged combat, the unit may either move back to the unit’s original hex or remain in its current hex. (2/1/4)
BATTLE FURY "After a successful close combat in which the enemy unit is either eliminated or retreats from its hex, target may gain ground and make a bonus close combat with 1 additional die.
If the target unit has already made a bonus close combat, it may gain ground a second time and make a second bonus close combat." (2/1/4)
LOST MESSENGER "Opponent’s orders do not get through the lines. The number of battlefield units ordered this turn is reduced to 1 unit.
If opponent played a combat card alongside his command card, it is returned to his hand." (1/1/6)
MESSENGERS Order 1 additional battlefield unit in each of the other two sections when you play a Recon, Probe or Attack command card. (2/2/3)
TACTICIAN Change the section as listed on the command card you just played, to a section of your choice.(1/1/3)
AMBUSH "The target unit will battle first in the close combat with 1 additional die.
If the opponent’s unit is not eliminated or retreats, it may then battle as originally ordered." (1/1/3)
COMMAND RIVALRY "Enemy unit may not move or battle this turn.
Return the unit to the hex it started on."(2/2/1)
FALL BACK After a melee combat is declared, but before the dice roll, a unit may fall back. The unit must fall back 2 hexes and may fall back onto or through terrain. The attacking unit still battles, but only Soldier symbols will score a hit. The attacking unit may not take ground or gain a bonus melee.(1/1/1)
LEADER BONUS ORDER Order a LEADER or a unit with an attached LEADER, in addition to the orders on the Command card. Any Command card bonus will not apply to this ordered unit.(1/1/3)
I have these in a PDF file, and have solo tested a few times to see how they go. The variant game "works" in a mechanical sense, and plays pretty similarly to The Great War (unsurprisingly).
I have a few concerns about the variant.
1. It plays pretty closely to Battle Cry in some ways, encouraging attack.
2. The scale and ranges are still Regimental, but the scenario units are Brigade or larger.
3. Field Artillery is pretty different to the artillery strength in Battle Cry, which I'm kind of mixed about, and can be used indirectly, which is different to Battle Cry, but not ahistorical since batteries included howitzers. Direct fire at closer ranges benefits from the Deadly Die.
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