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Pea Ridge provides a perfect example why the
GBACW series holds interest 25 years later. Both sides enter the battlefield
with troops from off board, but the Confederates have a strong advantage in
numbers early on. How the Union faces these challenges will decide the
course of the game.
While things are hard on the Union right, with the overwhelming force of Rebels struggling up the Telegraph Road on the way to Elkhorn Tavern, we're looking at the Union left in this discussion. What are you to do with Bussey in an area without the terrain advantages of the Union right? So, what's YOUR plan for the Union left in Pea Ridge? Click here to send me your thoughts, and I'll add them to the board! Russ Gifford writes: "With Van Dorn arriving in strength on the Union right, Dodge's heroic
24 Missouri troopers try to hold the narrow pass while help arrives. The
terrain and the location work in the defender's favor, so the battle unfolds
slowly as the Confederates try to clear the road. Carr gallops to the
front with stopgap reinforcements for the Union. Greg Laubach writes: "I want Bussey to do three things or die trying in the opening moves of
Pea Ridge. Slow down McCulloch to give Ousterhaus time to
deploy, keep McCulloch from joining Van Dorn, and begin to rack up hits on
McIntosh. McIntosh is big, but he's got a glass jaw (15 hits to break out of
49, with many over density regiments). Russ Gifford writes: "If I am going to hold, I generally look for the corners of the cornfields. I put the guns behind a fence line to get the small plus in the melee, and I get the open ground that the enemy has to cross. But this usually ends up as a sacrifice play, since the troops don't have much for a distance punch except the battery. "Sacrifices are ok, if you get something for it. I once managed to tie up almost all of McIntosh's command from the corner of 1412, facing 1512 to keep everyone covered. (I'd fallen back from 1913 when the sneaky rebels moved for the woods road in 1818.) "If I am going to stand, I am aiming for drawing the line at the southeast corner of Oberson's Cornfield, holding the fence line at from 1010 to 1212. But that only happens when you get Ousterhaus into the game. And it is also a great place for Bussey's Carbines. But he won't be there if you've already sacrificed him a turn or two before. "Unlike the Confederates, Bussey is so fragile. In the GBACW system, it is so hard to break off an engagement in this game that once you commit to getting in close, (the only fire combat of value for troops with pistols and carbines is a distance of 1 hex). When it gets that close, the game is almost over for Bussey. His BCE level is 2, so two hits and his troops are of no further value. "So After years of effort, I'm thinking I want to use the threat of Bussey more than the reality of Bussey. I am specifically trying to re-think how I use Bussey. Bussey's strengths are:
"A big point for Bussey is his mounted cavalry advantages: He has a charge bonus, and they may not be engaged in melee if they don't want to melee. (Cavalry can retreat before melee with no penalty.) But even better, mounted Cavalry are doubled in melee. Do it right, you also get to run away afterwards! "With 12 MP, on a road they can cross 2/3 of the map from South to North in a single turn. As an independent brigade, they can move that far and still be in in command, which is rare. "So my goal is to figure out how to use the Union cavalry like it was meant to be used. I think the threat of having Bussey on the road between the two prongs of the Confederate attack might cause the rebels to slow their advance. "How does this slow the Confederates? I don't think they can send ALL their troops toward Leetown if Bussey is stays mounted and has a chance to cut off the retreats of McIntosh's troops. "So I am pushing Bussey to the road in front of Round Top to see how the rebels react. "I often try to feint toward the hill to see if that draws McIntosh's troops in - then I backtrack - or head around the hill. But in the past, I dismounted. This time, I have decided to stay mounted and see what happens. Key is the cavalry has to stay close enough to charge, but far enough away to stay out of the Rebel's grasp." Greg Laubach writes: "In my humble opinion slowing McCulloch down to give Ousterhaus time to
deploy means preventing the Confederates from moving through the belt of
woods along the farm road in column. Here I don't mind engaging. In the
current game, my opponent used the lead McIntosh units to screen the
remainder of the Confederate column from artillery fire, so Bussey was
forced to shift position to cut off the farm road. It could have worked
better. In the last defensive fire phase, I rolled three 1s followed by a 2.
But McIntosh now has 3 losses by turn 5 (20% OF BCE and it easily could have
been 5 losses) and Ousterhaus will be ready and waiting in the light woods,
behind a fence, and with hub-to-hub guns to deliver the remainder. Bussey,
the horse artillery, and the surviving regiments will reposition to 1204 to
enfilade the Confederates advancing across the cornfield toward Ousterhaus. Russ Gifford responds: It is hard to argue with anything you've said. I've played it that way many times, and you've clearly fine tuned any of my efforts. It is very likely the way to proceed. BUT - My problem is, in all the times I've tried it, Bussey attempts to stand anywhere along the way, he quickly loses 2 SP, his brigade is BCE, and he is no longer a threat to anyone. Yep, I've slowed the Confederates down a time or two - and won as the Union, but it was not easy. So I have no disagreement with anything you've said, but there has to be a better way. My thought is, once the mobile cavalry threat is gone, there is nothing to slow the Confederates at all. They can ignore everything except their front, because they know the only Union troops are in front of them. I think the better way is to see if the threat of a rear action might slow the rebels down as they watch their flanks and rear, and Bussey has the mobility to make that threat count. Plus, the concept that if I am going to lose Leetown anyway, having Bussey in position to ride to the sound of the guns at Elkhorn Tavern might be a nice ace to have up your Union sleeve. Greg Laubach writes: Your post is very well done, but I think it ignores a broken Bussey's possible role in the middle and end game. The next time that I play the Union, the remnants of Bussey will move to join Bowen and possibly Dodge's cavalry to form an independent cavalry brigade in the center of the board by turn seven or eight. This force might have between 500 and 1000 cavalry, 7 horse artillery
pieces, relatively high morale, carbines, and an attitude. Bussey solves the
leadership problem with Dodge's regiment. I think it may be the Union answer
to McCulloch joining Van Dorn. Russ Gifford responds: All true statements as to Bussey's role after he breaks BCE. I have not been able to piece together an effective role for him, so your post is an excellent one to remind me that there is life after BCE! As in Cedar Mountain, I feel the Union has the harder road to victory in Pea Ridge. My fear is that while Bussey on the fence line will work against a somewhat cautious Confederate commander, he will have little impact at all on a determined one that continues to wade into the fragile line. Something has to slow the rebel forces down. But that's why this game is so enjoyable. It is close enough to always make it exciting! Click here to jump to next page for
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