by Dan Cicero and Tom DeFranco
Things We Learned: Dan Cicero This was a great game, not only because it was a lot of fun to play, but because it gave me some ideas for how to play it again. I think the flanking attack is a good plan, but I would have pushed Osterhaus forward and put Carr into the flanking maneuver. In retrospect, it just makes more sense. I might consider a big push down the Middle Road, which would save a lot of time and maybe force the Confederate to spread himself too thin. I would also employ more extended lines. I usually avoid them because casualties can ramp up so quickly, but in this game, it would be beneficial to push around the Confederate flanks more than I did. It would also have allowed me to bring more firepower to bear faster. In the end, I might have suffered fewer casualties while inflicting more. Tom's strategy of diversion from strategic goals worked. I concentrated force on the hill and didn't have enough power left to cut off his retreat route. That's something to figure out for next time. Tom DeFranco For my part, I'm still going to have to find a safe place for my Army Headquarters (the next time that I play the Johnny Rebs, at least). Also, I may have kept Bowen's boys in the fight too long, but with the dearth of Confederate troops in my immediate command, I'm not sure that I had much choice. Dan Cicero Champion Hill is, I think, an under-appreciated game. There are much better known-and probably more frequently played-CWB games out there. It's a one-mapper, which makes it look a little weak next to the super-charged behemoths like The Seven Days. That said, though, the game's a tight one and a tough challenge. It's a great game to play via email, too. Turns can be completed quickly and the game can be completed in what is, for email, a short period of time: months, not years. Tom's the kind of opponent you want to find, though: a guy who really knows the system and who's committed to finishing the game. His quick turn-around of game moves meant neither of us lost interest. The result was a great game and this article. I do wonder about the morale ratings of the Confederates in this game. (It could be just the scenario.) Historically, the Confederates were poorly deployed and ill-prepared for the battle. Champion Hill was a bloody battle, certainly the bloodiest of the Vicksburg Campaign, but Grant completely dominated his foe. In the game, I don't see how that could happen. Those rebels are not going to leave the hill quietly. Using Grant's deployment, the Confederates would probably win. The terrain makes Grant's strategy very difficult. The maps I've seen show clear terrain to the east and west of the hilltop. This presented Grant with some flanking opportunities. With movement through the woods requiring 3 MPs per hex, it's very difficult to work around the flanks and maintain command radius. Tom DeFranco One more thing, thanks to Dan for helping me take that first plunge with the ADC 2 program. There's nothing like learning how to swim in the deep end. The result: a taut, hard fought game between two comparatively even players without a lot of time on their hands-was as satisfying as completing the first lap in an Olympic sized pool. More Two Hard Weeks Back to Table of Contents -- Operations #40 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 2001 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |