{"id":3926,"date":"2008-03-26T12:00:00","date_gmt":"2008-03-26T11:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2008\/03\/26\/session-report-for-glory-iii-antietam\/"},"modified":"2008-03-26T12:00:00","modified_gmt":"2008-03-26T11:00:00","slug":"session-report-for-glory-iii-antietam","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2008\/03\/26\/session-report-for-glory-iii-antietam\/","title":{"rendered":"Session Report for Glory III &#8211; Antietam"},"content":{"rendered":"<p><\/p>\n<table style=\"float:right\" border=\"0\" cellpadding=\"0\" cellspacing=\"0\">\n<tr>\n<td>\n<table cellpadding=\"10\" border=\"0\">\n<tr>\n<td>\n<div class=\"img-shadow\"><a href=\"dispgame.php?&amp;gameid=666\"><img decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/glory3_t.jpg\" border=\"0\" alt=\"cover\"\/><\/a><\/div>\n<\/td>\n<\/tr>\n<\/table>\n<\/td>\n<\/tr>\n<tr align=\"right\">\n<td>\n<table class=\"ybackgr\" align=\"center\" border=\"1\" cellspacing=\"0\" cellpadding=\"1\" width=\"255\">\n<tr>\n<td>Autor<\/td>\n<td align=\"right\">Richard H. Berg<\/td>\n<\/tr>\n<tr>\n<td>Verlag<\/td>\n<td align=\"right\">GMT Games<\/td>\n<\/tr>\n<tr>\n<td>erschienen<\/td>\n<td align=\"right\">2007<\/td>\n<\/tr>\n<tr>\n<td>Spielerzahl<\/td>\n<td align=\"right\">1-2<\/td>\n<\/tr>\n<tr>\n<td>Spieldauer<\/td>\n<td align=\"right\">240\u00a0Minuten<\/td>\n<\/tr>\n<tr>\n<td>Wertung<\/td>\n<td align=\"right\">none<\/td>\n<\/tr>\n<\/table>\n<\/td>\n<\/tr>\n<\/table>\n<h2>Session Report for Glory III &#8211; Antietam<\/h2>\n<h3>The Full Battle Scenario<\/h3>\n<p style=\"font-style: italic\">by Moritz Eggert<\/p>\n<p>As there are no detailed session reports for this interesting &#8220;little&#8221; game, I&#8217;ve<br \/>\ndecided to do a detailed write-up of a full (solitaire) play-through of the long Antietam<br \/>\nscenario.<\/p>\n<p>I will use the historical McClellan rules and the &#8220;Story Board Replay&#8221;, but not the<br \/>\nadditional IX Corps hinderment (seems too harsh to me). This should give both sides a shot at<br \/>\nvictory.<\/p>\n<p>The Antietam battle poses an interesting problem for both sides. The Union army has masses of<br \/>\nunits but can barely deploy them in an aggressive way because of the limitations of AM activation.<br \/>\nThe Confederate Army is well organized and can react quickly, but lacks the force of reacting to<br \/>\nthe Union push if it ever happens in full force.<\/p>\n<p>This is a turn-by-turn description with some pictures.<\/p>\n<p><\/p>\n<h4>0545<\/h4>\n<p>The Union selects Hooker as their first AM, along with 2 artillery AM.2 Hooker chits are placed<br \/>\nin the cup (note: the Confederates always put 2 Jackson, 2 Stuart cavalry and 2 Longstreet chits<br \/>\ninto the cup, so I will only mention that here).<\/p>\n<p><u>Union strategy<\/u>: Well, it&#8217;s pretty obvious that the game system forces them to use the<br \/>\nbig push against the well defended northern front of the Rebels, while the rest of the army sits<br \/>\nidly across the Antietam Creek and twiddles thumbs. I plan to hit as a hard as I can, hitting the<br \/>\nweakly defended hill at hex 1917 as my first target. I will try to swing around the enemy line<br \/>\nthere and then hit hard in the middle, while Williams rushes up to reinforce the Union line.<\/p>\n<p><u>Confederate Strategy<\/u>: Of course rushing to protect the bridges and fords is first<br \/>\npriority here. I will also try to bring the not unformidable but mostly short-firing Rebel<br \/>\nartillery into good positions to shoot at the Union should they try to cross. Of course I know that<br \/>\nis not going to happen any soon. Defending the north will be touch-and-go, it is obvious that I<br \/>\nhave to react to the successes of the Union and keep a stable front.<\/p>\n<p><span class=\"img-shadowr\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/glory3_b1.jpg\" width=\"260\" height=\"190\" border=\"0\" alt=\"Beginning of the scenario seen from the Union side\"\/><\/span><\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>Drawing the 2 Hooker chits practically after each other enabled the Union to close the gap to<br \/>\nthe Northern front quickly, which will make it more difficult for the Rebels as full battle contact<br \/>\nwas established early on. JA Walker Brigade (Lawton) was the first casualty. The attack on the weak<br \/>\nConfederate left flank defended by the cavalry units was successful, but the Confederates decided<br \/>\nto withdraw instead of counterattacking, so no breakthrough was achieved. The Rebels decided to<br \/>\nlaunch a counterattack under DH Hill &#8211; not with any real intent to exploit but to make it more<br \/>\ndifficult for the Union.<\/p>\n<p>Some artillery was fired, but with little effect. The Rebels manage to blockade all bridges and<br \/>\nfords, as was to be expected. Both sides manage to bring artillery to advantageous high positions<br \/>\nwith hopes of more effective combined fire. The single Munford Brigade (Stuart) rushes along<br \/>\nHarper&#8217;s Ferry Road to join its comrades under attack in the north.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Confederates: JA Walker (Lawton) Infantry<\/p>\n<p><\/p>\n<h4>0630<\/h4>\n<p>The Union wins initiative and selects 2 Hooker and 1 Mansfield AM +2 artillery AM<\/p>\n<p><u>Union strategy<\/u>: We will try to again utilize the full force of Hooker&#8217;s men with the<br \/>\nhope of breaking through the Confederate lines somehow. Mansfield will come closer to the action<br \/>\nwith his XII corps. Not very imaginative, but it might just work.<\/p>\n<p><u>Confederate strategy<\/u>: Something has to be done about the endangered Stuart&#8217;s cavalry<br \/>\nto my left flank, which will force me to shift my forces a little to the left. I&#8217;ve brought my<br \/>\nartillery in position now, so I will give the Union some explosive action. Also defending the 3007<br \/>\nbridge with just independent Evans (a &#8220;1&#8221; strength unit) was perhaps a bad idea, so I<br \/>\nwill reinforce that.<\/p>\n<p><span class=\"img-shadowr\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/glory3_b2.jpg\" width=\"260\" height=\"197\" border=\"0\" alt=\"the first attack by the Union\"\/><\/span><\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>The dice were hot for the Confederate artillery, which really spelled doom for the Union<br \/>\noffense, which is basically forced to a halt. No major objectives were reached b the Union this<br \/>\nturn, instead they lost 2 artillery and 2 infantry brigades. Also the hopes of overrunning<br \/>\nStuart&#8217;s cavalry have been trashed; instead disaster is looming at the Union&#8217;s right flank<br \/>\noffensive!<\/p>\n<p>This is going to be more difficult than originally thought for the Union, especially with all<br \/>\nthe Confederate reinforcements rushing up to strengthen their buddies&#8217; lines. The Rebels have<br \/>\nhad no losses to speak about this turn, so they&#8217;re fine and dandy.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 2 I brigades, 1 I artillery, 1 IX artillery<\/p>\n<p>Confederates: 1 Stuart cavalry<\/p>\n<p>Recovered: JA Walker Infantry (Confederate)<\/p>\n<p><\/p>\n<h4>0715<\/h4>\n<p>The Confederates win initiative and select Stuarts Cavalry AM The Union gains no new AM&#8217;s<br \/>\nThe Union selects 1 Mansfield and 2 Pleasanton AM (+2 Hays artillery)<\/p>\n<p><u>Union strategy<\/u>: Something has to be done -there will be no advance with I brigade this<br \/>\nturn, so we have to bring in new units. The Confederates right flank is weakly defended, so I hope<br \/>\nto be able to strike quickly and gain ground with 2 Pleasanton AM&#8217;s, if I&#8217;m lucky I might<br \/>\nalso be able to take out one of those pesky artilleries, helped by the proximity of Mansfield&#8217;s<br \/>\nunits.<\/p>\n<p><u>Confederate strategy<\/u>: Of course the opportunity to get another of Hooker&#8217;s infantry<br \/>\nbrigades is there, so I will of course choose Stuart as my first man of action. Apart of that I<br \/>\nwill do what I did best last turn &#8211; harass the Union lines with my new found artillery advantage<br \/>\nand bring up those reinforcements where they&#8217;re needed.<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>Another ineffective turn for the Union. The killer bombardment of the Rebels continues, leaving<br \/>\nthe Union in doubt about the effectiveness of their artillery advantage. Even though Pleasanton<br \/>\ncould exploit his attack twice in a row the result was basically nil, as Mansfield could only move<br \/>\nafter the Confederate units had retreated orderly to no effect. Stuart&#8217;s cavalry attack was a<br \/>\ndisaster for the Rebels, though, and left most of his units disordered. If Mansfield moves first<br \/>\nnext turn this could be disastrous.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 2 I brigades permanently killed, 1 I artillery and 1 I brigade withdrawn<\/p>\n<p>Confederates: 1 Stuart cavalry permanently killed, 1 Jackson brigade withdrawn<\/p>\n<p>Recovered: 1 IX artillery, 1 I artillery (Union)<\/p>\n<p><\/p>\n<h4>0800<\/h4>\n<p>The Union doesn&#8217;t gain a new AM.<\/p>\n<p>The Confederates win initiative and select Stuart as their first AM again (trying to bring those<br \/>\ncavalry into safety before Mansfield strikes).<\/p>\n<p>Seeing this, the Union decides to bring yet another corps into play, putting the Sumner AM<br \/>\ntogether with Mansfield and Pleasanton cavalry AM into the cup.<\/p>\n<p><u>Union strategy<\/u>: Even though I have little hope of capturing the bridge at 3007 I might at<br \/>\nleast bring some more artillery up to the front and prevent those Confederate reinforcements from<br \/>\ngoing where they might possible hurt. Apart of that I&#8217;ll have to play it by ear &#8211; there is no<br \/>\nreal good opportunity to strike on the map except one single exposed brigade at the<br \/>\nConfederates&#8217; left flank.<\/p>\n<p><u>Confederate strategy<\/u>: The last turn went relatively well, with those new reinforcements I<br \/>\nmight even try some kind of counterattack, although I will certainly not try to cross the Antietam<br \/>\nriver!<\/p>\n<p><span class=\"img-shadowr\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/glory3_b3.jpg\" width=\"260\" height=\"208\" border=\"0\" alt=\"The Union lines disintegrate during the attack\"\/><\/span><\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>And here we go with yet another glorious turn for the rebels. The Confederate artillery again<br \/>\ncreates many casualties in the Union lines. Sumner&#8217;s attack on the 3007 bridge failed (of<br \/>\ncourse) and the AM might have better been used elsewhere. No advances where made anywhere for the<br \/>\nUnion, which is desperately in need of some luck (or some more AM&#8217;s).<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 1 I and 1 XII brigade withdrawn, 1 brigade permanently killed.<\/p>\n<p>Confederates: 1 Jackson brigade and 1 Stuart cavalry withdrawn.<\/p>\n<p>Recovered: 1 I artillery (Union), 1 Jackson brigade (Confederates).<\/p>\n<p><\/p>\n<h4>0845<\/h4>\n<p>The Union doesn&#8217;t gain a new AM.<\/p>\n<p>The Union wins initiative and selects Pleasanton&#8217;s cavalry as an action marker (some damage<br \/>\ncan be done there, as DH Hill&#8217;s brigades have advanced far. Into the cup come Franklin and<br \/>\nMansfield along with the Hays artillery.<\/p>\n<p><u>Union strategy<\/u>: Franklin seems a must, his artillery is desperately needed. I will move<br \/>\nhim along the Antietam river to at least threaten the fords. My only hope is to build up a unified<br \/>\nfront and just keep on attacking at low odds. At some point I just have to break through!<\/p>\n<p><u>Confederate Strategy<\/u>: I have probably advanced too far with DH Hill&#8217;s men, which<br \/>\nmight cost me a unit or so. But I don&#8217;t feel in danger anywhere on the map, really, and so far<br \/>\nthe recovery dice have been kind to me, so there are no losses to speak of.<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>I&#8217;d love to report Union successes, but apart of bringing VI corps up to the fray nothing<br \/>\nspectacular happened except some botched attacks leaving many exposed disrupted units to be picked<br \/>\noff by Confederate artillery. The confederate lines hold like a stone wall.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 1 I brigade, 1 XII brigade, 1 IX artillery withdrawn, 1 XII brigade permanently<br \/>\nkilled.<\/p>\n<p>Confederates: 1 Jackson brigade withdrawn.<\/p>\n<p>Recovered: 1 Jackson brigade and 1 Stuart cavalry (Confederate).<\/p>\n<p><\/p>\n<h4>0930<\/h4>\n<p>The Union doesn&#8217;t gain a new AM.<\/p>\n<p>The Confederates get the initiative and selects Jackson as starting AM.<\/p>\n<p>The Union selects Franklin, Burnside and Porter.<\/p>\n<p><u>Union strategy<\/u>: The Northern offensive pretty much has last all it&#8217;s steam. My only<br \/>\nhope is now to bring my fresh reinforcements to where they hurt the rebels the most. Perhaps I get<br \/>\nlucky, but my hopes are down.<\/p>\n<p><u>Confederate strategy<\/u>: I still feel very much in control &#8211; I will try attack the many<br \/>\ndisrupted units at the Northern front and do as much damage as possible.<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>The Union are in dire straits now &#8211; their right flank has all but disintegrated by fierce<br \/>\nattacks from Stuart&#8217;s cavalry and the possibility of a huge Confederate offensive is actually<br \/>\nthere. Most of the turn was spent slowly moving Union troops south along the river and they&#8217;re<br \/>\nnot even close to the enemy yet. The Confederate artillery is a killer in this game!<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 4 Mansfield infantry brigades, 2 Pleasanton cavalry, 1 Mansfield brigade permanently<br \/>\nkilled.<\/p>\n<p>Confederates: 1 Jackson brigade.<\/p>\n<p>Recovered: 1 Jackson Brigade (Confederates) 1 Burnside artillery, 1 Hooker brigade (Union).<\/p>\n<p><\/p>\n<h4>1015<\/h4>\n<p>Even though it&#8217;s not yet noon the Union is already quite battle wary. But with a sudden jolt<br \/>\nof energy, McClellan decides to commit new forces to attack the bridges &#8211; the Union gets a 4th<br \/>\nAM!<\/p>\n<p>The Rebels win initiative though, and the newly rallied Stuart&#8217;s cavalry is sitting in a<br \/>\nvery damaging position to gobble up the exposed right flank of the Union.<\/p>\n<p>The Union selects Porter, Burnside, Sumner and Franklin AM&#8217;s, along with 2 artillery<br \/>\nAM&#8217;s.<\/p>\n<p><u>Union strategy<\/u>: Mansfield&#8217;s XII corps has taken so much damage that there is little<br \/>\nhope in ever rallying it, so activating it makes little sense. Instead we will bring the 3 still<br \/>\nstrong East corps to the bridges and fords to attack position, while Franklin will try to save<br \/>\nwhat&#8217;s left of the completely botched Northern attack.<\/p>\n<p><u>Confederate strategy<\/u>: The Northern Union front is so weak and exposed that it actually<br \/>\nmakes sense to attack it full strength, at least for this round. If I&#8217;m really lucky I can be<br \/>\nso devastating that part of my forces positioned there can be moved to defend Sharpsburg when<br \/>\nnecessary, even though my defensive positions there are still pretty safe for now.<\/p>\n<p><span class=\"img-shadowr\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/glory3_b4.jpg\" width=\"260\" height=\"225\" border=\"0\" alt=\"Burnside sneaks up on the fords\"\/><\/span><\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>The Union offensive turned out to have no effect, but at least now their forces are able to<br \/>\nattack again and again at some neuralgic spots. Die rolls were awful again for the Union, it seems<br \/>\nlike they could storm the bridges forever and ever. The Confederates seem to dominate the<br \/>\nbattlefield more and more.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 2 Mansfield brigades, 1 Burnside brigade, 1 Porter artillery withdrawn, 3 Mansfield<br \/>\nbrigades and 1 Pleasanton cavalry permanently eliminated.<\/p>\n<p>Confederates: 1 Longstreet brigade.<\/p>\n<p>Recovered: 1 Jackson brigade (Confederates), 1 Mansfield brigade and 1 Pleasanton cavalry<br \/>\n(Union).<\/p>\n<p><\/p>\n<h4>1100<\/h4>\n<p>The Union stays at 4 AM. The Union wins initiative and selects Franklin AM, and puts another<br \/>\nFranklin, Burnside, Porter ands 2 Hays artillery AM into the cup.<\/p>\n<p><u>Union strategy<\/u>: My best chance seems to activate Franklin&#8217;s strong corps twice with<br \/>\nthe slight hope of capturing the terrain behind bridge 3007 so as to make it easier for Sumner, who<br \/>\nis at a stalemate there. Porter and Burnside will simply attack the bridges and fords again, as<br \/>\nbest as they can. What else can they do?<\/p>\n<p><u>Confederate strategy<\/u>: What can I say &#8211; The Union will look slightly silly once Franklin<br \/>\nis in a corner and my forces come up the hill behind him!<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>Wow, wow, wow. A turn in which a lot happened very suddenly. The sheer doggedness of the Union<br \/>\nFINALLY pays off. The Union tactic to activate Franklin twice was a full success as his last<br \/>\nactivation was the last of the turn, enabling him to take the important sunken road hex 2711<br \/>\nwithout danger of retaliation. There was also, lo and behold, a breakthrough at Myer&#8217;s Ford<br \/>\n(the game system makes it easier to attack major river fords &#8211; for some reason they are more<br \/>\ndifficult to defend than small stream fords, probably because they are wider). There was also a<br \/>\nrecord of 5 withdrawn Confederate units, for the first time the Union is ahead in damage for a<br \/>\nturn. If the Union goes first next round it might spell disaster for the Rebels, who were standing<br \/>\nso proud until now. The Rebels have managed to get Stuart&#8217;s cavalry behind the Union lines and<br \/>\nsend one single unit to threaten the Union bridge at 1904, so they also pose some threat.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 1 Mansfield brigade, 1 Franklin brigade, 1 Hooker brigade withdrawn, 2 Mansfield<br \/>\nartillery overrun, 1 Bunrside brigade permanently eliminated.<\/p>\n<p>Confederates: 4 Jackson brigades, 1 Longstreet artillery withdrawn.<\/p>\n<p>Recovered: 2 Mansfield brigades, 1 Porter artillery (Union), 1 Longstreet brigade<br \/>\n(Confederates).<\/p>\n<p><\/p>\n<h4>1145<\/h4>\n<p>Lo and behold &#8211; the Union not only gets another AM, it also wins the initiative. This might be a<br \/>\ndecisive turn for the Union.<\/p>\n<p>The &#8220;bridgehead&#8221; at 4613 has to be exploited before the Rebels can retaliate. So the<br \/>\nUnion selects Burnside as the starting AM. Into the cup go another Burnside, 2 Franklins and 1<br \/>\nSumner, along with 2 Hays artilleries.<\/p>\n<p><u>Union strategy<\/u>: Get in there as fast as possible with as many as possible.<\/p>\n<p><u>Confederate strategy<\/u>: Somehow prevent this&#8230;.<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>The game now really picks up pace after some slow rounds. The Union plans mostly paid off this<br \/>\nturn, IX Division achieved a major breakthrough at Myer&#8217;s Ford, and also Sumner managed to get<br \/>\nacross 3007 bridge as well. Some suicidal attacks on the undefended artillery of the Confederates<br \/>\ndid a lot of damage at the cost of many disruptions. The Rebels managed to cause some damage to the<br \/>\nstill exposed right flank of the Union, but now that their back lines are threatened they can&#8217;t<br \/>\nreally dare to exploit it any further. In fact the next round will probably see a huge retreat by<br \/>\nthe Confederates to protect Sharpsburg and the entrance of the upcoming reserves at 5020.<\/p>\n<p>The northern front situation looks really complicated now, with facing all over the place and<br \/>\nunits constantly attacking each other&#8217;s back in the fray, but that&#8217;s how it probably would<br \/>\nbe in real life.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 2 Mansfield, 1 Hooker, 1 Franklin, 1 Porter brigade withdrawn, 2 Hooker artillery<br \/>\nwithdrawn, 1 Mansfield brigade and 2 Hooker artillery permanently destroyed.<\/p>\n<p>Confederates: 4 Longstreet brigades and 1 Stuart cavalry withdrawn, 3 Jackson brigades, 3<br \/>\nJackson artillery and 1 Longstreet artillery permanently destroyed.<\/p>\n<p>Recovered: 1 Hooker and 1 Franklin brigade (Union), 1 Jackson brigade and 1 Longstreet artillery<br \/>\n(Confederates).<\/p>\n<p><\/p>\n<h4>1230<\/h4>\n<p>Disaster strikes and the Union actually LOSES an AM (back to 4). At least they win initiative,<br \/>\nselecting Sumner as first AM, then putting 2 Burnsides and one Franklin into the cup.<\/p>\n<p><u>Union strategy<\/u>: Exploiting the stormed bridge with the still strong Sumner at 3007 seems<br \/>\nto be first priority as that part of the Confederate line is now the most weakly defended. I have<br \/>\nbasically given up Hooker and Franklin, which now serve as cannon fodder &#8211; as long as the keep the<br \/>\nRebels busy I don&#8217;t care about them that much (Remark: How cruel wargames think in such<br \/>\nsituations &#8211; would we be the same if we were commanding real men?).<\/p>\n<p><u>Confederates<\/u>: Regardless of how much damage I still could do to the Union front which is<br \/>\na complete mess I think I should now bring my forces together in a circle around Sharpsburg.<br \/>\nStrangely enough my strong points (that give the Union a higher shot at AM marker increase) are<br \/>\nstill in my hands, and I will be able to keep it that way this round, I think. Most importantly I<br \/>\nhave to avoid getting as much damage as I did last round, the Union can afford it, I can&#8217;t.<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>The Rebels are mostly withdrawing, but managed to annoy the Union here and there. Stuart&#8217;s<br \/>\ncavalry is racing back from the left flank to defend Sharpsburg. Jackson&#8217;s brigades try to<br \/>\nretreat slowly in an orderly fashion. Longstreet is mostly busy defending the South and<br \/>\nBoteler&#8217;s ford.<\/p>\n<p>Sumner managed a good breakthrough (overrunning 2 artillery brigades on the way) and is amassing<br \/>\nhis forces at bridge 3007. Franklin held the line and puts on some pressure. Burnside&#8217;s<br \/>\nbreakthrough wasn&#8217;t as successful as hoped; there is<\/p>\n<p>little hope of delaying Jackson&#8217;s reinforcements.<\/p>\n<p>The Union is doing more damage each turn now, which will make it difficult for the Rebs.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 1 Franklin brigade, 1 Porter artillery withdrawn.<\/p>\n<p>Confederates: Evans brigade, 1 Walke brigade withdrawn, 2 Longstreet brigades and 2 Longstreet<br \/>\nartillery permanently destroyed.<\/p>\n<p>Recovered: 2 Mansfield, 1 Hooker, 1 Franklin brigade, Sharpshooters, 2 Hooker artillery (in a<br \/>\nbout of luck the Union managed to rally all forces lost last round), 1 Stuart cavalry, 2 Lonstreet<br \/>\nbrigades.<\/p>\n<p><\/p>\n<h4>1315<\/h4>\n<p>The Union doesn&#8217;t gain a new AM and the Confederates get the initiative. The Union puts 2<br \/>\nSumner and 2 Burnside + 2 Hays artillery into the cup.<\/p>\n<p><u>Union strategy<\/u>: Exploiting the two &#8220;bridgeheads&#8221; (Sumner and Burnside) is top<br \/>\npriority, we will keep swarms of men pounding on the Rebels!<\/p>\n<p><u>Confederate strategy<\/u>: If I&#8217;m lucky I can bring Stuart&#8217;s cavalry &#8220;home&#8221;<br \/>\nbefore Sumner comes to close to Sharpsburg. Sumner is my only worry right now, the other lines hold<br \/>\nwell for now.<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>A surprisingly bloodless round, because the Confederates are mostly on the defense. Sumner&#8217;s<br \/>\nand Burnside&#8217;s pushes didn&#8217;t work particularly well because the Rebels could use most of<br \/>\ntheir markers before the Union. Still, the reinforcements could be delayed next round if Burnside<br \/>\ngoes first. Stuart&#8217;s cavalry has managed to reach Sharpsburg city limits and will probably<br \/>\nchange into infantry to defend it. Porter is standing motionlessly before the middle bridge.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 1 Porter artillery permanently destroyed.<\/p>\n<p>Confederates: 3 Longstreet brigades withdrawn.<\/p>\n<p>Recovered: 1 Franklin brigade (Union), 1 Evans and 1 Longstreet brigade (Confederates).<\/p>\n<p><\/p>\n<h4>1400<\/h4>\n<p>The Union gets back to 5 AM again! No one wins initiative. The Union selects 2 Burnside, 1<br \/>\nFranklin and 2 Sumner as AM&#8217;s.<\/p>\n<p><u>Union strategy<\/u>: Push the Rebels where it hurts them the most: in the middle. Sumner! And<br \/>\nFranklin has recovered most of his troops by now, so it doesn&#8217;t hurt to try to rally them. And<br \/>\nI just hope my moves come before the Confederates this turn.<\/p>\n<p><u>Confederate Strategy<\/u>: Withdrawal on all sides, I guess. It&#8217;s a race against time, and<br \/>\nwithout the held bridges my lines suddenly become very thin!<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>Again this was a far from decisive turn for both sides. Stuart&#8217;s cavalry has raced back to<br \/>\nprotect Sharpsburg dismounted, but took some betting from misfired artillery and Sumner&#8217;s<br \/>\nattacks. Sumner has pushed forward heavily, and is still at nearly optimum strength with no losses.<br \/>\nBurnside wasn&#8217;t successful in preventing the AP Hill reinforcements, but has managed to keep a<br \/>\nsteady attack line going, forcing the Confederates to commit heavily. The middle of the Confederate<br \/>\nlines is weakly defended and seems the most likely place where the Union will strike again. On the<br \/>\nplus side for the Confederates no +1AM roll strongpoints have yet been taken by the Union, so the<br \/>\nactivation markers are still at risk if the Union rolls a &#8220;0&#8221;.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: Rest of Doubleday command was completely destroyed (all withdrawn).<\/p>\n<p>Confederates: 1 Longstreet artillery, 3 Longstreet brigades permanently destroyed.<\/p>\n<p><\/p>\n<h4>1445<\/h4>\n<p>No AM is gained or lost for the Union. The Confederates win initiative and select Longstreet as<br \/>\nfirst AM. The Union puts 2 Hays artillery, 2 Sumner, 2 Burnside and one Franklin AM into the<br \/>\ncup.<\/p>\n<p><u>Union strategy<\/u>: Push with Sumner, hold with Burnside.<\/p>\n<p><u>Confederate Strategy<\/u>: Break Burnside, keep Sumner at bay.<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>This might have been the decision for the Union. An extremely bloody turn had the Rebels<br \/>\nfrantically scramble to Sharpsburg while taking a heavy beating through Sumner&#8217;s relentless<br \/>\nforces. As AP Hill had to be withdrawn to defend Sharpsburg, the essentially weak Burnside division<br \/>\ncould wreak havoc at the back lines. And the middle bridge has been taken, which means that all<br \/>\nthree bridges are now owned by the Union. Porter is just waiting to bring his fresh and eager units<br \/>\ninto the fray as well.<\/p>\n<p>This was also a record casualty turn for the Rebels &#8211; forces they won&#8217;t be able to<br \/>\nrecuperate. It seems impossible to survive the next 5 turns with these diminished forces.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 2 Sumner, 2 Burnside brigades withdrawn, 1 Franklin brigade permanently destroyed.<\/p>\n<p>Confederates: Anderson command completely destroyed, 3 reserve artillery, 1 Jackson brigade, 1<br \/>\nindependent brigade permanently destroyed, 3 Longstreet, 1 Jackson brigade, 3 Stuart cavalry<br \/>\nwithdrawn.<\/p>\n<p>Recovered: 1 Hooker, 1 Franklin, 1 Porter brigade (Union), 1 Longstreet artillery, 1 Jackson<br \/>\nbrigade (Confederates).<\/p>\n<p><\/p>\n<h4>1530<\/h4>\n<p>The Union gets a new AM (conquering the entrance to the sunken road helped). Nobody wins<br \/>\ninitiative, and the Union puts 2 Burnside, 2 Sumner,1 Franklin, 1 Porter and 2 Hays artillery AM<br \/>\ninto the cup.<\/p>\n<p><u>Union strategy<\/u>: Attack on all sides -victory is near!<\/p>\n<p><u>Confederate Strategy<\/u>: Pray.<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>A turn not as disastrous for the Confederates as feared. Many botched attacks by a too careless<br \/>\nUnion result in many disrupted units, and Sumner&#8217;s yellow juggernaut has finally reached its<br \/>\nnadir. Still, Porter&#8217;s fist attack was successful and now he is entering the fray full<br \/>\nstrength. Burnside has pretty much disintegrated, the Rebels hope to vanquish his forces and use<br \/>\nthe brigades somewhere else.<\/p>\n<p>The Union now owns the maximum +3 spaces for the AM increase roll.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 2 Sumner, 1 Burnside, 1 Franklin brigade permanently destroyed, 2 Sumner and 3 Burnside<br \/>\nbrigades withdrawn.<\/p>\n<p>Confederates: 2 Longstreet artillery, 1 Stuart cavalry, 1 Jackson, 2 Longstreet brigades<br \/>\npermanently destroyed, 2 Longstreet, 1 Jackson brigade withdrawn.<\/p>\n<p>Recovered: 1Burnside brigade (Union), 2 Stuart cavalry and 1 Longstreet brigade<br \/>\n(Confederates).<\/p>\n<p><\/p>\n<h4>1615<\/h4>\n<p>No new action markers for the Union. The Union wins initiative and selects a Porter AM. Another<br \/>\nPorter, 1 Burnside, 1 Sumner, 1 Hooker (haven&#8217;t used him for ages!) and 1 Franklin AM come into<br \/>\nthe cup, along with the usual 2 Hays artillery AM&#8217;s.<\/p>\n<p><u>Union strategy<\/u>: Victory is not as close as I hoped, but my new plan is to swing Hooker<br \/>\naround the back of the Confederate lines and cause more trouble. Porter seems my best bet for the<br \/>\nmain attack drive this round.<\/p>\n<p><u>Confederate Strategy<\/u>: Sharpsburg is now heavily defended, but I don&#8217;t really have any<br \/>\nbackup contingencies for my exposed outer lines. Right now I wish for no new AM&#8217;s for the Union<br \/>\nand a less than major victory at the end o the game. I don&#8217;t think I can manage more right<br \/>\nnow.<\/p>\n<p><span class=\"img-shadowr\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/glory3_b5.jpg\" width=\"260\" height=\"169\" border=\"0\" alt=\"The Union's nearly unified front against Sharpsburg\"\/><\/span><\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>A Confederate nightmare come true &#8211; the Union now has a wide, unified front that is threatening<br \/>\nto engulf Sharpsburg. And the defensive lines are dwindling &#8211; this turn DR. Jones command is gone,<br \/>\nand many more commands are close to extinction. This is the endgame now, if things go bad the<br \/>\nRebels might be completely eradicated!<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 1 Porter brigade withdrawn, 1 Sumner brigade permanently eliminated.<\/p>\n<p>Confederates: DR Jones command permanently eliminated, 4 Jackson artillery permanently<br \/>\neliminated, 2 Longstreet and 1 Stuart cavalry brigade withdrawn.<\/p>\n<p>Note to self: once the enemy approaches separate your combined artillery and stack them with<br \/>\ninfantry to protect them! Even a disrupted infantry can permanently kill infantry&#8230;<\/p>\n<p>Recovered: nothing.<\/p>\n<p><\/p>\n<h4>1700<\/h4>\n<p>Oh well, another AM for the Union (now 7, one more than the Confederates). The Confederates win<br \/>\ninitiative though and start with Longstret.<\/p>\n<p>The Union selects 2 Porter, 1 Burnside, 2 Franklin and 2 Sumner AM&#8217;s.<\/p>\n<p><u>Union strategy<\/u>: Automatic victory can probably not be achieved anymore, as the distance<br \/>\nto the back roads of the Confederates is still too big. Right now I have 11 VP, I just need one<br \/>\nmore to achieve a major victory, so I feel safe.<\/p>\n<p><u>Confederate strategy<\/u>: Declining the last VP to the Union will be difficult, but defending<br \/>\nSharpsburg should be possible for a little more time.<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>A relatively bloodless round, but the Union gained a lot of ground. Sumner has recovered a<br \/>\nlittle and is pounding at the center again. The Rebels can do little but patch the holes in their<br \/>\nlines, as attacking is too risky. The end is nigh, I think&#8230;<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 1 Porter brigade permanently destroyed, 1 Porter and 1 Burnside brigade withdrawn.<\/p>\n<p>Confederates: 1 Longstreet brigade and 1 Stuart Cavalry permanently destroyed, 1 Stuart Cav. And<br \/>\n1 Jackson brigade withdrawn.<\/p>\n<p>Recovered: 2 Longstreet brigades (Confederates).<\/p>\n<p><\/p>\n<h4>1745<\/h4>\n<p>The Union doesn&#8217;t gain a new AM. The Confederates win initiative and select Longstreet. The<br \/>\nUnion selects against 2 Porter, 1 Burnside, 2 Franklin and 2 Sumner AM&#8217;s.<\/p>\n<p><u>Union strategy<\/u>: Keep doing what I&#8217;m doing.<\/p>\n<p><u>Confederate strategy<\/u>: Keep doing what I&#8217;m doing.<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>The turn whizzes by with the Rebels not able to do much and the Union causing lots of damage &#8211;<br \/>\nwithout conquering the decisive space though that will bring major victory. But that will happen<br \/>\nnext turn.<\/p>\n<p><u>Casualties<\/u>:<\/p>\n<p>Union: 1 Porter and 1 Burnside brigade permanently destroyed, 1 Porter and 1 Burnside brigade<br \/>\nwithdrawn.<\/p>\n<p>Confederates: 2 Jackson and 2 Longstreet arty permanently destroyed, 5 Jackson brigades<br \/>\nwithdrawn, 1 Stuart cavalry withdrawn.<\/p>\n<p>Recovered: 1 Stuart cavalry.<\/p>\n<p><\/p>\n<h4>1830<\/h4>\n<p>The final turn of the game and the Union gets another AM and also win initiative, selecting<br \/>\nPorter. They will put 2 Porter, 2 Burnside, 2 Franklin and 2 Sumner Ams into the cup, and also 2<br \/>\nHays artillery (the last two turns were spent bringing the Hays arty to the front, which meant they<br \/>\nhad to be moved under Porter&#8217;s command).<\/p>\n<p><u>Union\/Confederate Strategy<\/u>: Nuff said.<\/p>\n<p><u>What happened<\/u>:<\/p>\n<p>The Union proves too much for the weakened defenses of Sharpsburg &#8211; after they conquer half of<br \/>\nthe city the Confederate high command decides to spare lives and give up completely. The end came<br \/>\nquick, but the losses for the Union were not small. With 16 VP&#8217;s it is more than a major<br \/>\nvictory, though &#8211; all three bridges over the Antietam creek were conquered, the canal blocked and<br \/>\nSharpsburg fell under Union control. McClellan couldn&#8217;t have hoped for more success and will<br \/>\nlive on as one of the great commanders of his day &#8211; in hindsight his withholding of important<br \/>\ncommands during the battle will be seen as the sparing of lives and good caution. He has become a<br \/>\nhero.<\/p>\n<p><\/p>\n<h4>Final thoughts<\/h4>\n<p>When I started playing the game I liked it more then when I ended it. All in all Antietam is a<br \/>\ndifficult battle to simulate in an enjoyable way. The restrictions for the Union make for a very<br \/>\nfrustrating beginning of the game. The rules are slightly underexaggerating when they say that the<br \/>\n&#8220;Union player has to be satisfied with small gains&#8221; at the beginning of the scenario. You<br \/>\ncan tell by my frustrated comments that the first turns were very boring for the Union side, as<br \/>\nthey basically achieve nothing until they conquer one of the bridges or fords. Once they do so it<br \/>\nbecomes boring for the Confederate player, as he doesn&#8217;t stand a chance against the Union<br \/>\nonslaught. My game showed that many turns go by until something happens, but once it does it favors<br \/>\nthe Union, who can always throw pieces into the fray.<\/p>\n<p>There are also not a lot of strategic options. The Confederates&#8217; best strategy is to play<br \/>\nvery carefully and not risk any units in attacks. As long as the Union cannot attack in full force<br \/>\nthis works perfectly, but is also slightly boring.<\/p>\n<p>If there is an exciting &#8220;race for victory&#8221; at the end of the game depends very much on<br \/>\nwhen exactly the Union comes over one of the bridges, but once they do the Confederates can do<br \/>\nlittle but retreat slowly and hope for the best, which is also frustrating.<\/p>\n<p>This means that a game won by the Confederates mostly means a boring game for the Union player<br \/>\n(he will not have achieved much) and a game won by the Union is boring for the Confederates.<br \/>\nI&#8217;m simplifying slightly, but this is my feeling.<\/p>\n<p>Also, Antietam takes the Glory system to its limit regarding counter density. I feel that the<br \/>\nsystem is interesting and rewarding, but more apt for simulating smaller battles. Once you got a<br \/>\nbig unified front attacking is usually too risky and little stuff happens, in smaller battles the<br \/>\nmaneuvering becomes more important, and this is where facing and attacking from behind really<br \/>\nbecome important factors.<\/p>\n<p>Of course this is realistic, but drawing AM&#8217;s for forces that basically pile in very fiddly<br \/>\nstacks in different orientations becomes very tiresome, especially as you activate command after<br \/>\ncommand (not once did I use the combined command option in this game, it always seemed too risky.<br \/>\nActually the non-combined command activation gave a strong force the advantage as it can advance in<br \/>\nwaves instead of using one single all-out attack).<\/p>\n<p>The immense amount of artillery firing over varying terrain with difficult to spot LOS was also<br \/>\ntiresome, as most of the time the artillery doesn&#8217;t actually hit anything. Again: realistic,<br \/>\nbut not so much fun when you have endless artillery counters to check and roll for on both sides,<br \/>\nmost of them only hitting something on very high rolls.<\/p>\n<p>The recovery rules became very annoying after a while, as some units with high morale (like the<br \/>\nSharpshooters of the Union) become practically invincible and regenerate several times. Artillery<br \/>\nis the worst offender here &#8211; it rarely makes sense to deploy artillery against artillery, as<br \/>\nwithdrawn artillery will simply regenerate quickly (average disrupted morale is 7, which gives you<br \/>\na 80% chance of regenerating it), and most of the time in the same space where you killed it! Also<br \/>\na realistic idea, but it can&#8217;t be realistic that units can be disrupted again and again and not<br \/>\nsuffer from it. Also it seems strange that only units of activated commands recover (even though it<br \/>\nmakes the game more playable), even if units don&#8217;t get orders they could theoretically recover<br \/>\nby not doing anything.<\/p>\n<p>The leader system also has some fiddliness involved &#8211; if you play carefully your leader will<br \/>\nalmost always be positioned in a way to command all your units. I had only very few instances where<br \/>\nsuddenly the leader was cut off, but even then the units that were out of command where in a ZOC,<br \/>\nwhich meant that they could still fight and do stuff. The leader counters are small and fiddly and<br \/>\ntend to obstruct spaces, I wonder if they couldn&#8217;t have been left away and replaced with some<br \/>\nkind of simple rule, as they don&#8217;t really have any effect on individual battles anyway.<\/p>\n<p>Gripes aside &#8211; I enjoy the &#8220;Glory&#8221; system basically, I just would recommend using more<br \/>\nsmall-scale scenarios, like for example the &#8220;small&#8221; Antietam scenarios. And regarding<br \/>\nplayability, &#8220;Across 5 Aprils&#8221; is perhaps the quicker and more accessible game, even<br \/>\nthough it also has some quirks.<\/p>\n<div id=\"ratingblock\" class=\"ratingblock\">\n<script type=\"text\/javascript\" language=\"javascript\">\n<!--\nsndReq(0, createID(), 10);\n\/\/-->\n<\/script>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Autor Richard H. Berg Verlag GMT Games erschienen 2007 Spielerzahl 1-2 Spieldauer 240\u00a0Minuten Wertung none Session Report for Glory III &#8211; Antietam The Full Battle Scenario by Moritz Eggert As there are no detailed session reports for this interesting &#8220;little&#8221; game, I&#8217;ve decided to do a detailed write-up of a full (solitaire) play-through of the &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2008\/03\/26\/session-report-for-glory-iii-antietam\/\" class=\"more-link\"><span class=\"screen-reader-text\">Session Report for Glory III &#8211; Antietam<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3926","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":4,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3926","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3926"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3926\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3926"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3926"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3926"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}