On the 24th May 1864 Grant gifted Lee the kind of opportunity that rarely happens in a campaign: to wreck the other’s army.
After the bloodletting of May 5-12th, that cost Lee 22000 casualties and Grant 34000,'weakening both armies by 33% and 25% respectively, Grant again disengaged and moved South towards Richmond. Lee had followed and had been reinforced with 7 small Brigades from his capital.
Grant had inadvertentally straddled his large army across the North Anna river.
Lee saw the way to take advantage of his smaller numbers and punish the Federal II Corps, Grant’s best. He could throw 30000 men at the 24000 that were over the V in the river separating Grant’s two halves of his army. Hancock’s 24000 could not be reinforced, because of the V of the river, so he readied his assault.
On the afternoon of the 24th Lee fell violently sick with diarrhoea. He lay helplessly for hours while the opportunity to assault, before the Union commanders realised the sure situation were in.
The reason Lee’s defensive strike could not be undertaken was simple: the attrition of the last 19 days had robbed him of a subordinate able to manage it.
Time and opportunity passed. Grant and Hancock’s isolated Corps were extremely lucky.
We all know the loss of a quarter of Grant’s force would never have changed his resolve to “fight it all out, even if it takes all Summer”, but another battering would have diminished his potential to do so sooner.
5 player game
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Actually, BBs are repaired at the end of the turn in AAE/AAP.
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i guess the paratroopers can stay, thats 3-2 majority rules.
so can we get started
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I’ll try to get it started tomorrow.
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On 2002-06-11 16:28, Yanny wrote:
Actually, BBs are repaired at the end of the turn in AAE/AAP.hmmm… it does seem to say that… but we’ve assumed that it meant the end of a player’s turn, not a full game turn… in AAE/AAP it’s almost a moot point… although i suppose if it could come up if attacking a once submerged sub or newly placed unints while your ally is still in the sea zone… actually, as the axis start the game turn in both AAE/AAP, only once submerged subs would be an issue… or multiple attacks on an axis navy… sorry, i’m babbling - just thinking out loud…
we should perhaps agree on timing before play… -
Also, I could use that setup you had in our game Cameron. As for timing I expect this to be a rather slow game an it realy doesn’t mater much to me, although I understand if some are concerned.
By the way Dicey will e-mail the results of every roll to all five players.
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You people better be posting updates of the game every once in awhile! (cuz I’d like to know how it progresses :smile:)
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i meant the timing of the BB repairs. will we do it at end of player turn or game turn…
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I don’t know, in a lot of ways, I’m much more familiar with BBs never repairing (as in the CD-Rom version of the game). 2-hit BBs are already an advantage so self-repairing BBs almost make these behemoths unbalanced. Oh well, better stop ranting, self-repairing BBs are actually an advantage for the Axis! :wink:
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Well, as for my BBs I don’t mind eather way. :razz:
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“i meant the timing of the BB repairs. will we do it at end of player turn or game turn…”
The best way that I use to seperate between player turns and game turns is to use “turns” to represent player turns and “rounds” to represent game turns. Guess the designers never thought of it.
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TG Moses VI, are you getting my e-mails?
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You sent? Koo, I’ll check it first thing! I’ll be sure the replay!





