Tuesday, 26 May 2026

More ACW experimentation - Bakers Creek 1863

After my rather unsatisfactory experiment with various changes at Stones Creek, I toned the modifications to my ACW rules down a bit and reverted to units facing a hexside, not a hex vertex. What works really well for Napoleonics just seemed to break everything in the ACW, possibly because units are more mobile? Who knows, but I know a bad game when I see one. I kept the additional activation modifiers, tidied up the turn sequence and retained the more generous road movement and rallying near the  enemy distances as they work better with a hex grid. I also upped the Army break point to 66% of infantry bases as the rules are so bloody armies were breaking tooo quickly.

It turned out one of my regular blogging acquaintances was having an ACW month over at https://angrydackel.com/ and he made the brilliant suggestion to adopt the same fire/move sequence as I use in the Napoleonic set. So, with the latest set of revisions in place, off we go for another play test. Grant vs Pemberton.


This time we are at Bakers Creek in 1863 where US Grant faced off against JC Pemberton. There is a proper scenario for this in the V&B ACW scenario book, but I wanted a quick and decisive engagement, so instead modelled the scenario on OHW Scenario 7 'Flank Attack'. Grant had managed to outflank Pemberton, although in the real battle, it was more like a 50:50 split between the pinning force and the flanking force.

To win the Union needs exclusive control of the hill while the Confederates just need one unit left on it to win, but have the huge disadvantage of being surprised from their right flank.


I used Neil Thomas's ACW army generator for this. The CSA have seven infantry units and two guns, two of the infantry are Green and two are Veteran. I used Zouaves for the Veteran units and put the Green ones in a three base wide line with one base in support (you can see them both on the front edge of the ridge with the guns). The seasoned and veteran units I just put in double ranked supported line, the best formation in Fire and Fury.

The CSA units all have to set up on the hill and all facing south. Limits of real estate force them to set up in at least two lines. I stacked their left flank in expectation of the Union attack. Fortunately they make a very unattractive melee target, being uphill, despite being flanked. 


Grants pinning force is two green infantry units, deployed the same as the CSA green units, plus a gun. The US guns are rifled, so more effective at range than the CSA. The two ridges are at long cannon shot but out of rifle range.


The flanking force has four seasoned and one veteran unit plus another gun, so the CSA have the edge in quality and position and equal numbers too. Grants strike force has superiority at the decisive point however. Both sides have a leader (Grant and Pemberton), needed for activation and can help with rallying.

There is little point charging the CSA units as being uphill the attackers can only hit them on 5+, so I'm going to move into close range and get a free point blank shot while the enemy pivot to face. Five units against three should give the US significant fire superiority.


The Union guns roar out and completely miss, the rest of the Union troops move forward. I've reverted to the old move system, so infantry can move two hexes straight ahead, but if they pivot they can only move one, but can pivot multiple times.

The green units shuffle slowly forward, keeping out of rifle range. On the right, the unit in the woods fires at long range while the other four close up - one of the benefits of the fire then move sequence. Both the guns and the supporting unit are now masked as they have a friendly unit halfway to the hill. Hills are assumed to be twice as high as units or woods for LOF purposes. Grant has accompanied one of the assaulting units, and Pemberton is the middle of the units defending the east side of the ridge.


The CSA mostly pass their activation checks (all within LOS of the CinC so anything but a 1) and variously pivot to face the threats. Annoyingly one of the reserve veteran units fails to activate so can only pivot in place, but  turns to set up a two hex move next turn.

The CSA guns concentrate on the green US units and chip off a couple of hits (lucky!).

Both sides have identical breakpoints, 19 bases lost. No bases lost yet though.


Things hot up. Despite being out of LOS of Grant the two green units move up the ridge from the south, while almost everyone else opens up at point blank range. Ouch! I've removed the restriction that fire has to spread evenly. It may be more realisiic but it makes the game dull. The US inflict enough losses to remove some bases and two CSA units are forced to retreat.

They are now horribly stacked up and if unable to retreat any more lose extra bases instead. I do allow units to interpenetrate if they start the turn facing in the same direction, so some of them still have a retreat route, but others don't. 


The CSA suddenly realise that the units which just retreated are out of sight on the reverse slope! They rally in place and each recover a base. The US are now in a tricky position as if they advance onto the ridge it is they who will be on the wrong end of a 2:1 firepower ratio. Umm, perhaps the CSA should have defended one hex back to start with....

The Union shoot away at the CSA units they can still see. That CSA unit in the top right is a veteran and quite resilient.


The CSA have committed all their reserves now as a US unit braves the ridge. The CSA Zouaves in the top right are apparently bullet proof and hang on! Surprisingly the US green units are doing quite well and force one of their opposite numbers to retreat. The CSA leave the gun behind as it still requires a morale check to assault frontally.


Hard pounding gentlemen! Both sides bang away and now it is a union green unit which retreats. The retired CSA green unit is busy trying to rally (it lost two bases to concentrated fire) but it is hard to rally green units (5+). The CSA gun withdrew to join another unit as it was a bit exposed on its own.


A bad hour for the Confederacy. Not one but two units go down demoralised by close range fire and then unable to retreat due to friends blocking the way. The other CSA battery is now exposed on its own, and the breakpoint (BP) count is well in the Union favour.


Now the Union starts to crack and the division on the ridge falls back, as do the Zouaves in the northeast. The CSA still control the ridge but are now compressed into an arc facing southeast. Grant can dimly be seen in the northeast. 


The union now has a choice to make. Spend a couple of turns rallying or push on? Grant opts to be aggressive and three US units crest the ridge from the southeast.


Both green US units would have joined them but they are both dithering (the green counters) as is the unit in the wood. Grant has moved to the very southeast now to better control the army from a central position as his other wing was out of sight before. 


The Union managed to drive one CSA unit back and the unit in the woods manages to rally. Everyone else blazes away.


The CSA also blaze away and one Union unit breaks and runs with two bases lost.


The Union keeps plugging away however and pushes the CSA back into the northwest corner. While trying to steady his troops, Pemberton is hit and carried from the field.  


Despite one last big effort by the CSA which pushes back another union unit, US fire tips the Confederates over their break point. 


The CSA only hope is to do the same to the US. Most of their units dither (losing the CinC makes failing their activation far more likely) but although they chip some hits off the US, at the end of the turn the US are still in the field while the Confederates are pulling back exhausted. A US victory.

That went much better than Stones River, and while there were periods of intense slugging, (as in so many ACW battles), the revised mechanisms all worked fine. I'm particularly pleased with the fire/move sequence which worked really well, and the new Army breakpoints prevent the game becoming endless as units rally, which was always a problem with the older system. The players will have to get used to managing the pace of combat though, as if they just chuck everything in, they are going to get burned out very quickly. I've got a couple of scenarios (Chickamauge and Chancellorsville) which I've only ever soloed, so I'd like to try them real players. They will be appearing in due course.





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