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08a - Hist_7_Days_Campaign

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Why Should You Play This Scenario?

At 407 turns, you really shouldn't play this scenario unless you are really, really, into the Peninsula Campaign. This scenario is a monstrous beast of a scenario that puts two very evenly-matched armies up against each other across a relatively small battlefield. The limited room to maneuver, the lack of very many roads, and the preexisting defenses already in place, make this a very tough scenario to play for both sides. But if you are looking a mammoth campaign then you have found it with this scenario.

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Infantry Summary

These numbers just look so strange, don't they? The Confederates have more men, but the Federals have higher quality? What?! The Rebel army contains thousands of green troops and poorly led units. The regimental sizes are double what you see later in the war. It's really interesting that the average size is about 4x what you see just a few months later at Antietam for the Confederates. 

Because the Rebels have more men, but the Federals have higher quality and better weaponry, I am going to state that neither side has a clear advantage in this category.

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No Advantage

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Cavalry Summary

The Confederates may have fewer men but they do have a more effective organizational unit with Stuart's Cavalry Brigade. The Federal units are attached to the various corps. But the Federals at least have more men and are better armed. This category is another draw.

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No Advantage

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Artillery Summary

Holy crap. Be prepared for artillery hell in this battle. Both sides have an overabundance of artillery pieces. The Confederate even have an additional 50 artillery pieces FIXED in place around the Richmond trenches and along the James River. The Yankees have large batteries while the Rebels have their guns broken into sections. This gives us far more movable units than the Federals. But the Yankees have a good deal more ammo than we do. I will call this one a draw also.

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No Advantage

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Both sides have a lot of ammo. Is it enough for a seven-day battle? Probably not. But, in theory, you shouldn't be firing non-stop the whole time. Whatever happens, don't waste ammo.

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No Advantage

Sure, the CSA has Lee, Jackson, Longstreet, both Hill's, Stuart, and a boat load of other very good generals... but their ratings aren't exceptional. Lots of errors were made by commanders in the Seven Days Campaign and that is reflected here.

 

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No Advantage

Setup

The setup here is really interesting. The Federals hold one of the strongest natural positions I have ever seen in this scenario. From White Oak Swamp north to the Chickahominy River, the Federals have a near continuous line of abatis and embankments. This will make any frontal attack on the position an extremely costly proposition. 

North of the Chickahominy is the Fifth Corps which is separated from the rest of the Union army. South of White Oak Swamp the Federals have no men at all.

 

Offensive maneuvering by the Federals seems unlikely in this scenario but not impossible. While the Federals have built a very strong defensive line, the Confederates have apparently been doing nothing. This is a flaw in the scenario. The Rebel line is absent of any abatis for some reason (perhaps to make it easier for the Rebels to attack across no-man's-land?). Even without the abatis protecting the Confederate lines, they are strong enough and held by enough men to probably thwart any major Federal attack. Especially if those lines are reinforced from other units nearby. 

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Setup Summary

Both sides have advantages and disadvantages with their setups. If I had to choose a setup... I don't know if I could. I love the Union defensive lines, but their ability to attack Lee is hampered by them at the same time. Lee's setup offers more flexibility, but the Federal positions are undeniably strong. Toss up. 

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No Advantage

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Looking for a battle where neither side has a discernible advantage? Here you go. Whatever argument you could make for one side having an advantage, there is an equally good argument for the other side. I just don't think either side has a clear-cut claim to be superior in any of the five categories I look at. 

Three Tips

1) Think Fifty Turns Ahead

Such long scenarios are extremely rare in the WDS series. I believe this is the longest "playable" one that there is. There are some longer ones on other titles but they have their fair share of oddities and faults. This one has no such obvious drawbacks. Plan your strategies and moves accordingly. Rushing into anything here will probably hurt you rather than help you. With 407 turns to work with you have time to develop and execute any number of complex plans and strategies. If your strategy takes a full day to set up, so be it. You have seven days to work with. 

2) Don't Ignore McClellan

Will the Yankees attack directly west and try to take Richmond? Maybe. Is it likely? Probably not. But Yankee players are not known for having good sense. Because of that, you should start building breastworks immediately to defend your lines around Richmond. DH Hill is in a perfect spot to reinforce your lines. He really isn't needed north of the Chickahominy with AP Hill, Longstreet and Jackson headed in that direction. 

3) Objective Hexes Matter!

 

You can potentially win this battle without ever firing a shot. All you need to do is march some units to Malvern Hill (unguarded) and take the objective hexes around that part of the map. Doing so will gain you 750 points - enough for a Minor Victory status! This will undoubtedly piss off the Union player who will then be forced to attack you somewhere in order to try and regain points to achieve at least a draw. Assuming you can at least trade even blows with the Yankees in a defensive battle, you should win this if you take Malvern Hill. Also, don't ignore the objective hexes on the far eastern side of the map north of the Chickahominy. Those objectives are difficult for the Yankees to hold long term and are worth a lot of points as well.

Final Thoughts

For a 407-turn battle, this is actually designed very well. Sure, it is long, but the action should be interesting and strategic options enough to keep it moving. If you have a gaming partner you really want to spend a year playing against, try this one!

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