
00b - Hist Seven Pines May 31 - June 1

Why Should You Play This Scenario?
Johnston vs. McClellan. Not exactly the most exciting pair of generals to cross swords in the Civil War. Nonetheless, this is an amusing battle in some ways. While not a classic battle like Gettysburg or Shiloh, it is worth playing. There are numerous challenges for both sides and the victory conditions make it difficult for either to achieve a victory unless their opponent makes some critical mistakes. Whether attacking or defending (because this could go either way) the scenario does make you think.

Infantry Summary
Both armies are large in 1862. Nearly all of the regiments contain 500+ men and the brigades are equally as large. Especially when you compare them to the later battles in the war. But finding quality infantry units at Seven Pines is almost impossible. Combined, the two armies have fewer than 5,000 high-quality men. Command and control will be equally difficult for both sides in this battle.


No Advantage

Cavalry Summary
The Confederates have laughably few cavalrymen available for this battle. I guess the positive thing is that cavalry isn't very useful in this scenario anyways. Still, I'd have liked to have at least a few regiments to work with in this battle. I have to give the edge here to the Yankees since they at least have some men to work with.


Advantage

Artillery Summary
While the Confederates have more guns on the field, most are fixed in place. The Federals have more movable pieces of better quality, and with more ammunition, than do the Rebels in this fight. We have twice as many batteries to move on the map at least and that is important. I will call this "even" as a result. But I do lean towards saying the Federals have an edge over us.


No Advantage


Both sides have plenty of ammunition for a one-day battle. No reason to hold your fire.


No Advantage
There are a lot of future great generals in this battle. Most are serving as brigadiers or even colonels in the two armies. Many of those generals holding high positions here wouldn't hold them for long. Poor quality all around.


No Advantage
Setup
Seven Pines is an odd battle. The scenario begins at midnight and thus forces the sides (especially the Rebel side) to choose between maneuvering closer to the enemy in the darkness and increasing their fatigue, or resting for the night and moving at dawn. Large forces are left fixed in place for the battle for both sides.
The biggest annoyance for the Rebels are the eight artillery pieces emplaced at Chaffin's Bluff along the James River. These guns are basically unprotected and facing the wrong way. A smart Federal opponent needs to send just a brigade to capture them and gain the associated points for doing so.

Setup Summary
While I like the Union setup more, I don't think it really favors them enough to declare they have an advantage here. The battle begins as a Draw which allows both sides the option of attacking or defending. If both choose to defend (which does happen), it will be a dull game and end without any action.


No Advantage

The two sides here are relatively even and the setup doesn't much favor anyone. So you might be thinking this is a solid battle. But it isn't. The battlefield restricts movement for various reasons and makes attacking very difficult. Swamps are plentiful and enemy abatis and breastworks are liberally sprinkled around. A successful attack here against McClellan is possible but it is very risky and more likely to fail than succeed.
Three Tips
1) Abatis are Dangerous
The Union lines around Seven Pines are protected by lines of abatis. This will make any attack more costly as the abatis automatically disrupt units as they pass through it (unless along a road and in column). Any enemy fire taken while in an abatis is increased by 20% by the game engine.
2) Commit to your Plan.
Whatever your plan is - commit to it. Seven Pines is usually determined early on and so acting decisively is key. If you choose to defend and not attack McClelland, that's fine. Build breastworks and see if the Yankees feel like attacking you instead. If you choose to attack, pick your line of attack carefully. If you attack straight ahead for Seven Pines you will run into lines of enemy held breastworks protected by abatis. If you move to strike them from the north, the Second Corps will hit your flank and rear once released. If you strike them from the south, you must contend with horrible terrain, swamps, and creeks. Choose a plan at the start and follow through with it. The lack of interior lines will make it impossible to switch plans (especially offensive ones) once they are started.
3) Green Troops Run
This battle is unusual for us Rebs in that our army is not superior to the Federal army by any appreciable margin. This means the probability of routs is higher than you will encounter than in nearly any other major battle in the WDS games. Be prepared for more routs and disruptions than usual. The Federal army will have a difficult time with this as well. If you can begin to rout and panic them, you may achieve another Bull Run.
Final Thoughts
This battle isn't exactly a "classic" battle in the WDS series, but it can be fun and challenging. Don't attack into the teeth of the enemy defenses though and expect to walk away with a victory. Any offensive plans should be well thought out and considered before moving forward. Striking them from multiple angles is wise as well. Good luck!