Even More Drive on Washington – GBACW

Completed Turns 9 and 10 for Drive on Washington.

The Confederates have finally crossed the “Discovered” ford in strength. One of Gordon’s Regiments attempts to pin Truex’s Union division, while the remainder attempt to flank Truex to the south, opening the way to Washington DC. Maruading Rebel cavalry charges a limbered Union artillery battery but, implausibly, fails and is locked in melee. The belagured artillerymen are saved by a timely charge by one of Truex’s brigades and the Southern cavalry retreats. Truex’s division begins a fighting withdrawl to the southeast in an attempt to thwart Gordon’s envelopment.

At the Railroad Bridge, Ramseur’s division begins a prolonged firefight with Rickett’s Union division. Further north, Rodes attack against Tyler’s Federals fails and Clendon’s outnumbered Union cavalry shatters Grimes’ brigade’s charge across the southernmost ford.

The Southern attacks aimed at the two northern fords and the Railroad Bridge have stalled, and their is little prospect for success.

While Gordon’s division has pushed Truex’s division back towards Washington, they running out of time.

In Drive on Washington, victory points are assigned not only for units destroyed or captured, but also for the number of Confederate units that can exit the map on the two roads leading to Washington DC. The number of factors that exit the map are multiplied by a factor based on how early in the game this occurs. The best chance for a decisive Confederate victory is to exit the map prior to the beginning of Turn 12, so the next two turns are critical.

Turn 9: Gordon Pins Truex and Begins Flanking March
Turn 9: Gordon Pins Truex and Begins Flanking March
Turn 9: Rodes' Attacks At The Northern Fords Stall
Turn 9: Rodes’ Attacks At The Northern Fords Stall
Turn 10: Truex Begins A Fighting Withdrawl Towards The Washington Pike. Firefight at The Railroad Bridge Continues
Turn 10: Truex Begins A Fighting Withdrawl Towards The Washington Pike. Firefight at The Railroad Bridge Continues
Turn 10: Rodes Cannot Make Against Tyler or Clendon
Turn 10: Rodes Cannot Make Headway Against Tyler or Clendon

 

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