I will add a little bit, since Ken Jones has done a great job answering many of your issues. As well as Ken and John Ferry's great knowledge of the campaign, I am also a military historian, and I have walked and studied most of the ground of the campaign (say most because you cannot get to all of it, but I have walked as much as humanly possible without getting a divorce). The player testers went round and round working to make it as historically accurate as possible, while making it playable as well. We had a lot of great sessions arguing over streams, roads, bridges, terrain, etc...as well as unit quality and commanders.
I understand Digger's reservations, but believe me, and having played him and gotten beaten in an Atlanta campaign scenario I worked on, there is plenty of opportunities on the bigger maps of the US fixing with part of his Army and maneuvering with the rest to gain flanks and rear areas. A quality US player will have a lot of fun with Overland as will a CS player.
In regard to the A morale status of many CS units, and please believe me I am unbiased even though I belong in the CS Army. This is actually quite accurate.
Why?
First, the Army of Potomac received almost 50% of its numbers by May 1, 1864 were new units or replacements (drafts). There were also many new regiments, that had untried quality in leadership and cohesion.
Second, despite the presence of Grant, the Army of Potomac culture still reflected that of McClellan and actually remained so until the pursuit to Appomattox. Grant and others around him would complain of this continually in May and June. Little Mac developed a risk averse Army, and even though the players of the game represent the army commander, which filters down to regiments, there still has to be a representation of the quality of the new and inexperienced people as well as the culture of risk aversion. Add to this the IX Corps, not only was Burnside a lackluster commander, but his four division commanders were average at best, and poor overall.
The exception to these issues are the US Cavalry Corps and US Artillery.
In regards to the US Cavalry Corps, not only Sheridan, but the corps had the most aggressive, and in most cases the youngest commanders all the way down to brigade and regimental level. I contend that this corps became by mid summer 64 one of the finest units in US Army history: Aggressive and innovative commanders, well equipped with the latest weapons, as well as highly motivated and confident soldiers. The other exception is also the overall high quality of US Artillery, also reflected in morale and quality.
Third and finally, is moving through enemy country and fighting in one's own backyard. This always has an impact on morale and fighting effectiveness (confidence of junior leaders knowing the ground-how to get somewhere with little trouble).
Even with this, there are plenty of quality US units that always hold everything together in tough games.
John and I also played the campaign game around 350 or so turns. Both players have to think long term. It is a great opportunity, with the additional rules John has provided makes it playable. I really enjoyed it. I wish we could do something with the Atlanta campaign as well. As you all know, PBEM enables us to play a turn a day or even less, and keep the game going since we don't have to set up maps in a spare bedroom with dogs, kids and wife out to destroy it).
Trenches and breastworks (we had a great discussion on this a year or so ago in this forum). As the war went on in 64, the Soldiers began building traverses as well as alternate works providing protection in all directions. The works of 64 resemble the West Front in World War I with abatis in the place of barbed wire (at Drewey's Bluff Butlers troops used telegraph wire strung between chopped trees).
What is interesting is to walk the trenches built during Wilderness (May 5-6) through Spotslvania (May 8-18), at North Anna (May 21-24) and through Cold Harbor (June 1-12), the progressively evolve. The best trenches in existance today are at N. Anna park in Hanover Country, take the I-95 exit just south of N. Anna River where you go to King's Dominion Amusement Park. You see where the ANV built trench sections by company (of varying lengths all over the place with bunkers for commanders, ammo depots, and alternate positions).
I hope I can assist John and Ken in answering any questions.
Thanks, and have fun, Don
_________________ Your Obediant Servant,
Donald Vandergriff Brigadier General, CSA Commanding 7th Brigade Army of Mississippi
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