After a hiatus of 2 weeks (family holidays), another turn in the game ... Turn 5.
The Confederates continue their attack on their right flank towards the cemetery.
Meanwhile, the Confederate centre artillery battery is aiming their fire at the Union unit defending the cemetery. A good roll, forcing the unit to take a morale test next turn.
The cavalry melee on the Confederate left flank (Union right) is continuing. An excellent result for the Confederates, showing how brutal the SCRUD system can be. Dice are compared one by one, highest in a pair is a hit, and unpaired dice hit on 6+.
An overview as seen from the Confederate side.
And another overview.
The Union unit defending the cemetery, and which took some artillery hits, has to retreat 2 hexes because of its morale check.
The centre Union line is re-organizing, with the Union cavalry right being in a weak position. These 3 units are still at their starting strength.
Another view of the Union left flank.
So far, the game is going well. I am mainly testing out the rewritten morale rules. They used to be very brutal, reducing units that had already taken some hits very quickly to rubble. I made them more 'gentle', thereby allowing units to stay longer in the game.
Another minor change involve the charge rules. I was possible before that a charging units could not reach its intended target. Now they always do, but any additional hex the need above their rolled-for movement range results in one less dice in the ensuing combat.