Game-Date: August 3rd, 1858 Library - Strategy and Tactics World-Date: September 9th, 2003
"sabine crossroads can't be won"
and man was not meant to travel in the air
The second summer Sparring Game has just finished, in which the Mason Dixon Line Team (MDL) had been assigned to play the CSA at Sabine. And won. When game assignments were announced, a virtual groan could be heard from MDL members around the globe. Rumor was that the South never has, and never will, win that scenario. When Team Captain Steve Mathena asked for a volunteer tactical commander, I was the last member to step back from our parade-dress review line, and the honor fell at my feet. This scenario had two victory conditions (VC): 1) holding the JS on Turn 6,
 
or 2) inflicting twice as  many casualties on the enemy as had been inflicted on oneself. I selected the first condition, going for the JS, because that is what I had seen in my prior CWOL military career (EOC and the first Spar this summer) and I did not think the South could inflict such heavy casualties on the North. I prepared a nine color, three page strategic plan (as much as 6 turns can be strategic) involving sweeping cavalry actions (shotguns and all), feints in and out of woods, and massive forced night marches. Team members outside of the US began disparaging US football game plays and everyone made fun of my use of pink. The team gently advised me that large Yankee reinforcements late in the game would guarantee that the JS could not be successfully approached, let alone held. Anticipating a molasses defense in the West and South, I thought we could slide around it to the East and called the campaign "No Time Fo’ No Mo’ Molasses". Several rounds of analysis and discussion later I understood that the Molasses would be just too sticky to slip past. The No Time Fo’ No Mo’ Molasses plan is shown below, and the original balloon photograph is laminated, framed in brushed bronze, and hanging in my Mom’s kitchen.

Discredited "No Time Fo’ No Mo’ Molasses" Battle Plan for
Sabine Crossroads {{map 1 }

I began meditating on VC #2, the 2:1 casualty ratio. The highlights of the Union position we saw are: 1) column 15 - 16 being a stack some 12 rows high that formed their Western front, 2) row 12 manned by regiments in columns 18-21, 3) woods and one sentinel cavalry unit in lower rows from columns 23 - 30, and nothing visible in the East other than hills, some woods, and the JS at 6-30. The vast majority of our forces were in the far West, with a few infantry, artillery and cavalry regiments South of the central woods. Thus was born campaign "Pick ‘n’ Save" - several turns of penetration, blending into several turns of annihilation of isolated Union units, closing with careful retreats (a.k.a. SYA) to reduce our own losses. We would try to penetrate two irregularities in the Union line in the West while pushing through the central woods to isolate the enemy forces in their West and Southwest. Graeme Cook would go head to head with cavalry (swinging his shotguns), Mark Lawyer would engage the main Yank infantry, two Jims (Chafield and Voege) would force their way into tiny cracks (that’s why we needed 2 slim Jims) in the Yank Southwest, Ian Caine would push the crack to the West of the woods, Uncle Buck (yours truly) and Poppin’ Rhett Butler would flush the woods, and Steven Mathena would "be ready". This would be assisted by an Eagle threatening a large attack toward the JS in the East to draw off some of the units from the West and to distract the incoming reinforcements. The central attack would also be part rouse, as we would act as if we were heading Northeast toward the JS until we cleared out the enemy expected in the central southern woods, and then swing Northwest to form part of the back door on the Yankee units we were isolating. All hands would then be issued new brooms to sweep clean the debris of the shattered and scattered Union forces. A photograph of the battlefield from a hot air balloon, upon which I marked the initial phase of the proposed plan follows. Right.

Prior to turn 1 (Map 2)

In actuality, this plan worked, and it almost worked as we had envisioned it! By Turn 5, 7 Union regiments had been suckered over to the far East chasing the wild Eagle, several  regiments had been eliminated or surrendered due to fatigue in the West, and 5 other regiments were complete-ly surrounded by Hollerin’ Rebels. A balloon photograph of the  battlefield after Turn  5 follows. We actually were doing so well that we did not need to implement (let alone think up) the Save Our Asses phase of the campaign. The final casualty ratio was almost 2.5:1.

"Pick ‘n’ Save" Plan for Turn 6 at Sabine Crossroads { map 3 }

How was this accomp-lished? On the ground there were a few particularly fortuitous events: 1) several turns of excellent artillery fire early on, 2) several regiments of Yanks in the South central woods walking into our forces heading into the same woods, and 3) an egregious loss of command suffered by many Yankee units on Turn 3. Not all was rosy, of course. Two repeated frustrations were lack of artillery access to targets late in the game and insufficient attention paid to infantry regiment weapons, so that smoothbores often blocked rifles from target access. That first problem fell like a lead ball on a new graduate, Rocket Rick Wollmaker, who we added to the Team at the end of the most recent EOC. On a higher level, this victory was possible because of the camaraderie and communications within the MDL Team. We are a mixture of novices and veterans, all of whom took part in plan and move review and discussion. This allowed us to have well thought out and well executed moves, which were our real key to victory. As a novice tac/com I particularly benefited from the attitude, now adopted in the UPP platform, of giving everyone a chance to participate fully.

Submitted by
David Aronow
Hosted by www.Geocities.ws

1