BI01 - Antietam, Maryland - September 17, 1862
September 17, 1862
Having gained a victory at Second Bull Run, Lee struck north toward Maryland. This would enable him to keep the initiative, supply his army from the rich farmlands, and keep the campaign out of Confederate territory.
McClellan had over 70,000 troops in the farmland around Sharpsburg. They would greatly outnumber Lee’s army of 35,000. McClellan deployed three corps on his right, another was to engage the Confederates on his left, while two others covered the center and formed the reserve. Lee deployed Jackson on his left flank, with Longstreet covering the center and right flank.
Lee hoped to be supported by A. P. Hill’s division marching up from Harper’s Ferry.
The attacks against the Confederate left flank were poorly coordinated. The fighting in the woods and cornfields around Dunker Church was particularly bloody. Casualties had also been heavy along the line of the sunken road, dubbed “Bloody Lane” by those who fought there. On the Confederate right flank, Burnside finally moved forward. At the height of this crisis, Hill’s division arrived and crashed into Burnside’s formation and forced him to retreat.
With Lee’s left and center sorely punished, McClellan had an opportunity to destroy Lee’s army. McClellan, despite having two fresh corps, chose not to attack further. The following day, Lee’s army remained in place, but McClellan was not inclined to renew the fighting, and Lee was able to withdraw his army across the Potomac. While seen as a Union victory, McClellan had failed to destroy Lee’s army
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
George B. McClellan
8 Command cards
Robert E. Lee
10 Command cards
• The fence tiles in the center section represent the sunken road. A unit battling across a fence hexside reduces its battle dice by 2.
• Antietam Creek is impassable, except at the bridge hex.
Modified Epic Rules
1. You may play one ARMY card or 1-3 field cards.
2. Counter Attack may be counter an played ARMY or Field card of your opponent.
3. Some field cards, which allows you order units in 2 or 3 sections, counts as 2 or 3 played cards.
These cards are noticed as Field 2 or Field 3 cards.
4. Each section may get only a field card.
5. After turn, you may draw 2 cards (observe hand limit)
6. If you play at least one Scout card, you may draw 3 cards and keep 2 (observe limit of hands)
7. A field commanders, which get no card, are allowed to make a INI roll. Roll one die and order a unit, which symbol is shown. A flag forces one of your units to retreat. If a XSW is rolled, one unit loose one figure.
Modified Tactic Cards:
- Assault: up to 6 units in section
- Force March: up to 6 units in section
- Rally: Roll 1 die for each command card you hold (including the played rally).
For all symbols, a block of this unit symbol is recovered, in any/different section(s).