Wednesday, 5 July 2023

A successful trial

 Yesterday we tried these out for the first time-


Our initial impressions were they provided an enjoyable game and well rewarded P’s efforts of producing dice stands ( to mark attrition for each unit.) with an elegant combination of magnetic sheet and dice frames.

The colour of the dice indicated the troop quality- red for veteran and blue for experienced. Brigade and higher commanders have white dice to show their competence. Green indicates raw units. Each level starts with a different number on the dice.
Union troops advancing….

The fight near the corn field. No casualties are removed but losers lose attrition points from the dice and may have to give ground too.


When the attrition level of the unit is reduced to zero it leaves the field. Commanders can give attrition points back to units to help steady them. 

All in all an enjoyable day’s gaming without constant flicking through rules or searching for that vital rule hidden in a mass of text and photos. We will certainly use them again.

12 comments:

  1. This looks and feels very different to many of your posts. I hope the sons of the south gave the blue bellies a black eye.
    Stephen

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    1. I was intrigued but your first sentence, tell me more.
      Honours were even at end of play .
      Alan Tradgardland

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  2. Now that sounds a successful set of rules! Sounds similar to the rules that Jon of the Palouse Wargaming Journal has been using for his ACW games.
    Chris/Nundanket

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    1. A new sort of game for us but a successful one. Interesting Jon is using something similar.
      Alan Tradgardland

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  3. I've read but not played them. One of a number of sets that resolve combat via morale tests, a mechanism that appeals to me as it avoids the usual two step 'work out casualties and then test morale'.

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    1. I like lots of dice throwing but this was a very pleasant change. The dice markers were not visually intrusive and I liked not removing figures, a new departure for me. It was nice not having to constantly ask my host which were veteran and the like.
      Alan Tradgardland

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  4. Sounds similar (but not exactly the same) as the "house" rules we use - there is still firing and melee but instead of starting with X on a dice, all units start fresh and they build up from 1-6 attrition points - 1-3 the markers are white, 4 and 5 are yellow = shaken and 6 is red. If you roll low for activation when on 6, the unit "pops" and leaves the table. You can drop from 4 down to 3 etc, by letting the unit sit still and do nothing for an entire turn, but you can never get them back to zero. A whole brigade can disappear if, for example, you have four units, one on 6 two on 5 and the last on 3 - and then roll a really poor brigade activation.....

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  5. Interesting ideas you have there . Sounds like they would give a good game.
    Alan Tradgardland

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  6. Many of your posts relish unusual settings and are small affairs of outposts. This seems more a mainstream period and towards a battle size encounter.
    Stephen

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  7. The big table is at my friends and we play big games there. I have either the former potting bench or dining room table options here. I have been interested in ACW for years, ever since my father bought me the ACW Almark book as a surprise gift all those years ago. I have ACW in 20mm . I do enjoy the non mainstream but do mainstream big battles in ACW, Ancients and Renaissance. Big battles are terrific fun but you can’t beat a wee solo game.
    Alan Tradgardland

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  8. p.s played a lot of “Johnny Reb “ in 15mm whilst at university. My “stag” event was a big “ Johnny Reb “ game played where I was living at the time.
    Alan Tradgardland

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