Not lacking in Dash, Penders' brigade and a half advances in accordance with orders. The Alabama Volunteers peel off to the left to mask the woods, whilst the Texas Infantry and the 6th VA along with the half-battery advance, the former directly upon the village, the latter to the northernmost edge of Twin Peaks in order to dominate the village.
The Union Regiments in obedience to their instructions from Gen'l Guildenstern form up in column, the 6th US Infantry southing it around Sandy Hill, whilst the Maine Regiment norths it. The gun mounts. 18th West Virginia goes into open order preparatory to entering the Wood.
Sigh. The advance continues from the Confederate side.
Ditto from the Union side. NOTE: I was considering double moves from here to speed matters along!
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Move the third - the Alabama Vols enter the wood, note that they have decided skirmish order is best.
The Confederate gun can just draw a line of sight to the 6th US Infantry and fires at long range. The shot goes astray. The Union gun replies with a shot at the Texians, taking down one man.
The infantry in the woods open upon each other at long range the Maine Regiment suffering 5 casualties and the Alabama Volunteers three in reply.
High drama in the woods. |
The sad outcome. |
On the other side of that gory field the advance continues. The Union Artillery shave another pair of casualties from the Texians whilst the Confederate gunners perhaps should have spent less time in the saloon and more on the firing range.
On the fifth move, the 6th US Infantry occupy the village and prepare to hold out.
Meanwhile the Union Gunners realise their peril. Rattled, they swing their gun about and fire an ineffective shot off against the advancing Alabama Volunteers.
A furious exchange of musketry around the Village smashes the Texans - 16 casualties are suffered in return for four inflicted and they reel back in panicked flight. Sadly though, the 6th US Infantry suffer a further 11 casualties from the 6th Virginia and the Rebel Gun and are themselves forced to retire.
Rebs in the trees |
13 comments:
A brisk little action - one that could go either way. I recall playing this as a club ACW game some 25 years ago, my Confederates coming on the hill end. Unfortunately, I allowed the Union some repeating carbines or breechloading rifles in units slightly weaker in number. Result? The CSA came a distant second...
Excellent scenario for a first encounter in a campaign.
Cheers,
Ion
I've just noticed the header. It's been a bit of a while!
Yes indeed! 16 months or so!
Greg
Splendid looking game,I look forward to more...
Welcome back! Excellent little report by the way.
Very interesting report and a really nice old School setup. Thank you for sharing it with us.
Have the rules worked well?
Regards, Cesar.
At last! But worth waiting for. The figures & terrain & game have come together just the way I've pictured it since you started.
Excellent set up and report
Did you use your ACW version of the War Game rules?
Thanks for all the kind comments gents.
The rules were the "Easy-Peasy" ones linked at the top of the page. Musketry is a wa-a-a-y too deadly, I think for realism, but I think that suits bloodthirsty little boys. I may do a version of the rules for grown-up boys as well.
Had a look at the Easy-Peasy rule set. Good, simple, and Old School. In my view, a good place to start: you can add bits if you need them; nothing needs to be taken away.
Cheers,
Ion
Thanks Ion, I'll keep fiddling to decrease the deadliness of the musketry and to try to add more of the ACW flavour!.
Best,
Greg
Very nice and simple rules.
Might try these out on my six year old.
To cut down loses from firing you or use one dice per two figures.
Is the melee also too bloody ?
One question what is the advantage of being in open order ?
Cheers
Hello Mark,
Please be my guest!
I was starting to think on the lines of throwing one dice per group of figures (to hit) and then dicing for casualties (roll a d6 - 3? Ok, remove three casualties!). Still too deadly - I may have to check what the Don or the Brig. say.
The melee is pretty damn' bloody. More or less based on TSatF but without the pushbacks. I think you'd recover most of them in a campaign context as the injuries would in "reality" be slight. Perhaps half of them could be just counted as "knock-downs".
Ooops. I forgot about open order - 1, you move faster (20 cm) and 2, you take less casualties from gunfire; -1 per each firing figure.
Hope that helps,
Greg
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