Tuesday, June 17, 2025

General Standing's Brigade

After last week's ACW game, I decided to fill out the ranks.  I've settled on brigade units with 3 regiments/battalions (in case I want to do a smaller game, or if a scenario requires breaking down the brigade to individual regiments, etc).  Each side will have 2 Divisions of 3 brigades each and more guns than they should.  I haven't counted the available cavalry yet but certainly enough for each army to have two small cavalry brigades as well as having as more guns than brigades,

Each battalion has 3 stands including a colour, with 3 battalions in the brigade. (Any resemblance to the organization in Lawford&Young's Charge! is due to good memories.)  I had 6 stands of Yankees at attention but had to go scrabbling through various drawers and boxes but managed to get enough figures for the extra 3 stands, even if the new battalion consisted of more grey plastic figures then blue ones and has an extra officer. Once painted they work. I even managed to find 3 flags, all different sizes but..........

There is one last Union regiment on my painting table. Kinch's Zouave regiment, led by Irish Colonel. 

The real issue at the moment is whether I should play another ACW game before putting them away, or play whichever of my active collections has been longest on the shelf, or the period/collection that is most requested. (requests may be made in a comment on the blog or by email: rmacfa@gmail.com

Friday, June 6, 2025

Battle of Blue Creek

At last! The game has been played to a conclusion. The scenario was an encounter with both armies marching to cross the Blue Creek while preventing the enemy from doing the same. There was one bridge on the main road but also two fords on side roads. Each army wanted to force a crossing while preventing the enemy from doing the same.   

Artillery Duel, from the loser's POV. 

Being a recreational game rather than a recreation of an historical event, both sides had equal forces with 'standard' units. I use a deck of cards to determine by colour, who will act first that turn. The size of the deck controls the length of the game. I usual play 15 turns but I bumped it up to 20 for this game.

About 1/2 way through the game, the bridge is still contested but the Rebs have pushed infantry over the fords and on the far side, have also had a small cavalry brigade across the road. 


Fairly early in the battle, an aggressive Rebel Brigadier pushed a regiment over the Western ford. Due in part to the excellent shooting of Yankee artillery, reinforcements didn't manage to come up in time and a full brigade pushed the Rebs back over the creek. 


On the eastern flank, the Rebs managed to push back a screen of dismounted cavalry and seize the ford with cavalry backed by a brigade of infantry. Since there was little room in the bridgehead, the Brigadier had massed his artillery on the far side of the hill with orders to harass or stop reinforcements.
(
see 1st picture


The battle raged late into the day. Neither side would gamble sending a narrow column over the bridge.
On the Western flank a Yankee counter attack forced the Reb bridgehead to be withdrawn. Firing continued late into the afternoon but neither side had the strength to carry the ford and reinforce it. 
However, the Rebs had a solid bridgehead on their right, though there were no reserves coming, and Yankee guns had nearly silenced the rebel artillery on that flank. 


With a fresh Yankee brigade backing them up as a reserve, and the sun sinking, the order was given to the weary Blue defenders to fix bayonets, fire one good volley and then drive the Rebels back over the river.  (Well, it worked for the 20th Maine...The Rebs must have been weary themselves and shaken by their losses, because they broke and ran. As the Federal troops advanced, they were able to cross the ford unopposed, cavalry first and secured the road on the other side. With the Yankees reserve (the only remaining fresh brigade on the field) marching to cross over the ford, there was nothing for the Rebels to  do but to retreat before they got cut off.  

Well, it was one battle, not the end of the campaign and the rules need another test. The next ACW game will probably be next week, not next year. 


Wednesday, June 4, 2025

Behind The Scenes (updated)

Despite a mix of household duties, looking after my health, and taking time to write a new set of rules with a very different approach, I have managed to play about 1/2 the scenario. The reorganization and rules are feeling solid enough, and the play is satisfying my personal likes and goals well enough. In summary, so far its working and is giving me hope!

The battle is engaged across the table (and across the river in at least 2 spots.)

In the meantime, its been 15 years since I rescued the remains of an aborted solo 1/72nd ACW collection that I had started after getting my first paying job after resigning my commission (1981). A few months later I reconnected with some friends and 15mm and 25mm metal were the order of the day again and the little plastic guys retired to a spares bin. When we bought our retirement house in the country in 2005, I had a friend not too far away who was into 1/72nd plastic and was starting an ACW collection. Being a pack rat, I still had those 30yr old veterans and brought them back into service and started to add reinforcements. (see 1st ACW blog post here)

   

One of these is too little, one too big and one is jusssst right.
(picture from 2010 post

Anyway, when I got back to the game after a break of a day or so, the early approaches had been made and the armies were about to engage across the table. With movement done I commenced shooting, 1 die per stand. It only took a few minutes to soak in that now the armies were engaged, it would soon be my duty to roll 6 dice for each of the 6 infantry brigades on each side plus 2 dice for each gun and then the cavalry. Depending on the situation, I'd have to roll up to some 60-80 dice every turn once the fighting got serious. I'd have to pay myself to do that! As well, the game would last who knows how long? That's when I stopped and moved over to the drawing board (so to speak).

A 2012 ACW game with a friend.(see blogpost)
(hmm, I think most of the room is a bit tidier now...sort of...the 6'x8' table is now 5'x5' and I don't really miss the extra sq footage) 
The little white house on the table (on the viewers left,) represented my house, which had been built by then.
The house by the river is where the stream flows into the Kennetcook river just before it flows into the Avon river. (The owner of that house and my 2nd closest neighbour, a km away, was a good person, a retired naval officer who had attended the same military college as me, but 20 years before me! How's that for a coincidence? 

Anyway, rather than trying to chase the latest glossy games, I went back to Lawford&Young and Featherstone for inspiration, along with other quick play sets including the One Hour Wargame which rules, I confess, I had initially poopooed at first sight (sorry) although the cut down scenarios have been useful. 

The result was retreating from 6 stand Brigade units to fall back on my old 3 stand regiments with 1d per regiment with the score on 1 die equaling the #of hits inflicted on the enemy (with 1/2 effect at  long range and cover etc). Again streamlining, I went back through the archives and resumed the practice of rolling to see how many formations the General can order each turn. (yes with recognition to wrg/dba) With that bit of 'friction' and the simpler rules, after 6 quick turns, the game is now playing smoothly but with tension and moments of triumph and disaster and some clear decisions to made by the "general" ("Only 2 orders this turn? hmmm who to activate"...).

Ant that brings this post to a close. The game will continue tomorrow....or the day after.....or..well soon! 

Sunday, June 1, 2025

Another Start

 I hate it when this happens, but its for my greater good. 

Two or three turns were enough to click buttons in my brain as to why the ACW boys haven't been getting out. Sad as it may seem, I'm just don't enjoy big battles seen from a far with brigade units with no history, stories or personality. I do like simple and fast these days and so I "tweaked" the one page rules with much thought and a little bit of testing. It means, smaller actions, perhaps parts of bigger battles or just my comfortable, generic, 'scenarios'. 

One of the satisfying retreats was breaking up my 6 stand brigades and letting my 3 stand regiments once again be individual units. These are again grouped into 2-4 regiments under a Brigadier.  I stripped the rules even more in order to speed play. Then I started again. 

So far, so good.

Tomorrow I "should" be able to finish the last 3/4 of the game in an hour(-ish) and start writing down Generals' names for consistency in narration.