American Civil War
First game - Chickamauga
We played our first face-to-face game of Rebel Fury last night (Chickamauga) and both enjoyed the playing experience very much. I have not followed the Q&A over at BoardGamegeek and found that the rule book answered everything that I wanted to know - so errat free rules, who would have thought!
I particularly liked that the rules follow the sequence of play, so for starting out as a newbie, it is very easy to follow what needs to be done next, just by working through the rules along with the sequence of play.
We really liked the ‘approach to battle’ aspect of the game. This is primarily a game of manoeuvre, with a need for one to manoeuvre better than the other.
It seems that the player that has achieved a few key positions is best to then pass to try and close down the enemy manoeuvre opportunity - as long as you have moved to do some key things you wanted to do, then that is fine. It also seems an important tactic to advance into contact in some places quite early, so locking down enemy units.
The combat is of course brutal ……. often for the attacker :-) but we started to find ways and places of trying to get as many advantages as possible before attacking and especially to avoid attacking in those places that looked risky to the attacker.
I didn’t see water crossing costs in time as an issue, they are important terrain features and in the time frame / scale that we are playing, this is a full division trying to do something in half a day. I also thought the brutal combat was realistic (harsh but realistic) as again representing half a day of action, my limited knowledge of the period is that formations would basically attack until they burned out and that very often could be measured in around 3 - 4 hours or so of sustained fighting - so frustrating but realistic.
Overall, our experience will have us coming back to the system, hopefully repeatedly. We need to get better at what we did, for example we both used artillery at the same rate, until it ran out and we need to think about that a bit more and we probably made more attacks than we should have without maximising our positions first. We should also have given a bit more thought to developing manoeuvre and attacks against the enemy flanks, rather than trying to break the centre.
Definitely a ‘thinking’ game that fully involves the two players throughout. I think there is an art to knowing when to pass for best effect on the enemy and also to know when a unit is likely to be already disadvantaged in combat and perhaps save your artillery rather than waste ammo on that that particular situation.
For the record, the CSA could have won on casualty points - 12 points to zero, but in any case they won on the strategic objective by pressurising the Union line to fall back so that a lower lateral route (costing few hexes to traverse) from entry hex to city could be gained.
Epic scale artillery
This was part of a small action in the early part of the Epic ACW project, when most of he figures were still unpainted and patiently awaiting their of a ‘lick of the brush’.
Here, the two markers are showing disorder because the guns have moved over rough ground.
I think the rough ground mat was produced by MiG. I have mounted it onto thick plasticard.
A campaign game
In the menu on the left, there is a tab called 'Grayville Campaign 1863. This will detail the progress of a home brew ficticious campaign that I will be working through using my Epic ACW figures on a table that will be 4' x 4' or smaller and my own rules.
The inspiration for the game comes from the Charles Grant book 'Programmed Wargame Scenarios', which has a chapter on campaigns, covering two different campaign styles.
This is using the gridded version and will be an action that will likely cover around three days of fighting, with each day being split into Morning, Early Afternoon and Late Afternoon campaign turns.
Each side is represented by a division with the Union having a numerical advantage of 3:2, though initially the Confederate forces are dispersed so some early contacts will have higher combat ratios than that.
I will be using some of the 'programmed' instructions from the book for Confederate dispositions and responses and since these are driven by die rolls, the whole thing should remain quite fresh considering I have planned it all out and I am hoping that after afirst playing, some refinement will allow the campaign some re-playability.
Latest Brigade Battles of the Civil War
At last the Gettysburg game hits these UK shores. This looks a meaty package with its two mounted maps boards giving it the largest footprint in the series so far.
There are six scenarios;
The first day
The second day
The fight for the flanks
The third day
The fourth day
The full battle of Gettysburg
With the new version 1.4 rules and some new admin counters that these rules introduce, there is much to explore here.
Edit to the above
I have now played the 1st day scenario and it was very enjoyable. The designer has added errata that units moving on a road in column do not pay movement penalties for moving up-slope. This ensures that the initial Union reinforcements arrive to support Buford’s cavalry in accordance with the historical timetable.
A point that for me remains unresolved is the fact that Heth can use all four of his brigades from the very outset. Historically, he was quite tardy in that he sent just two brigades up front and the other two were kept too far back, so that they could not lend support.
By not preventing all four brigades being initially used, the average wargamer will of course use them and this puts Buford under more pressure than was historically the case and causes the morning battles to be fought further back than was the case. Regardless, it just allows Heth to perform better than he did historically.
By the end of my day 1, the Union had managed to withdraw into positions that nicely lined up with the historical close of day positions i.e.The Fish Hook.
Casualties were pretty even at around 6000 men for each side, but the Union still held Culp’s Hill and Cemetery Ridge, so a minor victory is awarded to them.
Johnson’s Division (Confederate) is marching down towards Spanglers Woods, intent on stretching the Union line so as to protect their flank. For the Union, it will be ‘Day 2’ reinforcements that will / may save the day.