With our gaming buddy Julian back from an extended European tour - two and a half months I think - we saw a very welcome return to end of the working week gaming at his gaff. This week, it was back to The Devil to Pay ACW (the BEST CW!) rules, with two players per side. Julian set up a fictitious encounter during Shermans "Overland Campaign" of 1864, which included the two-day Battle of the Wilderness. Three Union Brigades, commanded by Julian and Rick, were attacking a strategic hamlet defended by two Confederate Brigades (John and I)
All figures terrain and the substandard dice(!) were provided by our host.
Initial layout - Union at the top, Rebs at the bottom
Johns boys in the woods to the right of the hamlet
The Zouaves on both sides (red kepis) were elite, everyone else was bog standard.
A brigade of Billy Yanks advancing through the close country
Two Reb units moved into the central woods to dispute passage with the advancing Yankees.
The Zouaves held the line against an entire Yankee brigade, supported by a battery of artillery.
Blue bellies advancing
The centre was somewhat congested, and Julian has some challenges getting his two to one advantage to tell. Note the Union Zouaves to the rear, in disordered state, having been driven back by Confederate musketry - elite my ass!
Meanwhile, Rick moved to the extreme left flank of the Union advance.
Volleys were exchanged in the central woods as the grey and blue lines got within 6" of each other.
The Reb left was held by two regiments ensconced in a friendly wood, from which they rained down musketry on the advancing Yanks.
And "POP!" my artillery battery was gone - the guns seem very brittle in these rules, but it affects both sides equally so I am ok with it.
Having suffered considerable casualties at the hands of the Rebs, both Union Zouave units chose to "skedaddle" (read "voluntary rout!") and can be seen to the very rear of Julian's position above. This was the high point of for the Rebel cause - in quick succession, I destroyed two units of Julian's Yanks, while John did the same to one of Ricks battalions.
The position on the Rebs right flank (John) - the blue unit on the road is about to be eviscerated!
The Union advance on the right falnk....where did they all go??
In the centre, a Reb unit advanced on the foremost Yank unit in column of attack. Having previously been exposed to a couple of rounds of musketry, the blue bellies were in shaky state, whilst the large (five base) Reb battalion were fresh as a daisy - the result was a combat of 7 D6 (Rebs) to two D6, and you can probably guess how that ended - another Yank battalion was driven back in disorder!
But off to our far right, the Yanks under Rick were ominously getting themselves sorted out......
Despite their significant loses thus far, the Yankees still had sufficient troops to carry on the assault!
Julian's guns redeploy and the Zouaves have recovered from their early fright and are returning to the fray.
A bit of a shambles in the centre, with two of Johns units and one of mine in a shaken state, having been forced to skedaddle by a Union charge in the woods and devastating artillery fire from Ricks guns to our right.
A general overview of the centre of the field - the Yankees are getting mighty close to their goal of controlling the hamlet!
This was where we called the game - a hard fought Union victory! The Union lost three battalions and had several others forced to "skedaddle" through attrition, whilst the Rebs only lost the guns - mine were wiped out and John skedaddled too far with his remaining piece, and it went right off the table! We lost no infantry but had 4 of 8 units in a shaken state milling around in the centre of the table as three or four good order Yankee units were advancing in line, supported by Ricks guns firing down the road from the Reb right flank. Rick also had good order troops in the woods to the bottom right.
A satellite image of the table at the end of the game - I had three units in good order (including the elite Zouaves) to the bottom left - but they were in the wrong place to help save the hamlet from being taken by the Union forces!
Great game, the rules once again provided plenty of "friction" as we like to call it these days, and some slightly better dice rolling at critical points would have helped the Reb cause - I can't remember how many times I rolled 4 D6 need 4 5 or 6 for a hit - and got nothing! We obviously did have our share of good rolls though, as we destroyed 3 Union battalions through fire, whilst they were unable to do the same to our infantry, even with a 3:2 numerical advantage.
Hope you enjoyed the report - if you did - please leave a comment!
Looks like a cracking game
ReplyDeleteCertainly gave us a few hours of entertainment Scotty!
DeleteInteresting game report.
ReplyDeleteI am pleased you found it so, Peter!
Delete“The ACW is the Best CW!” You’re channeling Stew!
ReplyDeleteExcellent report from the front, Keith. I enjoyed that and good to see you fellas back at Julian’s game table.
Thanks Jon - if you can't beat 'em, join 'em, as far as the best CW goes! Yes, it's certainly good to have Jules back in da hood!
DeleteOh, BTW, I would not necessarily agree re the best CW....I have collections of ECW, RCW and SC figures,,but no ACW ...last ACW I had were Airfix plastics circa 1978!
DeleteOutstanding game. The figures and terrain are excellent and the battle hard fought to the end. I will have to look into these rules. They sound good and provide a great game.
ReplyDeleteThanks Mark - yes, have a look at the rules - they are a free download, and work very well for solo games, as each side does the same action at the same time, eg move or shoot - the order in which they do it is all that is defined by the tile (either Union or Confederate fire. move, charge etc.)
DeleteA nice action with good too and fro, I expect Julian, having been away from a table for 2½ months was excited to get back to rolling dice. The game was called (presume due to time) was there much ‘play’ left or was it all a foregone conclusion? I ask just to judge whether the rules had met their limit of size of game that can be done in a single session.
ReplyDeleteThanks Norm - to answer your question, it was a bit of both. It was 1010 and I had a 40-minute journey to get home when we stopped - by the time I actually left, it was probably 1040! However, we were also at a point where it seemed pretty likely the Union would prevail, if we carried on to the bitter end. NOTE we had a break for dinner with Julian's wife mid game that probably used up over an hour of gaming time; so, uninterrupted, the game would have reached this stage in 2-21/2 hours.
DeleteGood to see gaming returning to Chez Jules after his sojourn in Europe. A fine action and nice to see one that was closely fought and could have gone either way. In the rules we play, if you lose your artillery, it's pretty hard to win without their ranged support and whiff of grapeshot too.
ReplyDeleteAs to it being the 'best CW'? Hard to disagree with that, which will make Stew happy for sure;)!
Thanks Steve! One of the idiosyncrasies of these rules is that artillery is both quite weak in effect and pretty brittle. EG a gun rolls 1 D6 + another D6 under 24" and a third D6 at 12" or less. Infantry fire 1D6 per base at 12" and same -1 D6 at 12-18" (their max range) Some infantry units are 5 or 6 bases - so easily out fire artillery - and although they take a D6 off for firing at deployed artillery, it only takes one hit to stop a gun firing (the same way a hit on an infantry unit means a base cannot fire next time) So it is quite feasible to a couple of rounds of fire to cause 4 hits on a two model battery (the usual size) and that's it removed from play! It's even possible if a single unit of five bases fires and gets four hits - which it has a 50/50 chance of doing!
ReplyDeleteHaving said all that - guns can fire from 48" away - it's just we have never yet played a game with these rules where the armies started 48" apart! And it does stop the artillery dominating the game, which can be a bit annoying!
In BPII artillery is relatively brittle too and has a similar sort of dice mechanism for ranges. Not terribly effective at long, OK at medium and potentially devasting at close range, so a lot of the time they whittle the enemy down. IIRC during the ACW, artillery was often forced to limber up and retreat due to the longer range that the infantry could effectively fire out to, relying upon infantry to support them when in place and during said retreat. Makes me want to get some ACW action in now!
DeleteImpressive and great looking game. The battle report conveys the feeling of it well...
ReplyDeleteThank you Valentine I am happy you enjoyed my report!
DeleteA nice sized ACW Battle- I'm a bit biased towards the Union-good to hear of a win for the Blue Team and certainly glad for you Kieth that you have a circle of like minded wargame Friends. Regards. KEV.
ReplyDeleteQuite the interesting game, the rules do look good in the report. Having fun is the best measure by far.
ReplyDeleteThanks Joe, by your fun measure, this was a good game!
DeleteOoooohhhhhhh
ReplyDeleteThe ACW
Is the best CW
Even when played across the sea
Posts about the ACW
The best CW
Are the kind that I like to read!
You guys seemed to waste no time getting back to the gaming table. And a fine choice you made with an ACW (the best CW) game.
Are te miniatures 28mm? Nice looking collection you friend has. Good game. 😀
Oh...a new verse of "The Best CW" written in my honour....what a thrill! The figures are all 25mm Old Glory I think, Stew. As a workd renowned expert on the period, I am pleased our efforts meet with your approval!
DeleteGrest looking report sir!
ReplyDeleteThanks a lot Michal!
ReplyDeleteThat came across as a very even and see-sawing game, which are usually the most exciting. Having read a few ACW AARs of late I can feel my resolve not to indulge in another conflict weakening.
ReplyDeleteYes, it felt like a well-balanced game, Lawrence. Both sides could have won, and we certainly "wrote down" the Union more than they did to us - but they gained the objective! No such effect on me though - almost everyone I game with has ACW figures, so if I want to play that era, I can do so without investing my time and effort in any ACW figures!
DeleteThat's a great looking game Keith.
ReplyDeleteThanks Richard - wait till you see todays one!
DeleteWhat a cool looking game and fun to follow it's progress too. Close loss for the CSA boys. That darn hamlet must have had bacon or something worth fighting for?
ReplyDeleteCheers Dai....our joke was, it belonged to Roberh E Lee (or one of his relatives) 😀
DeleteSplendid looking ACW game!
ReplyDeleteBest Iain
Glad you liked it Iain!
Delete