The American Civil War (ACW) is one of the main conflicts
gamed by wargamers worldwide. Unsurprisingly there are a plethora of rules
available and I seem to have bought many of them; some good, some bad. I am
currently involved in a mini-campaign using Longstreet by Sam Mustafa (Honour,
2013) and I will cover these rules, and my thoughts on them, when I write the
next AAR in the campaign series. I used to enjoy playing ACW using the 2nd
edition of Johnny Reb (John Hill, 1988), but strangely my interest in these
rules dropped when the 3rd edition (1996) was released, even though
I cannot recall ever using the new edition! The ‘go to’ set of ACW rules for me
has always been Fire and Fury (Richard Hasenauer, 1990). I feel they provide a
fast flowing game using easy to understand rules. The players can play the
whole game using the 2-sided A4 QRS and rarely need to refer to the main rule
book, whose production qualities remain high even after so many years. Some
gamers have felt the need for a bit more depth in terms of weapon variation
etc., and have criticised the brigade unit structure, preferring a lower level,
regimental structure game. With this in mind another rule set, ‘Regimental Fire
and Fury’ has been published (Richard Hasenauer, 2010). Although I brought this
new version of the rules, I have never played them because I don’t feel the
basic game requires the changes or additions made.
Fire and Fury, although excellent, does have a few problems.
Recreating historical battles using defined OOB’s are well covered in two
supplements: Great Eastern Battles (1996) and Great Western Battles (1992). The
main rulebook does explain how to convert a historic OOB into the game format
and this is great if you wish to refight a given battle, but ‘pick-up’ games
pose a problem because the rules do not cover randomised army generation,
terrain placement or victory conditions.
By searching online I have found a number of Random Unit
Generation mechanics that all seem to work well, but I found one site that gave
20 roughly balanced OOB’s for the Union and Confederate armies that were of the
right size for my games. This was ideal, but unfortunately I have lost the link
so I cannot give the credit due to the author. I have printed these OOB’s out
on business cards, and now I simply roll a pair of D20 dice to determine the
composition of each army. A D6 is then rolled for each brigade and divisional
commander, and any score of ‘6’ makes him ‘exceptional’ in quality.
To generate terrain I utilise the campaign cards for ‘Swamp
Fox’ produced for the ‘John Bull/Patriots’ rules written by the excellent
Perfect Captain group (perfectcaptain.50megs.com). These can be
downloaded for free and printed out, and they allow me to randomly select many
typical North American battlefields. So far, I have never drawn the same card
twice, so have never fought on the same terrain twice. The basic terrain set up
follows that shown on the card with a few changes (e.g. adding a bridge on
unfordable rivers, or adding a railway track). The battlefield then has some
snake rail fences added to enhance the overall feel.
The biggest challenge remains the game end and victory
conditions. To determine the game end I am trialling a ‘countdown’ mechanism
frequently employed in rules published by the RFCM (Rules For the Common Man)
group. At the end of each Confederate turn a D6 is rolled and the score
subtracted from a starting value (I’m currently using a value of 21). When the
score reaches ‘0’, the game ends. Using this method the game length is
uncertain, but will average 6 turns. I am finding this a bit too short so I may
increase the start value to 30 or more. This is because combats tend to take a
few turns to resolve with charges and counter-charges occurring to control
objectives and terrain features. Units get ground down rather than routing and
disintegrating. The approach of a defined game end does pressurise players to
press their plans forward more vigorously and prolonged firefights are far less
common. At the end of the game, players tot up their victory points as shown in
the table below:
+1
|
Each enemy infantry/cavalry stand destroyed
|
+5
|
Each enemy artillery stand destroyed
|
+5
|
Each enemy commander killed/wounded
|
+5
|
Each friendly brigade that is still ‘fresh’
|
-5
|
Each friendly brigade that is now ‘spent’
|
-5
|
Each friendly artillery stand that is now ‘wrecked’
|
+5
|
Each friendly brigade located in the original enemy deployment zone
|
+10
|
Each objective marker taken and held at game end
|
+5
|
Each friendly cavalry brigade that has left via the enemy table edge
|
I have yet to correlate the difference in score with a descriptor
of the scale of victory because I have played too few games using the system.
Also the victory points for objectives may change.
If any readers of this have any comments or
suggestions about my ideas, then I would gratefully appreciate input.
Cheers Mark, I still love and play Johnny Reb 2, by far the best ACW set out there, probably considered a bit old school now, with tables and stuff.
ReplyDeleteRegards
Ken
http://yarkshiregamer.blogspot.co.uk