The History Of A War Game

John Thomas8
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Re: The History Of A War Game

Postby John Thomas8 » Fri May 31, 2013 3:34 am

The last of the figures are based.

The last major task is to get Gunny flags where they go.

The write up and during-the-game mechanisms are ready to print.

The card deck will be finalized this weekend.

John Thomas8
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Re: The History Of A War Game

Postby John Thomas8 » Sun Jun 02, 2013 6:23 am

Rules Notes:

1) Regiments/batteries get activated once per turn, no matter which commander gives them an order.

2) PiPs matter, especially to the bigger brigades. Ordering a regiment to move costs a PiP per regiment. Commanders with 5 regiments will be pushed.

3) Brigades have orders, those orders apply to all regiments in the brigade.

4) For the CSA, Stuart can issue orders to any regiment/battery/brigade commander.

5) For the USA, Pleasanton can issue orders to any regiment/battery/division/brigade commander. Buford and Gregg are limited to issuing orders only to the brigades/regiments/batteries in their wings. The two infantry brigades are subordinate to the wing commanders and operate on their cards.

6) Stuart and Pleasanton can give their turn to any of their division or brigade commanders. This action costs 1 PiP per 8” distance between the two. Buford and Gregg can give their turn to any of their brigade commanders for the same cost. Any of the four can activate a regiment/battery, also at the same cost in PiPs. Buford and Gregg are limited to units in their wing.

7) Brigade commanders cannot “trade” turns; i.e. if Hampton’s card comes up, he can’t give his turn to Jones.

8) Cavalry, mounted or dismounted, will not charge or close with formed infantry to the infantry’s front. Attacks to the infantry’s flanks or rear are allowed.

9) All the artillery in this game is “horse” artillery and may do any ONE of these lines in one turn:
a) Fire, limber, move for two commander’s PiPs
b) Move, unlimber, fire for two commander’s PiPs
c) Limber, move, unlimber for two commander’s PiPs
d) Move and unlimber for 1 commander’s PiP
e) Fire and limber for 1 commander’s PiP
f) Limber and move for 1 commander’s PiP
Making the arty fire at a specific regimental/battery target costs two additional PiPs. Firing artillery straight ahead costs no PiPs

10) Mounted regiments can wheel 90 degrees in their movement phase. If that wheel exceeds 12”, no forward movement is allowed, but they can complete the wheel if it does exceed 12”.

11) Troops on hand reflect the historical unit losses that occurred between 0430 and 1100.

John Thomas8
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Re: The History Of A War Game

Postby John Thomas8 » Mon Jun 03, 2013 1:36 pm

That's great.

I just got the cards printed out and fooled around with shuffling and dealing them.....5 shuffles/deals......5 "Coffee" cards in the first 4 cards dealt.....gonna have to think about using two "Coffee"s......

John Thomas8
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Re: The History Of A War Game

Postby John Thomas8 » Tue Jun 04, 2013 4:31 am

Now it's just packing things so they repack after use, playing around a bit with terrain and finishing flagging the regiments.

John Thomas8
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Re: The History Of A War Game

Postby John Thomas8 » Wed Jun 05, 2013 2:49 am

The one thing that really has to be managed is expectations. Bob's Bolt Action Saturday is this one and he's been doing it for a while.

I know what it feels like to set up for a game and nobody shows.

As for the game itself, I'd like to end up just GMing and working to make the game entertaining and moving along. Which side wins is not important, only that there's folks having fun.

John Thomas8
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Re: The History Of A War Game

Postby John Thomas8 » Wed Jun 05, 2013 8:50 pm

Well, to be prepared to adapt to various levels of participation, I've set up three different, smaller fights:

1) Buford vs Hampton and Jones on the St. James Church line

2) Buford vs Rooney Lee on the Yew Ridge line

3) Gregg vs McClellan and Robertson on Fleetwood Hill

These are smaller, quicker battles that were fought independently of each other and when strung together with a 15 minute or so pause between games (for rearranging terrain) will make a nice, neat 3 game mini-campaign.

John Thomas8
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Re: The History Of A War Game

Postby John Thomas8 » Thu Jun 06, 2013 1:51 am

If you're in the area, come on out to The Game Connection (http://www.thegameconnection.com/index.php) and either jump in and take a command or cheer a side on as they hammer each other.


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