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Post by Jangles on Jan 6, 2019 20:29:53 GMT
Hey guys, I already mentioned this to a few people to see if folks were keen and it seems to be popular enough. I want to run an ACW Campaign for the club either late January/early February using the Black Powder rules. It will take 4 weeks and doesn’t require you to be there every week. The core idea is we split ourselves into two teams for North and South, and on each of the four Sundays we play a different (incredibly historically loose Anton-version) part of the Gettysburg Campaign for 1863. Week 1 is a group game with full strength sides. Week 2 and 3, the armies split into two different ‘wings’ that sweep up North in the race to Gettysburg. Each right and left wing of their army will fight two battles against the opposing right and left wing at different locations. Week 4 a final group game using the now tattered armies in our own Gettysburg. The winning team is the team who wins the Gettysburg game. I chose Black Powder over Longstreet as even though Longstreet has good campaign rules, Black Powder allows players to easily jump in and out of games as we go along especially when dealing with uneven commander numbers. Longstreet with its card use makes it too awkward unfortunately. However I don't mind either way. So far, I have the following people interested who have expressed their team choice: Union – Anton, Alan Confederate – Brian, Ken, Don (who isn’t free for all of it) Already that’s enough to run it as ideally we have at least 2 people a side each week, so anyone else is welcome to jump in and out as we go. Any thoughts? I can attach the army lists and campaign map here. If the style of campaign works for our club, we could easily adapt it for other time periods which would be neat. I know most campaigns fail to workout but I remain a dreamer.
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Post by Von Widdler on Jan 6, 2019 23:01:08 GMT
I'd be up for that Anton, I'll join the Confederacy, although not massively fussed either way.
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Post by Jangles on Jan 6, 2019 23:09:55 GMT
awesome, no worries at all
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Post by dandare on Jan 8, 2019 10:15:29 GMT
I'm only missing on the 3rd of Feb- Vapnertak.
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Post by Jangles on Jan 14, 2019 12:21:26 GMT
Hello Folks,
Here are the dates for the games. I have pulled the first game one week earlier to leave the 3rd free.
Week 1 - 27th Jan Week 2 - 10th Feb Week 2 - 17th Feb Week 3 - 24th Feb
If everyone playing could bring figures they want to use on the 27th that would be helpful. For the confederate side we will probably be drowning in figures, so people are welcome to bring their own for their own brigade. The different paints/bases would end up being helpful in distinguishing brigades on the table anyway.
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Post by Jangles on Jan 22, 2019 16:18:28 GMT
Hello Everyone, This Sunday is the start of our Gettysburg Campaign. If you have any figures please bring them as we will need a bunch. We will be ignoring the historical armies involved and just using the real battles as a rough guide. The first game is Brandy Station and I have attached the map for anyone curious enough to want a look. In reality it was a cavalry engagement where the Confederates successfully screened the hiding Gen. Lee’s army stationed at Culpeper stopping any Union knowledge of his advances. For our game a rough explanation would be: Deployment
Confederates set-up first along the two red lines in the middle of the table facing east (towards union deployment), each division separated from the other by the river. Union arrive off table from the right (Blue arrows) and can arrive in any configuration but the first move onto the table must be in march column. Objectives
Union win if any Union regiment can reach the far end of the table (thereby discovering the hiding Gen. Lee) Confederates win if they can hold the Union attack. Breaking both halves of the opposing team will supersede the Objectives and will be a victory. Special Rules
Dark Green – Heavy Woods Light Green – Light Woods Brown – Roads Blue – Water Black – Church Building The rivers can be crossed without penalty at crossing points. Otherwise costs one whole move to cross to the other side. Despite each team functioning as one army, they will be considered separate for Broken Brigade/Army purposes. In other words, if you completely remove Union-Anton from the table, Union-Alan doesn't auto-break due to half the army now missing. His army breaks on it's own accord. Attachments:
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Post by Von Widdler on Jan 24, 2019 20:57:58 GMT
Looks good to me!
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Post by Jangles on Jan 28, 2019 14:38:09 GMT
Thanks everyone for an interesting and very sporting first game, I guess we learned not to count our chickens too early.
The next week will be the 10th Feb where our divisions will split on their way to Gettysburg. I've just about finished the scenarios for them so I'll load them up here once they are done so you can all have a look.
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Post by dandare on Jan 29, 2019 10:22:41 GMT
BP2 removes the +1 to hit for skirmishers......
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Post by Jangles on Jan 30, 2019 18:19:24 GMT
Here is the next stage of the campaign. Despite the close defeat at Brandy Station, our Confederate forces continue to push northwards hoping still to land a decisive victory somewhere on northern soil (inevitably Gettysburg). To achieve this goal, our rambunctious Confederates have split flanks. The left flank has taken on the goal of supporting the main Confederate army in its push straight north, while our right flank has charged head-on Northeast to take the fight to the Union supply and encampments. I will post each flank in a separate post to keep things neater. The Left Flank Week 2 - Second Battle of Winchester/Stephenson’s Depot The town of Winchester lies in the path of the Confederate army. Protected by cannon and a concentration of hills the assault is being left to the other divisions. Our forces meet east of the action at Stephenson’s Depot fighting to protect or destroy the vital Baltimore-Ohio railway line that feeds the western theatre and Union supply. GOAL: The confederates are to destroy the railway line using two units of Sappers. The Union will try to stop this. Special Rules: Union deploy on the table while Confederates enter from the edge. Confederate player is given two sapper units that have Shoot 1, Hand-to-hand 1, Morale 4, stamina 2 A sapper belongs to no brigade and can be commanded by any given general (usual distance rules apply). When starting their turn adjacent to the railway line, the sappers can be ordered to blow the line. Roll for a command move as normal. As long as one move is ordered roll a dice destroying the railway on a 6. For each extra move ordered above the one, +1 to die result. Sappers do not break. They will retreat a full move back if forced to break but return to normal function immediately afterwards. Secondly, they are disordered when shot by an enemy roll of 5/6. They want to do their job but they ain’t stupid. The railway line can only be destroyed in the middle portion between the two turns on the map. This is to stop the table edge giving any boring advantage. Attachments:
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Post by Jangles on Jan 30, 2019 18:19:51 GMT
The Right Flank Week 2 - Westminster and the surprised Union Not expecting such a bold Confederate flanking manoeuvre, the Union forces camped near Westminster have been caught off guard. Nestled between farms and hills the union forces have managed to put up a defensive force but do not know the direction of the confederate attack. On top of that their cavalry have been out foraging and have not yet returned. GOAL: To break the opponents army without breaking you own. Special Rules: Union deploy first in the middle box anyway they choose. Confederates enter off table and from any direction. Each brigade nominates the exact spot where they aim to arrive before rolling for Command Orders. If unsuccessful, they must attempt the same spot for future rolls. The Union cavalry has not yet returned from foraging. From turn 3, the Union player’s cavalry will arrive on a roll of 6 at the beginning of the turn. Each successive turn lowering the number needed by 1. It is worthwhile noting that due to the missing cavalry unit, the Union forces will break after losing a single brigade as their army will only start with two brigades. Those Confederates will need to act quick. Attachments:
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Post by Jangles on Feb 11, 2019 18:24:41 GMT
A quick update from last Sunday.
A victory sweep for the Confederates winning both tables of the day.
Don and Ken took the west march clashing with Alan's Union forces at the Battle of Second Winchester. Despite a bold suicide charge by Ken's left flank crippling their number, Don's right flank held long enough to give their sappers the time they needed to blow the railway. A quick game with both teams quick to engage.
Brian therefore took the east route and ambushed Anton's Union at Westminster. The union forces deployed in the centre in all directions with Brian opting to all-in his forces and attack one side. Despite neither side getting regular successful ordering, both lines were in range to trade fire. The game was very close but unfortunately for the Union, their much needed cavalry failed to arrive before the Confederates (already with a broken right wing) managed to break their opponents.
However, the Confederate wins have continued to cost them. Both Confederate flanks have lost further forces while both Union sides have stayed untouched. The Confederates are really going to have to rely on their higher commander ratings to outmanoeuvre the Union or risk being outnumbered nearly 2:1.
Both games were really quick and both were on a 8 by 6 table. The extra room really allowed for interesting choices and next weeks two games will follow suit. I'll update with the next scenarios as soon as I can.
Thanks again everyone
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Post by dandare on Feb 12, 2019 12:22:00 GMT
In fairness to Ken,his rush of blood to the head allowed my brigades to work unhindered. I did ask him to cover my left flank, I just didn't imagine he would do it with Confederate bodies..... The bigger table worked well, and allowed some movement on the flanks.
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Post by Jangles on Feb 15, 2019 15:42:40 GMT
Okay folks here is our Week 3 Scenarios. The Left Flank Week 3 - The Battle of Upperville, The Crossing at Goose Creek With a stirring victory at Second Winchester the Confederate left flank continues it's push to Gettysburg. Not to be left to their own devices the Union have chased them north. A delay tactic at Ashby's Gap by their cavalry forces has allowed the Confederate forces to cross successfully over Goose Creek. Here they will stand and fight the larger Union force, hopefully after their cavalry have returned safely. GOAL: To break the opponents army without breaking your own. Special Rules: Confederate Infantry and Artillery deploy anywhere across the river. Confederate Cavalry Units start deployed at the Union Table edge. Union come on off table. Confederates have first turn. River crossing points do not obstruct movement. Crossing the river elsewhere takes 3 entire moves to cross. A unit can pace these out over several turns but if a unit is shot at when inside the river, it counts as a rear shot. Attachments:
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Post by Jangles on Feb 15, 2019 15:57:02 GMT
The Right Flank Week 3 - Supply Burns at Hanover A successful ambush at Westminster has disrupted Union forces and given Confederate forces the gap they need to wreck supply for the Union fight. The town of Hanover provides an ample opportunity to give a swift kick to Union defences. Our Confederate right flank has been tasked with destroying the Karle Fornley Farm, a large crop feeding the Union forces. Both teams expect a fast scramble to destroy/save the fields before the day is up and therefore are likely to fight beyond normal morale. GOAL: Confederates need to have 51% of crops burned or burning. Union need to stop them. Game ends after 8 turns. Special Rules: Farms will be deployed in groupings across the table similar in fashion to the map attached. I might change things when we get there. No brigades or armies break during this game. Individual units can break as normal. Both teams roll for deployment, the loser deploying first. Both sides use a simple rectangle box for deployment 6 inches from board edge, 12 inches from sides. Any unit adjacent to a farm crop may attempt to burn or extinguish it. While adjacent, a successful command roll will cause the desired effect. When burning, a crop will have a fire token placed on it to represent it ablaze. No unit can pass through a burning crop and if they are forced into one they must take a break test. If a unit would be forced to retreat through a burning field they are broken and removed from the table, this ignores usual Whipped rules. A unit inside a crop that is set ablaze take a break test and can retreat safely out the crop before the auto-break rules apply. At the end of a turn roll for all burning fields, a roll of a 6 causes one adjacent non-burning field to catch fire. A roll of a 1 removes the field entirely. Attachments:
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