Showing posts with label Perry Miniatures. Show all posts
Showing posts with label Perry Miniatures. Show all posts

Sunday, April 23, 2017

ACW Collection - Taking Stock

Well, it must have been 3 years ago when Roy Scaife and I had a serious conversation about doing American Civil War.  Roy has been a great friend and wargaming buddy for 17 years (and ironically was the first wargamer I met when I moved down to California in 2000).

As a side note as it relates to gaming groups/friends.  Roy and I have both worked together to build out this collection. One of the great blessings I have living in Fremont is a great group of wargamers --- which is not only important for playing games - but because we all have an agreement that we provide and work together as a group to bring different periods and games to life.  For small projects (for example, Muskets and Tomahawks) we do these individually, collecting both sides and terrain then hosting games for the group as a whole - but for much larger periods like Napoleonic's, we all chip in to get breadth and scale to the period in question.  I've been lucky to have this type of setting throughout my wargaming life (even back in Halifax, Canada as my father's group was very similar).

Anyways ... figured since I had most of the collection out for the McPherson's Ridge game I might as well take some pictures of the whole lot.

The Union army ...

Union army completed to date.

Still finishing up the limber team
for the gun battery.



Side view.

The Confederate army ...

Confederate army completed to date.



I'd say it is just about done.  At this point I think it is just minor small things remaining --- I want to add about 20 more casualties per side, finish the wagons, camp sets - all those cool odds and ends that Perry Miniatures sells.  Maybe a couple of fluffier units like the Louisiana Fire Zouves.  We'll see.

Saturday, November 7, 2015

28mm ACW Confederate Brigade

A bit rushed this morning due to family stuff ... but figured I'd quickly post up the pictures of Armistead's brigade and my Confederate army general.  Pictures below as usual.  Again, another big thanks to Steve Dake for doing the majority of the work here.

Army Commander

Army Commander

Brigade Commander

Brigade Commander

9th Virginia

9th Virginia

57th Virginia

57th Virginia

53rd Virginia

53rd Virginia

14th Virginia

14th Virginia

38th Virginia

38th Virginia

Limbered Artillery Battery

Deployed Artillery Battery

28mm ACW Union Brigade

Much progress has been made on the ACW front as hopefully you've seen from our previously posted battle report using our new rules called This Hallowed Ground.  As a follow up to that battle report, here is one of a few posts I'm doing covering the completed "brigades" for each side.  Of course, the actual order of battle for a brigade can vary from battle to battle, but for the purposes of building the armies we are building in "brigades" that see 1 x brigade commander, 5 x infantry units and 1 x artillery unit completed.  Special thanks to Steve Dake for doing the majority of the paint work here.

Below you'll find three regiments from the Irish brigade combined with the 20th Maine and 5th New York.  I've also included pictures of one of the army commanders.  The Iron Brigade is also complete and will be covered in a separate posting.

Next up will be Armistead's brigade for my Confederate army.

Army Commander

Army Commander

Brigade Commander

Brigade Commander

20th Maine

20th Maine

69th New York

69th New York

28th Massachusetts

28th Massachusetts

116th Pennsylvania

116th Pennsylvania

5th New York

5th New York

Limbered Artillery Battery

Deployed Artillery Battery

Monday, September 28, 2015

ACW AAR - Peterson's Farm

I hosted a decent sized ACW game to play test the rules I've been working on called "This Hallowed Ground" this past Sunday.  Matt Hilzendrager brought along some of his troops and terrain to supplement my now growing collection of ACW stuff.  Roy Scaife, Dan Kerrick and I took on the Union forces while John Lantz and Matt took the Confederates.

Milling about before the game.

I wanted to accomplish several things with this first play test:

  • Get a goodly portion of terrain on the table, specifically light woods and lots of fences (wood and stone).
  • Farm buildings with yards that would have to be navigated.
  • Corn fields that provide obscurity (but not cover) to units that are within the field.
  • Fight a meeting engagement against equally match sides.

The game took about 4 hours, and that is with all new players and me taking notes and explaining rules thoughts along the way.  I was both happy with the game play experience and the length of the game - as where the others.

I've included a brief overview of the rules after all the fancy pictures below.


Union Order Of Battle


  • Army Commander
    • 1st Brigade (Iron Brigade)
      • 1 x Brigade Commander
      • 5 x Infantry Units
      • 1 x Artillery Unit
    • 2nd Brigade (Irish Brigade)
      • 1 x Brigade Commander
      • 3 x Infantry Units
      • 1 x Artillery Unit
    • 3rd Brigade
      • 1 x Brigade Commander
      • 4 x Infantry Units
      • 1 x Artillery Unit
    • 4th Brigade
      • 1 x Brigade Commander
      • 2 x Cavalry Units

Confederate Order Of Battle

  • Army Commander
    • 1st Brigade
      • 1 x Brigade Commander
      • 4 x Infantry Units
      • 1 x Artillery Unit
    • 2nd Brigade (Texas Brigade)
      • 1 x Brigade Commander
      • 4 x Infantry Units
      • 1 x Artillery Unit
    • 3rd Brigade
      • 1 x Brigade Commander
      • 4 x Infantry Units
      • 1 x Artillery Unit
    • 4th Brigade
      • 1 x Brigade Commander
      • 2 x Cavalry Units


The Game

What a game!  The Rebel cavalry held out the entire game against the Union cavalry that was supported by the Iron Brigade.  The Iron Brigade managed to turn the flank of the Rebel line but it was too late as the Texas Brigade had already done the same on the opposite side (after some rather nasty melee in the light woods).  My Irish Brigade held the central farm until a multiple unit charge from a couple of fresh Rebel units broken through and punch a wide hole straight through the center of the Union line before the units over extended themselves (via breakthrough charges) and eventually got shot up by Iron Brigade units and what little remained of the Irish Brigade.

A very bloody battle, but in the end the day went to the Rebs!  Lots of pictures below (some taken on my phone, some with my camera).

Starting positions.

The Union left flank would see heavy fighting in the
light woods against the Texas Brigade.

The Texas Brigade would carry the day for the Rebs.

The Iron Brigade  marches into position.

Dismounted rebel cavalry would prove a constant thorn
in the Union right flank.

Virginians advancing - they would break through the
Union center to cause all sorts of problems.





 





First melee of the game.  The melee was a draw but
not for long as the Union infantry was flanked by
swarming Texas units!




The Iron Brigade struggles in a bottleneck around the
white farm building.  They would take to long
to turn the Rebel flank.

Ka-Pow!  The lead Irish Brigade units are overrun and
the Virginians break through the Union center!

Union staff are surprised and quickly order all available
units to put fire into the advancing Virginians.



The Union center and now left flank is hit hard by the
Rebel Yell - this final melee would carry the day for the Rebs!

The 5th NYSV facing a wall of Confederate grey.




A bloody mess, after forcing the Virginians back there
are only dead bodies and destroyed Union guys to show
for the Union center. 


























There is going to be some hauntings in these woods!

There you have it.  A great game overall and very bloody on both sides.  Now a little about the rules (I'll do a more detailed post after making the edits I need to do based on this game).

The Rules (Briefly)

It is probably best to provide a quick run through of the turn sequence, with each of the phases broken out into their individual steps as well.  The overall turn sequence is as follows:
  • Initiative Player
    • Command Phase
    • Shooting Phase
    • Melee Phase
  • Non-Initiative Player
    • Command Phase
    • Shooting Phase
    • Melee Phase
  • End Phase

The command phase is used to move and manage your units on the table.  Before resolving individual brigade activation, players must resolve all charges first (that is, the charge to contact, not fighting the actual melee which happens in the melee phase).
  1. Attach or detach commanders
  2. Resolve Charges
  3. Activate Brigades
    • Select a brigade to activate
    • Resolve orders for all units in the brigade (that have not charged)
    • Move brigade commander (if not attached)
    • Repeat steps a thru c until all brigades have been activated
  4. Move army commander (if not attached)

There are six orders that can be issued to a unit:  hold, advance, march, charge, rally and reform.  Orders are automatic unless the unit has hits on it.  Any unit with hits has to take an orders test.  Orders test are successful by getting a result higher than the current number of hits on the unit.  This means that units that are more damaged are less likely to follow orders (due to battlefield confusion, loss of unit leadership, and so on).

All charges are resolved at once so that any multiple unit charges can be resolved as a group.  Once resolving all charges, the remaining units in the army activate by brigade to resolve orders (then shooting, then melee).  Provided a unit can successfully charge, they will take a charge home test to see if they actually make it into contact with the target (many charges where checked or faltered for any number of reasons, turning into a firefight at close range rather than a hand-to-hand affair).  As a result, a charge home test could result in anything from being yellow bellied (not moving at all), moving forward to deliver fire, charging in or even a determined charge (meaning, no morale test required from defensive fire).

No surprises in the shooting phase - it is fairly straight forward.  I've gone to great lengths to simplify the effect of terrain on shooting and be clear about line of sight.

Likewise, melee is also straight forward and deadly as there are no saves in melee.  I wanted melee to be deadly and costly for units as a melee was a deadly and messy affair.

For morale I've opted to go with the Kings of War system of units collecting hits and taking a morale test that is 2D6, add hits and check against two numbers.  Each unit in the game has a "shaken" and "break" number.  For example, an infantry unit is 14/16.  If you roll a morale test and get a result of 13 or less, the unit remains steady.  If the result is 14 or 15 the unit becomes shaken and will be severely limited in what it can do in the game (the unit is on the edge of breaking).  If you get 16 or more the unit breaks a is removed from the game.  I've really come to like this system for morale - it gets you rolling more dice for shooting and melee, and gives units a little more staying power than other systems I've played.

Ok, that is just a quick overview.  Hopefully that all makes sense.  Certainly more to come on this front.