I have had the really bad cold/flu thing that is going round so haven't done much for the last two weeks but I finally had the energy today to tidy and sort out the Painting Bureau.
A Wargamer's Ramblings about Toy soldiers and playing games with everything from 15mm to 54mm
Friday, December 29, 2023
Plans for 2024
Wednesday, December 13, 2023
With Hot Lead and Cold Steel - 2nd ACW Game
Anthony and I played our second game with these new Osprey rules last week. In our first game we got a lot of rules wrong ad misunderstood how the unit sizes worked but felt they were worth another try.
The second game went much better and we only got a few small things incorrect (Tiny units failing a morale test are removed, morale tests for units nearby if a unit runs, etc).
The rules seem to me to combine the best bits of Pickett's Charge and Black Powder while allowing you to play much larger games than Pickett's charge with several brigades a side.
They use a similar order system to Black Powder, but if you fail to roll enough for 3 moves, but pass the 2 move roll you can still move 2 moves with a brigade. This makes the game move along as you don't fail to do anything that often.
Firepower is VERY bloody once you get close and units remove a base for every 6 hits which drops them down a size, so Large->Average->Small->Tiny with a similar drop in their abilities.
This means that the game moves quickly and you get a result with Brigades breaking at 50% losses.
Units can be rallied and come back to the fight but they don't regain bases (something that the Neil Thomas ACW rules have which means the game never ends!).
I like the use of ADCs to let you bid for the initiative roll and to help with brigade orders and I like the fact that units can return fire when fired on during the opponent's turn. This stops the problem with initiative based games where one side can potentially fire twice before the other side returns fire.
Like most of the Osprey Blue Books they need several read throughs to make sure you have understood all the rules and found the exceptions, etc in the places they are mentioned.
I have typed up a QRS which steps through the stages of a turn in order which should stop us forgetting things next time.
So far they seem a very promising set.