Played an ACW Game this morning with Anthony, my regular opponent, using
the Osprey With Hot Lead and Cold Steel rules and my 20mm collection.
Enjoyable game - we had to call time but the Union were slightly ahead
at that point.
We haven't played the rules in quite a while so it was slightly slow as we remembered exactly how they worked, even with the 5 page synopsis I had typed up after our last game.
We both like the rules - they had a fairly easy order system, use initiative so it isn't quite Igo-Ugo and have the ability for units to fire back if shot at and they haven't fired that turn.
The units shift down in size and abilities as they lose bases and the morale tests are fairly tough so once stuff starts to run it can be difficult to rally and it can sweep the rest of the brigade along with it.
A Wargamer's Ramblings about Toy soldiers and playing games with everything from 15mm to 54mm
Wednesday, April 23, 2025
ACW in 20mm
Wednesday, April 16, 2025
Playing with hills
Thursday, April 10, 2025
Field of Battle 3rd Edition
Played an FPW game on Tuesday morning using the Field of Battle 3 rules -
I have had these quite a long time but have never got around to playing
with this edition.
Field of Battle comes from the Piquet stable of rules and uses a similar style of rolling for initiative and turning and acting on cards. But, it has ironed out a lot of things that people disliked about the original Piquet rules and provides a very interesting game.
You both roll for initiative and the difference in the rolls is the number of cards you can turn. The winner of the rolls decides whether to go first or second. Turning a card costs an Command Point, but all units can act on a card without using any further Command points.
All the cards have the detail of how you use the card, what the opposed roll is (if any), the result of rolling even, etc
You use polyhedral dice for rolls and having an advantage moves you up a dice size (so a D8 becomes a D10) or a disadvantage moves you down a dice size (D12+1 becomes D10 if you are down 2). This becomes pretty easy to calculate after a few turns. D12+3 is the maximum dice and D4 is the minimum.
It makes the game move quickly and is relatively easy to follow.
We both enjoyed the game despite me getting a number
of things wrong and completely forgetting the disorder rules.
The game resulted in a crushing victory for the French, mostly due to my
inability roll anything but a 1 on a D12 - every time I picked it up!
Managed 4 1s in a row...
Will definitely be playing a game with these rules again soon.
Wednesday, April 2, 2025
Unit labels