This saw me with a 2 Division force of Confederates (Crack or Veterans) attacking Union (included the tough Iron Brigade) through usual broken terrain.
Tale of game was dreadful execution by Union of the Rebs (dice demon in full flow - first 4 shooting rolls were 10,9,9 and 8 !!) throughout every turn with a couple of Reb units Swept completely From The Field (ie wiped out) and huge casualties suffered (stand losses 32 to 3 at end !!).
Conversely the Reb shooting and combat rolls were mostly dire (only 2 tens rolled were Manoeuvre on one turn)
Despite being high quality and with more units eventually (Brigades arrived piecemeal due to crossing an off board rail cutting), the Rebs just could not withstand the Union artillery (including 1 off board) and the large Iron Brigade units (12 - 14 stands) lead by fierce Colonels.
We tried a slight amendment to rules relating to the Cold Steel bonus, in that only units lead by Brave Colonels or with a Leader attached could declare a cold steel charge otherwise they used the shoot and charge option. This worked fine.
I did attach a Brigadier to a Crack unit to charge but of course charge stopped cold by Union firepower and predictably the Leader killed, the Iron Brigade suffered no such issues and their charging was awesome destroying or routing several Reb units.
Great fun with a very good set of ACW rules (one of my fav sets)
Rebs trying to gain foothold in field which was Key Position but have been swept away
Great looking game, even if the luck was all one sided.
ReplyDeleteAm well used to having dice hate me :-) was still a fun game
DeleteThe problem of D10’s skewing (I do prefer 2D6)pops up in several games, but thems the breaks as they say. In some systems the D10 is just knocking back too much control by the player and I applaud that.
ReplyDeleteI certainly dont mind D10 style 'skewed' results (certainly a feature of my favourite PK/FOB system) as otherwise results can lead to interminable dice rolling (or buckets thereof). These sorts of extreme swings are great levellers and can thwart seemingly guaranteed results. But I understand why some dislike the 10 vs 1 type results compared to 2D6 or 1D6 outcomes/bell curves.
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