Game at Stephens (a newly minted Granda) and he selected to try an ACW scenario using Glory Hallelujah supplement for Black Powder.
Scenario was semi-fictional set in 1863 (Swifts Creek ?) with Stephen taking the Feds and I the Rebs under Longstreet.
About 6 Brigades per side (off varying sizes) in 2 Divisions so quite a lot of units on table.
The Union artillery being 6 gun batteries were rather powerful compared to standard Napoleonic types we are used to with extra range and more importantly an extra dice when firing.
This combined with difficulty of saving (ie passing Morale Test) against any hits they inflict made them quite potent.
Musketry was fairly even (one of my Brigades had exemplary accuracy !) with both sides taking several losses and having units 'Whipped'.
Some Union regulars were classed as Stubborn which is a very useful trait (re-roll a failed Morale Save)
I did manage to get a couple of units into melee, which is not easy as -3 to charge in ACW, in order to avail of their 'Rebel Yell' trait. o
But of course they failed to outscore enemy despite hitting on 3+ with 6 dice as opposed to Union on 4+ with their 6 dice, the supporting units system in BP is important and so easy to adjudicate (here's looking at you GDA !!)
BP has its issues for me but easily tweaked to taste and it does produce a quick playing game which is always a bonus if fielding lots of units.
Due to way to much waffling we failed to finish the game but enjoyed the turns we did get through.
Rebs pushing into teeth of Union artillery on ridge







Looked a great game!
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