Over the weekend, Will came to visit with the intention of getting some soldiers on the table and playing a game or two. As it happened, we managed three games.
The first was the battle of Bull Run 21 July 1861, based upon the Command and Colors scenario, which is focussed upon the action around Henry Hill house. The rules used were from 'Battle Cry, minus the cards:
The troops were set out in accordance with the map, essentially with the Confederates advancing behind the ridge under Jackson, with Stuart's cavalry on their left. The Union forces in greater number were arrayed in a long line behind Henry Hill House. This is the table at the start up:
The battle began with my Union forces beginning to advance towards the ridge, while Will moved troops on to the ridge along with some artillery. The Confederate opening volleys cut into the Union lines:
Now, Will is a Napoleonic buff and is unfamiliar with ACW tactics and firepower. He seriously underestimated the weapon rages and effect of 1860s weapons. His regiments on the ridge became very exposed and suffered appalling casualties. His artillerymen were felled and worst of all, General Jackson is shot off his horse. The Union sweeps the ridge clean of the Confederates.
Despite several counter attacks, the devastating fire from the Union reduce the grey lines even further.
Will tries to outflank the Union forces by using his cavalry that sweep around the Union right:
They are met by Union artillery fire and a counter attack bu Union horsemen. Charging uphill the Confederate cavalry is checked, suffering severe casualties and forced back:
In the following turn the Confederate cavalry suffer more casualties and General Jeb Stuart falls.
It is over. After the quickest game we have fought, having lost both Generals the rebels crumble and run for it. A decisive Union victory is recorded at 6-1, although several of the Union regiments are severely battered. However, the lessons have been learned and Will agrees to a rematch, swapping sides.
Wonderful to see all those Airfix miniatures.
ReplyDeleteThanks Peter. I realised that I had posted the pictures at the wrong size setting. I have enlarged them to give a better view of those veteran Airfix warriors!
DeleteI wish C&C had been available fifty years ago as it would have been a sensible use of my Airfix figures back then. I really like the look of your units, very nice. Also good to see the right side winning at Bull Run and an early bath for both Jackson and Stuart!
ReplyDeleteI agree, when I think of the hours spent on WRG wargames etc in the 70s when after about 6 moves it had to be abandoned due to lack of time. C&C provides a very slick solution. As you also say, the Airfix troops suit the game perfectly. I am glad I kept mine, albeit with several repaints over the years.
DeleteThat does look very nice indeed. What did you use instead of the Command Cards? Some sort of PIP type system?
ReplyDeleteMartin, thanks. Regarding the cards, we did not divide the board into three sectors. A d6 was used to see who goes first (initiative) the winner then rolls either a D6 or an average dice, depending upon troop type and scenario. The score gives the action points for that side. After the first player has completed all of his/her actions, the second player rolls to determine their action points. I know that some gamers take this further and allow players to store unused action points which can then be used to support a particular action, such as a major assault. Also the initiative roll can be weighted towards a more dynamic commande
DeleteThanks Bob. We still do a lot of remote games and I've been racking my brains on how to play all the various C&C games without using the cards. Your method sounds pretty simple.
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