One of the primary audiences for the blog is an individual we will call Future Me. That is, some of the posts are written not just because I think you might like them, but also to remind a future version of me about how I was playing certain games a few years ago before I lost interest and moved onto another project.
Unfortunately I sometimes leave Future Me incomplete information, which means I'm left racking my brains trying to work out what Past Me was talking about sometimes.
One example is some experimentation I was doing with using the Portable Wargame to play ACW games back at the tail-end of 2018. I came up with the idea of using the Shooting Only combat resolution from OHW, but applying it to the Portable Wargame instead, and came up with these ideas. But I didn't really develop them further and, looking back, neither did I make a note of my assumptions for any other part of the game. "But it's the Portable Wargame; that's pretty standard isn't it?" I hear you cry. Well, no. If you've looked at my ECW rules you'll see that my view of the the Portable Wargame works is sometimes a little different to how most people seem to play it. And, to be fair, it's designed as a toolkit anyway - we're supposed to tinker with it.
Anyway, all this rambling bollocks is just to say that I decided to have another go with the ACW setup, and couldn't remember how I played most of it. So I used the movement and activation system I'm currently using for ECW games, and the firing system in the post above. I hope this doesn't confuse Future Me too much.
I ran the venerable Take The High Ground scenario from One Hour Wargames, and used six units per side. The Union were attacking with three infantry, two artillery and a cavalry, whilst the defending Confederates had four infantry, one artillery and a cavalry.
I ran it to a 15 turn time-limit, but also tracked break-points too, so a side could break and lose before the time ran out. Holding the hill gave a bonus on the break-test.
Here's the initial Confederate defenders - one infantry and some artillery.
I did make the mistake of allowing units to fire regardless of how far they'd moved, and need to restrict it to a one square move only. This would apply even for the firing that is nominally close assault, which means that if you move up too quickly then you probably have to survive a round of fire from the enemy; this doesn't seem unreasonable.
Anyway, it was an interesting exercise, and the activation system worked OK. I notice, in fact, that I tried it for ACW games about eighteen months ago, so it's good to see that I agree with Past Me.
Thanks for the report. Sounds like a crackin’ battle.
ReplyDeleteAny chance this might go into Bob’s proposed ACW book?
I'[m not sure they're even in a state to be properly written up yet, let alone published :)
Delete