Help support TMP


"Beaver Dam Creek - ACW Black Powder AAR" Topic


7 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

In order to respect possible copyright issues, when quoting from a book or article, please quote no more than three paragraphs.

For more information, see the TMP FAQ.


Back to the ACW Battle Reports Message Board


Areas of Interest

American Civil War

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

On To Richmond


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Profile Article

Music Video: Empress of Shadows

My first attempt at a historical music video, to promote interest in military history (and, indirectly, miniature wargaming!).


Featured Book Review


1,421 hits since 9 Mar 2013
©1994-2026 Bill Armintrout
Comments or corrections?

NCC171709 Mar 2013 4:50 p.m. PST

The local HMGS-South group played a game of Black Powder at the Dogs of War shop. The ACW scenario was based loosely on the action Beaver Dam Creek on June 26, 1862.

link

picture

john lacour09 Mar 2013 8:15 p.m. PST

need to work on your terrain, chief…

Maxshadow09 Mar 2013 8:33 p.m. PST

Looks like it was an enjoyable game. The arrows certainly help tell the story. Though I would like to get a closer look at those figures!

normsmith09 Mar 2013 10:05 p.m. PST

The 'blunders' that you refer to, are these a feature of the rules? (i.e. do the rules provide for a sort of chaos effect and could the game at the outset of gone either way?).

The game gives a good narrative, which does seem to be common the the Black Powder AAR in general, I am increasingly becomming interested in using them but I think my gaming area is probably too small.

John Leahy Sponsoring Member of TMP10 Mar 2013 12:03 a.m. PST

One of the battles I grew to have a serious interest in was Mechanicsville and the Seven Day's Campaign in general. I enjoyed reading your battle report.

How long did the game last and how many players?

Thanks,

John

NCC171710 Mar 2013 4:28 a.m. PST

There were three Confederate, two Union players and no moderators this time.

The time limit on our club games at the wargame shop is typically 4 hours (1pm to 5pm). We called this one after about 3 hours when it became obvious that the Union could not hold the field.

vtsaogames10 Mar 2013 1:38 p.m. PST

Blunders: command rolls are done with 2D6. There is a 1-36 chance of a command blunder each time.

Sorry - only verified members can post on the forums.