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"Altar of Freedom at Fall-In" Topic


6 Posts

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GeorgeWyrd18 Nov 2013 7:40 a.m. PST

I was lucky to get into the excellent game 'Seven Pines' run by Greg Wagman on Saturday morning. I have the rules and was looking to observe a playthrough and a spot opened up. I commanded as Heintzelman. The figures and terrain were inspiring and the game was a blast. I thought the bidding for initiative and the game clock really added the right amount of friction and time management. The mechanisms were straightforward and the drama was high. If you are looking to do the bigger battles of the war these rules are a great acquisition.

Thanks Greg for hosting and Greg (Gen'l Johnston) for a fun game.

I don't have any photos but I saw a few snaps in Lord Ashram's post re Fall-In.

Tom

GeorgeWyrd18 Nov 2013 7:44 a.m. PST

Sorry bout the cross-post…it's Monday and Ancients begins with an A

79thPA Supporting Member of TMP18 Nov 2013 8:56 a.m. PST

If you give us a little more info about what a stand represents, how combat is resolved, morale, etc. it would be greatly appreciated

GeorgeWyrd18 Nov 2013 10:13 a.m. PST

Each stand is a brigade. You activate divisions and each stand moves up to a fixed amount (8"). Combat is d6 with modifiers for support, brigade rating (size, not quality), fatigue or terrain. Fatigue is the only morale representation I experienced. There is infantry firing at 2 inches with minor effect. Ground scale is 1 in = 150 yards. Turns are an hour. Most close combat results in recoils with accumulating fatigue.

Here's a FAQ from the website.


6mmacw.com/faq.html

To

79thPA Supporting Member of TMP18 Nov 2013 11:28 a.m. PST

Thanks.

I'd be interested in hearing from anyone who has played both this set and Volley and Bayonet.

Temporary like Achilles18 Nov 2013 7:19 p.m. PST

Those forests they use are really well done.

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