"Best Scenario for Testing New ACW Regimental Rules?" Topic
8 Posts
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gaiusrabirius | 10 Jun 2015 6:38 p.m. PST |
Let's say you want to test several different ACW rulesets, all of which hover around 1" = 25 yards ground scale. Which historical scenario would you recommend, to play and test under each ruleset, to determine your ultimate favorite? |
Chris Palmer | 10 Jun 2015 6:48 p.m. PST |
I think it would depend on how big of a game you want to do. How many players, and how big of a playing surface? |
Dan Beattie | 10 Jun 2015 6:48 p.m. PST |
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vagamer63 | 10 Jun 2015 7:55 p.m. PST |
I would also suggest the initial Union assault on Henry House Hill at Bull Run. Mostly as Union Regiments were committed one at a time against a lone Confederate Brigade, so it should test any rules fairly well! |
normsmith | 10 Jun 2015 9:46 p.m. PST |
McPhersons Ridge – the opening rounds of Gettysburg. Low unit density, infantry, artillery, dismounted cavalry present. cover and reinforcements arriving (deployment from the march). |
DisasterWargamer | 11 Jun 2015 5:23 a.m. PST |
I would agree with Dan – Have used New Market for years to teach new players – it includes a good back story from a former Vice President to VMI, small numbers, good terrain etc |
davbenbak | 11 Jun 2015 5:36 a.m. PST |
The opening stages of Bull Run at Matthew's Hill. On the Confederate side you have two well lead regiments (the Louisiana Tiger could almost be rated veteran) with artillery support deployed on a hill verses green Federal brigades with average to poor commanders arriving one at a time and having to change formation from road column. The Confederates can only last so long as fatigue, ammo loss and casualties start to take their toll so it is a good test of morale rules. Also allows for various unit and leader stats to be tested. You could throw in Terry's Rangers if you wanted to test how cavalry is handled. |
gaiusrabirius | 11 Jun 2015 6:26 a.m. PST |
Great ideas – thank you all! |
1968billsfan | 26 Jun 2015 1:47 p.m. PST |
Try something that has several overlapping melees. 2-3 units on one side locked into 3-4 on the other side AND many units not touching their friendly neigbor's opponent. |
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