"Help with LGG for ACW" Topic
4 Posts
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Last Hussar | 27 Nov 2016 11:03 a.m. PST |
I've played a few games of Sam Mustapha's La Grande Guerre, and enjoyed it. I was looking to use it for ACW (Sam says the rules cover to the 1870s). The problem is that a Union Division was often smaller than a Rebel one. The rules state that a unit is a division of 6000 men (3000 cavalry) Many of the Union divisions at Gettysburg were 3-4000, while the confederates had 5-7000. What do people think is the best way to represent this – I have thought of making the larger units 2 bases that must stay together. |
Mike Petro | 27 Nov 2016 9:49 p.m. PST |
I play LGG for Napoleonics as 4,000 inf or 1,500 cavalry, as this was the most common division size in the later Napoleonic war. Considering that the game is played representing Army command only, as in no corps commanders. Simply add up the infantry on one side and divide by X. That will be the # of infantry units to represent. I wouldn't take the representation of a "division" too literally, just think of it as a block of X number of men. And for the 2 bases together thing….naaah. Seems a little complicated for such a simple game. The only rule we played with is if artillery are beaten by counter-battery fire they are silenced for one turn, and must be doubled to be destroyed. The eliminations from counter-battery fire were appalling, so this helped smooth that out. Great game, sad to see the Yahoo group dissolved due to lack of interest as I was the only regular poster on there pretty much. |
Last Hussar | 03 Dec 2016 5:38 p.m. PST |
How would you treat Cavalry? I'm tempted to have them fight like infantry but move like cavalry. For Gettysburg I've classified the base as 3000 men, not 6000, otherwise the CS only get 9-10 bases! I've calculated strengths around the corps. Not sure what to do with cavalry – have them at 1500 to keep the rules ratio? |
Mike Petro | 04 Dec 2016 11:08 a.m. PST |
Per the rules I believe cavalry is 3,000. I just made adjustments to the "average" division of the era. For ACW cavalry I would use 2 ratings vs. inf, 1 if dismounted and the other the very rare cavalry charge(attackers choice) each should have its own risk and reward. Maybe the doubling of the defenders roll for a charge would rout it per the rules, and a regular (skirmish) attack would operate similarly without the rout for doubling. Just suggestions. And yes, they should move fast as mobile infantry would. |
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