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"ACW Rules Differences" Topic


15 Posts

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Comments or corrections?

alexjones27 Nov 2016 11:49 a.m. PST

Now that Pickett's Charge has been released and seems to have a focus on realistic tactics. For example, reproducing the more common tactic of fire fight at 100 yards rather than charge to contact and hand to hand melees.

Of course, this did happen and was encouraged by many officers but it was less common on the field. More common was a stand up firefight at close-ish range until one side broke or ran out of ammo.


Would the ACW buffs out there consider these rules a step in the right direction and do any other sets get it right in concern to historical tactics?

Apart from On to Richmond, all of the other sets I have tried just allow a straight charge to contact and subsequent melee with no firefight.

Do any rules really represent historical tactics of the ACW period?

Grignotage27 Nov 2016 11:56 a.m. PST

I always interpreted Fire and Fury's assault rules to represent the close-range firefights you describe, as well as the occasional bayonet charge.

I'm also not certain that the "close to 100 yards and fire-fight" was actually a tactic of the time period, or more the result of undertrained recruits, confusion, nerves, and terrain all conspiring to rob units of their momentum. I think it just sorta happened rather than being the intent.

alexjones27 Nov 2016 12:02 p.m. PST

Well, intentional or not, that is how it played out.

There is a differentiation between firing and melee in FF and so the argument that all of the close range firefights are abstracted into the melee phase doesn't convince me.

Grignotage27 Nov 2016 12:04 p.m. PST

Fair enough RE: Fire and Fury. I'm comfortable with its assault mechanism covering the variety of close-combat seen in the war, but I could also see your point.

I'd want an ACW rules set to "create" those close range fire fights by accident rather than design---failures of morale or command tests, for instance. Does Picket's Charge do that? I haven't read the rules.

alexjones27 Nov 2016 12:10 p.m. PST

I agree. I have only read the reviews and battle reports. Some very interesting mechanisms there and I will no doubt buy them at some stage, in my search for the holy grail!

raylev327 Nov 2016 1:51 p.m. PST

Isn't that the beauty of having so many rules sets to choose from….there's one out there that matches our own preferences.

sebastien27 Nov 2016 5:09 p.m. PST

I notice that the black powder ACW supplement has made it far more difficult to charge in to contact with a command deduction

Frederick Supporting Member of TMP27 Nov 2016 7:06 p.m. PST

We just played a Black Powder game today with the Glory Hallelujah supplement rules – makes it hard (and costly) to charge; had a series of firefights; went very well – like the rules

alexjones28 Nov 2016 12:52 a.m. PST

Thanks for the tip about the Black Powder ACW supplement. I have that and will take a closer look.

10mm Wargaming28 Nov 2016 2:08 a.m. PST

I would recommend Black Powder Rules. Hope it helps.

Take care

Andy

John Thomas828 Nov 2016 2:27 a.m. PST

I personally like the way "They Couldn't Hit An Elephant" plays.

Billy Goat Wargaming28 Nov 2016 2:00 p.m. PST

The falter test mechanism in Peter Pigs 'Civil War Battles' does a great job of covering that last minute firefight and morale test to decide the issue.

BelgianRay29 Nov 2016 3:21 p.m. PST

Which rules are best WITH CASUALTY REMOVING in 28 mm ?

martin goddard Sponsoring Member of TMP02 Dec 2016 9:42 a.m. PST

Yes Sean, I agree. It is often about that last bit of distance in which brigades often fall back rather than engage in hand to hand.

martin goddard Sponsoring Member of TMP06 Dec 2016 12:03 p.m. PST

The PP Civil War battles include play-sheet s for 25mm and does have casualty removal;. Typical brigade has 6 stands. they die by teh half stand, giving 12 increments of death.


martin

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