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"Barlow's Knoll AAR; ACW Regimental Fire and Fury" Topic


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1,162 hits since 23 Jul 2018
©1994-2024 Bill Armintrout
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Stew art Supporting Member of TMP23 Jul 2018 4:57 p.m. PST

Hello everyone!

I played a RFF game the other day based on the fighting around Barlow's Knoll. Wrote a blog post about it.
check it why not? Some preview pics…

more on the blog here. thanks for looking. Any comments appreciated. : )


link

svsavory23 Jul 2018 7:41 p.m. PST

Looks great! I enjoy RF&F. Thanks for the report.

Garryowen Supporting Member of TMP24 Jul 2018 5:28 a.m. PST

Great looking game and nice AAR. I have run that scenario with RF&F as well. I had the same problem you did, not reaching a conclusion before we ran out of time. I played mine at home like you did.

I have two thoughts on the time problem.
1. I have run a fair number of conventions games over the years. In all cases there is at least one play test at home first. Invariable, the play test games take about twice as long to play as a convention game. I think the reason is at conventions the players are more focused on the game. There is less time wasted with chatter and goofing off.

2. I love RF&F, but units have to disappear quicker. IN the next game I run, I am going to try a slight modification:
When firing and rolling your d10, a d6 is rolled at the same time. If the d10 results in one or more stands being removed, if there is a 6 rolled on the d6, take out an additional stand.
If no stand is removed by the roll of the d10, ignore the d6. This change may be too little or too much. If too little, try it with a 5-6 required on the d6. If that goes too far the other way, try a d10 of a different color and make it take a 9-10.
It is easy to keep fine tuning this with either a d6 or a different color d10 and varying the number required for the additional stand removal.

Tom

Jabba Miles24 Jul 2018 7:19 a.m. PST

Nice Game Stew.

Stew art Supporting Member of TMP24 Jul 2018 9:33 a.m. PST

thanks for comments folks!
double thanks to Jabba Miles because he also left a comment on the blog. : )

@ Garryowen:
I appreciate your thoughts, especially point #1. : )

#2: that is an interesting idea. It should do the trick of units decaying faster. Though I don't think I'll use it as one of the things I like about RFF is that units just don't evaporate but slowly get ground down. I'll think I'll focus instead on deployment, activation, and terrain to get units into the fight sooner.

14th NJ Vol24 Jul 2018 6:24 p.m. PST

To activate faster, & get units moving, on first 3 turns use a D12 die. More units will move Double Quick. Set up units not in firing range at start in Field Column or March column. You might be suprised how fast units close into the fight doing this.

ChrisBBB2 Supporting Member of TMP25 Jul 2018 4:48 a.m. PST

I like your blogging style, Stew. Thanks for posting!

Chris

Bloody Big BATTLES!
link
bloodybigbattles.blogspot.com

Stew art Supporting Member of TMP26 Jul 2018 8:54 a.m. PST

Thanks ChrisBBB2! I appreciate it. I also hear good things about Bloody big battles.

@14th NJ. Thanks for your thoughts. I do not think it was an issue of the command rolls being bad. RFF is stacked in such a way that good units, fresh, and in command can't really go wrong. Hayes brigade (the one in question) is made of Vet and Crack regiments; so even a roll of 1 is 'well handled' and I think 4+ (on a D10 for folks not familiar with RFF rules) is a 'double quick.' So the command rolls should be easy.

I'll think about the formations though.

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