"Third Sixty-One Sixty-Five AAR" Topic
8 Posts
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CaptainDarling | 16 Oct 2018 4:28 a.m. PST |
Last Sixty-One Sixty-Five AAR for a while, a Rules review will come up soon! This fortnight we revisited Sixty-One Sixty-Five again, that's three sessions in a row! Its the 2nd scenario in the rules and has the CSA on the attack. Everything started well for the Confederates rapidly advancing and occupying the buildings while the Federal units advanced slowly. Turn 2 and first blood went to the Yankees but this did not stop the Southerners rushing forward! Meanwhile the Yankees were hanging out for their artillery to deploy (in fact it only deployed on turn 8, the last turn we played!). Lacking their artillery and already desperate the Federals went over to the attack! They pushed troops forward on both flanks engaging the Rebels and successfully slowed them down. Firing along the entire line continued to inflict casualties on both sides. Soldiers fell at a steady rate on both sides and that favoured the Confederates with their stronger force. The Federal skirmishers now surged forward and worked hard shaking several Southerners. This weakened a couple of Squads and charges were launched against them which looked promising but were well held! The Union troops were now fully engaged and over extended so the Confederates deployed to advance again. At this point the Federal artillery arrived and then…we ran out of time so called it a night… DOH! Overview after turn 2 with the Federals to the left. The Rebel are advancing rapidly and their skirmishers have already occupy all 3 buildings!
Turn 4 and the Union goes over to the offensive, Zouaves on their left…
…and infantry on the right…
Turn 8 and finally the Federals artillery has arrived…and we ran out of time…DOH!
The full AAR is on the TSOG Blog… link Cheers |
coopman | 16 Oct 2018 5:51 a.m. PST |
I saw an earlier comment about you having to go to the author to get some clarifications after your initial trial game. How much errata/FAQ are necessary for these rules to play smoothly? Can you share the author's answers here? Thanks. |
79thPA | 16 Oct 2018 7:12 a.m. PST |
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Pan Marek | 16 Oct 2018 2:36 p.m. PST |
79th- Yep. The ACW has plenty of opportunities for skirmish level games. Particularly with cavalry raids. But a good set of skirmish rules for the period has yet to appear. Brother Against Brother is OK, but not very flavorful. Dan Mersey has a new set coming out that covers the entire North American black power period. We'll see. The ACW suffers from a lack of troop "types". So, the Musket and Tomahawks approach does not work. |
Jabba Miles | 17 Oct 2018 4:32 a.m. PST |
Great looking game again. Shame the artillery was a tad tardy. |
coopman | 17 Oct 2018 5:21 a.m. PST |
79thPA: Thanks for the link. I decided to buy the TSATF ACW variant, "The Sword and the Secession" instead. |
79thPA | 17 Oct 2018 6:50 a.m. PST |
CaptainDarling -- Yes, thanks for posting. I'm glad the rules suit your needs. |
CaptainDarling | 17 Oct 2018 5:37 p.m. PST |
Thank you all, my review of the 61 65 rules will be posted up soon on the TSOG blog. My actual best choice for ACW skirmish games is Smooth & Rifled BUT these rules are a good balance that gives a great game in a timely manner that a group can play in an evening and I believe it has got an ACW feel, far from perfect but VERY entertaining! Cheers! |
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