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"Battle of Antietam in 6 mm scale" Topic


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769 hits since 20 Jan 2020
©1994-2020 Bill Armintrout
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Torgill20 Jan 2020 2:58 a.m. PST

Last Saturday we played the largest historical battle in the history of games using Gods of war: Lee rules – ANTIETAM. We used almost 2400 6mm scale miniatures, painted by many players. Did the Confederates defended Sharpsburg? Was the Union able gain all strategic points? Was the the battle be bloody? To find out, invite you to read the battle report on our website.gmboardgames.com/blog/en/battle-of-antietam

79thPA Supporting Member of TMP20 Jan 2020 6:46 a.m. PST

Good job. What rules did you use? What does one stand represent?

Frederick Supporting Member of TMP20 Jan 2020 8:44 a.m. PST

Nicely done and great AAR – love 6mm. I presume one stand equals one brigade?

mumbasa20 Jan 2020 10:48 a.m. PST

Great AAR!! I look forward to seeing the English version of your rules.

Torgill20 Jan 2020 3:08 p.m. PST

Thank you! We use "Gods of war: Robert E. Lee" rules, we just finished working on 2nd edition of them. Now the most important thing to us it to translate them. It is created for big battles, so one stand in one brigade and max. 24 guns.

robert piepenbrink Supporting Member of TMP20 Jan 2020 6:35 p.m. PST

That was a very good battle report, but I'd love to see more detail on order of battle and combat resolution mechanisms. Very hard for me to imagine the Army of the Potomac getting coordinated assaults going and still managing to do much worse than the historical battle where no corps ever had support in the advance. There just weren't that many Confederates.

coopman21 Jan 2020 10:18 a.m. PST

That is a LOT of units to keep track of. Combat resolution must be a bit of a nightmare. Please describe it when you get a chance. Thanks.
It does look good though.

Torgill22 Jan 2020 9:24 a.m. PST

Hi. Thank you for all the comments. We had some problems with making a good ODB for this battle, because we focused mainly on number of brigades. Therefore the Confederates were much stronger, then they were in the real battle. We will play it again in some time, but this time, we will join some brigades on one stand together.
The most important in the game is command mechanism. Every general has d6 dices, the better he was in history, the more dices he has. Because game if for big battles, so you give order to your Corps. There are 3 of them: Defense, March and Advance – each with different bonuses and limitations.
There are also 3 types of general's characters: Cautious, Neutral and Aggresive. Aggresive general will pas Advance test more easily, but it will be harder for him to stay in defense. If a general will fail on order, he may do something, you don't want him to do :) To give an order you take dices from your CinC and combine them with dices from Corps General and throw. Succes is always on 4+. You will pass most orders on 2 successes (but for example cautios general will need 1 for defense and 3 for advance, and so on). So managing your order dices is the most important things in the game. And you use them also to rally your troops, aid them in fight and so on. So usually you will have less of then, than you need.
As for combat. Each unit has skills: Firefight, Close Combat, Morale and Cohesion. Typical brigade has 5/5/4/4 of theese. You declare an attack of each brigade, and reaction for it, than you put both of them 1 inch apart and start firefight (simultaneously). You throw as many dices as your firefight skill, and opponent throws dices for morale. If you score more hits than opponent in his morale roll, than he takes a casualty – cohesion goes lower. When it will go to 0, the brigade is routed. So the fight is simplified, because command and fog of war is the most important part of the game.

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