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"Mechanicsville AAR Reflections" Topic


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Texan Phil McBride15 Nov 2022 11:56 a.m. PST

I just finished a Regimental Fire & Fury scenario of Mechanicsville in Virginia in 1862 gaming solo. The results appears to be historical. In the twilight, the surviving boys in gray are moving back over the field helping their wounded comrades slip away into the cover of darkness.

The Rebs pushed and pushed, but on T 10 their two big 'now or never' charges, one on their right flank and one in the center, both bounced. That was it. No more steam left in the Rebs' regiments' bullet-riddled boilers. Lots of bodies on the field of valor, though. Union lost 45 of 128 stands, Rebs lost 74 of 182 stands

With all the lead flying (up to 20 volleys fired by each of 18 regiments over 10 turns), I'm pretty sure I've memorized the shooting modifier and casualty tables.

The long game was enjoyable and sometimes surprising.The most stubborn Union regiment on the field--the7th PA--was under provisional command the whole game, being away from its brigadier. But I can now attest taht in the RF&F rules, it takes a long time for a regiment of 18 or 20 stands behind breastworks to take enough casualties to go from fresh to worn.

Remembering to add the off-table Reb artillery (10 stands in 5 different batteries that all had to fire at different targets) to the rifle volleys was a pain, but both forces' combined artillery and musket fire caused a constant flow of casualties.

Only one of the five big Union regiments lining the breastworks were pushed out in hand-to-hand combat, the other four were finally forced out during the manuever phases, after they had been disordered from Reb volleys the turn before, and low maneuver dice rolls forced them to retire out of close range of the Rebs' rifled-muskets, even if it meant abandoning their trenches. But they fell back and held and held.

The Rebs' maneuver phase rolls were equally disruptive to their need to be continuously agressive. A RF&F game is surely about lost stands and shrinking regiments, but equally about keeping regiments moving forward, especially regiments that are only 'trained' and not yet 'veteran' and are suddenly in a state of disorder from a volley. Having to roll a manuever phase dice while in disorder is my new dread once a regiment is 'worn' or not in command radius.

Texan Phil McBride15 Nov 2022 11:57 a.m. PST

I just finished a Regimental Fire & Fury scenario of Mechanicsville in Virginia in 1862 gaming solo. The results appears to be historical. In the twilight, the surviving boys in gray are moving back over the field helping their wounded comrades slip away into the cover of darkness.

The Rebs pushed and pushed, but on T 10 their two big 'now or never' charges, one on their right flank and one in the center, both bounced. That was it. No more steam left in the Rebs' regiments' bullet-riddled boilers. Lots of bodies on the field of valor, though. Union lost 45 of 128 stands, Rebs lost 74 of 182 stands

With all the lead flying (up to 20 volleys fired by each of 18 regiments over 10 turns), I'm pretty sure I've memorized the shooting modifier and casualty tables.

The long game was enjoyable and sometimes surprising.The most stubborn Union regiment on the field--the7th PA--was under provisional command the whole game, being away from its brigadier. But I can now attest taht in the RF&F rules, it takes a long time for a regiment of 18 or 20 stands behind breastworks to take enough casualties to go from fresh to worn.

Remembering to add the off-table Reb artillery (10 stands in 5 different batteries that all had to fire at different targets) to the rifle volleys was a pain, but both forces' combined artillery and musket fire caused a constant flow of casualties.

Only one of the five big Union regiments lining the breastworks were pushed out in hand-to-hand combat, the other four were finally forced out during the manuever phases, after they had been disordered from Reb volleys the turn before, and low maneuver dice rolls forced them to retire out of close range of the Rebs' rifled-muskets, even if it meant abandoning their trenches. But they fell back and held and held.

The Rebs' maneuver phase rolls were equally disruptive to their need to be continuously agressive. A RF&F game is surely about lost stands and shrinking regiments, but equally about keeping regiments moving forward, especially regiments that are only 'trained' and not yet 'veteran' and are suddenly in a state of disorder from a volley. Having to roll a manuever phase dice while in disorder is my new dread once a regiment is 'worn' or not in command radius.

huron725 Supporting Member of TMP15 Nov 2022 4:30 p.m. PST

Wow, sounds like a great game played. And pretty bloody.

mghFond16 Nov 2022 10:22 p.m. PST

Very hard fought alright.

Michael May18 Nov 2022 10:18 a.m. PST

Howdy Phil! I'd love to see some photos of your ACW (and other) miniatures! Then again, I should post some of mine. Maybe I should start a blog, or get an instagram account.

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