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"DAF's Historicon 2024 Pix" Topic


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488 hits since 23 Jul 2024
©1994-2024 Bill Armintrout
Comments or corrections?

Personal logo Der Alte Fritz Sponsoring Member of TMP23 Jul 2024 2:01 p.m. PST

I have just posted Part 1 of my Historicon 2024 adventure on my blog. Just click on the link to make a visit:

link

picture

picture

We had 50 players over the course of four days and I had a lot of fun running the games. Thank you to all who played in the game and thanks to everyone for your kind comments while visiting my game tables.

14Bore23 Jul 2024 2:31 p.m. PST

I would have liked to watch Pickett's charge game, that table looked awesome.

Personal logo Der Alte Fritz Sponsoring Member of TMP23 Jul 2024 3:33 p.m. PST

Bill Molyneaux made several short videos of the game that you can watch on his You Tube channel Bill's War Game World.

14Bore23 Jul 2024 3:34 p.m. PST

Thanks will do
Some day having g done home games of Gettysburg day 1 and 2 want to do day 3 someday

14Bore24 Jul 2024 2:04 a.m. PST

link

This did look like a fantastic game

corzin24 Jul 2024 4:00 a.m. PST

not having seen the game actually played…how do you make the game like pickets charge interesting?

one side doesn't move much and the other is marching straight forward ?

PzGeneral24 Jul 2024 5:03 a.m. PST

Fantastic looking game!

Well done thumbs up

Dave

Personal logo Der Alte Fritz Sponsoring Member of TMP24 Jul 2024 1:41 p.m. PST

Corzin: we start the game by giving each Confederate player two rounds of artillery bombardment on the Union position on Cemetery Ridge. Union artillery does not get to respond, yet.

Then the actual game starts with each turn having a set sequence of play: Confederates move first, Union then fires, Confederates fire, melees are resolved, then Union moves, finally morale test taken.

Confederate artillery is done for the rest of the game because they are out of ammo and/or they would be hitting their own men.

The Confederates move 24" per turn from the back table and on until they reach the Emmitsburg Road, then movement reduces to 18" plus one D6 movement. It takes two turns to cross the road (first move into the road and stop, then second move out of the road at half movement rate).

Union forces are firing artillery each turn and Confederates take moderate casualties until they get into musket range, then the casualties start mounting up. I'd say that both sides are very engaged throughout the turns preceding the final move onto the table that has Cemetery Ridge.

On the Cemetery Ridge table the action is hot and furious as the Rebs make their final assault and they are now able to return musket/rifle fire at the Union troops on the ridge. Then melees start to happen, etc.

I really don't think that any of my players were bored as I endeavored to keep all of them busy with something to do on every turn of the game.

I had some victory conditions based on "victory points" earned when Confederates breach one of the walls in a sector or the Union soldiers prevent a breach in the same sector.

I used Cigar Box mats which are 5ft wide so I divided the game table into four zones that were 5ft wide. Thus in each zone where Confederates breached the wall they got one VP and the Union got one VP in each sector where the Confederates did not breach the wall. This meant that four VPs were available in total, which could have resulted in a draw for both sides. The Confederates won 3 of the 4 games. Two of their wins were based on using the VP system. In the final game, I did not use the victory points system and just had the two sides play it out and let the dice gods decide the victor.

The last game was a lot of fun because one of the Union generals had a bit of Daniel Sickles in him and he decided to advance up to the post and rail fence of the Emmitsburg Road. I think that he just wanted to get into it with the Confederates ASAP, but he reasoned that he had artillery and they didn't and he actually might have had a point. The other Union brigades stayed put on the ridge, although mid way into the game, another Union player advanced to the road for a turn or two and then reconsidered the wisdom of his move and returned to the stone wall atop Cemetery Ridge .

Mr. Sickles' one brigade wasn't enough to stop the Confederates in his sector as he was outnumbered two brigades to one, but as I watched the game i began to think "hey this could actually work" and for a time it did but weight of numbers did Sickles in. I think that had an adjacent Union brigade accompanied Mr. Sickles down from the hill and up to the Emmitsburg Road that they could have stopped the Reb advance at the fences. Meanwhile, on the Confederate far right flank, Kemper's brigade smashed through the Union line opposite him and was turning the flank of the Union army at the conclusion of the game. It was a fun to watch some of the players go off script and see what would happen.

Personal logo Der Alte Fritz Sponsoring Member of TMP24 Jul 2024 1:47 p.m. PST

BTW, that first picture with young Charlie on top of the table is my favorite picture of the whole show. There is no doubt that the people around the table are having fun. This is what wargaming at conventions is all about.

epturner24 Jul 2024 3:04 p.m. PST

This has to have been one of the most fun games I've played.

Charlie was a hoot, and very engaged in the action. I was on the left edge of the board.

I played in the Thursday afternoon version, and it was exciting. The Confederates managed to win, but I had an amazing time.

Thanks again, Jim, for such a great game.

Eric

14Bore24 Jul 2024 3:47 p.m. PST

I didn't see how casualties were marked but assume they were.
Actually Friday played Waterloo on a well made game board on 2nd floor. Playing on British side for awhile did same thing the union did, canonade the oncoming enemy.
My die rolls didn't do much damage either.

Personal logo Der Alte Fritz Sponsoring Member of TMP25 Jul 2024 2:45 a.m. PST

We used round dial counters to track casualties. The dials were terrained to blend in with the figure bases. When you have your sixth casualty then a stand is removed from the regiment and you turn the dial back to zero and start again. Each stand holds six figures. Five stands in a regiment.

Morale is only checked each time a stand is lost

14Bore25 Jul 2024 11:50 a.m. PST

DAF thanks, maybe next time I will look at tje troops

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