Tuesday, September 14, 2010

Cape Fear Cadets, first volunteer

I've finished painting my "guide" figure for my first unit of Rebels. They will be made up of figures from  Perry Miniatures packs ACW30,31 & 36. Confederates in Frock Coats, mostly wearing Kepis. I am not happy with these figures since they have an unacceptably large amount of flash. Up to now I have been painting Renegade, Redoubt and Crusader ACW figures which, for the most part,  had no flash at all.  The uniform is painted in Testors (!) US Navy Blue-Gray [ed. corrected] since it was the only mid-shade blue-gray I can find. The color decision was made based upon several photos of better quality Early War uniforms.
First painted Rebel, From Perry Miniatures pack ACW31
I am envisioning this unit as an early 1862 unit made up primarily of the sons of well to do Low Country South Carolina families. They are still able to maintain their early blue-gray uniforms from the first blush of the war but now some pragmatic elements have made their way in. About every fourth infantryman will be wearing a slouch hat, every fourth or fifth will have non-issue trousers. When I order more flags they will be carrying a South Carolina State Flag into battle.

My intention is to paint this unit up initially as a four stand/ 15 figure unit suitable for use in solo games at home. I'll then add another stand to take it up to 19 figs for use in Guns at Gettysburg games.


Thursday, September 9, 2010

Advance the Flag (part 2 of 3), a kind of overview

Cover to Advance the Flag
I've been a sort of fan of Chris Peers' rules for some time. What does that mean? It means I buy lots of them, admire some, play few. As noted previously, I recently acquired his ruleset for big battle ACW games mainly just to see what they were like. I thought they would be a variation on Ever Victorious Armies which is, in it's turn, a variation on Contemptible Little Armies, they aren't. Below I'll attempt to run through the features of these rules, with some minor comparisons to the earlier rulesets I've mentioned.(In large part I'm writing in this kind of detail because I found exactly nothing on the internet when I was trying to find info on these rules.)

Format: First off, until recently all Chris Peers' rules were published by HLBS company, as were these,  so there are no frills, at all. One sided pages with exactly zero illustrations. This doesn't cut the cost very much, I bought mine at Brigade Games for $21.95 US. Secondly, as with CLA & EVA the rules are constructed in a way that may be confusing to some gamers. They look much more complex than they are because, in essence, he starts the rules by establishing the setting and defining (in both historical and game terms) the necessary troop types, weapons, unit composition, etc. One page is used to describe four types of fire-arms, for example. There are seemingly no real rules until the last 1/3 of the book. Really that isn't true at all though. The rules themselves are super-simple, well presented and quickly read but are, of course, contingent on understanding all of what was laid out in the earlier parts of the rules. Effective, and perfectly simple when you understand his method for presenting rules, but different than the standard.

Scale: The game is at Corps level with units of 4 stands representing a Brigade. Stands may contain any number of figures, but the rules are oriented towards 28 mm figs. The rules suggest a stand size (60mm frontage) but frankly there is no need to re-base as long as your basing system is relatively consistent. Divisions are 3-8 Brigades and Corps are, of course, 2 or more divisions. Artillery is represented by 1 stand batteries that are under Corps control. Corps commanders may form larger grand batteries. There are no organizational tables in the book, but these are easily obtained from hundreds of printed and internet sources. One important point to know is that Brigades in this game are maneuvered and operate in formations like regiments in other games, so you don't lose the fun of maneuver warfare.

Command & Control: Unlike in previous games from Mr. Peers, there is no orders system, rather leaders will play an important role in motivating their subordinate units and must stay actively engaged with them. The loss of a leader is one of the biggest events in the game in terms of causing a moral crisis. Most leadership occurs at the Division and Corps level but, as you will see below, there are some important occasions when the quality of Brigade leadership will come into play.  Players may buy a limited number of "Outstanding" leaders at all levels (which allows for the possibility of an outstanding Brigade leader). Players must take a randomly determined number of Incompetent leaders. Leaders  motivate units to move and give bonuses in melee and may rally away disorder markers.

Units: Infantry may be Raw, Veteran, Elite and/or Dashing. Dashing is to some degree analogous to Ferocious in his earlier games, being most applicable to early war Confederate Brigades and Zouaves, etc. They may be equipped with the usual selection of smoothbores, rifle muskets, breechloaders or repeaters. Interestingly rifles and smoothbores are effective in the same range but rifles have a long range which is significantly longer but fire is at a serious reduction to accuracy. Smoothbores do not have a long range and Mr. Peers discounts the effect of "buck & ball"ammo (rightfully in my opinion). Fire mostly inflicts Disorder upon targeted units, but rolls of 19 or 20 (fire is rolled on a d20, all else is d6) is particularly effective and reduces the target by a stand. This is the only way that figures leave the table from fire, unless the cumulative effects of disorder cause the unit to rout or disperse. (see below).

Scenarios: There are three generic scenarios presented: attacking a fortified position, meeting engagement, pitched battle. The first is a 2:1 scenario, the latter two are at the same points value with the meeting engagement involving off-table divisions arriving at random times.

Terrain & Weather: There are sections for weather and terrain. Terrain is fairly standard and pretty simple.

The Turn: The turn is a fairly standard alternating activation (by division) with at least one "simultaneous" phase (firing). Confederate player moves first. Sequence is: Rally-Late Arrivals- Mandatory Retreats- Movement- Shooting- Close Combat Resolution- Morale Tests.

Movement: Movement is a curious variation on Mr. Peers' earlier systems. In past games there was a  random and relatively modest movement rates assigned & rolled for each unit. Now in AtF a standard Divisional general rolls 1d6 and adds a set amount to the randomized number which is dependent on the unit's type (cavalry, infantry, artillery, etc.), formation (skirmish, line,  column) and terrain. Outstanding leaders will motivate more movement (they may roll 2d6 and choose the best of the two rolls), Incompetent leaders less (an Incompetent leader who rolls a natural 6 confuses his unit, which then does not move this round). All movement which will travel through difficult terrain is done at the difficult rate. In short most Infantry units in line will move between 3 to 8 inches in a turn which is on par with most other games of this sort but might be a little slower.

Shooting: Simply said, a d20 is rolled for each stand and modified by a number of variables including whether the target is in effective or long range, if the firer moved, the firers weapon or ammunition (for example, canister). A modified roll of 14+ is needed to score a "hit"and thus inflict a disorder marker, as stated above a roll of 19+ kills a stand.

Close Combat: I have covered this in my previous post. One of the simple strong points of the system.

Morale: Morale has several aspects in this game but all revolve around units becoming disordered. The first aspect is a number of conditions that will necessitate a morale check in the morale phase (at the end of the turn). A morale check is based on quality with Veterans being better than Raw (obviously). A failed Morale Check gives a unit (or in some cases all units in a Division or Corps) a disorder marker. Secondly there is Disorder itself which can be accrued from three main causes: fire, close combat and failed Morale Checks. A unit with one Disorder will go on as usual but at two or three the unit may not close with the enemy, at four Disorders the unit routs and at five the unit disperses. There are no Division or Corps break points. Rallying is done at the beginning of the turn and simply involves any unit which is disordered rolling 1d6, if a 6 is scored a Disorder is removed. Outstanding Brigade commanders may roll 3d6 and Incompetent ones none (so these Brigades will only be able to rally under the influence of a higher ranking commander). Divisional or Corps level generals may attempt to rally units that are within their personal influence.

"Color": What I've included above is the skeleton of how the system works. What I haven't always included is the various tangential rules that give the rules their color. The leadership rules, which I have discussed above,  in and of themselves tend to add character to individual Brigades and Divisions. For example a Brigade could be Raw (and thus prone to failing Morale Checks) but Dashing (and thus likely to successfully Charge) and lead by an Outstanding Brigade officer who could really help remove disorder markers. Brigades will become very effective in certain circumstances and terrible in others (lets say a dashing Brigade led by an incompetent officer which would be good in it's initial Close Combat but would probably become ineffective rather quickly unless shepherded by a Division General). Other areas of "color" include rules for Supply Trains which are very useful to the owning army, but if captured by the enemy can cause Morale Checks throughout the entire owning force (this also gives a legitimate reason for both sides to field cavalry). There are rules for bursting guns, quaker guns, fortifications and field works, balloons and gunboats.

NEXT my (unplayed) conclusions and comparisons

Thursday, September 2, 2010

Advance the Flag (Rules)

Chris Peers 2009 ACW rules (available from Brigade Games)
I just received Chris Peers big battle ACW rules Advance the Flag in the mail today. I thought they would be a variant on his Ever-Victorious Armies which I've had since 2002, but never played. It's not, and so may not be usable for it's intended purpose (solo games at home). I'm still reading the rules but one thing I really liked was the close combat resolution system which may be as simple as three rolls, while still seeming to have good, thematic, flavor. Essentially the attacker rolls to move into close combat (based on morale class) then rolls again with next roll being heavily modified by many attacker and defender factors (the usual: morale class, formation, cover, etc.). The second roll then is read against a results table. I'll reprint one result to give you an example:

3 or less: The defenders stand firm and fire a devastating volley into the attackers faces. The attackers receive two disorder markers and fall back 2d6 inches, still facing the enemy. A friendly Corps or Division commander within 2 inches of any part of the retreating unit must dice. A score of 1 on a d6 means he is killed or captured.

That's what I like. All resolved quickly and appropriately, and often decisively. Think of the time saved in many Horse and Musket games if "melee" was resolved that simply. I can't see why it isn't? I, personally have no more desire to roll for each step of close combat than I do to keep track of ammo in skirmish games.

It reminds me of what I've done in our Price of Glory games. I completely ditched Iron Ivan's method of resolving fire against armored vehicles and replaced it with the Tables used in Chris Peers' WWI skirmish rules (To the Last Man). 

I'll let you know what I think about the rest of the book, once I finish reading it.