Showing posts with label ACW. Show all posts
Showing posts with label ACW. Show all posts

Saturday, November 29, 2025

Ulster Wargames Society - Snodgrass Hill scenario played












Last club meeting of year (we do 2 in January as December always too busy) and I played in a 15mm ACW game run by Bryn and Ian using Black Powder (Glory Hallelujah supplement) and a scenario based on action around Snodgrass Hill during Chickamauga 1863. 

I was on defending Union side with Mike and Ian and facing a large Rebel force under Andy, Ivan, Simon and later Bryn.

Great game it was too with plenty of action all across the board.

Mike took initial Union forces deployed around Snodgrass Farm and ridge line with Ian and I controlling oncoming reserve Brigades.

Hard pressed he was too as scenario special rule had his forces facing possible confusion/friendly fire (literally blue on blue) when attempting to fire on Kershaws Rebel Brigade (under Andy) as being dressed in blue uniforms historically caused problems for Federal chaps. 

Simon commanded following Reb Division on Andy's left with Ivan sweeping further left with 2 Divisions and Bryn bring further Division on as reserve to rear.

I controlled a Division supporting Mikes left and Ian another Division on his right. 

A ding dong engagement soon developed all along the Union lines which ended up in a right angled formation.

I managed to break a Brigade of Andys which thereby forced Bryn to commit Reb reserves to face my lot.

Ian suffered horrendous losses with several broken Brigades as he faced superior numbers of Ivans Rebs, whilst Mike held on as long as possible around Snodgrass before being forced back.

A broken Brigade on my flank meant any forward progress by Union was stymied and our right flank was totally collapsing so Union called it a day (ie referee told is we were duffed).

It was a bloody affair with numerous broken Brigades on both sides. 

Black Powder would not often be my first choice but it mostly certainly works for these large multi-player games.


 













Action near end as Union push on left at zenith and right wing under intense pressure, with central Division pushed back from Snodgrass Hill







Mike deploying to try to hold at hill and shore up crumbling right






Mid-game as Union and Reb reserves committed






Reserves arrived as 'blinds' with something of a statement as to political proclivities !!







My Division advances on Union left as Mike contests the only real open ground on table 






A Reb Brigade is moved back in broken status






Whilst the table was 12' x 6' we only used half of it






Initial forces on Rebel right






Union defend ridge at Snodgrass Farm







And the open fields adjacent











Of course several other games at club and of course as usual I saw little of these or outcomes


Dave P and Adam played a 20mm Late War East Front WW2 game using Battlegroup with some lovely toys on display


























A Sharp Practice 28mm game run by Jeremy D with several participants 















A 28mm game of Lion Rampant run by Leslie with Phil and others 














And last but not least a Battle Tech game with Charlie and co





Thursday, June 05, 2025

Bonnie Blue Flag rules played - The Wheatfield

Game at Stephens today (last for few weeks as he is off on holiday to England) and he choose ACW period with set of rules called Bonnie Blue Flag which we have never tried before (think he bought them at Warfare last year).

These are marketed as a fast play set with units as Regiments.

Scenario was based on a Guns of Gettysburg version of  'The Wheatfield' using Stephens excellent 15mm kit and troops (mostly Peter Pig).

Used standard sized units (5 bases) for ease although rules allow varied sized Regiments (4-12 bases) but no matter number of stands used units are rated for 3 Attrition Levels ie 6 for Veterans, 5 Experienced or 4 Raw.

System has interesting sequence of play (followed alternately by players) with Officers moving first then Charges, Skirmishers and other Moves followed by shooting by Artillery, then Skirmishing, then Musketry and a Melee phase.

I really liked how Skirmishers are handled being able to be deploy or recall at will but only taking 1 hit to get rid of them or forcing them back by advancing on them and their shooting is not too powerful.

Oddly they cannot be ignored by artillery (no shooting through to parent unit) but this is fine in practice and overall Skirmisher just worked.

Movement is a set distance with variable move of 1-2 D6 with usual deductions for terrain and is done per unit (no group moves).   

Shooting and Melee are conducted by causing a Morale Check on enemy which use a percentage dice system for passing or failing with units suffering Attrition hits and possibly falling back and maybe not being able to fire at next opportunity. 

Advancing troops seem slightly less vulnerable to being fired at than stationary chaps but with caveat that if you move over half you don't fire.

Officers give Morale bonuses to units in Command when shot at or when attached to a unit in Melee and can recover Attrition hits on units by using their own pool of Attrition (4-5) but are mostly invulnerable (only lost if attached to a unit destroyed by melee).

Rules are bit vague in several areas (and not much in way of support that we could find) but these issues were pretty easy to rule upon in practice.

All in all a fun set that should be quicker to play than our favoured Regt Fire and Fury (really its only downside is game length imho).



















  


Thursday, March 06, 2025

Brigade Fire & Fury - Champion Hill scenario

Game at Stephens today and he chose to use latest iteration of Brigade Fire and Fury (look away Ray) and whilst I have played several games using the Regimental set its is 20+ years since I used original Brigade level set so interesting to see this new version.

Scenario was an official scenario 'Champion Hill' from Vicksburg campaign with Stephen as attacking Feds and me as outnumbered Rebs in defence.

Good scenario (as are most F&F scenarios) with not too many special rules (main one being delay of Union flanking division which cannot advance closer than musket range for 7 turns).

Losses were initially very even but on turns 5 and 6 the Union charges managed to sweep 2 of my units from the field completely annihilating them after wearing them down and breaking another (D10 results can be vicious) for loss of 15+ stands and giving my Rebs a -2 to all future Maneuver rolls. 

I did have some Crack reserves arriving but decided that no real way back with Union reserves also appearing so called it early. 

Whilst there are a few subtle changes from original set and of course from Regt set the game was very easy to play as still same good old F&F system at heart and we had only a couple of rules to look up (although we did make a mistake with artillery targeting early on) and managed a full 8 turns from 12.


All kit and terrain from Stephens 15mm collection


Small Reb Brigade holds off outflanking Fed division 






Main Reb lines in woods and on hill with crossroad objective just visible






Two large Reb Brigades face off attacking Union Brigades






More Fed arive on flank but thankfully still stymied







Several disorders and low ammo results and stand losses on both sides






Later stages and my left has collapsed 






And defenders on hill have routed almost off table







Flanking Fed Division about to activate







The central Reb Brigade was soon to be swept away (it has already fallen back out of wood)