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Rank: Administration  Groups: Registered
Joined: 6/10/2010 Posts: 78
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Chris and I are planning a Black Powder Civil War battle for 11 am on the 3rd(friday) all are welcome.
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Rank: Professional Gamer  Groups: Registered
Joined: 6/11/2010 Posts: 191 Location: Farmingdale, ME
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Rank: Gamer  Groups: Registered
Joined: 6/9/2010 Posts: 87
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Lemethinkaboutitno. Anything fun going on? 
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Rank: Noob  Groups: Registered
Joined: 7/26/2010 Posts: 4
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State Holiday my ass. More like an unpaid day off because Larry didn't pay enough taxes.
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Rank: Administration  Groups: Registered
Joined: 6/14/2010 Posts: 199
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I'll be there to show you all how to play it correctly, and administer Josh's Laudanum. (just kidding)
I'll have my brigade(s) of Rebs ready - 4 foot, 2 guns, and 2 horse regts.
Tom
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Rank: Professional Gamer  Groups: Registered
Joined: 6/11/2010 Posts: 191 Location: Farmingdale, ME
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I probably paid for the damned laudanum too
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Rank: Administration  Groups: Registered
Joined: 6/10/2010 Posts: 78
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mmmmmmmmmmmmmmmmmmmmmmmmmmmm Laudanum, mmmmmmmmmmmmmmmmmmmmmmmmmmmm
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Rank: Professional Gamer  Groups: Registered
Joined: 6/11/2010 Posts: 191 Location: Farmingdale, ME
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Rank: Administration  Groups: Registered
Joined: 6/14/2010 Posts: 199
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Here is a short AAR.
It went very well and much was learned. Key items I recall.
1. We believe we discovered that all units that could support a unit that has been shot up (shaken+) and failed must also test. i.e. all units within 4" (66% movement rules) of a friendly unit shaken for fire must test. We determined it best to limit bad results to "retire" only in other words - no worse than a 5. Otherwise a nasty chain reaction could occur.
2. Bigger brigades with an odd number of units are better - no surprise. We determined that some battles may need adjustments to the breaking rules. Certainly the two unit brigades need attention.
3. Don't use alot of small units in a brigade. Large units of 7 stands stands or more can be unwieldly.
4. Watch for "proximity to enemy" rule and "inititive orders", one gets better at these as they are played.
5. We did not play any skirmishers other than cav, odd, since I may a big proponent of them. The four stands of cav in skirmish we effective in this battle. However, in a second game an entire bde of cav never moved.
6. Building/villages/fortifications can be nasty to tout out the enemy.
7. Cannons can be weak as to counterbattery and other fire fire. Yet, cannons can be nasty when firing medium or less into a units flank.
8. Random leadership qualities can be fun.
9. I tended to move and attack by fire while Chris moved in attack columns to melee. Neither was overwhelming or dominated the game.
10. Pulling beat-up units out of the line is a good idea if you have a reserve to plug-in. Conserve a bde's fighting strength - see #11
11. We discovered that destroyed and broken units count towards a broken bde. Even then, a broken bde still retires slowly.
12. The narrative orders of the game are a positive. The simple rules after that keep the game flowing.
13. We did not encounter any problem that could not be work out via the rules or players.
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