Monday, November 27, 2023

ACW: The Battle of Ned's Farm - AAR

Rejects, old and new, gathered at Stuart's shed for a fictional American Civil War encounter using his amended Fire and Fury rules. The principle change being the use of 2d6 instead of a d10.  Effectively smoothly the results to avoid extremes... mostly!

Make sure you visit Lee at BLMA for his report.

The Union were commanded by Lee and new Reject Dan. The Confederates were led by me, Mark and Steve.

The armies were fairly symmetrical in strength.  The Union started on the left.

I was in charge of the central rebel division.


The Union on the left wisely took up positions on the hills and woods beyond to create something of a blue fortress.  Undeterred, the rebels advance to take the fight to the feds.


At the far end cavalry were seemingly facing each other off.


However, a message delivered to Steve on the Confederate right suggested that there was a double agent in the cabin in the woods, and their capture would be beneficial.


Along the line the Confederates bound forward to press the Union defences.


The Rebel left crash into the Federal right flank...


... and despite best efforts are repelled by devastating fire and fierce hand to hand.


Whilst in the centre, the boys in grey hurled themselves at the defenders.


With two brigades thrown out of their positions, things are looking precarious for the Feds.


However, the Union was bloodied but not bowed.  They sprung straight back and pushed the Rebs back off the high ground.



Meanwhile, the Confederate right presses into the woods....


...  unsuccessfully engages the Union dismounted cavalry, and...


... captured the double agent in the cabin.


Meanwhile, The Union charge off the hill at the Confederate left...


... only to find out quickly that they should've stayed on the hill.  Then...


... the Feds find themselves with a crumbling flank as Mark leads his troops in decimating the defenders.


As the Union right flank was crumbling, their centre was coming under extreme pressure as multiple brigades assault the central heights.


All this led to one of the moments of the game.  When both sides rolled snake eyes at the same time and to equal stunned horror and relief.


This melee ended in a draw which meant an immediate reroll.  So, from the ridiculous to the sublime.


This helped in ejecting the Union from the central hill and leaving many units worn. These victories and the hours marching by brought as to the end of the game.


After an really fun, hard fought and close game it came to Stuart to total the victory points.

It was a Confederate win... by one point! (I'm ignoring the points from capturing the double agent)

A really good, fun game with plenty of banter and generous, gentleman-like gaming.


20 comments:

  1. That looks like a fun game. What are your impressions of Fire and Fury and which version did you play?

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    1. I agree. The battlefield looks terrific. Lawrence, you asked the same questions I was planning to ask. Which version of F&F was in play here? Was it the original brigade level, the regimental level, or the revised brigade level rules? Did the original opposed D10s provide too much variability for comfort?

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    2. Thanks Lawrence and Jonathan. To answer your questions, it was the original brigade level rules. Once I accepted that the rules was all about the dice rolling and not rewarding of good generalship I actually found them enjoyable in an "ignore the battle and enjoy being with friends" sort of way.
      We did find the d10 allowed for too much variability, and reinforced the impression of good play not finding some reward (or at least a limitation on bad outcomes).
      The 2d6 still produced some extreme rolls, but very little in comparison to d10. Also the 2d6 meant that troops in good order were more likely to move, and melees decided more by brigade type, position, weight of numbers etc. With chance contributing not dominating.
      Still probably not brilliant, but better.

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    3. Thanks for the thoughts Richard. I have both copies and am planning to give them a read through next year.

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  2. Great looking game and plenty of space to manouevre etc. I much prefer the 2D6 approach compared to a D10, which to my way of thinking is way too random. Give me bell curve results any and everytime!

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    1. I agree Steve, especially with opposed dice rolls as in Fire and Fury.

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    2. I think my comment did not make it passed the censors...Either that or dumped into SPAM.

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    3. Was yours along the lines that the +1 or -1 can have a big impact on the bell curve in certain situations Jon? If so I saw it...

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  3. Looked a fun game, gutted I missed it.

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  4. Great write up and pictures. That double set of double ones was incredible...then immediately followed by a double six and an eleven.

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  5. Great stuff Richard and it certainly looked like a Rebel win, so I am glad the Union didn't sneak away with a points victory! Those two dice rolls are what makes wargaming such fun!

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  6. Great looking game , sounds like tons of fun!
    Best Iain

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  7. Double snake eyes and then an 11 and 12. I would not have believed it without the photographic evidence!
    It must have been an enjoyable game to be involved in with momentum shifts a-plenty. Your report does justice to it being a really close one.
    Regards, James

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