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American Civil War Campaign Ideas

 I ran out of James Holland books, so I started flicking through my wargaming library. I’ve cobbled this together from a variety of sources, but it was sparked by Featherstone’s simple Franco-Prussian campaign. As usual, with a heavy dose of Neil Thomas.

I wanted something simple to link games together. I also didn’t want to get bogged down in ‘un-ACW’ map moves. From what I can see, the war was very much a long grind southwards so it’s not worth producing complex and detailed maps. The armies are based on my future plans; they can be any size you wish because they never join up, but just ensure the US has a slight numerical advantage.

Note I’ve not had time to try this out, but I would love to hear what you think.

Organisation

Each side has three armies (Potomac, Tennessee, Cumberland and Northern Virginia, Mississippi, Tennessee). They are all have the following units:

  • US: 9 infantry, 3 crack infantry, 2 cavalry, 3 artillery.
  • CS: 6 infantry, 3 crack infantry, 2 cavalry, 3 artillery.

Note CS batteries are not as powerful as US batteries in my rules.

The Map

Each side allocates one army per column in the square marked X (both sides occupy the same square). Armies move up or down the column, not sideways. V = Vicksburg, G = Georgia and A = Appomattox. W = Washington (I know there is only one, bear with me…).

Kneel before the cartographic skills of Zod!

Supply

Both sides have a deck of cards individually numbered 2, 3, 3, 4, 4 and 5 indicating available supply points (SPs). Each army starts the game with one SP.

Initiative

Both sides play a card: highest is Side A & goes first. Those cards are now discarded. If a draw, the side with the most supply goes first. Otherwise, toss a coin!

Side A

Supply

Select another card and allocate the SPs to your armies and spend as you see fit. 1SP will:

  • Recover one step. You can recover more than one step if you have enough SPs.
  • Attack an enemy in the same or next square. This will end the action in that column, so make sure you’ve built up your forces enough!
You don’t have to spend all your SPs in one turn.

Fight!

Fight a the battle using whatever rules you want, but I suggest using the scenarios for NT’s 19th Century book. It’s obvious who the attacker is… The loser must retreat to the square behind unless the player spends 1 SP to stay in the area. Depending on how bloody your rules are, any army suffering over 50% casualties loses a step.

Step Loss

If any army has lost one or more steps, dice before the game to see what doesn’t turn up. Use the random army generator tables in NT’s One Hour book, but REMOVE units stated. One step loss use the 3 unit table, two steps use the 4 unit table and three steps use the 6 unit table. If an army loses four steps all is lost and the Victor takes the column.

End

The player’s turn ends when all armies have attacked or the player passes.

Side B and so on…

Rinse & repeat until all the cards have been played or both players pass. That ends the year and you start at initiative again.

Victory Conditions

  • CS: must take all W squares. US loses 1 SP from every card for every W square taken.
  • US: CS loses 1 SP from every card if V square taken, 2 if V & G squares and the entire game if A is taken.

And that’s all folks! It’s amazing what you can do balancing an iPad on your stomach.

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