After a major slow down (having children) I am aiming to "getback" into wargaming with a vengeance. The arrival of affordable plastic 28mm figs has spurred me on. Don't know if I will get to update this too often - but will try and it may encourage me to do more painting and - hopefully - gaming.
I play my games in my converted garage. Hence the title.
Our group played the Battle of Kernstown" Scenario (posted on this blog ) with Black Powder and with Rank and File. Here are our findings.
The scenario pits a small, veteran Confederate force against a larger, but inexperienced, Union force. The Confederates have better leaders and more artillery, although some of the artillery is very light.
Our first game was with Black Powder. Both sides deployed on-table as per the scenario map. Black Powder has an I-go-U-go turn sequence. Each brigade dices to see how much (if any) movement they get. Throughout the game the Union army found it difficult to move. Their best chance for success was to assault the weaker Confederate centre. Unfortunately their green and unreliable troops would not get moving and could not make contact with the Confederates.
Union forces did manage to destroy a tiny Confederate brigade on their extreme right but this proved costly and they were unable to follow up their success. Eventually the Confederates silence…
My wargame buddies and me have been looking for a set of horse and musket rules with which to play regimental level ACW games. Ideally we would like to use the same system for Napoleonics later on.
We have amassed reasonable forces (around 200-240 infantry per side) with cavalry and guns in 28mm. Now we need a great set of rules. The rules need to be fast and inclusive as we play with 3-4 players per side. Any rules that leave a player sitting idle for 20 minutes are unacceptable. We want a commercial set with minimal house rules.
The rules that we have looked at are; Black Powder (BP), Rank and File ACW (R&F), Regimental Fire and Fury (RFF), and They Couldn't Hit an Elephant (TCHAE).
For now we have put TCHAE to one side. There are members of our group who don't really get on with card driven systems and not having a go during a turn. In TCHAE units are activated by cards, the "Coffee" card terminates the current move.