Friday 2 September 2022

6mm ACW Fight over the Shoe Factory



6mm ACW  Fight over the Shoe Factory

Setting up the game

The challenge for this game was having a scenario which had three players, one of whom, although an experience wargamer did not know the rules.  The approach was to have one experienced player control two Confederate forces in a strong defensive position and for the other players to control a larger attaching Union force of four commands (two each).

Hidden command selection

Each side had a pick list of eight commands to choose between, ranging from one cavalry unit with a horse gun  to four conscript infantry units with a conscript foot artillery battery.  The pick list approach meant that  each side know roughly the size of the opposing force but not they mix between troop types or their quality.

Hidden deployment

The initial deployment was by the defending confederates but with their units replaced by cards.  Each card representing 1-4 units and 4 dummy cards being used. This gave the attacking union forces a rough idea of the deployment of the defending forces but little idea of their number or exact placement.

Map v’s reality

The attacking Union forces had a map pf the battlefield but hadn’t seen the actual table, until the day of the game.  This giving the defenders a better chance to plan their tactics for the terrain.

Rules

The game was fought using STK’s Flames in the South, ACW rules. These rules are very quick to pick up, see my review.

The scenario can be downloaded here.  

Forces Selected

The union chose the following four commands

(1) Regulars with attached Artillery

2x regular Infantry Coy (4 bases)

1x Smoothbore Field Gun battery (1 base)

Jolly Good chap

Gentleman

(2) Raw Infantry & attached artillery

4x Raw Infantry Coy (4 bases)

1x Raw Smoothbore Field Gun battery (1 base)

Jolly Good chap

Officer

(3) Cavalry Force

1x Cavalry Sqn with repeater carbines (4 bases)

1x Smoothbore horse battery (1 base)

Jolly Good chap

Officer

(4) Regulars with  Skirmishers

2x regular Infantry coy (4 bases)

1x Skirmishers sqn (3 bases)

Jolly Good chap

Officer

 

 

The Confederates selected

(1) Regular Infantry with Artillery

4x Regular infantry Coy (4 bases)

1x Smoothbore Field Gun battery (1 base)

Jolly Good chap

Officer

 

(2) Veteran Infantry

2x Veteran infantry Coy (4 bases)

1x Veteran Skirmish Coy (3 bases)

1x Veteran Cavalry Sqn (4 bases)

Jolly Good chap

Officer

 

 

The Union forces attacked from three directions. The 1st force from the east, the 2nd from the north and 3rd & 4th from the west.  The confederates had their veterans facing the west and their regular forces facing the north and east.

 







The Union forces attaching from the west took heavy casualties from the defending foced who were sitting behind stone walls and repulsed. The Union forces from the north did better than the forces on the east but had some unlucky breaks, combined with being raw and where held off my the outnumber confederate forces. The union forces on the west became bogged down in a sniping del with the more experienced veteran Confederates. They were just starting to break through the confederate defenced when time brought the battle to an end.

A victory for the Confederates  and a good test of the SKT rules.  

Thanks to my friends Ian & Paul for a great game

Review of SKT Wargaming Rules



This is a review of the American Civil War (ACW) wargaming rules by Steve Thompson (SKT Wargaming) Flame in the South

Firstly, let me start by saying this is a review of Steve’s Flames in the South rules for the ACW. The SKT Wargames site contains a suite of rules, each customised to cover the foibles of the period but build around a common core covering orders, firing, melee combat and moral.

Although this review is focus on the ACW rules I have also used the "Will Victoria be amused"  rules covering the Sudan war (1884) and "Carry on up the Raj" covering the Indian Mutiny (1857). Other sets in the range include:

  •        Zulu’s Thousands of Them – 1879’s Zulu wars.
  •         Good old Hook nose – Napoleonic
  •         Kampfe in Reihen – Lace wars (WSS)
  •         An Uncivil Affair – English Civil War (ECW)
  •         Landsknecht – Renaissance

Price

Always a question of interest to wargamers with a lead mountain to buy. The rules are free! But Steve does ask for a charity donation to Combat Stress, which seems an appropriate charity for us to support.

Style

The rules feel sized for a “traditional” wargame, e.g. a dozen units per player for a afternoon game. They do not feel like a military simulation intended to refight a major historical battle in an evening. As much as I don’t like comparisons between rules they are more “Blackpower” than “Blucher”. Having said all this, Steve regularly collaborates with Mark Frith at the War Games Holiday centre  War Games Holiday Centre (wargameshc.co.uk) to run huge multiplayer (8-12 player) battles lasting a weekend.

Scale

The rules are figure scale agnostic. Units consist of a number of “bases”, typically 4. In my last 6mm game we used 30mmx30mm as a base and as my figures are bases to the standard Baccus 60mmx30mm, each physical base counted as two logical bases.

Equipment

When the rules were written Steve was using a pack of cards (red & black) to generate success or failure. Lately he’s moved to dice with three red sides and three black sides. The game plays perfectly well using any 50/50 mechanism, if you don’t have these special dice, I’d suggest a d6 with 1-3 fail and 4-6 success.

Command & Control

To me C&C is one of the great strengths of these rules. The fashion in wargaming for command and control has changed over the years. In the early days commanders got to move all their units exactly as they wished. Many felt that this did not capture the “friction” of command & control. The fashion moved towards a limited pool of command pips, forcing commanders to focus on the area of the battlefield they really wanted to win. The downside of the pip system was that some units would sit unused through the battle when in “reality” their commanders would have been following their pre-battle orders.

More recently a number of rules have introduced activation rolls to get a unit involved. Various flavours exist in rules such as Blackpower, Bloody Big battles (BBB) and the Twilight of the Sun king. etc.

For those of you who prefer guided missile control of you units consider that it’s not the units refusing to follow an order but rather unknow factors, e.g. the Prussian infantry at Kolin (1757) advanced through a meadow and found themselves mired in the mud of several drained unmapped ponds At the Battle of Minden (1759), the entire Cavalry Right Wing under Lieutenant-General Lord Sackville failed to advance and engage the French. Sackville was court-martialled after the battle. A number of people I play with do not like the activation roll approach as they don’t like their command sitting around unwilling to do anything. It may be realistic but it’s not fun. The SKT rules have a more fun/generous approach to unit activation. A commander can take a single activation for a unit (more or shoot) but if he wants to gamble with the command dice he can get two or even three activation…or loose his activation altogether. It’s a nice mechanic as a commander can have a unit ”plod” along but when the actins gets hot he can push his luck, at a risk. These rules make you feel like it was your choice to push for an extreme activation rather than you roll your dice and sometimes you don’t get to go.

Shooting

The shooting rules are quite straight forward with a unit having 3-4 bases and one firing die being rolled for each base, plus or minus a number of dice to allow for situational factors.

Melee Combat

This is fundamentally the same as the shooting rules.

Moral

Units take hits from combat. Once a unit has taken one hit for each base subsequent hits are moral hits. At the start of each turn units with moral hits test to see if they stand, retire, or flee. Players need to be able to track hits and moral markers on units. In the games I’ve played we’ve used two dice to track hits and moral both held in a double dice holder.

Customisation

The rules allow for elite, regular and conscript troops as well as various types, dragoons, skirmishers etc. Some rules (e.g. Blackpowder) will give “special powers” to units. In these rules customisation is applied to the commanders as “Style of commanders”; e.g. The Cavalry Commander - This chap loves the service and the feel of a horse under him in combat. Add one in combat if against foot, and two against other cavalry.

There are also commander cards which can be used to enable a commander to tip the battle at the right point, ranging from “+1 Shooting” to “Where the hell did that come from: place a 6” round piece of marsh on any open terrain within 20” of the commander at any time!”.

I have played both with and without the Style of commander and commander cards and without them. They add a touch more random chance to the game but are in no way necessary.

Overall

Pros

Cons

  • Very easy to learn. 1-2 turns to pick up the basic rules and by the end of the fist game you’ll have picked up all the rules.

  • Great price

  • Give a fun game

  • Point system for sizing armies

  •           Rules give a feel for the period and the way command and control works in war.  They make no claim to be overly historically accurate.

  •             Players need to be able to track hits and moral markers on units which adds clutter to the table.