Replaying Part of the Battle of Gettysburg
Over the years what I have wanted from a set of rules has
changed. Forty years ago I was very
taken by the “scientific” approach such as carefully reflecting the comparative
frontage of different nations battalions depending on their strength and
whether they were in two ranks or three. Rules had to cover all the minutia of
events which could occur in a battle.
These days my criteria have changed:
- I want rules which can fight a battle to the end within 2-3 hours.
- They need to be simple enough for friends to pick them up so they can join in a battle and not be at a disadvantage from not knowing the details of the rules.
- They need to broadly reflect the feel of the period.
- I like some “friction” in command with units generally following orders but with occasional issues.
- I want armies to look like armies and not like the regimental colour party.
- I’d prefer to refight actual battles, or parts of them, rather than “balanced” games.
Last week I came across the excellent “Junior GeneralEducation Resources” web site. It was originally
developed as a aid to teach history through wargames. The rules and scenarios are simple, aimed at
schoolchildren however I felt they would meet many of my criteria above.
I selected The American
Civil War - The Battle of Gettysburg (1863)
as both sides have few and similar troop types. Also I have 6mm ACW
armies. I read the two pages of rules,
set up the table and invited my friend Steve over for a game.
For the rules and scenario see the battle of Gettysburg page on the Junior General scenarios page. As there were just two of us playing I scaled
down the forces to 2/3 of those listed in the scenario. I lead the Confederates and Steve commanded the Union
forces.
The whole battle took two players, two hours and involved
1464 figures (in 18 Units) and 4 guns.
Ward’s Brigade set themselves up between the two branches of
the Plum Run river, choosing to defend the Devils Den and the adjoining high
ground.
The confederates powered onto the field advancing swiftly (from right to left) on
the union positions.
The confederate pushed hard at the Union lines.
The shooting accuracy of the union defenders of the Devil’s Den proved pitiful
as the oversized 15th Alabama Regt assaulted and took the position.
The confederates advanced with further reserves moving up in
support.
The Plum Run river slowed the Confederate advance allowing the Union reserves to push up to the banks of the river and on to the Little Round Top hill. The Union reserved had arrived and the Confederates had not made the progress they had planned on the left flank.
I’d explained to Steve that firepower could be devastating in
this period and then I promptly ignored my own advice and instructed the 17th
Georger Regt to charge across the Plum Run into the 44th New York Regt.
The carnage was devastating and the 17th Georger melted under the
accurate Union volleys. The loss of the
Regt sealed the fate of the Confederates.
The battle was lost. The Union forces swept up the Confederates and recaptured
the Devil’s Den.
I knew the secret of this battle would be for the
Confederates to use their initial superiority in numbers to sweep away the defencing
Union forces before their reserves arrived.
My left flank was held up for two turns by a very stubborn Union
Regiment which slowed my down just enough for the Union reserves to arrive and
save the day.
What's next? I think I'm going to convince a few more friends to fight in some similar quick and brutal games. 😀
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