In October I sat down with my friends, John Dance, Ian Davies & Steve McCulley for a trial game of "Swift and Bloody" rules for the ACW.
My preference in rules are ones which follow this philosophy:
- Simplicity
and Fun:
- The
rules aim to be enjoyable and easy to play.
- They avoid excessive complexity or overly serious simulation.
- Friends
should be able to pick up the rules and start playing within minutes.
- Command
Friction:
- Not
everything will go exactly as the general intends.
- Units
are not like guided missiles; there’s room for unpredictability.
- Clean
Tabletop:
- They minimize clutter—no excessive counters or labels.
To this I like to add the "rules" identified by Bod Cordery in his Portable Wargames:
The First Rule: ‘Nothing can be done contrary to what could or would be done
in actual war.' - From 'The Rules of the Naval War Game' by Fred T Jane
The Spirit of the Wargame: ‘Wargames are played, for the most part, without the
supervision of an umpire. The game relies on the integrity of the individual
players to show consideration for other players and to abide by the rules. All
players should conduct themselves in a disciplined manner, demonstrating
courtesy and sportsmanship at all times, irrespective of how competitive they
may be. This is the spirit of the wargame.’ - Adapted from 'The Spirit of the Game' in 'The Rules of
Golf' as published by the R&A Ltd
Podcast on the rules: Swift & Bloody (50.4MB)
The Goober Valley 1861
For this battle we use fictional scenario of two brigades encountering each other whilst on a foraging mission. Scenario: Goober Valley 1861
Turn 1: The Confederate forces matched on in column on the left of the pictures and the union from the right.
Suppliers are "liberated": The valley was covered in a number of small settlements and loan cabins and the troops soon started to marshal the wagons back to their baseline. Randon card were pulled when each foraging party reached a settlement. We had 15 waggons and two flocks of sheep, so … guess howe many could be collected.
Shots are Exchanged: The two flanks each took a different approach as they encountered the enemy. One the right flank (Steve V John) the sides both deployed skirmishers and although there was a lot of shooting there were few casualties, with both sides focusing on liberating supply wagons.
On the left flank, both generals were here to fight! The Regiments lined up and exchanged volleys with the Union gaining the upper hand although the shotgun welding Confederate cavalry proved to be first class sheep rustlers and succeeded in a rare cavalry charge...at a mostly unarmed wagon train.
As Night fell: The Confederates had taken slightly more wagons and flocks of sheet to their backlines that the Union had, although the Union had more still in the field. The battle was ruled a winning draw to the Confederates.
A good test of the rules. The next battle will be a bloody full on assault.
Useless but interesting snippet:
Casualty Rates amongst Generals: During the American Civil War, 426 men were commissioned
generals by Jefferson Davis and the Confederate Congress. Eighty (19%) died of
battle wounds (versus 8% in the Union army) and 3 per cent died of disease.
During the war, 211 (49%) were wounded; of these, each was wounded a mean 1.9
times. Where non-combatants are excluded, 52 per cent sustained wounds. Of those
who served in five or more major engagements, 62 per cent were wounded; of
those who fought in more than 10, 71 per cent sustained wounds.