Archive for the ‘Black Powder’ Category

War of Spanish Succession – Black Powder AAR

January 9, 2016

Saturday the local HMGS-South group played a War of Spanish Succession battle using the Black Powder rules. The non-historical scenario was an attack by Allied troops on a French position.

With Allied casualties about double those of the French, we called the game at this point.

Black Powder: Oudenarde 1708

January 24, 2015

Saturday the local HMGS-South group played a War of Spanish Succession battle at the Dogs of War shop using the Black Powder rules. The scenario was (very) loosely based on the Battle of Oudenarde, 11 July 1708.

The battle was played until one side had 7 units shaken or destroyed. The French reached 7 while the Allies were at 6. The French battalion defending Eyne held out for the entire battle.

Black Powder War of Spanish Succession Game

October 12, 2013

This weekend the local HMGS-South group played a War of Spanish Succession game at the Dogs of War shop. Black Powder rules and 6mm Baccus figures were used. Unfortunately the duty photographer got so involved running the game that he forgot to take photos. Those below were taken during cleanup.

Mechanicsville – ACW Black Powder

March 9, 2013

Saturday the local HMGS-South group played a game of Black Powder at the Dogs of War shop.

This scenario is also known as The Battle of Beaver Dam Creek, 26 June, 1862. Three brigades of confederate infantry with two attached batteries and three off-table artillery batteries attack two Union infantry brigades and 5 artillery batteries in breastworks.

Fox Gap – ACW Black Powder

February 24, 2013

Saturday the local HMGS-South group played a game of Black Powder at the  Dogs of War shop. The ACW scenario was based loosely on the action at Fox Gap, South Mountain on September 14, 1862. The scenario was adjusted to accommodate the available 15mm units and the variable number of players expected to show up.

After four hours of play we had to adjourn. The Union had managed to break into the Confederate position in the center, but with one Union brigade broken and the Confederates strongly holding the turnpike objective, we called this a Confederate win.

Piedmont – Black Powder ACW AAR

July 1, 2012

On Saturday the local HMGS-South group played an American Civil War game at the Dogs of War shop. The rules were Black Powder and the scenario was based on the Battle of Piedmont, June 5th 1864.

The Confederates avoided the rout of the historical battle, while taking significant losses in cavalry and artillery. The Union side was hampered by the cramped deployment area, but attacked boldly in spite of heavy losses in infantry.

Salem Church – Black Powder ACW AAR

June 13, 2012

On Saturday the local HMGS-South group played an American Civil War game at the Dogs of War shop. The rules were Black Powder and the scenario (modified from Johnny Reb) was based on the action at Salem Church during the battle of Chancellorsville.

The 15mm figures used were generously donated to several Florida HMGS groups.

Tactically, the action ends with a stalemate at nightfall like the historic action, but for the overall battle that is all the Confederates needed. The Union VI Corps will not be able to move on Chancellorsville.

Black Powder ACW Rematch 6-19-2011

June 19, 2011

This was a replay of last weekend’s American Civil War game with Black Powder rules by Warlord Games.

The forces were the same but the terrain was modified to remove the standing cornfields and center the action on the road. The only photos are near the end of the battle. The Confederate forces were able to enter early in parallel columns. The Union forces had good command rolls throughout the game, but entered exclusively on the road, delaying the rear brigades due to the length of the columns.

Confederate guns deployed with a good field of fire down the road, but were unable to prevent the Union cavalry from charging and destroying a battery. A supporting infantry unit was destroyed by the subsequent break test. The Union cavalry was then well placed to roll up the Confederate defense, but the brigade was shaken.

The Confederates were able to plug the hole left by the destroyed units and shoot just well enough to break the most advanced Union infantry brigade, and with it the army.

Black Powder ACW AAR Afterthoughts

June 14, 2011

A few thoughts on the previous AAR entry.

The original choice to enter the Confederate forces in a area boxed in by bad terrain was made in the first command turn of the game, and was based on using the higher CVs to occupy the fields in the center. The failure of command rolls provided an opportunity to modify this decision, but the ‘gentlemanly’ thing seemed to be to continue with the original orders until they were fulfilled.

The Union cavalry advance into the cornfield seemed a counterintuitive use of cavalry (based on our WSS games), but it made the Confederate position more difficult. The ability to dismount and act as infantry (used by the cavalry of both sides for most of this battle) meant that the cornfield was not a bad place for them.

The main difficulty for the Union was getting both wings into action at the same time. The left could have stopped to wait for the right, but the low CVs made that idea risky.

 

Black Powder ACW AAR 6-12-2011

June 12, 2011

Another game using TFP (Total Fighting Power) Games counters for American Civil War (the original game was called ‘Iron and Fire‘) with Black Powder rules by Warlord Games.

This battle pitted three Union infantry brigades, a cavalry brigade and divisional artillery (all with average stats) against two Confederate infantry brigades and a cavalry brigade with higher CVs and better infantry (elite for both brigades and stamina 4 for the Stonewall brigade).

The terrain included fields (rough ground) surrounded with fences (linear obstacles, light cover). Two fields had standing corn blocking LOS.

In spite of the high Command Values (CVs), the Confederate force was unable to enter the table for several turns. By that point the Union cavalry had occupied the central cornfield and the infantry was moving up. The late arriving Confederates were hemmed in by the fields and the Union advance.

Confederate cavalry dismounts and moves into the corn to drive back the Union cavalry. The higher CVs allow a flanking attack which eventually destroys a Union regiment.

The Confederate cavalry had taken hits and retires to rally. Progress of the Union infantry is slow and the Union artillery has no good place to deploy.

In spite of the slow-going in the fields, the Union left flank infantry brigade attacks and is broken by the Stonewall brigade. The Union cavalry brigade is broken by a daring (desperate, actually) attack by the Confederate cavalry. The right flank is not in time to intervene since half the Union force is broken.

Given the situation at the end, we called this a draw. The Confederates would be forced to retire to protect their supply line from the remaining fresh Union brigade.