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Keithandor Fusilier

Joined: 24 Feb 2004 Posts: 223
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Posted: Sat Mar 29, 2008 4:31 am Post subject: GatG - questions and pictures. |
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Hi all
Had a good game last night , we played the 1st scenario from Heartland.
Belmont 1861.
Below is the initial deployment for the battle , the roads and fields are the only open areas ,the rest of the table was light woods.
Slowing infantry down to half speed and visibilty was 10cm.
The light woods meant the union could advance along the road , or form a march column and move through the woods.
Skirmish order was not an option as the green troops would be very difficult to reform.
My few questions are.
1) a unit can try and knock down a linear obsticle like a fence by rolling a 3+. Is that a 3+ on 2d6 or 1d6 ?
2) the senario had reinforcments arriviving on turn 10 on a roll of 5+ , again is that on 2d6 or 1d6 ?
3) What's the best way to negotiate light woods ? Form a march column , one base wide and not pay any movement penalty ? Is that right ?
4) When a unit (artillery)evades and the enemy is about 2cm away , do they get to evade their whole move or are they caught ?
I take it that it's like a normal charge , the evaders move the equivalent of the charge move to the half way point. But then can they move the full evade , or just the remaining equvalent of the charge move ?
It didn't matter because the charging unit rolled a 3 and failed to charge home.
Thanks for any answers , here are the pictures from the battle.
The Union advance with theit artillery supported by small unit of green Cav.
The Reb Militia hear a rumbbling from the road.
General Pillow orders the 22nd Tenessese forward.
The Union objectives are to set fire to the reb camp.
We (the Rebs) decided to meet them and slow down their advance.
The poor old 22nd finally routed and the Brigade retired , but they had slowed the Union advance long enough for reserves to turn up.
We called it a draw as the union would escape easily and the Reb camp was saved. Thanks to the brave advance of the 22nd Tenessee and the cunning of General Pillow
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DCRBrown Brigadier

Joined: 05 Oct 2001 Posts: 1031 Location: UK
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Posted: Tue Apr 01, 2008 2:34 pm Post subject: |
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K,
1) a unit can try and knock down a linear obsticle like a fence by rolling a 3+. Is that a 3+ on 2d6 or 1d6 ?
A - 1D6
2) the senario had reinforcments arriviving on turn 10 on a roll of 5+ , again is that on 2d6 or 1d6 ?
A - Paul Stevenson will really need to answer this but I read it as a 5 on a 1D6.
3) What's the best way to negotiate light woods ? Form a march column , one base wide and not pay any movement penalty ? Is that right ?
A - Yes very much so or try go into skirmish order and reforming as you close up on the enemy.
4) When a unit (artillery)evades and the enemy is about 2cm away , do they get to evade their whole move or are they caught ?
I take it that it's like a normal charge , the evaders move the equivalent of the charge move to the half way point. But then can they move the full evade , or just the remaining equvalent of the charge move ?
A - Evaders always move the equivalent of the chargers move when evading. So if your attackers moved 1cm to the half-way point the evaders will take the equivalent of this from their evade movement allowence.
Generally evaders will only be caught if the attackers are close up, as in this example, and have a greater charge move - such as cavalry.
DB |
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Teech
Joined: 02 Jul 2005 Posts: 114
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Posted: Wed Apr 02, 2008 8:19 pm Post subject: |
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Your units and terrain look great - another quality game there, Keithandor.
Looks like the Rebs got thar collective dander up! In the actual battle the Rebs stupidly charged and got shot to sh1t by the Yank arty, retreated, and then lost their camp for their pains.
A - Paul Stevenson will really need to answer this but I read it as a 5 on a 1D6.
That's right a d6.
I've got to say I cringe at the concept of a regt breaking into skirmish order to negotiate difficult terrain then reforming when in proximity to the enemy. The function of skirmishers was not a means of getting a regt quickly through a wood. In reality this did not happen. Skirmishers represented about 20% of the command being screened. The usual means of getting troops quickly through woods was in march column screened by skirmishers. This is an optional rule. A march column gets a unit through a wood quickly but it can be taken apart if you are not careful or deploy too late.
Paul |
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Keithandor Fusilier

Joined: 24 Feb 2004 Posts: 223
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Posted: Thu Apr 03, 2008 11:38 am Post subject: |
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Ok thanks for the clarifications.
Got another game tomorrow night , the 2nd scenario from the book. |
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Giles Captain
Joined: 10 Jan 2003 Posts: 794 Location: London
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Posted: Fri Apr 04, 2008 11:37 am Post subject: |
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| Lovely pics - that's a very impressive set-up. Any chance of pics from the second Heartlands scenario game? |
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Skaran
Joined: 06 Nov 2006 Posts: 103 Location: Bakers Hill, Western Australia
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Posted: Sat Apr 05, 2008 6:37 pm Post subject: |
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| Indeed, lovely pictures. It is seriously tempting me to put together an ACW army (once I have finished the Nap French Corps I am currently assembling) I have been forbidden from getting any more miniatures until I have cleard my current backlog! |
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Keithandor Fusilier

Joined: 24 Feb 2004 Posts: 223
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Posted: Mon Apr 07, 2008 5:41 am Post subject: |
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We played the 2nd scenario on Friday night , a win to the rebs , we held the centre , but the rebs flanked us we we lost the road.
The scenarios are great, but they seem to take a little time to play , so maybe not suited to an evening game , we started at about 8:00 after we set the table up and could have played a few more turns to see the final outcome but it was nearly midnight when we declared a reb victory.
It was a good battle , but we had very little melee , mostly Green troops failing to charge home , dropping prone etc.
Forgot my camera
Onto scenario 3 next time , will see what I can do to speed the game up so we get a definite conclusion, I think maybe a couple of march moves on might speed things up , alternate march moves on or something. |
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