Showing posts with label Black Powder. Show all posts
Showing posts with label Black Powder. Show all posts

Saturday, July 9, 2011

The Battle of Baker's Run

Last night, we played a large Black Powder game at the club meeting. This was good for me, as I have been pretty busy at work and missed out on a lot of gaming lately.

The battle's name comes from a small stream that bisected the battlefield in our little scenario, and also from the name of the community center at which we meet. The focal point of the battle was a large hill devoid of features, Bald Hill, which was occupied by some rebel troops. Being early October in 1863, with the two armies settling into their winter camps, the yanks did not want the rebs fortifying this hill and having to storm it in the spring!

The rest of the battlefield was all about rail fences and stone fences and corn fields and wheat fields and small woods – just stuff to make the tactical play interesting – as we were using Black Powder for the battle. Yes, I have said it a million times, I love the command system of Black Powder: verbalizing orders. American Civil War terrain, at the regimental level, makes brigades break down into not-so-smoothly operating entities where players have to engage the command system in a very detailed manner.

I have found that some players initially struggle with the command system because most wargames don’t force you to think about what you are about to do (before you do it) – then verbalize those thoughts to your opponent – then move the soldiers about. In most wargames, even those that limit your ability to do whatever you want, you just move the model soldiers in any manner you wish as you are moving them…you don’t have to talk about it or say things that limit your flexibility as new ideas enter your mind. After a few turns, usually everyone comes around.

Ok, back to the battle. Before I get into the listing of units, let me explain something about the way we play Black Powder with respect to unit sizes. We don’t have a units that exactly match the range of miniatures described I the rules for unit sizes. We’ve standardized. All of us have miniatures that are mounted 4 models per 40MM square stand. A “tiny” unit will have 2 such stands, a “small” unit will have 4 stands, a “normal” unit will have 6 stands and a “large” unit will have 8 stands. So, when you see the listing of troops and the pictures, this will make sense.
I drew up some simple forces for the fight, as we would have some newbies…not many special rules, but there are a large number of regiments.

Union Forces
Magruder’s Division (Command: 7)

Brigade One (Command: 8)
•    1 Small Regt (Breech-loaders, Sharpshooters) Berdan’s Sharpshooters
•    2 Normal Regt’s
•    1 Large Regt

Brigade Two (Command: 9)
•    1 Small Regt (Elite, Steady) Zouaves
•    2 Small Regt’s
•    1 Large Regt

Brigade Three (Command: 9)
•    1 Large Regt (Unreliable)
•    2 Normal Regt’s

3 Gun Batteries – 3” Rifles (use range for Rifled Horse Artillery)

Frazer’s Division (Command: 9)
Brigade One (Command: 9)•    1 Large Regt  (Crack, Steady)
•    1 Normal Regt
•    2 Small Regt’s

Brigade Two (Command: 8)•    2 Normal Regt’s
•    1 Small Regt

Brigade Three (Command: 8)•    1 Normal Regt
•    2 Small Regt’s

4 Gun Batteries – 3” Rifles (use range for Rifled Horse Artillery)

Confederate ForcesChrysler’s Division (Command: 8)Brigade One (Command: 10)•    1 Large Regt
•    1 Small Regt
•    2 Normal Regt’s

Brigade Two (Command: 8)•    1 large Regt
•    2 Small Regt’s

Brigade Three (Command: 9)•    1 Small Regt
•    2 Normal Regt’s

Brigade Four (Command: 8)•    1 Small Regt
•    2 Normal Regt’s

Brigade Five (Command: 8)•    1 Small Regt
•    2 Normal Regt’s



4 Gun Batteries – 12# Smoothbores (use range for Light Smoothbore Artillery)

So, next up are some images of the battle. It was a declared a “marginal Union victory” as they held the lead in victory points, 4 to 3. The battle really had two personalities, the forces that were north of Baker’s Run seemed only to spar and engage in firefights. The Yankees in this area were ordered to hold the rebels down while a larger force struck in the south half of the field and rolled up. That lead to intense fighting in the southern half of the field, where although the rebel lines were holding, the Yankees would soon have a greater advantage in numbers.

What was weird, and this is the first Black Powder game I have played where this occurred, but there were zero blunders in the game! Usually, in a game this size, we see at least one blunder, but not that night!

Fun evening was had...with an interesting game. Hey, that's the point!













Saturday, December 25, 2010

Manley's Run

As you may have noticed from an earlier post, Dave Manley is moving away. I recently rec'd an email from Dave wondering if we could indeed sneak in one more game before his departure. Naturally, "yes" was the answer. So, we conspired to meet at my house on the 23rd with Doug Wildfong and Matt Grippin and send Dave off with a proper gaming session with friends.

Matt and I prepared Cajun Sheppard's Pie from the Paul Prudhomme "Louisiana Kitchen" cookbook. It is a loaf of ground beef and ground pork topped with carrots, onions, zucchini, squash and mashed potatoes - served with a tomato-beef sauce.



We had plenty of scotch, beer and 28MM soldiers, so, we were ready. We concocted a scenario to frame our battle - Manley's Run. We used Black Powder for the game. We wanted to play Regimental Fire & Fury, but none of us had yet purchased a copy!

Here is the write up:

Manley’s Run
Northern Virginia, September 1863

Gettysburg. The devastating battle has left both armies hurting, especially the Confederates. Lee skillfully guided his troops back to their homelands to await the actions of the new Federal commander, Ulysses Grant. Lee has dispatched Longstreet to Georgia and the two armies have entered a period of stalemate. The largest action to be fought in Virginia this fall will occur near the small hamlet of Henderson.
The toughest action on the battlefield took place across the soon-to-be-harvested fields that run along a small watercourse known as Manley’s Run. The run takes its name from the family homestead nearby.

The Manley family, southern by birth, relocated soon after the war began – to Pennsylvania. Never slave holders and fierce abolitionists; the Manley’s sold their holdings in Virginia when war became inevitable. Ironically, their home, near Gettysburg, was used as a hospital after that terrible battle.
The battle near Henderson was part of a Federal maneuver to turn a portion of the Rebel line in an effort to improve positions for the coming spring campaign. As a result, the Union troops are attacking from the southern end of the battlefield.




Well, the Rebels lost, but fun was had by all. Dave, we'll miss you around here, best wishes in Arizona!

Here are some images with text details.
















Monday, November 29, 2010

Black Powder 28MM ACW Action

At Veteran's Day, our club has a three-day mini convention. My earlier post on the DBN Tournament was from that mini-convention. I also participated in a Black Powder ACW game hosted by Dave Manley. It was a blast, based on a section of the Battle of Chickamauga. I captioned the images I took of the fight and they are posted below.

Yes, I like Black Powder, and the various other rule sets (Die Fighting, Johnny Reb, Repique, etc.). You know, it is OK to like more than one set of rules. They all seem to have certain elements I enjoy!












Sunday, August 22, 2010

The Battle of Henderson

With Ben's visit, we threw together an ACW scenario using Black Powder. What follows are some images from that fun game. But first, a little commentary and then the order of battle that we used.

I really like Black Powder. The "issuing orders" mechanic has a lot going for it. And, offers the opportunity to have unexpected things happen in a game and wonderfully creates a lack of total control of your units. In this game, I gave a careless order that resulted in my troops being over exposed due to the distance they ended up moving. This actually cost me a regiment. If I had total control of my little lead minions, there is no way I'd see that happen. We'd all line things up perfectly and have everything go exactly according to plan.

Also, there was a classic event. Feeling his flank lost, Ben ordered the retreat of Company A of the 10th Louisiana Artillery. The order was issued by a "Headstrong" brigade commander ("Headstrong" is an attribute that allows better command actions but with a slightly increased chance of a "Blunder"). The command roll resulted in a "Blunder" for this order and the blunder resulted in the artillery battery moving into a position on the flank of the approaching Yankees! Marvelous! A player with complete control of their little lead minions would have calmly retreated to safety exactly according to plan. Instead, both Ben and Matt were in a small panic as the artillery moved exactly NOT in accordance with the plans of EITHER of them. The resulting shooting broke a Yankee regiment and contributed to the securing of that flank for the Rebels. There will be battle honors issued to that artillery company for sure, and an extra portion of green corn and hardtack at camp that night.

Here is the order of battle. I made it all up based on the miniatures available in my collection. Besides the "Skirmish" attribute, I gave each regiment a semi-random attribute to mix things up and to let those rules get exercised so that Ben could experience them. The unit and commander attributes are a very important element of Black Powder.


Confederate Forces 
Wright’s Division – Major General George G. Wright
•    Command Rating: 10
•    Aggressiveness: Typical
•    Decisiveness: Typical
•    Independence: Typical

Divisional Artillery
27th Georgia Artillery, Company F
•    Artillery Type: Smoothbores 24lb, Black Powder Type: Smoothbore Foot Artillery
•    Artillery Firepower (number of dice): 4-2-1
•    HtH: 1 – Morale Rating: 4+ - Stamina: 2
8th Virginia Artillery, Company B
•    Artillery Type: Smoothbores 12lb, Black Powder Type: Smoothbore Foot Artillery
•    Artillery Firepower (number of dice): 3-2-1
•    Hth: 1 - Morale Rating: 4+ - Stamina: 2
10th Louisiana Battery, Company A
•    Artillery Type: Smoothbores 12lb, Black Powder Type: Smoothbore Foot Artillery
•    Artillery Firepower (number of dice): 3-2-1
•    Hth: 1 - Morale Rating: 4+ - Stamina: 2

Atkinson’s Brigade, Brigadier General James Atkinson
•    Command Rating: 9
•    Aggressiveness: Typical
•    Decisiveness: Typical
•    Independence: Typical
23rd Georgia
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Tough Fighters – Reroll one missed combat attack
17th Georgia
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Steady – Passes first break test of battle
7th Alabama
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    First Fire – +1 on first shot of the battle

Sutton’s Brigade, Brigadier General Henry T. Sutton
•    Command Rating: 8
•    Aggressiveness: Typical
•    Decisiveness: Typical
•    Independence: Headstrong: +1 if 1sr commander/turn, 11 or 12 to Blunder
11th Mississippi
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Crack – Reroll one failed morale save if has no casualties already
9th Mississippi
•    4 stands (Small) – Stamina: 2 – HtH: 4 – Shooting: 2 – Morale: 4+
•    Skirmish
•    Ferocious Charge – Reroll misses on combat following charge
6th Louisiana
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Reliable – +1 to command
4th Louisiana "Fryer's" Zouaves
•    3 stands (Small) – Stamina: 2 – HtH: 4 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Elite – Overcome disorder on 4+ at start of turn

Union Forces 
2nd Division, 3rd Corps – Major General Edward Crawley Hampton
•    Command Rating: 9
•    Aggressiveness: Typical
•    Decisiveness: Hesitant: If gives command of 3 order, must roll again
•    Independence: Typical

Divisional Artillery 
1st US Artillery, Company K
•    Artillery Type: Rifles 3in, Black Powder Type: Siege Howitzer
•    Artillery Firepower (number of dice): 3-2-1
•    HtH: 1 - Morale Rating: 4+ - Stamina: 2
1st US Artillery, Company D
•    Artillery Type: Rifles 3in, Black Powder Type: Siege Howitzer
•    Artillery Firepower (number of dice): 3-2-1
•    HtH: 1 - Morale Rating: 4+ - Stamina: 2
1st Indiana Volunteer Artillery, Company A
•    Artillery Type: Smoothbores 12lb, Black Powder Type: Smoothbore Foot Artillery
•    Artillery Firepower (number of dice): 3-2-1
•    Hth: 1 - Morale Rating: 4+ - Stamina: 2

Dorsey’s Brigade, Brigadier General Granville Dorsey
•    Command Rating: 9
•    Aggressiveness: Typical
•    Decisiveness: Typical
•    Independence: Typical
12th Wisconsin
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Sharp Shooters – Reroll one missed shot
6th Illinois
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Steady – Passes first break test of battle
11th Pennsylvania
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Tough Fighters – Reroll one missed combat attack
9th Pennsylvania
•    4 stands (Small) – Stamina: 2 – HtH: 4 – Shooting: 2 – Morale: 4+
•    Skirmish
•    First Fire – +1 on first shot of the battle

Hardy’s Brigade, Brigadier General Edward Hardy
•    Command Rating: 9
•    Aggressiveness: Typical
•    Decisiveness: Typical
•    Independence: Typical
32nd Pennsylvania
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Crack – Reroll one failed morale save if has no casualties already
22nd Pennsylvania
•    4 stands (Small) – Stamina: 2 – HtH: 4 – Shooting: 2 – Morale: 4+
•    Skirmish
•    Elite – Overcome disorder on 4+ at start of turn
19th Pennsylvania
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Ferocious Charge – Reroll misses on combat following charge
29th Pennsylvania
•    4 stands (Small) – Stamina: 2 – HtH: 4 – Shooting: 2 – Morale: 4+
•    Skirmish
•    Elite – Overcome disorder on 4+ at start of turn

Eaton’s Brigade, Brigadier General William Spencer Eaton
•    Command Rating: 8
•    Aggressiveness: Typical
•    Decisiveness: Typical
•    Independence: Typical
12th Illinois
•    4 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Elite – Overcome disorder on 4+ at start of turn
8th Illinois
•    4 stands (Small) – Stamina: 2 – HtH: 4 – Shooting: 2 – Morale: 4+
•    Skirmish
•    First Fire – +1 on first shot of the battle
12th Minnesota
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+

•    Skirmish
•    First Fire – +1 on first shot of the battle
3rd Michigan
•    6 stands (Normal) – Stamina: 3 – HtH: 6 – Shooting: 3 – Morale: 4+
•    Skirmish
•    Reliable – +1 to command