07 September 2019

Pickett's Charge- Battle of Chickamauga

Last Friday, myself and Adam had our first Pickett's Charge game in about a year. I have a nice Blue Moon ACW Union army which does not get out often enough and Adam has an even nicer Confederate army. We have been playing quite a bit of SAGA but maybe a break was due.

The 2018 TFL Magazine had a nice scenario with 4 brigades per side so was an obvious choice for our next game. Essentially the scenario involves a confederate attack on a somewhat entrenched Union army. The Confederates were mostly classified as veterans and regulars while the Union infantry were half green and half regulars. No cavalry but a fair amount of artillery was available.
The Union line on the right flank
The Union left fkank, the Confederates make their advance, I decided to send out my largest brigade to meet them. I could stay in cover in the forest but Adam had a lot of Veteran and Elite units that could do damage with extreme range fire. We both kept our centre brigades in reserve.
Adam advances is small but elite brigade on his left flank.
Adam has a great looking Confederate army.
The Confederates move in and 2 of my regiments are in trouble as they are suffereing Fire Discipline. I have to say that Adam was extremely unlucky in getting the Initiative as I think I wone the dice toss for every turn. I decided to charge Confederate C with Union A with Union B in support. In kind Adam decided to charge Union C with Confederate A supported by C. Suffice to both Confederate C and Union C ended up being Whipped.
On my left flank, I decided to charge and although somewhat inconclusive the Conderates were wavering, so I sent in my left centre brigade in support.
By now my Rifled Artillery were being threatened by Confederate skirmishers to their front and Confederate Infantry to their flank. It is tricky however to attack artillery as their cannister fire is lethal. By now however the Conderate attack was crumbling and my 4 brigades were largely intact. Adam had been unable to bring in his reserve brigade. The Confederates decided to withdraw.
We had some minor questions about the rules early on but the game actually flowed quite quickly and I think we got in 9 turns whih is really quite good. I have played a fair amount of GdA recently and although there are some differences the mechanisms are quite similar. It was clear by the end of the ninth turn that there was no way the Confederates could meet their Victory Conditions so a clear Union victory.

I really enjoy these rules, I find them quite straightforward and give a good game with a lot of decision making. If I had one criticism it would be that using 4 ADC's aside really does not give you as many tactical options as are available as they are being used as Brigade Attachments to insure that they do not become hesitant. This is easily fixed by increasing the number of ADC's though which I think we will do in the future.

We are now considering playing a ACW campaign utilizing these rules. Any ideas?

1 comment:

  1. If you do run a campaign, I would encourage one that is map-based. Half of the challenge of ACW campaigns was in bringing your troops to bear when and where you wanted them. It will undoubtedly lead to some pretty asymmetric scenarios, but so long as the campaign itself is balanced overall, I think that actually makes for more interesting games.

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