The ACW rules we use are house rules. They evolved from the "Brother vs Brother" set which we used in the late 90s, but we gradually adapted them after every game we played. After the solo "Battle of Salem Cemetery" game I played (see previous blogposts), I again adapted some of the rule mechanisms.
- Morale responses. The whole game is given flavour by rolling on a table when a unit has to check for morale. All sorts of effects can be rolled for, sometimes amusing. I updated the current table somewhat, to streamline it w.r.t. other rule mechanisms. A couple of iterations ago, we also had "morale" checks for charging units (and those who received a charge), and I streamlined those as well, by making them seperate response tables, without them interfering with the overall morale tables.
- Combat Resolution: The resolution of melee was done by comparing dice - the so-called SCRUD mechanism - and modifiers due to tactical or terrain factors meant adding or taking away dice from the dice pool. Artillery and fire resolution was also done by rolling dice, but modifiers were by modifying the die roll. I changed thus to adding/subtracting dice to the dice pool as well, so both combat resolution mechanism use the same set of modifiers.
- Charge: Our units have variable move distances, and thus, it was possible that a charging unit came up short. I changed this such that a charging unit would always reach its target, but every hex needed above its rolled for charge distance means an additional die subtracted from the dice pool.
I have a new game setup, we'll see how these changes work out.
Lay-out for the new ACW game, based on "Adapt or Survive" in the latest issue of WSS. |
I like the change to charge. I do something similar, where a unit will always get to charge, but its test determines whether it is a full charge or a 'half hearted' charge. I love the way you manage to blend the 28mm figure with the 4" hex.
ReplyDeleteYes, a charge should be a charge! :-)
DeleteW.r.t. hexes and figures: I currently use "1 hex = 1 unit". So no multiple units per hex, and no multiple hexes per unit. For 28mm figures, 12 infantry (or 6 in open order) in a hex work best visually. For cavalry, I use 4 figures, but 5 or 6 would be possible as well. Artillery is one gun + crew per hex. It depends a bit on the basing sizes, but one of the advantages of using a grid is that you don't have to worry about basing anymore, and simply plop as many or as few figures in a hex as you find visually pleasing.
Do you allow units to enter the same hex as a building? i.e. occupy a BUA. It is here that I find the 4" hex comes under pressure.
DeleteI usually consider the hex equal to the BUA. So a unit entering a hex with a building enters the BUA (no seperate subhex areas of inside/outside the BUA).
DeletePhysically it's sometimes indeed a bit cramped to fit a building and the figures on the same hex, but it's ok. Overflow of figures into neighbouringh hexes is not much of an issue, since the location of the unit is the hex. It's one of the adavantages of using hexes - no millimeter-like accuracy is needed ;-)