We're slowly approaching the moment when all in gaming group will have received their 2nd vaccination shot, and a few weeks after that, we can consider getting together again. It will be nice to do some "real" games again after a hiatus of a year and a half.
But we haven't reached that point yet, so there's still room for a solo game. I decided to use the scenario published in Wargames Soldiers & Strategy 114, an ACW game "The Battle of Salem Cemetary", using our house rules for fighting ACW battles.
The terrain
One of the challenges of setting up a published scenario is to transfer it to the dimensions of your own gaming table. Since our ACW rules are hex-based, the terrain also has to align to the hexes. This is always fun to do, since by setting up the terrain, you also get an idea of how the game will develop, whether there's enough room for manoeuvre, enough opportunities for troops to take cover, etc.
The images below shows the final layout. The scenario is easy enough: a hill ridge is defended by the Union (closer end of the table in the photos), while the Confederates are approaching from the top-right, also bringing along some captured Union artillery.
The table as seen from the Union side - the ridge to be defended. |
Another view of the table, from the same side. |
The Troops
When using a published scenario, you always have to adapt the troops listed to your own table and rules. After all, troop density, movement ad firing ranges are important to judge how the scenario will be played. So I always pay close attention to the intent of the scenario, and then select troops to match the tactical idea.
Below you see the deployment for both the Confederate and the Union armies.
The deployment as seen from the Confederate side. The mission is to drive the Union from the ridge near the cemetary in the upper right. |
... and as seen from the Union side. |
The Commanders
I use characteristics for commanders in my games. Each sides draws a number of cards equal to the number of commanders, and can choose to attribute the cards to the commanders of each brigade. Some commanders are better at giving movement orders, others at giving firing orders, or ordering infantry etc. Some have a somewhat larger command range. I find it an excellent way of presenting the player with a tactical challenge and dealing with the resources at hand. And yes, sometimes the commanders are less than optimal :-)
The Union right flank. This flank has a lot of terrain, and we have the cavalry here. So a commander with a bonus for charge orders will do fine. |
The Union left flank. An open field, so some movement and firing is expected. If the enemy will approach, it's most likely on this flank. Hence the commander who's good at firing. |
The Confederate left flank. Lots of cavalry, so any bonus on charge orders is a plus. |
The Confederate centre and reserve. The mission states the artillery needs to be brought forward and hammer the Union ridge, so some good movement for artillery is in order. |
The Confederate right flank, facing an open field. So some movement and firing is useful. |
As you can see, sometimes the commanders have somewhat "neutral" characteristics, sometimes they are well-suited for the job. But as they are drawn at random from a deck of 8 commanders for each side, it's always a bit unpredictable.
Random Events
I also use random events for my games - again a random draw of 3 cards. Some cards can only be played prior the game, others during the game. But a player has also the choice to use an event card for rerolling a command roll or a combat resolution roll. So no event cards is "useless".
On to the game!
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