Thursday, October 31, 2019

28MM ACW 1863 THE ASSAULT OF FORT BARTOVSKI


ACW FORT BARTOVSKI 1863

I was away at the weekend in Methil in Fife for a 2 day large scale 28mm ACW game.  It was played by 13 gamers from our AB1 group.  Bart Zynda developed the OB and scenario which was a Union attack to defeat the covering Confederate forces and capture the formidable Fort Bartovski.

The rules used were Black Powder 2.  The House Rules employed were our usual ones shown on my pages, using our revised turn sequence.  In addition we used some of the ACW specific rules set out in Glory Hallelujah.  It was fun with lots of troops on the table.  The game was still in the balance at the end but it decided to be a marginal Confederate victory.

The battlefield we used consisted of 3 6ft by 12ft tables.   The game was played lengthwise and there was a 5ft gap between each table. Unlike our 1813 Leipzig game the tables did interact with units able to move onto and fire into the adjoining tables. 

I have added a note at the end of this post on the rules we used from Glory Hallelujah and how I think they worked.

Thanks to everyone who have helped get my all time pageviews to over half a million! 

Now some photos from the game and below is a link to all my photos on flickr.

https://flic.kr/s/aHsmGrrWdv


The mighty Fort Bartovski - 2 naval 9" Dalhgrens being it's heavy firepower.  My Vauban fort getting an outing.

Union right wing forces - 4 brigades - massed for their attack

On the left table the Rebs have gained the fence/wall line and open fire

Union left wing attack underway - my Zouaves in reserve

Grim struggle in the centre as Union break through towards Fort Bartovski



BLACK POWDER ACW SPECIFIC AMENDMENTS FROM GLORY HALLEJUHAH

Charges
Cavalry can charge cavalry under initiative.  All other charges must be ordered.  If the charging unit is in the frontal arc of the target it receives a -2 command modifier except if it is a cavalry vs cavalry charge.  Cavalry cannot charge infantry or artillery frontally unless they are disordered or shaken.

Support
Infantry cannot support cavalry and vice a versa.

Cavalry
Cavalry get free mount/dismount at the start or end of their movement.  Dismounted they count as skirmishers.

Passage of lines

Advancing units: when 50% of the unit passes thru a friendly unit within 24” of the enemy have to take a ‘For God’s Sake Come On’ test.   This is done by testing against their morale value.  If the unit has no casualties or either unit has a commander attached there is a +1 modifier to the dice roll.  If the score equals or exceeds their morale value the unit passes thru normally.  If the score is 1 less than their morale value they halt immediately they pass thru the other unit.  If the score is 2 or more less than their morale value they halt immediately they contact the other unit. If they fail next turn count result as a -1 failure.

EFFECT
We found that the charging rules led to long firefights and a very indecisive game.  So for day 2 of the game we omitted the “If the charging unit is in the frontal arc of the target it receives a -2 command modifier except if it is a cavalry vs cavalry charge” rule.  We also decided that fences had no effect on shooting (Day 1 they had gave +1 on Morale Tests) but still remained a movement obstacle.  These changes certainly improved the last day of the game.
 
Further Update
I played a game at home on Wednesday with the Gothenburg Gamers and we used this further simplified set of ACW specific rules.

Charges
Cavalry can charge cavalry under initiative.  All other charges must be ordered. 
Cavalry cannot charge infantry or artillery frontally unless they are disordered or shaken.

Support
Infantry cannot support cavalry and vice a versa.

Cavalry
Dismounted cavalry count as skirmishers.

Passage of lines
Advancing units: when 50% of the unit passes thru a friendly unit within 24” of the enemy have to take a ‘For God’s Sake Come On’ test.   This is done by testing against their morale value.  If the unit has no casualties or either unit has a commander attached there is a +1 modifier to the dice roll. 
If the score equals or exceeds their morale value the unit passes thru normally.  
If the score is 1 less than their morale value they halt immediately they pass thru the other unit.  If the score is 2 or more less than their morale value they halt immediately they contact the other unit. If they fail next turn count result as a -1 failure. 

We also used this variant of the Useful Rule in GLORY HALLEJUHAH for both games.
Rebel Yell: Confederate infantry units that charge into combat may reroll 1 hand to hand miss.