Monday, September 12, 2011

ACW Gaming Set Up

Here is the set up for our most recent ACW game played in 25mm with the Guns at Gettysburg rules. The scenario was "borrowed" from a scenario in Charge magazine written by Scott Monsour. I made some changes to troop ratings, added artillery to the CSA roster, and made some silly rules for the cornfield. The changes were to give the CSA a reasonable chance to achieve the victory objectives for the scenario.


Kolb’s Farm
22 June 1864

Federal Units
Portions of Federal XX and XXIII Corps

First Division Commanding: BG Alpheus S. Williams (?)
No ADC Available
Independent  Brigade - Col. P.D. Ross (?)
14 Kentucky
400 (20)
REGULAR
1st RATE SKIRMISH


1st Brigade  - BG Joseph F Knipe (AVERAGE)
5th Conn
400 (20)
REGULAR
1st RATE SKIRMISH
Artillery: 1st NY Light Art Battery I
3 x Mixed Guns Veteran
123rd NY
400 (20)
REGULAR
1st RATE SKIRMISH
141st NY
400 (20)
REGULAR
1st RATE SKIRMISH

2nd Brigade  - BG Thomas H Ruger (AVERAGE)
27th IN
400 (20)
REGULAR
2nd RATE SKIRMISH
Artillery: 1st NY Light Art Battery M
3 x Mixed Guns Veteran
2nd MA
400 (20)
REGULAR
2nd RATE SKIRMISH
13th NJ
400 (20)
REGULAR
2nd RATE SKIRMISH
107th NY
400 (20)
REGULAR
2nd RATE SKIRMISH
150th NY
400 (20)
REGULAR
2nd RATE SKIRMISH


3rd Brigade - Col. James S Robinson (?)
82nd ILL
400 (20)
REGULAR
1st RATE SKIRMISH
Artillery: 1st MI Light Art Battery I
3 x Mixed Guns Veteran
101st ILL
400 (20)
REGULAR
1st RATE SKIRMISH
45th NY
400 (20)
REGULAR
1st RATE SKIRMISH
142nd NY
400 (20)
REGULAR
1st RATE SKIRMISH
61st OH
400 (20)
REGULAR
1st RATE SKIRMISH
31st WI
400 (20)
REGULAR
1st RATE SKIRMISH


Cavalry Brigade - Col. Edward V. Lloyd (?)
2nd ILL
400 (20)
REGULAR










Kolb’s Farm
22 June 1864

Confederate Units
Portions of Hood’s Division

Commanding: MG Carter L Stevenson
1 ADC Available

Brown’s Infantry Brigade – Col. Edward Cook (?)
3 TN
400 (20)
VETERAN
1st RATE SKIRMISH
Neal’s Battery
2x Mixed Guns Veteran
18 TN
400 (20)
VETERAN
1st RATE SKIRMISH
26 TN
400 (20)
VETERAN
1st RATE SKIRMISH
32 TN
400 (20)
VETERAN
1st RATE SKIRMISH




45 TN Battalion
240 (12)
ELITE
1st RATE SKIRMISH

Reynold’s Infantry Brigade – Col. R.C. Trigg (?)
58 NC
400 (20)
VETERAN
2nd RATE SKIRMISH

60 NC
400 (20)
VETERAN
2nd RATE SKIRMISH
54 VA
400 (20)
ELITE
1st RATE SKIRMISH
63 VA
400 (20)
ELITE
1st RATE SKIRMISH

Cumming’s Infantry Brigade  - Col. E.P. Watkins (Excellent)
34 GA
400 (20)
VETERAN
1st RATE SKIRMISH
Donner’s Battery
3x Mixed Guns Veteran
36 GA
400 (20)
VETERAN
1st RATE SKIRMISH
39 GA
400 (20)
VETERAN
1st RATE SKIRMISH
56 GA
400 (20)
VETERAN
1st RATE SKIRMISH

Pettus’s Infantry Brigade - Col. C.M. Shelley (?)
20 AL
400 (20)
VETERAN
1st RATE SKIRMISH
Evan’s Battery
2x Mixed Guns Veteran
23 AL
400 (20)
VETERAN
1st RATE SKIRMISH
31 AL
400 (20)
VETERAN
1st RATE SKIRMISH
80 AL
400 (20)
VETERAN
1st RATE SKIRMISH

Cavalry Brigade - Col. Paul B. Simms (?)
Lane’s Cavalry Battalion
400 (20)
REGULAR








Kolb’s Farm – Prelude to the Battle of Kennesaw Mountain

BACKGROUND:
The Union Army under BG William Sherman has been steadily moving towards Atlanta while fighting inconclusive battles against the Confederates under Joseph Johnston. Johnston’s strategy has been to fight delaying actions in order to delay, deplete, and weary the Federal Army until the perfect situation presented itself. This delaying strategy has not sat well at all with BG John Bell Hood who sees himself as cut from the same cloth as Lee and Jackson. He believes that only through aggressive, all out, attacks can the South deal a strong enough blow that the Union would lose the will to fight. Hood has been lobbying for Johnston’s removal and has done as he pleased whenever he has not liked Johnston’s orders.

SITUATION:
Having encountered entrenched Confederates near Kennesaw Georgia, Sherman has decided to pin the Southerners in place and then try to flank them with Hookers XX Corps and Schofield’s XXIII Corps. Perceiving this flanking attempt, Johnston sends Hood’s Division to extend his lines and protect his left wing. Hood has taken this opportunity to launch an attack on the Federals as they move towards Marietta. What was supposed to be a Confederate defensive movement will become the scene of a ferocious attack on the Federal troops.

Federal Units set up first in whatever formations they wish. CSA units may then set up in any formations.

VICTORY CONDITIONS:
Generally speaking, this is a Confederate attack. The goal is to destroy a significant part of the Union army or, at least, to drive it back. Hood hopes to prove his mantra that victory comes from attacking – no matter the cost. For the Federals, this is a chance to inflict a heavy loss on a general of great fame and possibly flank the Confederate army in order to move on Atlanta.

1.       Control Powder Springs Road exit point on Federal board edge – 25 points
2.       Control Powder Springs Road exit point on Confederate board edge – 25 points
3.       Control Kolb Farm – 10 points
4.       Hold Cornfield – 10 points
5.       Hold South Woods – 10 points
6.       Kill, capture, or rout 33% to 49% of enemy units (not counting artillery) – 25 points
7.       Kill, capture, or rout 50% or more of enemy units (not counting artillery) – 40 points
8.       Kill or capture enemy commanders – 10 points
9.       Kill or capture enemy CiC – 20 points
10.   Capture enemy colors – 5 points
11.   Capture, Destroy, or Rout enemy regiment – 2 points



Design Notes:
Although the general situation portrayed is taken from a real battle, I have taken more than a few liberties in “tweaking” things in an attempt to make the game more balanced and interesting. If you compare the scenario portrayed here with the historical facts… they won’t necessarily match up! Forgive me…



SPECIAL NOTES:
1.       We will use a modified version of the Divisional Redeployment March (rule 14.16) as our Tactical March. Any BRIGADE may move 24” provided that they remain more than 24” away from ANY enemy unit for the entire move. The Marching Brigade must have all of its units in March Columns and on MOVE orders.
2.       Skirmish lines MUST have a minimum of 3 inches between figure bases; otherwise it is counted as Extended Line. Exception: If a stand cannot sit on a terrain piece then it may be closer than 3 inches to an adjoining stand but it must be made clear of the intent. This rule is being enforced to maintain ground scale and spacing.
3.       Special Command Rules: If a commander falls in battle, and there is no other officer available, then replace him with a Colonel who happens to turn up at the right moment. That Colonel is named Poore and he is rated… (you guessed it!!) as POOR.


Terrain FAQ:
Woods – Classed as Good Terrain for movement. They should be a bit more difficult to move through but we would like to actually finish this game.

Cornfield – Classed as Good Terrain for movement. Visibility is 3 inches when in cornfield. 6 rounds of shooting will “blow down” the field (if a USA and CSA unit fire at each other that counts as 2 rounds against the corn). ANY shot by, or against, a unit IN the cornfield that is a roll of doubles will set the cornfield afire. All units must evacuate the field next move. Any unit laying down or suffering from a morale failure must make a DISPERSAL ROLL. If they pass, they retreat.  Artillery may not shoot over the field while the corn still stands.

Streams – Classed as Difficult Terrain. Classed as Good Terrain where roads cross a stream.

Kolb Farm – This small farm can hold only 12 figures and counts as -1 Light Cover.







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