|The Union Battle Line.|
|Gadzooks! Why are we always in the center of the line???|
|Yankee "elite" Brigade. A Zuoave Regiment and some "Black Hats" of the famed Iron Brigade.|
|Some "splendidly painted" Confederates advance!|
|Rebel "Light"Brigade advances against almost no opposition! But the Yanks have spotted this development and deploy accordingly to guard their flank.|
|Rebels advance through Raccoon Gap!|
|Meanwhile the solid Union troops re-deploy to hold the center.|
|Can the Yanks redeploy in time to save Bald Hill?? (pictured with the lone regiment atop)|
|Rebel Battle Lines advance!|
|The lines draw ever closer but no one is yet in range!|
|Meanwhile on the Union left, 2 Regiments are in place to contest Bald Hill.|
|The Union Center, regulars take cover amidst some rough scrub while the Gray mob swarms toward them!|
|The battery scores no hits!|
|More fire opens up along the line as the Artillery starts to earn their pay|
|This unfortunate Rebel battery in the background, surely brought along due to the importance of seizing Bald Hill, never got the opportunity to fire as ranks closed, so did their fire lane!|
|The left flank of the Rebel advance held up by woods|
Finally the troops advance into musket range....Stationary Firers Fire First!
|A murderous volley!|
|The moving Rebs catching hell|
|One Rebel regiment loses a stand and fails his Morale Check - becoming disorganized!|
|After the first turn of musketry. Dice are casualties. Yellow dice indicate "disorganized" units while green dice indicate "Normal" morale units.|
|Meanwhile, the Rebel Light Brigade attempts to charge next turn!|
|Overall dispositions - Battle on the left is heating up as a crucial Yankee Regiment goes "disorganized" The meatgrinder battle evolving in the center is starting to take a toll on the advancing Rebels.|
|Yankee Artillery forces a Rebel unit behind another into cover.|
|A successful Rebel Quality Check allows them to charge into the disorganized Yankee unit. The Yanks fail their Quality Check and are forced back! That's them in the lower left hand corner.|
A hearty thanks to all for reading (especially if you've made it this far!). If you've read my previous posts regarding Muskets & Mayhem you know one of my favorite features of these rules are the Sequence of Play, with its phased casualties. Moving is necessary, but stationary firers are rewarded by firing first.
Differentiation between Troop Quality and Morale Levels:
I'm actually writing this more for me than you, the reader. So in M&M, you roll Troop Quality rolls when you take hits to see if your hits become casualties (your troop quality roll is your save). Once you've amassed 4 hits causing you lose a stand, you must successfully complete a morale check.
The morale check is based on your current Morale Level (Normal, Disorganized, Shaken). So you could technically be down to 1 stand and still have "Normal" morale, enabling you to shoot and hit on a 4+, if your rolling is good enough.
Your troop quality level enables you to withstand fire better by canceling out more hits, but that's all it does. (or at least this is how I played it - Darren - you've been most patient with my fog of war in this regard!)
Ties in Initiative Rolling:
Here's an interesting rule - I thought about giving ties to the unit who had more "veteran" or "elite" units within the force. Since these are supposed to be more "old school" in flavor, I just opted to roll again. Thoughts?
Movement through woods:
halved. Since I played in centimeters, this really slowed my foot troops down.
units outside should experience some kind of negative effect. I had 1 Regiment on the Union side attempt to extend their line out and this brought them to well outside command radius and well outside any kind of cohesive distance from their sister Regiment. They should be penalized for this.
Advanced Small Arms & Artillery:
In this ACW game, I made the Musket Range 15cms and the Artillery 30cm. I should have used Darren's 12cm/24cm but forgot where I had it saved (it was in my email).
I made all Artillery Unit Quality "Veteran" regardless of side. My union batteries were mixed with 2 stands and 3 stands of crew, while all my rebel batteries had 2 crew (crew = # of firing dice).