tag:blogger.com,1999:blog-1194255716971534690.post8634512784939919797..comments2024-03-27T20:12:05.513-04:00Comments on SOUND OFFICERS CALL!: The Battle for Oak Ridge: TWO FLAGS - ONE NATION ACW RulesDisgruntled Fusilierhttp://www.blogger.com/profile/10995610821904415726noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-1194255716971534690.post-63296749554802680352019-03-26T05:42:51.558-04:002019-03-26T05:42:51.558-04:00Cheers, Darren. These rules definitely scratch an...Cheers, Darren. These rules definitely scratch an itch of mine, that being larger games where a stand is an ACW regiment. I like the game because the combats are more drawn out. Everything you want to do takes time and you must manage your time and resources to win. Units are tough to dislodge and you have to use all of the tactics in your tool box - musketry, artillery, close assaults, and supports, to get an advantage. I really have enjoyed these rules so far and hope Norm puts out his AWI and updated Napoleonic rules soon! Disgruntled Fusilierhttps://www.blogger.com/profile/10995610821904415726noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-52829691449229389942019-03-25T19:06:46.017-04:002019-03-25T19:06:46.017-04:00Fantastic pics and narrative, and those random eve...Fantastic pics and narrative, and those random events can really screw things up lol.<br />These look like a fantastic set of rules.Duc de Gobinhttps://www.blogger.com/profile/10668407600014604176noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-53460008454546435242019-03-25T15:51:46.811-04:002019-03-25T15:51:46.811-04:00Thanks Norm. I totally forgot the retreat test ru...Thanks Norm. I totally forgot the retreat test rule this game as you will see in the next post. Disgruntled Fusilierhttps://www.blogger.com/profile/10995610821904415726noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-49675306624798861052019-03-25T14:41:30.260-04:002019-03-25T14:41:30.260-04:00I think the idea is good if it stops a (very) viab...I think the idea is good if it stops a (very) viable unit from leaving play for good. I tend to think of units with zero to 3 or possibly 4 heavy casualties as still OK for offensive action, but beyond that, a defensive posture becomes increasingly necessary and once units start taking the retreat test each turn (5+ heavy casualties), then they really are on their last legs. So perhaps a compromise or a softening would be to only apply your rule to units that have say zero to 4 Heavy casualties on them when they reach the board edge. Those with 5+ can be thought of as having gained a certain momentum for flight that is hard to stop and they will exit the table. This better preserves the normally 'fighting fit' units, while still 'encouraging' the players to be mindful of the perils of that baseline and the cumulative effects if using the Brigade Cohesion optional rule. Normhttps://www.blogger.com/profile/05031444717952755557noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-35957790193504159872019-03-25T14:04:18.101-04:002019-03-25T14:04:18.101-04:00Cheers, Jonathan! Thanks for keeping me honest. ...Cheers, Jonathan! Thanks for keeping me honest. The game has been a real nail-biter so far. Can't wait to see how it ends!Disgruntled Fusilierhttps://www.blogger.com/profile/10995610821904415726noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-4479214076253484312019-03-25T14:03:33.123-04:002019-03-25T14:03:33.123-04:00THanks for your kind comments, Norm. I think the ...THanks for your kind comments, Norm. I think the answer to your question lies with your intent. Do you want units, even with only 1 heavy casualty marker, to be able to exit the field quickly? If that's the case then probably best to leave it.<br /><br />In this case, the battlefield was condensed to 8 x 8 because of the way it shook out. Even had I expanded the length to 12, the width still would have been 8. The belligerents started roughly 4 squares away from the Union positions, which I would sustain because it lends a sense of urgency and distance to the Rebel mission.<br /><br />I was tempted to add casualties for every hex that the unit could not retreat, a la Commands & Colors, but I didn't know how badly that would evade from your intent, so it's good that your commenting!<br /><br />This rule does, however, bring the yanks perilously close to breakpoint and all the Confederates must do is shoot the *ell out of them and get them to fail Capability Tests. They could then walk onto the objective.<br /><br />I can think of historical precedents where reinforcements were so stacked up behind the frontline trace that this problem would resurface itself (Pickett's Charge at the Angle and the Copse of trees, where Union Regiments were in reserve packed behind the trace).<br /><br />The game has been a nail biter because every action is "important" if that makes sense. Every volley of musketry really needs to do something, and every charge needs to be effective. It's a lovely scenario!<br /><br />The events table has really helped set the stage and make the battle more historically plausible (even though Daniel and O'Neal were spectators to Iverson's assault). One could probably make a cracking TFON game with just Iverson's Brigade smashing into Baxter and Cutler's Brigades.<br /><br />What do you think about the casualty-for-hex if retreat is blocked idea?Disgruntled Fusilierhttps://www.blogger.com/profile/10995610821904415726noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-61165897218032438762019-03-25T13:18:00.129-04:002019-03-25T13:18:00.129-04:00Jonathan has that exactly right as per the Feb 201...Jonathan has that exactly right as per the Feb 2019 rules. I have just noted a line on page 16 that gives a leader more freedom. Page 16 is wrong and will need to be changed to reflect the text on page 4 (thanks).<br /><br />Enjoyed the action, especially as it must have been a big effort to get all the pictures and associated text done, with your busy schedule, so thanks again for giving this so much attention. Hope the dentist things goes well. <br /><br />The scenario is giving a tense game, helped by the 'right' die roll on the Events Table perhaps, good idea to move those events to the 6,7,8 slots.<br /><br />I am wondering whether on shallow battlefields, there needs to be an imaginary 'safe' row of the grid immediately off-board, to catch units that are still pretty viable that retreat off-board and are lost simply by virtue they are off the board, when in reality they would have moved just one more cell and be safe to return. Or in other words, do battlefields need to be either a tad deeper or have initial deployments a bit further in, off the base-line, or both? My typical board is 9 cells deep.Normhttps://www.blogger.com/profile/05031444717952755557noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-3520078596262058932019-03-25T11:58:50.971-04:002019-03-25T11:58:50.971-04:00Exciting action, Steven!
For your question regard...Exciting action, Steven!<br /><br />For your question regarding attached leaders exiting the board, the rules state (bottom of my P4), "commander will stay with and retreat with that unit - except if the unit retreats off board, in which case, the commander will remain in the current hex." I take that "current hex" is the hex from which retreat began.Jonathan Freitaghttps://www.blogger.com/profile/07862373894196924886noreply@blogger.com