Grognard Wargamer Thread!

It’s about 4 feet wide. The map just overlaps the inside edge by about an inch on each side. I put CD’s underneath the map to hold it up in the middle and the far end. It wouldn’t work if the map wasn’t mounted.

More fighting along The Ripple during the 11 AM turn. The Rebels assaulted along the road again. They were beaten back, again, but General Reynolds was killed while trying to unsuccessfully inspire a unit of Cutler’s Brigade. They were Broken at the sight of Reynolds falling from his horse.

Meanwhile more of Reynolds Corps occupied positions on Seminary Ridge. The plan will be for Buford to withdraw to that position.

Heth was able to get Davis’ brigade to move forward and threaten the Union right although they only advanced about half as far as ordered (Union played the Rebel March Fatigue card).

Both sides are getting more reinforcements at Noon. There is a large stack of Confederate units on the map edge. Somehow Heth needs to get them into the fight quickly. Maybe there are cards I can add to the draw deck to increase the chances of them getting orders to move.

The Noon turn saw Heth’s men finally get moving. The brigades of Lane and Perrin in Pender’s Division smashed into Buford’s forces and sent them packing back to Seminary Ridge. Unfortunately Heth was killed while urging them forward. Not surprisingly his replacement is even worse than he was (Poor) and is rated Inept.

Rodes Division will be making an entrance next turn which will present a new set of problems for the Union.

It sounds like leadership is important in this Gettysburg game, as it should be. Are you finding it matters a lot?

Can’t wait to hear more. And please don’t be shy about posting more photos!

Sounds like A Most Fearful Sacrifice is making great progress, @Ironsight, glad to hear it.

I’m in the same war, different game and battle…


Antietam, start. Going to explore what might have happened if Union Gen. McClellan had been more aggressive.

Leaders are abstracted in AMFS. There are no leader counters on the map. My comments about Reynolds and Heth inspiring their troops was just me role playing them to justify them getting killed (see below). There are no such mechanics in the game.

Corps General cards are added to the draw deck on the turn indicated in the scenario rules. A die is rolled when their card is drawn to determine what part of their Corps can be activated. Division Generals are placed on the Command Display in priority order each turn. Their priority order is used as part of the activation procedure with lower priority Divisions being less likely to be activated. Each General has a rating, with a better rating making it more likely they will get a better activation result.

Example: Reynolds is rated Superior which gives him a good chance (66%) to activate his top two priority Divisions when his card is drawn and a die is rolled. He has three Divisions under his command. Robinson is rated Good; Wadsworth and Doubleday are rated Average. Robinsons thus has a better chance of activating more of his Division when he gets orders from Reynolds, or by play of other activation cards like Redeployment or Fast Courier.

Example: AP Hill on the other hand is rated Poor and can never activate more than one of his Divisions in a turn. In fact he has a good chance (66%) of only activating one Brigade of his #1 priority Division each turn. He has three Divisions in his Corps with Pender being rated Good, Anderson rated Average, and Heth rated Poor. So the Confederates have to rely on other activation cards for more than one Division in Hill’s Corps to get activated on any given turn.

After doing some more reading on Generals I see that they are considered casualties rather than killed when their number comes up on the scenario casualty table for the first time. So they are not automatically killed as I first thought, but they are out of the game at that point. It is possible that they can recover from their wounds and get back into the fight if their number comes up again on a subsequent dice roll.

Will post a pic of the northern part of the map at the start of the 1 PM turn later today.

Start of the 1PM turn. Note that Rodes is ready to come on the north edge of the map. If he activates before Buford, who is on the Union right, it could put the Yankees in a very bad situation. You can also see Alexander Schimmelfennig’s Brigade just south of Gettysburg but it’s unlikely they can get through the town fast enough to be of much use this turn. The town streets were too narrow be be afforded the major road movement bonus.

Good stuff. Are there bonuses for flank attacks? Is that why the Union should be worried about its right flank?

There are no unit facing rules so there are no bonuses for flanking fire. I believe it’s assumed the unit leaders are competent enough to get their men facing correctly. There is a bonus to the attacker in assault combat if the defender is being assaulted from 3 or more sides.

I just meant that Rodes might be able to roll up the Union line if he gets to attack along Seminary Ridge before Buford can react. Now that I look closer though, he is a little bit too far away to be able to move down the Mummasburg Road and also assault Buford’s right in one turn.

Pretty interesting contrast there between the map and the counters! Old meets new. I think I like it. Their website is pretty interesting too.

Finished your Save South Vietnam series last night (I was away for a week in between) and enjoyed it a lot, thanks.

I’m glad you enjoyed it! That was one of my surprise games of last year. I had zero expectations for it, but it just sucked me in. I’m hoping to do one of their air campaign games (Japan, Germany) after they release in a month or two.

Playing as someone with no miniatures background, it’s a bit of an uncomfortable yet exciting experience for me. I find myself both wishing for more precision and at the same time enjoying the raw feel of playing on a map with no guidelines at all. I’ve played this twice 2-player, and both times it’s been fun.

Apparently they had Red Strike on display at CSW expo. That box might be bigger than Pacific War.

Edit: Hmm, it isn’t rendering a preview, but clicking go through to the picture

The picture worked for me. Took me a step closer to buying it. Have you caved yet, @vyshka?

I do not need this, I do not need this, I do not need this…

Unboxing! I think if anything, watching this has cooled my ardour a little. There’s just so much…

Did anyone ever try The Third World War? Equally pricy, but perhaps more of a known quantity? The session reports on the BGG page are really engaging:

TWW has been on my wishlist for a while after playing the original. I tried Under an Iron Sky but bounced off it hard. Would be interested in anyone with any experience of it

Tactics Tuesday!

I’ve been playing Night of Man, a small-unit tactical game from 2015 set on a future Earth which has been invaded by aliens. A plucky cadre of fighters, some of whom have evolved telepathic powers, lead the resistance.

The counters are massive and pleasant to play. I think it is traditional with this game to show a counter, plus one from another semi-obscure game, for scale :) The smaller counter is 3/4" here:

The counters (a selection pictured) also have very bold, cartoony art, but it seems to be a fully-fledged, crunchy tactical system (Mark H. Walker, ex-Lock’n’Load, Flying Pig Games, is the designer). Blue for the baddies, green for the goodies. Some cool stuff involved - the Meca on the top row are just dudes in flimsy exoskeletons, but there is a proper Mecha (Cheetah) down below. Note that you are given a certain amount of build points for your Mechas, and you can add the teeny little counters on the corners to beef up weapons, armour etc :)

Note also that the little white-bordered squares on the left of the counter are abilities (so close combat+1, suppression etc) while the circles at the bottom of the counters are Powers which can be activated if you have the means (Iskara has Confusion - Shake one unit within three squares, Infantry have Explosive Rounds).

The boards (there are 4 of these which can be pushed together etc) are actually nicely detailed in some respects, and horrible in others (the mountain art, blech). This is the first scenario, which I’ve played three times so far (haven’t played further yet).

Rather than rolling dice, all actions are taken care of by drawing cards. This works reasonably well and there’s a bunch of info on the cards governing hits etc, which I have unfortunately left off in the pic below. There’s a sizeable hand management aspect to play. A turn ends when both players pass (I’m playing both sides; there is a solitaire expansion which is impossible to get over here, though there is a print’n’play version available for $15) or when you draw 3 End Turn Cards. Card play becomes second nature fast.

As mentioned, I’ve played a few games to get a handle on the rules, and had a good time. The rule book is not great, so if you are a Tartar for that kind of thing, it could cause some issues. The problems are mainly around finding the correct rule/situation. Having played a few games, I haven’t even engaged fully with all the stuff you can do - for example that first scenario seems to be geared towards close quarters combat and I haven’t done that yet :) Seems like it’s a good game to whip out when you have just an hour to play.

Ooh, that looks pretty cool! Reminds me of the ‘For What Remains’ series from DVG, though I have resited the urge to pull the trigger on that one, despite all three boxes taunting me from the shelf of my local FLGS.

I love the components and goodies in all of these tactical board games, but ever since computers arrived with fog of war, concealment, and line of sight calculations, I just can’t get into boardgame small-unit stuff. The lack of surprise and truly hidden enemies sort of ruins it for me, even though in many cases it simply doesn’t matter much.

In spite of Buford activating first, things went quite well for the Rebels this turn. Buford was able to withdraw and form a line from Seminary Ridge to the Carlisle Road. However Rodes was able to activate his Division twice, once with a Redeployment card and again when getting orders from Ewell. He was able to push Buford back significantly while also forcing the Iron Brigade off of Seminary Ridge. Schimmelfennig’s Division has taken up positions at the base of Cemetery Hill with support from Wainright’s Arty.

Edit - The Redeployment card does not allow a whole Division to activate. It only allows a unit or stack of units along with adjacent units from the same Division to activate. I may have done that wrong last turn by activating all of Rodes rather than a group of adjacent units from his Division. The wording is a little confusing in that it refers to a “group” that isn’t really explained in the rules. However, now that I look, the Clarifications card that comes with the second edition makes it clearer.