Time for another update.. and a game for a change!
Preamble..
The Union have sent a couple of ships to try and force their way up a river past Spencer's Farm in order to, firstly, do a recon of the upper reaches of the river, and secondly, cause the Confederates to divert some forces that might be used elsewhere more profitably.. the Confederates in the face of the incursion, pull together a scratch force to oppose them.
Rules used were the venerable Bill Gilchrist ones from way back (I first got them in about 2017 I think) as used by the Edinburgh Wargames Society before they seemed to die a death with the migration of Angus Konstam to the outer Scottish isles (well Orkney anyway π)! I think Bill hoped that they might get published by Osprey, so I won't post them here as they still might be, but some background posts on them can be found here [clicky]..
To my mind they give a playable game with just enough level of period detail to require some thought, but without the mind numbing detail of figuring out which stage of reloading each gun on a ship is at, etc etc... if they do ever get published I for one will buy a copy the day they're released.
OOB
Confederates
"CSS Mississippi" - (I diced for command level) Experienced
NB. M - Medium; L - Light; SB - Smooth Bore; MLR - Muzzle Loaded Rifled |
"CSS Robert E Lee" - Experienced
Union
"USS Ulysses" - Inexperienced
"USS Grant" - Experienced
Move 1
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Start of move.. the island with Spencer's Farm at top.. Union bottom right.. |
Confederates win the initiative and so will move first - and both sides get 4 actions (plus one movement action/turn is always free)
Both Confederate ships advance into range (maximum range is 36") and open fire - but the firing is ineffectual although CSS Lee causes first damage.
Both Union ships also advance, but the Ulysses makes a turn so that it can bring its broadside to bear - all four guns fire but only one hits. The Grant moves further so as to bring the range down, fires it's fore gun at the same target but misses - the Union have clearly decided to focus on just one of the two ships opposite..
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End of turn.. black pompom represents a single hit on the ship |
Move 2
Union wins the initiative - both sides get 2 actions
Ulysses moves ahead, slowing down, and fires a full broadside hitting Mississippi twice and also causing her to become "confused" (two hits, but then throw again for special hits and get one result; ship cannot shoot or undertake any action other than a straight ahead move and testing to recover Confusion). Grant turns so as to bring it's broadside to bear, moves forward (also slowing down) and fires a full broadside at Mississippi causing one hit but no additional damage. Mississippi is hurt badly and down to half damage.
A disastrous turn for the Confederates - the Mississippi fails to clear its "Confusion" status with a command roll, so trundles forward but with no firing. The Robert E Lee meanwhile turns so as to also brings it's rear gun to bear - fires both and misses badly (snake eyes!)
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End of turn.. Mississippi with three hits is badly damaged |
Move 3
Confederates win the initiative - both sides get 2 actions
In what may be one of her final actions of the battle, Mississippi finally manages to recover from the Confused condition, turns to bring all guns to bear, and fires hitting Ulysses twice (and also causing her to become Confused!). The Robert E Lee also fires again at Ulysses, hitting once.
In one turn the Confederates have almost evened the score!
The Ulysses fails it's command test to recover from Confusion so can do nothing, but the Grants guns thunder out causing three further hits on the Mississippi causing her to take three 'break off' tests which she passes with flying colours! (Once a ship gets to half strength any further hits result in what is effectively a morale test - - the break off test - if it passes it can carry on, otherwise it will start making for it's own baseline)
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End of turn.. high hitting turn.. Mississippi and Ulysses bear the brunt.. |
Move 4
Confederates win the initiative - both sides get 3 actions
Both Confederate ships are now moving dead slow - Mississippi clearly fully recovered though badly damaged fires a full broadside, again hitting Ulysses three times. The Robert E Lee also fires but misses. It matters not, Ulysses is now almost dead in the water.
The Union ships are also moving dead slow - the Ulysses recovers from being Confused and fires a further broadside at Mississippi hitting once, but this time she fails her command roll causing her to break off the action, threat removed Grants guns change targets and thunder out at Robert E Lee causing three hits!
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End of Turn - heaviest damage of the game so far - seven separate hits.. |
Move 5
Union wins the initiative - both sides get 1 action.
Both Union ships are also moving dead slow but the Ulysses needs to start turning to avoid hitting the island so uses it's action to do a turn; behind her Grants guns thunder out at Robert E Lee causing a further two hits.
Mississippi turns to make a break for home (as a result of the failed morale/command test in the previous move) so cannot fire - the Robert E Lee continues to demonstrate its fire effectiveness missing twice! π
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End of Turn |
Move 6
Union wins the initiative - both sides get 3 action.
Both Union ships are moving dead slow, range is good and this is a hard smashing battle, having turned though Ulysses fires, delivering the coup de grace to Mississippi with three further hits - Mississippi can be seen to be pulling down her ensign - she's out of the battle.
Grants guns thunder out at Robert E Lee causing a further three hits and also taking her below half strength.
Robert E Lee fires at Ulysses hitting once and reducing Ulysses to zero strength - she fails her command roll and is forced to break off the action; although still in the battle her role is largely finished.
Move 7
Union wins the initiative - both sides get 4 actions.
Ulysses needs to break off so starts turning to head for home - Grant moves forward to clear her stern and unleashes another broadside on Robert E Lee, causing another three hits and Robert E Lee also fails her command test and has to break off the action... to make matters worse she also fails a command test to be able to fire her guns (a requirement when the ship has had a break off action condition)...
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End of turn |
Move 8
Confederates win the initiative - both sides get 4 actions.
Robert E Lee finally passes a command test and gets off a broadside at Ulysses, hoping to make her strike - she hits, but the following command/morale test is passed and Ulysses uses her actions to steam hard for home - she escapes..
Her compatriot, Grant, still (remarkably) damage free fires off another broadside at Robert E Lee, hitting once and causing her to take a command/morale test which is also passed.
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End of turn |
Move 9
Union wins the initiative - both sides get 2 actions.
Robert E Lee again fails a command test to fire and continues to turn for home - Grant turns so cannot bring a full broadside to bear but fires once, hitting, and causing another command/morale test which she passes.
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End of turn |
Move 10
Union wins the initiative - both sides get 4 actions.
Grant, amazingly, still damage free, moves twice to bring her broadside to bear, fires at Robert E Lee, hitting three times, and causing her to take a command/morale test which this time she fails.
Game over for the Confederates
Post Match Analysis:
- A hard fought Union victory but a disaster for the Confederacy if the Union can get those damaged ships away - unluckily for them, smoke can be seen beyond the island, looks like the Confederacy has rustled up a relieving force, it's time for the Grant to follow her compatriot.. π
- Concentrating fire on a single vessel was a tactic worth remembering... damaged vessels can still fire, so better to get them out of the equation rather than spreading your fire..
- Light guns against light armour means damage can be done, but penetrating shots (the ones that can cause engine/gun/funnel damage, or Confusion results) are less effective - it was the Mediums doing the bigger penetrating damage
- Time I reformatted the rules for easier play I think - everything's there but I want to lay it out a little better, and also fill in some rule interpretations I was using.. (example - the rules say every hit after half damage means the ship has to take a Break off/Morale check - I played it to mean one test per hit, rather than just saying the ship had been 'damaged' and therefore needed a single test)
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Laters, as the young people are want to say...