Monday, March 29

"Game 1" - Move 3

As usual - current orbat - no change from last turn... click on this or any other graphics for a bigger view...

Onwards and upwards with move 3...

Union Movement Phase:

Decide move distance - as per last move, the Brigade Commander is still within 9” of both so they share the move dice.

D10 = 8 (NB. 2D10/2...and that's the last reminder, honest..)

Modifiers remain the same:

+1 for an Able Commander (Kimball)
+2 for fresh troops
-1 trained troops

Modified dice = Dice +2 = 10 (whoo hoo!)
• 14th Indiana: “Quick Time” – unit moves move and a half – they move by the flank (sideways) for half move, and then use the rest to move up on the 8th’s flank..
• 8th Ohio: “Rally with Elan” – the unit recovers from disorder and can move a whole move.. it closes up on the wall.

Union Firing Phase:

Confederate Defensive fire:

• 2nd Virginia 4 bases – Will fire at 8th Ohio
• 4th Virginia 5 bases – 1 base at 8th Ohio, the other four bases will fire at the 14th.

8th Ohio: 4bases/8 stands @ 3”- 6” (1FP) range & 1 base/2 stands @ 6”- 9” (0.5FP) 8 x 1FP + 2 x 0.5FP = 9FP’s = +2 Modifier.
Other modifiers:
-2 for the fact that the 8th Ohio are behind the wall
D10 =6
The modified dice score = Dice + 0 = 6 which results in a “Harassing Fire” - no casualties but the 8th Ohio end up disordered again (yellow pin).


14th Indiana: 4bases/8 stands @ 6” - 12” range = 8 x 0.5FP = 4FP’s = 0 Modifier.
Other modifiers:
None..
D10 = 7
The modified dice score = Dice + 0 = 7 which results in a “Harassing Fire” - no casualties but the 14th Indiana end up disordered (yellow pin).


Union Offensive fire:

• 14th Indiana – all 4 bases will fire at 4th Virg.
• 8th Ohio 5 bases – 3 bases at 2nd Virg., the other 2 bases will fire at the 4th Virg.

2nd Virg.: 3 bases/6 stands @ 3”- 6” (1FP) range = 6FP’s but unit is disordered so half FP’s = 0 modifer
Other modifiers:
None..
D10 = 9 (blimey!)
The modified dice score = Dice + 0 = 9 which results in a “Galling Fire” – first blood of the engagement – 2nd Virg. lose 1 stand & are disordered (yellow pin).


4th Virg.: 6 bases/12 stands @ 6” – 12” (0.5FP) = 6FP’s but both units are disordered so half FP’s = 0 modifer
Other modifiers:
None..
D10 = 4
The modified dice score = Dice + 0 = 4 which results in a “Desultory Fire” – no effect.


Union Charging Phase:

None..

Move 3 - Confederate Movement Phase:

Brigade Commander within 9” of both so they share the move dice

D10 = 3
+1 for an Able Commander (Garnett)
+2 for fresh troops
-1 trained troops

Modified dice = Dice + 2 = 5 = “Tardy”

This result is applied in two different ways as one regiment is disordered:
• 2nd Virg. are disordered – so they get a “stand fast” order ie. they reform, and the disorder is removed, but they can’t move.
• 4th Virg. are not disordered – they get a “tardy” order from the same dice result – this is a half move… which they use to move by the flank (sideways) at half move rate.

Confederate Firing Phase:

Union Defensive fire:

Basically the same as the last time they fired..
• 8th Ohio 5 bases – 3 bases at 2nd Virg., the other 2 bases will fire at the 4th Virg
• 14th Indiana – all 4 bases will fire at 4th Virg.

2nd Virg.: 3 bases/6 stands @ 3”- 6” (1FP) range = 6FP’s but unit is disordered so half FP’s = 0 modifier
Other modifiers:
+1 Target Disordered
D10 = 3 (not so good this time!)
The modified dice score = Dice + 1 = 4 which results in a “Desultory Fire” – no effect..


4th Virg.: 6 bases/12 stands @ 6” – 12” (0.5FP) = 6FP’s but both units are disordered so half FP’s = 0 modifier
Other modifiers:
None..
D10 = 4
The modified dice score = Dice + 0 = 4 which results in a “Desultory Fire” – no effect.


Pitiful!!

Confederate Offensive fire:

• 2nd Virginia 4 bases – Will fire at 8th Ohio
• 4th Virginia 5 bases – 3 bases at 8th Ohio, the other two bases will fire at the 14th.

8th Ohio: 4bases/7 stands (NB. 2nd Virginia had lost a stand) @ 3”- 6” (1FP) range & 3 bases/6 stands @ 6”- 9” (0.5FP) = 7 x 1FP + 6 x 0.5FP = 10FP’s = +2 Modifier.
Other modifiers:
-2 for the fact that the 8th Ohio are behind the wall
+1 for the fact target are disordered
D10 =5
The modified dice score = Dice + 1 = 6 which results in a “Harassing Fire” - no casualties but target disordered – as they are already, no effect.


14th Indiana: 2bases/4 stands @ 6” - 12” range = 4 x 0.5FP = 2FP’s = -1 Modifier.
Other modifiers:
+1 for the fact target are disordered
D10 =7
The modified dice score = Dice + 0 = 7 which results in a “Harassing Fire” - no casualties but target disordered – as they are already, no effect.


Confederate Charging Phase:

None.. which brings the move to an end..

Position at end of move:

Stay with me for move 4, a report on the WWII desert game DG and I recently played... oh, and the boat has been launched!

2 comments:

  1. Steve, I am still trying to decide if it is sad that I should get so much enjoyment from such a simple little game :-). I have played original FnF for some time and your report has given me impetus to play Regimental. I am interested to see your use of 2D10/2. This has been discussed in the Yahoo groups for ACW and, I believe, Napoleonic FnF. I think the conclusion was that it didn't make a lot of difference over all but there were two groups - those who like the chance of an extreme result and those who don't. Looking forward to you next move.

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  2. The fun is always in the most unsuspected sides, ann a little game is very reconfortant!
    Regards
    Rafa

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