If you have a look at the following (perhaps after clicking on it to enlarge it!), then by all the usual mores of wargaming one would probably agree that the Rebs have "shot their bolt"..
Now if I was playing DG I would, of course, struggle on to an Appomattox type conclusion, but in this case my job is done ... what I wanted to do was give you a flavour of "Regimental Fire & Fury", and why I'm almost convinced that this is going to be my rule set of choice for the burgeoning American Civil War collection...
My primary requirements for this rule set choice was brigade level, with focus on the regiment, and these rules do that in spades but so do a number of other rule sets - what swings it for me is the level of detail/complexity which is not stupidly anal, but neither is it airily simplified... I think you'd agree that for this very simple game, historical tactics were followed, and the outcome was what you'd expect - equal sided forces where one has the benefit of a hard wall to stand behind will usually result in the "wall skulkers" (oh dear, am I giving away my preferences here!) winning, which they did...
The eagle eyed among you will have seen that I said "almost convinced" - what are my concerns?? To be honest they are slight....
First and foremost is (was?) the variation of results caused by a single D10 dice throw, but as Jim Walkley & Ross Mac [click here] and John Preece [click here] commented in the last game post, over the course of the game then multiple dice throws are going to "even out"... I like Jim's analogy of the shooting which deserves repeating...
"May I give a suggested rationalisation of the varied shooting scores - probably be shot to bits myself but hey ho.
Good volley - first volley in action - we're all loaded, gotta shoot the enemy.
Bad volley - ouch, they're shooting at us - let's keep down behind the wall if we can.
Excellent volley - officers and sergeants encouraging return fire, they haven't hit too many of us, got to get out of this."
I can live with that...
My only other concern is the amount of movement and shooting calculations that may need to be done. In a multi unit game this will become more of an issue - I suspect that any more than a couple of brigades/six regiments and it may all become a bit onerous. At the moment my thoughts are turning to a system of small plastic covered cards that can stay with the unit and retain the modifier calculations so that a quick check will see if they stand for this turn, and save you having to do it again..
Either way - the troops are now heading back to their box - to echo one of John's last comments, I can't believe how much pleasure I got from manoeuvring two units of foot round a small table with a single wall in the middle... a couple of hours tops, including this record keeping, but great fun! I shall be doing that again when the cavalry are done so look forward to "Game 2" sometime later this summer...
Bloody but unbowed - the 2nd Virginia will rise again! 
=====================================
Just a quick update to announce that I have set up a separate blog for the sailing posts - I'd been thinking long about it and came to the conclusion that the posts don't make a huge amount of sense to be kept here in what is predominantly a wargaming, beer and music blog... I'll put in a comment here whenever I've added a post, but if your interested in my sailing exploits and adventures, may I steer you towards the Yacht Papillon [click here] blog...
Now if I was playing DG I would, of course, struggle on to an Appomattox type conclusion, but in this case my job is done ... what I wanted to do was give you a flavour of "Regimental Fire & Fury", and why I'm almost convinced that this is going to be my rule set of choice for the burgeoning American Civil War collection...My primary requirements for this rule set choice was brigade level, with focus on the regiment, and these rules do that in spades but so do a number of other rule sets - what swings it for me is the level of detail/complexity which is not stupidly anal, but neither is it airily simplified... I think you'd agree that for this very simple game, historical tactics were followed, and the outcome was what you'd expect - equal sided forces where one has the benefit of a hard wall to stand behind will usually result in the "wall skulkers" (oh dear, am I giving away my preferences here!) winning, which they did...
The eagle eyed among you will have seen that I said "almost convinced" - what are my concerns?? To be honest they are slight....
First and foremost is (was?) the variation of results caused by a single D10 dice throw, but as Jim Walkley & Ross Mac [click here] and John Preece [click here] commented in the last game post, over the course of the game then multiple dice throws are going to "even out"... I like Jim's analogy of the shooting which deserves repeating...Good volley - first volley in action - we're all loaded, gotta shoot the enemy.
Bad volley - ouch, they're shooting at us - let's keep down behind the wall if we can.
Excellent volley - officers and sergeants encouraging return fire, they haven't hit too many of us, got to get out of this."
I can live with that...
My only other concern is the amount of movement and shooting calculations that may need to be done. In a multi unit game this will become more of an issue - I suspect that any more than a couple of brigades/six regiments and it may all become a bit onerous. At the moment my thoughts are turning to a system of small plastic covered cards that can stay with the unit and retain the modifier calculations so that a quick check will see if they stand for this turn, and save you having to do it again..
Either way - the troops are now heading back to their box - to echo one of John's last comments, I can't believe how much pleasure I got from manoeuvring two units of foot round a small table with a single wall in the middle... a couple of hours tops, including this record keeping, but great fun! I shall be doing that again when the cavalry are done so look forward to "Game 2" sometime later this summer...
Bloody but unbowed - the 2nd Virginia will rise again! Just a quick update to announce that I have set up a separate blog for the sailing posts - I'd been thinking long about it and came to the conclusion that the posts don't make a huge amount of sense to be kept here in what is predominantly a wargaming, beer and music blog... I'll put in a comment here whenever I've added a post, but if your interested in my sailing exploits and adventures, may I steer you towards the Yacht Papillon [click here] blog...

