Jim setting up the game |
I was lucky enough to get into the gigantic Pickett's Charge game put on by Jim Purky on Saturday. Like his Khartoum game last year it was big, it was fun and it was an outstanding experience. Three long tables, hundreds of 54mm figures and lots of little hidden diorama and fun items.
The game was held on three separate tables. The union defenders on one tabke, the Confederate on another and a third in between. This really gave you the impression of the distance those soldiers has to march.
My command |
There were four players per side, each commanding a brigade. I was on the Union side, commanding Harrow's Brigade; 1st brigade, 2nd Division, 2nd Corps. . It was positioned just to the left of the angle where historically Armestead broke through. The rules used were simple and easy to pick up. This is really what you want from a convention game. I will mention rules as we go along.
The Union line |
the middle table and the turnpike and fences |
The Confederate starting point |
The game started with a Confederate bombardment. They got to roll for each battery twice and then the Confederate guns went silent for the rest of the game. This was to represent the low on artillery ammunition problem they had. In the game you rolled I d6 per gunner and hit on a 6 at long range ( medium range 16" to 48" hit on a 5 or 6 and short range up to 16" hit on a 4,5 or 6). Not a lot of casualties because were being stone walls and the southerners rolled poorly.
WIth that the masses of grey troops started there advance. And the union gunners started there bombardment of them. Movement was very generous at 18" plus d6. So many units were marching at 24" at a time!
In the center table was a long road with a sturdy fence on both sides of it. The Confederate troops had to stop after crossing the first rails then lost half movement after the second. A little speed bump and a little time for extra artillery fire at them.
During thus time most of the Union forces stayed put behind the stone wall and let the artillery do its work.
Except on the right flank! There the brigade of infantry and artillery marched forward! Look, lots of rules have unusual command reaction gimmicks. I never cared for them because players do the earnest things. Like advance from cover to engage the enemy!
Except it wasn't as crazy as it first sounds. The Confederates were stoped at the fence line and were delayed for two moves. So the Union forces could move into close range and blast away. This worked well for a while but in the end the Union regiments were sent tumbling back to their original lines.
By this time most of the Confederate forces had made it over the fences and were within a move of closing with the Union line. Casualties were mounting. About thus time the Confederate commander on the far right flank left the game to go to the rest room and pick something up. For the next couple turns his Brigade stated under cover and didn't move. We all thought he had left. But we were wrong.
The Confederate center charged into the Union center. Close range fire was deadly with hits on a 4,5 or 6. But enough Southerners got through the hut the walls. To my right a single Confederates Regiment broke through. I managed to turn back two regiments. But a third Regiment broke through. A word on close combat. You throw a dice for every two figures. Confederates hit in a 4,5 or 6; Union on a 5 or 6. The side who list the most figures retreats and tests morale. The victory doesn't gave to test.
On the far Confederate right the missing player returned! Out of the woods cane a fresh Confederate Brigade that swept all before it. Boy were we surprised!
At this point the game was called. Since the Confederates had broken through in two places. Personally another turn I feel would have the Union plugging the gap in the center but our left flank was definitely gone. So it was deemed a Confederate victory. Well played all and a magnificent effort and very fun game.