ACW Gamer 2
ACW Gamer 2
ACW Gamer
The Ezine
Welcome to the second issue of ACW Gamer. I am proud to say that the
Ezine has been well received and we now have subscribers in France, the UK,
Italy and Australia.
We have some new contributors this issue as well as some returning ones.
Additionally, more gamers have offered to share pictures of their figures with
us, and as you can guess, I love photos of great figures and nice terrain.
This issue you will also see a review of Potomac Publications’ Infantry Flags, Longstreet’s Corps, Army of North-
ern Virginia, Gettysburg 1863. I am pleased to be able to review this publication for you as the gentlemen at
Potomac Publications mentioned that other magazines were not interested in reviewing a PDF only publication.
As you can guess, a PDF publication is like a kindred spirit to this Ezine!
Potomac Publications was kind enough to send a voucher for a digital download from Wargame Vault for a free
copy of the book. New subscribers in December 2013 were entered into a drawing for this voucher and our win-
ner, Mr. DP (name withheld for privacy) of California has been sent his voucher!
Before I close, I would like to thank Greg Wagman, author of the Cross Roads at Seven Pines article for his much
appreciated advice on graphic design. I would also like to thank my new friends at Cigar Box Battle for their
support of this ezine. CigarBoxBattle.com
Stephen M. Huckaby
[email protected]
Trident Designs’
“A Nation Divided”
Miniature Range
40mm continues to grow as a wargaming scale and Trident Designs is helping blaze the way for this growth. Trident
Designs, previously known for their 40mm medieval figures and their “Battle Road” AWI (American War of Independence)
miniature range, now enter the ACW fray with over 160 different figures designed by Sean Judd.
The current line consists of Confederate infantry in shell jackets, Confederate infantry in frock coats, Union infantry in
sack coats, Union infantry in frock coats (for use as Union or Confederates) and Berdan’s sharpshooters. The range also in-
cludes three personality figures: General “Stonewall” Jackson (mounted), General Beauregard (mounted) and Colonel Joshua
Chamberlain. Some extras are available for purchase including extra heads and rifles.
Most poses are offered in a choice of light kit, with blanket roll or backpack. Several poses are offered for the infantry
including loading and firing, marching and advancing. Trident Designs offers figures appropriate for a firing line, skirmish-
ing, marching figures, figures advancing under heavy fire, and finally figures charging full out. Casualties are also offered in
falling, lying wounded or lying dead poses. Pictures of all the figures are available on The Miniature Service Center website.
Trident Designs uses a metal alloy to cast their figures. The figures are cast with separate heads. Many of the samples I
received also had rifles and the hands cast separately (presumably for production purposes.) Some figures have other sepa-
rately cast details such as scabbards for officers. Some extras are available for purchase including extra heads and rifles.
Customers specify which heads they want with their figures when ordering. These head options are pretty comprehensive
including, as you might expect, kepis, slouch hats and bear or bandaged heads. Other options offered are straw hats, forage
caps and “puff ball”(M1839 forge) hats . Confederate Officers heads are offered in kepi’s, slouch hats and straw hats. Ad-
ditionally, other head options such as the kepis with bucktails, hardee hats (full dress and unpinned) and negro heads al-
low gamers to create favorite regiments such as Pennsylvania’s famous Bucktails, the Iron Brigade or United States Colored
Troops.
Uniforms are all nicely sculpted with seams and cuff seams visible on
the figures. The rifles appear proportional to the figures which makes
them quite slender, but the rifles and bayonets appear robust enough for
table top use (maybe not ABUSIVE table top use). Some of the rifles even
have an indent in the muzzle of the weapon. The rifle bands, rammers,
hammers, and slings are easily discernible
Some drilling
might be neces-
sary to fit some
parts, such as the separate hands and some of the heads. Overall, it
appears that the sculptor kept assembly of the figures in mind when
he designed them. Almost all of the figures were free of flash and
few had mold lines. A few minutes with a needle file should ready
these figures for priming.
This figure represents a Confederate infantry officer leading his men forward on foot. This is an outstanding figure which
portrays what a Civil War infantry officer might have looked like on campaign. This officer is wearing shoes versus boots,
his frock coat is worn open and he has a slouch hat in his hand. The cuffs on the
frock coat are visible and the trousers have
a convincing loose cut - even a watch fob is
visible on the figure.
This figure does not have a cartridge box plate on the car-
tridge box which is befitting a Confederate given their supply
issues. The flap on the cap pouch is even visible , includ-
ing the tongue that latches the pouch shut. Base is textured
around the edges. This figure is one of my favorites and highly
useful for skirmishing on the table top.
Standing and firing, this miniature would work well in the firing
line or skirmishing. The figure is wearing a sack coat with well de-
fined buttons which should aid with painting. The buttons on the
haversack are also clearly visible. The “US” can be read on the belt
buckle and the cartridge box plate. The sheathed bayonet is sculpt-
ed with the socket clearly visible. This soldier is carrying a wooden
canteen, unusual for a Union miniature but it is well sculpted and
the side slates are inscribed in a way that will allow shading. The
head provided is wearing a kepi and the buttons are visible (which
I appreciate as the brass offsets some of overall dark look of Union
miniatures.) Some experimenting with the head will allow you to
model the figure sighting down the rifle. The base is sculpted as
textured.
Standing with his rifle at high port, this figure would probably best in the
firing line. Like the last figure this figure is also wearing a sack coat with
well defined buttons. Again the “US” can be read on the belt buckle and the
cartridge box plate. This soldier is carrying a ‘bull’s eye’ style canteen and
the concentric rings can be
made out. The head pro-
vided is wearing a slouch
hat with a well defined
crown and hat cords.
The rifle and right hand are cast separately. I would have preferred that
the right sleeve be more drilled out but your trusty Dremel or pin vice
should resolve any difficulties you might have.
The head provided is wearing a kepi and is sporting some very period ‘mut-
ton chops.’ The kepi is unadorned. The base of this figure is not textured but
is substantial enough for the figure to stand on its own.
The figure is carrying the Sharps New Model 1859, single shot percus-
sion breech-loading rifle (the weapon that makes the Berdan’s partic-
ularly nasty to deal with on the wargame table). Rifle bands, hammer,
cocking lever and front sight are all visible and it’s these features that
make these 40mm figures so enduring. The rifleman is also armed with
a sheathed sword type bayonet.
Summary
In conclusion, these are excellent figures and this range is certainly comprehensive enough for a gamer get started in 40mm
gaming (at least at the skirmish level because cannons have not been offered yet.) I like the realism of these poses and the at-
tention to detail that went into the design. If you are not planning on 40mm gaming, then you might want to consider these
for diorama or display purposes.
Trident Designs has big plans for their ACW line. Future figures will include more figures in the frock coats, along with
Texas hats and Kepis so you can create Hood’s Texas Brigade. Artillery and cavalry are planned for both sides; including
some unique cavalry such as New Jersery cavalry, Rush’s Lancers, and Virginia Cavalry.
Price
When considering price, remember that number of figures you need will be decided by the scale you plan on gaming at;
for example, a 10 figure Brother Against Brother squad versus a 24 figure Johnny Reb regiment. Given the size of these fig-
ures, most gamers will probably game smaller battles or skirmishes, meaning you will not have to buy as many figures.
Infantry figures cost $3.50 each (US228 is $5.00). This puts Trident Designs ACW figures above Sash and Saber’s 40mm
ACW at $2.90 a figure (based on a 5 figure pack price) but below Perry Miniatures 40mm Napoleonic figures at $6.56 a
piece (by conversion rate for GBP at the time of this writing).
Nineteen battle packs are are offered by poses and uniform, such
as Confederate infantry firing line in shell jacket or Iron Brigade
advancing in frock coats.
www.miniatureservicecenter.com
Email: [email protected]
We now know that brilliant victory did not come to pass--Seven Pines was historically a tactical draw--but using the new Altar of
Freedom grand tactical rules in epic 6mm scale, it’s possible to revisit this critical crossroads and tempt history with a new outcome.
THE BACKGROUND
In late May 1862, newspapers across the country buzzed with the
very real possibility that the American Civil War could be drawing to a
conclusion. George B. McClellan’s army of 100,000-men stood poised
less than ten miles from Richmond. To some, McClellan’s plodding
advance up the peninsula seemed like a miserable two months; but even
“Little Mac’s” fiercest detractors now had to admit that ultimate victory
was close at hand. Perhaps the methodical Federal crawl toward Rich-
mond would finally pay dividends and force Jefferson Davis to concede
defeat under the weight of overwhelming force.
GEORGE B. McCLELLAN: Commander of the Federal Although Johnston largely ignored his political superiors through-
Army of the Potomac, but not present during the Battle
of Seven Pines
out the campaign, the question of stopping the enemy had long been
on his mind. For weeks, Johnston felt content to trade space for time,
On the night of May 30, 1862, a violent rain storm flooded the river and
washed out several bridge crossings, further isolating the two wings of Mc-
Clellan’s force. If ever there was an opportunity to turn back the Federal
advance, this seemed to be the moment--Johnston pounced. His plan called
for some 50,000 Confederate troops to concentrate against the southern
wing of the Federal army, numbering only 30,000 men. Johnston hoped his
columns would converge from multiple directions, achieving both local bat-
tlefield superiority and the element of surprise.
The grand counter-offensive was scheduled to commence at fight light...
but when the dawn passed without the sound of battle, Johnston grew wor-
ried. Dawn turned to mid-morning. Mid-morning turned to late morning,
but from his command post near the front, still Johnston heard nothing.
JOSEPH E. JOHNSTON: Confederate general and ar- Not until afternoon did the Confederate columns begin navigating their way
chitect of the Seven Pines battle, Johnston fell wounded through the tangled pine forests around Seven Pines. Would the delay prove
in the historical engagement, leading to the appoint-
fatal? Could the attack still succeed?
ment of Robert E. Lee.
SEVEN PINES MAP: Historical map of the battle, as seen from the Federal position
The first day of battle ends at 7:00 pm, as twilight arrives. Altar of Freedom allows players to adjust deployment during
the nighttime, and both players take advantage of the opportunity to do so. The Federal commander weighs his options, and
seeing the late arrival of Sumner’s II Corps, opts for a major withdraw. Pulling back almost a mile, the Union line contracts
into a wide semi-circle protecting the
Chickahominy pontoon crossings. The
pullback opens up a large gap between
the lines and offers the Federals some
breathing room to recover from their
hideous losses on the first day.
JUNE 1, 1862
Johnston appears eager to reopen the battle at 8:00 am on the second day. His line advances forward, only to discov-
er the Yankees well-anchored and ready to receive the attack. There is one potential weakness in Heintzelman’s deploy-
ment--the Federal line is stretched into a wide arc with only one division held in reserve. By attempting to protect both
crossings over the river, Heintzelman may have stretched his ranks too thinly. Johnston is determined to test the possibility.
Johnston and Longstreet are eager to exploit their breakthrough in the center, and Huger’s division is tagged for the as-
signment. But the dense woods slow Huger’s advance, costing valuable time.
The scenario officially ends at noon on June 1, when the historical engagement fizzled to an inconclusive draw. By
the afternoon of June 1, McClellan was ushering heavy
reinforcements from the northern bank of the Chicka-
hominy, closing the window on Johnston’s opportunity
for a decisive victory. Our historical scenario also ends
at 12:00 pm, but with somewhat different results than
the historical version.
Had some of the fights gone differently, the “secesh” could have swept down on either side and we would have been
cut off and destroyed piecemeal. I can only attribute our being saved by the hand of God and the bravery of our men. Huz-
zah!
It was clear to me from the outset that our best chance--perhaps the only chance--for a decisive victory was to press hard
on May 31. Allowing the battle to slip into the second day would only give McClellan time to reinforce his divided army. My
plan was to throw everything into the fight immediately, without holding a reserve, to force a quick decision.
JOHNSTON ATTACKS! On the morning of the second day, Johnston presses forward.
CONCLUSION
Historically, Seven Pines ended with roughly equal casualties on both sides--approximately 15% of each side’s available
manpower. Tactically, it had been a draw. Strategically, the blood-letting gave George McClellan pause, encouraging his mis-
guided belief that the Confederate army must have been even larger than his own to risk such a major battle. “Victory has
no charms for me when purchased at such a cost,” he would write after the battle. But the “victory,” as he claimed it, would
prove hollow. Never again did he advance so close to Richmond.
In our war-game, the Federals fared far worse tactically. They endured almost 25% losses, including the death of a
prominent corps commander, as opposed to relatively minor losses in the Confederate army--fewer than 10% casualties. Our
Confederate player flirted with the prospect of decisive success, but fell just short of achieving a brilliant victory. The most
important outcome of the scenario is what did not occur--Johnston survived the game unscathed. Historically, Joseph E.
Johnston suffered a serious wound on June 1st, leading directly to the appointment of Robert E. Lee as his replacement. And
the rest, as they say, is history.
There were numerous weird weapons that were tried during the
American Civil War, especially in the South. Items such as the
double-barreled cannon, the CSS Hunley (submarine) and a host of
others existed that can be great fun to place into a scenario as a one
off item.
Most of these just did not work or were potentially too hazardous to
be put to use. But how would you use them? That is what article is
all about. While this will focus on mainly the TooFatLardies Ter-
rible Sharp Sword rules, it can be adapted to your favorite rule set
with just a little imagination.
good idea and only one was made and it became a signal gun. As such the double cannon is much more of a ‘what if ’ weap-
on.
Given the potential for error with this weapon, the player must designate their aiming point. Then draw an imaginary line
from the weapon out to 48 inches. The line must pass through the center of the target. Then roll a deviation die and 3d6.
The direction arrow and the result of the normal d6s determine where the actual line of the passage of shot goes. The shot
will travel up to the new point hitting every unit in that path including friendly units. Treat the weapon as if it were canister
for a super heavy gun (16 dice). If more ones than sixes are rolled, the weapon explodes inflicting 4 hits on the crew. Any
formation fired upon by this weapon should cease to be in formation until set back to rights by a Big Man.
How to model this? There are pictures available of the gun as it sits at the courthouse in Athens. Check the Wikipedia site
for a picture of the gun: http://en.wikipedia.org/wiki/double-barreled_cannon
Machine Guns – There were two main types of these weapons in existence at the beginning of the ACW. The successful one
was the Gatling Gun. This was first used in 1864 at the battle of Petersburg. It will have the range of a Minie Rifle and have 3
dice per gun per action die. These were rarely used during the war.
The Gatling gun was the first truly successful machine gun mod-
el. For all machine guns in the ACW, a roll of more 1s than 6s
will result in the weapon jamming. If a “Coffee Mill” type of
weapon is used and a more 1s than 6s result occurs, roll 1 more
d6. If the result is 3 or less, the weapon has a catastrophic fail-
ure and explodes giving 2d6 points of shock to the crew and
any troops within 6” of the exploding weapon. On a roll of 4
or more, the weapon is just jammed. It takes task score of 24 to
unjam.
96th PA with “Coffee Mill” gun, Feb 1862 Photo from the National
Park Service, Springfield Armory.
Attacks on trains, of course, led to the first armored trains. The Union army equipped a passenger car with iron plating on
the outside with room for troops to fire out selected view ports and room for small cannon to fire as well. In 1864 and 1865,
Confederate troops battled against these armored trains.
There are a number of manufacturers for trains for the ACW, so one would not have to scratch build something. Depend-
ing on the scale you are using, there would exist a possibility of using some of the model railroad trains.
Explosives – Where the Napoleonic Wars saw various combustibles used, the American Civil War had much better explo-
sives available for “engineering” troops to use. TNT and Nitroglycerine should pack quite a whollup and be deployed spar-
ingly per scenario. (Blow up a train bridge – use explosives, assaults on a trench works – not so much.) The consequences of
failure should be equally disastrous for the ones attempting to use it. (Hey, I found Zeke’s boot and hat!) Dynamite did not
come about until after the war ended and TNT was not made until 1863. Nitroglycerine had been around since the 1840s.
Roll 4d6 when deploying explosives. Players will need at least 2 results of 5 or 6 to have planted them. Roll another 4d6 for
detonating the explosives with the same results needed. Use the more 1s than 6s rule to determine if ‘Bad Things’ happen. If
you attempt to use these and roll more ones than sixes, the team deploying the explosives is destroyed. Place a crater at their
location. If the player managed to get the needed roll to plant the explosives or detonate them and get more 1s than 6s, then
they have managed to destroy themselves and the objective.
LeMat Revolver – This weapon was actually rather well liked by the few southern officers that carried it. It was a normal
revolver with a center chamber that sported an additional chamber for shotgun round. Treat it as any other pistol in the
game. Give the firer one extra die if they use the shotgun round in close combat. Figures possessing a LeMat would have to
be declared ahead of time. Only officer figures should have the option of possessing a LeMat.
Hand Grenades – One of the most successful designs was the Ketcham grenades. These featured
a contact detonator. They were notoriously unreliable but packed a significant explosion. These
looked more like bombs with a stabilizing stick with fins attached to it to ensure that the grenade
landed on its fuse mechanism. Often this did not work and the grenades were simply tossed
back towards the attacking Union troops. The Confederacy utilized a paper fused grenade that
A Union soldier armed weighed close to six pounds.
with a grenade
(stevebarbermodels.com)
The Ketcham Grenades were patented in 1861. They found their way onto the battlefield there-
after but were used in numbers at the sieges of Vicksburg and Port Hudson. They often proved
to be as dangerous to the attacker as the attacked. They were heavily used at the seige of Peterburg which closely resembled
the trench warfare of WWI. At Petersburg, troop specialization lead to troops being designated as grenadiers. These were
mainly used in battles where troops were fighting against strong defensive positions.
Each trooper that is carrying grenades must be specified at the start of the game. Each soldier so equipped will only be
able to carry out 2 grenade attacks unless resupplied. Grenades have a range from 4” to 8”. This is shorter than the range
for later grenades, as the ACW grenades were very heavy. Each man throwing a grenade, specifies a target, usually this is
a particular miniature. A 1d6 is rolled for each man throwing a grenade. If the target is in the open, a score of 4 to 6 will
result as a hit. If the target is behind cover or in a trench, a score of 5 or 6 will result in a hit. Any other score is just a noisy
miss. Any other enemy figure with 1” of the attacked miniature also is counted as a hit. Roll on d6 for each effected minia-
ture. Results of a 3, 4 or 5 result in a point of shock and a result of 6 is a kill. With grenades, also, the more the more 1s than
6s rule should be applied. When this occurs, the grenade detonates with the thrower and not the target.
The Ketchum grenade design resembles the old 1980s game that I grew up with called Jarts. These were large steel darts
that you would throw in the air to have them land in a ring. A perfectly safe game for children to play with. We used to
throw them at trees to see if they would stick. Such an armed figure would have to be adapted and the grenade sculpted.
Again, looking at the Peter Pig ACW range, there is a figure in the Union Disordered marker pack that looks as if they could
be attempting to throw something. A little green stuff in the hand and a serviceable grenade chucker could be achieved. In
25/28mm, Steve Barber models offers grenadiers.
Torpedoes/Landmines – These were heavily used around Richmond in 1862. There were two major types: a contact fuse
and pull cord fuses. They were used extensively in Southern defensive positions. These can come in any number of sizes to
use in your scenario. The torpedo is detonated by either contact from being stepped on or through a trigger device (pull
These weapons were viewed as barbaric weapons by those that ran into them. The Union army cried foul when they first
encountered the weapons. The Confederate Army had a more pragmatic view being they were the ones deploying them.
How to model? Since these were largely buried and hidden from view, you will need a convention to mark where these are
hidden such as a player map with a marked location. No actual model would be needed.
Greek Fire – While not the same as the historical Greek Fire, it was an incendiary substance that was used to fill explosive
shells. It was not widely used as it had a tendency to explode early causing as much damage to the crews as to the intended
targets. When firing, use the more 1s than 6s rule. If more 1s than 6s occur, the round detonates before the cannon is fired
and the crew take 2d6 worth of hits. Dice for hit results as normal. If the shot is successfully fired, treat as case shot for
damage. Mark the location with a fire indicator to note that the ground is ablaze and any formation in that area must scatter
to avoid further casualties – thus breaking the formation. The effects of these rounds can be denoted by fire markers for the
impact area.
Volley Guns – These unique pieces of equipment have many barrels lined up on a gun carriage. They are simultaneously
fired creating a devastating volley. They were slow to reload, would not often fire simultaneously as planned and were diffi-
cult to man handle into position. They tended to be best employed guarding a bridge or similar choke point. In reality, they
were rarely employed. Give one die for each barrel of the volley gun. It may fire in a straight line and only the troops that
are within the line are affected with a kill result from the dice. Shock can be distributed to those outside the line. The width
of the line is the width from wheel to wheel of the volley gun’s carriage. This limits it from being an overpowering weapon
as it was not. However, placed on a bridge it had the potential to be devastating. In 15mm, apparently QRF has a model of a
volley gun in their ACW line or you can scratch build one with spare cannon or wagon wheels and styrene rod.
Scoped Rifles – One of the advancements in technology was telescopic sights. These scopes were nearly as long as the rifle’s
barrel. They greatly extended the reach of the individual soldier on the battlefield. In Sharp Practice terms, these are lim-
ited to use by a chosen man within the unit. His reload rate is one action greater than his weapon type due to his weapon
being more cumbersome. In terms of range, they will treat it as one range band lower in terms of scoring a hit. For Light
troops, this means that they can score a hit in excess of 48” to a maximum of 58”.
Rockets – Both Union and Confederate forces used rockets during the war. Rockets were used more by the Union Navy
than Army. Neither proved reliable enough to see widespread use. The original Sharp Practice rules already cover the use of
Congreve rockets and the same rules should be applied here.
Calcium Lights – During the Siege of Charleston in 1863, Union forces utilized these lights to keep up their attack both day
and night. These lights produced a large directed beam of light to illuminate a cone of light to shine in a line across the table.
The force using these lights would be able to spot as per normal daylight spotting. Troops illuminated by the light would
spot as if three column shifts to the right on the chart. Other troops on the receiving side would spot one column shift to the
right compared to normal night time operations.
To model the steam gun will require some scratch The steam gun as depicted in Frank Leslie’s Illustrated Newspaper in May 1861 - Pho-
building skills. There are pictures of the weapon to from wikipedia.org
available on line. Several drawings of the device
show a large gun shield mounted to the front of the gun. Others show the gun shield
removed. Either way it will take some work to reproduce.
Well now that we have some ideas about the oddities that were and almost
were used, let’s run up a sample scenario featuring some of these items in the
next article. Others can be placing a Union volley gun on a covered bridge
that Confederate troops are attempting to take from a defending Union force.
Or a River boat with rockets attempting to provide supporting fire while on
the flank of the battle. One that may be seen later in ACW Gamer will be
a scenario featuring Ketchum grenades and an attempt to storm trenches at
Vicksburg.
Chris’s preferred rules;
Too Fat Lardies website
By Chris Stoesen
On the late afternoon of August 24th, 1861, a freakish storm blew in from
the Atlantic ocean that caught the Union Army by surprise. Before the bal-
loonists looking out at the Confederate positions on Munson’s Hill could be
brought back to the ground the storm swept the balloon off of its moorings.
In a heroic effort Sergeant Eugene Fitzpatrick attempted to single handed-
ly save the loose balloon and grabbed the broken mooring rope. The ser-
geant was dragged nearly to death by the rapid west ward movement of the
balloon. He was found naked and 30 feet up a tree in the next county by a
Confederate patrol that witnessed his heroic act. In a moment of kindness Balloon and Photo ByAngelo Giordano
they returned the sergeant to Union lines under a flag of truce.
The loss of the balloon was not as severe as the presence of the semaphore operator within and his code book.
Captain Malachi Jones and Corporal Matthew Henry were the sole occupants of the balloon along with the valu-
able code book. This book must be retrieved at all costs. Scouts have reported that the balloon has landed
across the Potomac River on the Confederate side near Leesburg. It landed near a Confederate fortification
called Fort Evans after the general in the area.
A few days earlier, visiting the camp of General Nathan Evans, is a shady looking fellow from Richmond with an
item that he brought from Harpers Ferry. He unveils the infernal device and calls it a Coffee Mill gun. With great
reservation the general foists it off on the defenders of Fort Evans. Maybe it will do good there. After all, a fort
with only Quaker Guns could use any help it could get.
Confederate Briefing
You are Captain George Brenam of the 17th Mississippi Infantry. Your company is tasked with guarding the
exposed Fort Evans. The “fort” is an earthen trapazoidal structure facing
a ford across the Potomac River. It sits on a small hill overlooking the riv-
er. Each wall has four embrasures for guns. Unfortunately there are only
Quaker Guns in the fixtures at the moment.
Last night, as the storm raged, a flying machine crashed into a tree in front
of the fort. Your men gathered in the rain to watch it crash into the tree.
The balloon is now draped over the top of the tree and the basket is some
15 feet above the ground. You think that you can see some people moving
about inside but you are unsure.
Attempt to secure the balloon before the Yankees come looking for their
A mighty ‘Quaker Gun’
device. You must hurry as you have spotted boats landing near the ford.
Photo from the Library of Congress archives.
Your company is under strength. The device that Mr Hunsacker brought
two days ago is mounted in one of the embrasures. Do not lose the fort.
Your Forces:
Major Wayne – Level IV Big Man
Musician
6 ft X 4 ft Table
Note that the table should have slight undulations and not be completely flat. The path is not a
paved road but a rutted cart path leading to the river.
The infantry can cross the river at the ford on foot or board their boats to either side of the ford. The light woods do not
allow troops to be in formation within them.
Cards
Generic Cards
Coffee Break Smoke
Confederate Cards Union Cards
Captain Brenam Major Wayne
Lieutenant James Captain LaPierre
Seize the Moment III x1 Lieutenant Porter
Seize the Moment II x1 Sergeant Anderson
Seize the Moment IV x1
Seize the Moment III x1
Seize the Moment II x1
Seize the Moment I x1
Bonus Deck
Water x3 Ammunition x3 The Good Book x1
Stonewall x2 Tarnation x1 Old Glory x2
Heat of the Day x2 Sharpshooter x2 They’s a Comin’ x2
Ambush x2 Whiskey’s in the Jar x2 Hold there Boys x1
Rebel Yell x3 Crashin’ Volley x2 Smokin’ x1
Foot Cavalry x2 Two Left Feet x1
Definitions on some of the Bonus cards can be found in the first issue of
in the Pohick Church Scenario
About the Author
Chris lives in the Atlanta area and enjoys history and war gaming. Chris
is a regular contributor to the TooFatLardies bi-annual specials and has
several scenario books published through them. He has also written
several scenario books including The Coming Thunder - June - Dec
1861 that covers the first few months of the ACW in Northern Virginia.
There are 16 individual scenarios and a campaign generator included.
These were all written for the TooFatLardies rules Terrible Sharp Sword
but are easily transferable to other rule sets such as Brother Against
Brother.
In addition he has several scenario books covering the air war in North
Africa during World War II. If you are interested, check out his blog:
http://cstoesen.blogspot.com. Information on ordering his books can be
found at: http://cstoesen.blogspot.com/p/for-sale.html. If you wish to con-
tact Chris, send him an e-mail: [email protected]
• Our group of four normally plays each scenario four times (ro-
tating around the board playing each side of the board). So, if any
decision is made that affects game play – that rule remains in effect
when you play the other side...really balances decisions!
Regiments are 4 stands each. The Regiments have two flag stands; usually one with National colors and the other with a
State, Historical or created Color displayed. (I know the CSA usually had just one, but playability and being able to define a
unit clearly were over riding factors). The rear facing side of each base has been painted a unique color or bands of color so
as to make them easier to identify as belonging to that specific Regiment. The National Color stand is always the rightmost
stand and the other Flag stand forms the end unit. Casualties are marked on the center stands first (and they are removed
when such removal is required). So, in the infantry regiments shown above, they have 4 figures on each stand but the label
states there are 5 figures for gaming purposes. The label placed under the flag stands define gaming information.
SWEENEY 1
RM VET 5
In the Regimental Label shown above: Brigadier “Sweeney” is in command of the Brigade. This is the first Regiment of that
Brigade (SWEENEY 1). The unit is armed with Rifled Muskets (RM), is a VETERAN (VET) formation and has 5 figures per
stand. A “blue” or “green” band is placed on the National color stand – this band is removed when the unit uses its “Open-
ing Volley” (JR3; pp 10, 14, 18 and 55). Casualties are initially marked with yellow (infantry) or red (artillery) bands (the
difference is reflected in the Morale rolls - +1 is added for each red band due to hits caused by artillery fire (JR3; pp 25). Red
disks indicate “Routed” units (JR3; pp 5, 25, 28, 36, 37), yellow disks indicate “Shaken” units (JR3; pp 25, 28, 31, 33, 36, 37)
and black disks indicate “Spent” units (JR3; pp32).
BG SWEENEY
MG McPherson
Leader Labels list the name of the Leader on the first line and his next ranking commander on the next line. Officers have
1 figure (Brigade Leader), 2 figures (Divisional Leaders) or 3 figures (Corps, Wing or Army Leaders) per stand. Each stand
has a minimum of 2 Flags; a National Color and another Flag (usually a State Flag). Officer orders are marked with “Order
Disks” (ordered from Dial Dude) which match their State Flag. Individual Regiments follow that command or have the usu-
al “Order Markers” as provided in the JR3 game if different than the Leader marker (JR3; pp 33).
The Terrain
The map shown in To the Sound of the Guns (pp33) does not exactly match the map being gamed. Limitations are im-
posed by the terrain I have available. Any literary license that may have been taken, has been discussed by the gamers and
approved prior to play. Additionally, the simplistic terrain has been “beefed up” by the liberal placement of fields (corn, cot-
ton, hay, horse and wheat).
Hill terrain is displayed in the “cake” style – looks less realistic but clearly defines where the terrain cost has to be paid and
makes sighting easier. Don’t really like using the Geo-Hex for the hills (as it is too easy to estimate distances before declaring
fire) but it is what I am currently using. The sighting effects of terrain are defined by “levels” (approximately 12 feet tall). The
gaming board itself is defined as “level 0”; the river bed “Level -1. Hills are defined as “level 1, 2 or 3. Additionally ridges can
be added to all terrain levels to cause “half level” obstacles. Units firing “uphill” suffer a -1 DRM (missing high will place the
shots over the heads of the unit being fired upon) and units firing “downhill” gain a +1 DRM (shots that are “high on the first
rank of targets will hit or have a chance to hit the back ranks).
Buildings are actually a group of buildings located within two inches (2”) of the model (House, outhouse, sheds, bards,
etc). When units enter this area, the model is “lifted off ” the board and a piece of gray felt is placed to indicate the area of the
buildings. Units must be Routed, Disordered or in March Column formation to be in
this area. The buildings are sighting obstacles based on the number of stories shown
on the model (one for each story on the model.)
Trees which define forests are one or two levels higher than the terrain they are
based upon (depending on scenario). At Castleman’s, trees are one level higher; so, if
a tree is placed on a Level One terrain – the trees are Level Two sighting obstacles and
block line of sight from other Level One terrain (but maybe not from Level Two and/
or Level Three terrain).
We use a laser sighting device and fishing line to define straight line sighting mea-
surements (from center of sighting unit to nearest stand of target unit).
The various types of gaming terrain are shown above and game effects are described as follows:
BRIDGE: Only allowable areas of river crossing not using a Ford – MUST be crossed in Rout, Disorder or March Column
formation, non movable, not destroyable, ONLY place where artillery can cross river [OPEN terrain; no sighting obstacle]
CORN FIELD: Indicated field has full height growth (Level 0.5 terrain), may remove model once traversed (replace with
Hay Stack or tan felt) [ROUGH terrain when first traversed, BROKEN afterwards; Level 0.5 sighting obstacle until traversed,
then no sighting obstacle]
COTTON FIELD: Indicated field has full height growth, non movable [ROUGH; no sighting obstacle]
FENCES: Constructed terrain (Stone and Wooden) with fire and movements modifications [JR3, pp 8, 13, 14, 37, 46, 51, 55,
58, 60]. Wooden fences may be removed by spending 2” of movement by any unit.
FORD: Only allowable areas of river crossing not using a bridge – MUST be crossed in Rout, Disorder or March Column
formation with a maximum 2 stand frontage, impassable to artillery, non movable [ROUGH terrain; no sighting obstacle]
FOREST: Only allowable areas of crossing, may remove trees to facilitate unit movement (mark with moss or green felt)
[WOODS terrain; +1 Level sighting obstacle]
HASTY WORKS: Constructed terrain with fire and movements modifications [JR3, pp 13, 26, 37, 51, 60, 61]
HAY STACK: Indicated field has already been harvested, may remove model to ease movement of forces [BROKEN terrain;
no sighting obstacle]
SHRUB BARRIER: Natural Terrain that is uncrossable and is a Level 0.5 sighting barrier.
TRAIL: Negates terrain for units in DISORDER or MARCH COLUMN [CLEAR terrain; no sighting obstacle]
WHEAT FIELD: Indicated field has full height growth (Level 0.5 terrain), may remove model once traversed (replace with
Wheat Shock or tan felt) [ROUGH terrain when first traversed, BROKEN afterwards; Level 0.5 sighting obstacle until tra-
versed, then no sighting obstacle]
WHEAT SHOCK: Indicated field has already been harvested, may remove model to ease movement of forces [BROKEN
terrain; no sighting obstacle]
House Rules
UT FILIOLUS MOS: Each player is allowed to draw a card from the Ut Filiolus Mos deck. (A must have gaming aid – espe-
cially as I am the author!) As an example of play using the example card above, your opponent is about to DISENGAGE and
your CHARGING unit is about to see his target flee. But wait, by playing the card, your opponents’ commander misinter-
prets his orders and goes to CONDITIONAL HOLD instead (with all the effects thereof). Ah, the (mis)fortunes of War!
The cards, images and rules are available for free at: http://boardgamegeek.com/boardgame/4510/johnny-reb-iii
Board Game Geek is a free website and a highly recommended source of information on nearly every game ever published.
Or, you can ask for a free PDF at my email address: [email protected]
I had the decks manufactured for me but you can use these rules with any standard card deck as well.
LOW AMMUNITION: A unit which runs “Low” on ammunition gets one chance to recover (during
Routs, Rally and Recovery phase). Units that fail are “LOW” on ammunition and roll one less die for
ALL fire combat. A second “Low Ammunition” result for the same unit allows a second recovery roll
(again with a single chance to recover) a second failure equals “OUT OF AMMUNITION” and the
affected unit must retreat from the game board.
Homemade Counters
SIGHTING: Sighting is defined (JR3, pp 12, 47) and the use of Area Fire (JR3, pp 12, 47), Blind Fire
(JR3, pp 12) and Fire over Friendly Troops (JR3, pp 20) rules are critical. Additionally, sighting from one level to the other
is blocked at a 4:1 ratio unless on the Level edge. (For example, if one inch behind the edge of a Level One hill – the first four
inches after the Level One hill is “blind” to the unit.
Options
GAME: Normal water height conditions exist
UNION: Turn 4 and Turn 7 reinforcements can enter on the Northern Trail 2 Turns after their scheduled entry (Turn 6 and
Turn 9). Decision must be made prior to game start.
CONFEDERATE: Vaughn’s Cavalry can enter anywhere along Northwest edge (but must so designate prior to game start.
WAGON TRAINS: In the past we have allowed each Corps to have a wagon train for supply of ammo (thus the Union
would have 2 and the CSA 1). Not used in this scenario.
NEXT ISSUE: THE BATTLE BEGINS
ACW Gamer Issue 2 Winter 2014 Page 34
Review
Infantry Flags, Longstreet’s Corps, Army of
Northern Virginia, Gettysburg 1863
A review of Potomac Publications book detailing
Battle Flags flown at Gettysburg
The volume begins with a brief introduction to the type of battle flags
carried by the ANV during the Gettysburg campaign, including materials
used in their manufacture, period of issue and sizes. We then get into the
meat of the matter and my first pleasant surprise with this book - there is
more to see here than just pictures of flags. The book is organized by divi-
sion with each section featuring a brigade in the division. As a student of
the Civil War might guess, the Confederate brigades are named after their
commanders at the time of the battle. Infantry Flags, Longstreet’s Corps
provides a brief service history of these commanders and a synopsis of the
brigade’s actions at Gettysburg. Available at Wargames Vault
The authors have also included a photograph of each brigade commander as well - handy for those gamers searching
through their command figures for just the right miniature to portray the brigade commander. The other handy addition to
each section, and something else I didn’t expect - the strength of each regiment in the brigade at Gettysburg. Obviously, this
is an asset to gamers planning out their regiments or brigades to represent Longstreet’s Corps on the table top.
The information on the flags carried by each regiment in the brigade includes a description of the material the flag was
made from and information on the size of the flag when it deviated from the ‘standard’ issued flag.
The flags themselves are depicted in color with all appropriate battle honors and a few things you might not expect, such
as the unique flags that were flown with battle streamers and even those with extra ties! The drawing of the flags are depicted
in scale to each other; for example, a 36” X 36” battle flag is shown in scale to the standard 48” X 48.”
Infantry Flags, Longstreet’s Corps comes in a watermark PDF format and displays nicely on my laptop using “preview”
mode but I was also able to view the book on my iPad using both Adobe Reader and Kindle.
Wargame Vault, carries the booklet for $9.00 which places Infantry Flags, Longstreet’s Corps is at the higher end of the
The addition of unit histories and regimental strengths makes this a concise but very inclusive guide for the gamer who is
preparing his army for flanking Meade’s army at the Round Tops.
L E P L E
M P M
S A S A
P L E
A M
S
Sample pages
About Potomac Publications
Potomac Publications consist of Ray Toews and George Anderson. Ryan Toews (Canadian) has spent 20 years on research
for the flags discussed in this book, as well a other ACW flags. This knowledge has allowed him to produce what he believes
to a definitive guide to the flags flown those fateful days in July, 1863.
George Anderson (Scottish), is the group’s graphic designer and primary author. George also does cartographic work for
Helion Publishing on a freelance basis, and has been a contributor to Miniature Wargames Magazine for at least 25 years,
as well as the odd piece for the former Zouave and Charge! magazines.
Potomac Publications has written eight scenario/campaign booklets for the ACW mainly for regimental (one for brigade)
level actions. They have all now been re-released and are available on Wargame Vault.
Featuring:
• Part 2 of the Return to Castleman’s Ferry battle report
• A new regular feature for newer ACW Gamers: The Civil War Primer
• How a gamer built his own 15mm Civil War observation balloon