Pickett's Charge: Battle of Groveton, 28 August 1862
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- Опубліковано 15 жов 2024
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Friday night game at Farnborough Wargaming Society playing 15mm American Civil War using the excellent Pickett's Charge rules. We played a refight of the Battle of Groveton, 28 August 1862 which although the result was somewhat historically correct was pretty tough on the Union player - me!
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Dom if these rules are based on gda, I believe the game sequence is active player declares charges, then non active, do charge results but not fighting, then active player moves then non active, then active player shoots, then non active, then finally any hand to hand, you seem to move and fire active player then move and fire non active, I think the difference would be a different game
If pickets rules are different, then please feel free to ignore all of the above, however love the videos
mate you are completely right - we royally cocked that up! Never mind at least we did it wrong the same way for both sides lol
@@BootsontheTable
Hope you didn’t think I was interrupting, but I think if you try it out, although subtle, the way the game plays is really different , maybe play the same scenario in the new way and see which one you prefer, and of course with all war gaming the main thing is do the way you all enjoy it at the end of the day
Love watching your videos
Thank you , Dom .
🐺
Thank you
Been wanting to see more reports from these rules, nice battle
The rules are pretty slick. I like them. Although this one was very one-sided due to the scenario
Great stuff guys, just starting to read the rules myself
They are like a stripped down Gen d'Armee and great fun
@@BootsontheTable I play GDB and GDA hence my purchase, currently revamping my 1990 armies, rebasing confederates and Union, plus picked up more union figs last week
That’s a really nice battle mat - who makes it?
Geek Villain, i cant recall exactly what it was called but i want to say Mediterranean or something
Where do you get scenario’s for Pickets Charge? I’ve only seen 2 in the rules.
We just adapted scenarios from other games. Jono has a book of scenarios from a very old rule set which we often use for ACW
@@BootsontheTable
I’ve not played an ACW game since the mid 70’s and Jeff Davies set up all the games from Knight’s Battles.
The rules were his own based on London Wargames Section rules. The figures were Airfix.
His 1st. Texas Cavalry were from the Airfix Royalist Cavalry box.
Let’s rock. Who will win?
the dice!
Why, in crossing the hedge, did you use 1/2 movement? Should it not have been full movement with a Formation Test? And even if it was 1/2 move (as it was with the Confederates the first turn) there still should be a Formation Test, should there not?
We probably got it wrong. It happens
That single D6 roll to activate brigades seems massive. A poor set of rolls and your turn is knackered.I've seen several games of this and honestly think fire and fury is so much better.
Actually it isn't such a big deal. You have ADCs to give a reroll and you only fail on 1-2. The challenge in this scenario was that the union brigades needed a further roll of 5+ after activating. That was tough but unusual
Yes and no
In pickett's charge you roll 1d6 for each brigade general who isn't faltered. For each 3+ you get 1 ADC and 2 for each 6.
Then you can allocate 1 ADC to an entire brigade to reroll the activation roll. But you can use your ADCs to give other orders as well and some orders cost 1,2 or 3 ADCs. So in Pickett's Charge the players have tactical choices. You can help to make sure that your Brigades will activate this turn. If you don't have enough ADCs, it's up to you to choose the ones that seem the most important to you.
In F&F your only option is to attach the general to get +2 instead of +1. The gain is only +1 and all the others units loose that ++1 (albeit +1 on a d10 isn't really impactful). Despite attaching or not the General to a unit, in F&F you roll a d10 and see what happens to the unit. It's not really in your hands.
All of that to say that Pickett's Charge isn't just a single d6 roll to activate a group of unit, and F&F has kinda that rules anyway. That's why I didn't really understand your comment, but I might have missed something.
Don't get me wrong, I love both F&F and Pickett's Charge. I use F&F for Brigade scenarios and Pickett's Charge for F&F Regimental scenarios because I don't own the Regimental rules (by dividing the reg size by 2 for P'sC).