Back in September I said that I was going to experiment with WW2 naval gaming, using the Battle of the River Plate as a test project. Working relatively quickly, I've been able to get my initial order of 1/2400 ships from GHQ painted. Here is "the Beast", the Graf Spee, sailing serenely on a Geek Villain mat.
Sunday, November 17, 2024
Take That You Beast Part Two! River Plate Project Progress
Back in September I said that I was going to experiment with WW2 naval gaming, using the Battle of the River Plate as a test project. Working relatively quickly, I've been able to get my initial order of 1/2400 ships from GHQ painted. Here is "the Beast", the Graf Spee, sailing serenely on a Geek Villain mat.
Tuesday, November 12, 2024
Perry Brothers ACW Union Cavalry Muster Into Service
"Around her neck, she wore a yellow ribbon ...and if you asked her, why it was she wore it, she said it was for her lover who was in the cavalry."
I might have been whistling that tune as I finished flocking these troopers the other day. They represent the contents of a Perry Brothers box of plastic 28mm American Civil War cavalry, assembled and painted as Union cavalry. I could have assembled the figures with carbines or pistols in hand, but the look of the sabres is iconic, even though probably not very common in the later war period. At any rate, I'm very happy to muster this new unit into service.
Saturday, November 9, 2024
A Second Look at Mark Herman's Rebel Yell: Chancellorsville
Back in July, I posted here on my first thoughts about Mark Herman's much discussed ACW game, Rebel Fury, published earlier this year by GMT. It's a fairly simple, divisional level game that covers six battles: Fredericksburg, Chancellorsville, Chickamauga, Chattanooga, The Wilderness and Spotsylvania. The mechanics are very similar to Dan Fournie's ancients game, Baetis Campaign, published in C3i magazine earlier this year and reviewed here.
Chancellorsville (henceforth referred to as Cville) uses the same map as the solo introductory game, Fredericksburg, which frankly was not a lot of fun. Cville promises more sport for the Union as half the federal forces begin on the south side of the map, at Fredericksburg, under Sedgewick, while the other half enter from the north map edge under Hooker. The Union has the initiative for two turns, as per the game's Turning Movement rules, but after that the Confederates inevitably get to move first because of their superior generals, Lee and Jackson.
Playing solo, I found it posed an interesting challenge for the rebs: how many divisions should I pull out of the entrenchments across the Rappahannock from Fredericksburg to send north to try and stop Hooker? In my solo game, the answer was just enough to slow the Union forces on either end of the map. As you can see below, the Union came close to their victory conditions, establishing a road route from south to north that is entirely more than two hexes removed form any Confederate unit, while likewise clearing the rail line south from Fredericksburg from Confederate influence. I got close, but not close enough.
However, if you look at the little red cross "Casualty" markers in the photo below, that is history repeating itself with a vengeance, as both Jackson and Lee became casualties, or at least enough of their HQ staffs to render them hors de combat. Herman has a clever rule whereby one can use a commander's combat rating, called "battle stars", to influence a fight, but there is a good chance that the commander will become a casualty. As the Confederate player, one has to resist the temptation to use the commanders in combat roles. For the Union player, at least in this scenario, Sedgewick and Hooker have less ability to influence a combat outcome, so it's best leaving them in maneuver mode so they can enable their units to cover more ground, and for the Union, maneuver, as I learned, is the key to success.
Judging by this podcast, not everyone is sold on this system, but I like what I've played of it so far, and I would be interested to retry this scenario to see if I could manage a Union victory.