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Back to Macpherson's Ridge, 1863: History Repeating

6/2/2016

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On 3 February Ian, Matt and I fought a three player Longstreet game, using a rebooted version of the Macpherson's Ridge scenario (available here). I have slightly amended the set-up to allow the action to hot up sooner than previously. I have also tidied up the map. I played the Confederates, while Ian and Matt each led a Union brigade. Figures are 12mm by Kallistra.
Picture
Archer reaches Willoughby Run as the Iron Brigade arrive in the distance
The game begins as Buford's cavalry retires through the advancing 1st Division. Archer, on the Confederate right, raced the Iron Brigade to the ridge and just reached the crest first. Davis on the left assaulted Oak Hill on the Union right and his eager recruits piled straight into Cutler's position, with mixed results. One regiment bowled over the opposition and then routed an Iron Brigade regiment in column that was marching to reinforce Cutler. The other regiment was held by the Federals and quickly started losing bases. Even so, in the middle game the balance of losses was markedly in favour of the rebels.
Picture
Wadsworth's last regiment rushes to reinforce Oak Hill. This unlucky unit is about to be swept away while still in column.
The situation changed conclusively over the last two turns. First, the Iron Brigade assaulted Archer and while this was tough, they had the better of the combats. Then the Federals played the 'Couldn't hit an elephant' card, rolling a 6 and so completely denying the Rebels a turn. In their next turn the Iron brigade continued their attack and the Confederates hit Break point. Losses at the end of the game were 25 Federals and 29 Confederates. It was another great game in which the Elephant card was played at an ideal moment. Ian had been holding it since his very first replenish and he timed its use perfectly.
Picture
High watermark for Archer: his brigade didn't make it beyond Macpherson's Ridge.
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General rules

The Map

The map has the following features:
  1. Named towns (large dot)
  2. Named villages (small dot)
  3. Numbered farms (spotted dot)
  4. Forest hexes. Each patch of forest is lettered for identification purposes.
  5. Main roads (dark brown)
  6. Minor roads (tan)
  7. Rivers (blue)
  8. Railway line (black)
  9. Open hexes. Although ‘open’, these still represent farmland with fields and hedges, streams and ditches.

Hex rows are labelled with letters. Individual hexes are identified by counting away from the left of the row containing the letter (including part hexes). Thus, La Redoute is in hex E7; Saint Michel de Livet is in hex J3.

Assets


Each player has various assets, including fighting men and women, vehicles, technical resources and bases. As the campaign is under way at present I am not listing all of these on the website yet. But examples include
  • German infantry section with Opel lorry
  • Osttruppe section
  • Active Maquis cell
  • Sleeping Maquis cell
  • Arms cache
  • Safe house
  • Etc.

Issuing orders

Every turn, each player receives a briefing on events in the previous turn, along with one or more tasks for the turn ahead.

A turn is not a fixed period of time but an episode in which something happens. Each turn, the players will receive a briefing on the situation and should then issue orders to their assets to allow them to deal with the current challenge. Play is similar to a Dungeons and Dragons approach: they will not be constrained by mechanical rules although these exist in the umpire’s set. The umpire will try to carry out the players’ instructions and will report the outcome at the end of the turn.

That said, the players are given some guidelines:
  • Lorries can reach anywhere on the map using the road net. Their passengers can then disembark and move on foot. I will presume that lorry-borne units will return to base at the end of the turn unless a player orders them to stay in another village or town. The gas powered lorries risk breaking down but otherwise are the same as the Opel lorries.
  • The Steyr heavy car and kübelwagen can reach anywhere on the map, not just on the road net.
  • Troops on foot may walk up to 4 open hexes, either from their base or from the point where a vehicle has transported them. I will presume they will return to base at the end of the turn unless a player orders them to stay in another hex (troops on foot can bivouac in non-urban hexes).
  • The tank can travel up to 12 hexes in a turn and will end the turn where it has been sent (ie it won’t return to base at turn’s end). It derives no benefit from roads.
  • Players may issue contingency orders, for example to lie in ambush or to look out for a signal and then take another action..
  • Home
  • About me
  • Blog
  • Periods played
    • Napoleonics
    • 17th Century Eastern Europe
    • ACW
    • Ancients
  • Scenarios
    • American Civil War scenarios
    • 17th Century scenarios
    • Napoleonic scenarios
    • WW2 Maquis campaign