Monday saw us gather again at Gus' for round 2, with the Rebs attacking a Union position. The aftermath of the first game saw Nathan gain a big veteran cavalry unit and an extra gun, giving him a force of 3 infantry units(19 stands), 2 cavalry units(13 stands) and 2 batteries of artillery(4 guns). I had 4 infantry units(28 stands), 1 cavalry unit(5 stands) and 1 battery(2 guns). As I was defending I had my newest unit(8 stands of infantry) off table until turn 6!
|Turn 4 and the Rebs close in|
|the gathering storm|
|Fight 1. TWO-ONE to the blues|
|Fight 2. 5 to 1!|
|Fight 3. The cavalry clash|
|Rebs bounce back|
|Its all going wrong on the right|
|Nathan the Reb|
|Gus the host|
I can recommend these rules to anybody who likes ACW games, but it is the campaign system that really sets them apart. You get points for charging with 10 stands or more, so Nathans big charge with all his troops gained him lots of epic points. It makes you play aggressively as epic points are what determines the victor, not the battles. This may seem strange, but it is all about you as the commander, not your troops.
Thanks to Gus for putting on the games and to Nathan for playing them.
Off now to try and paint something. The mojo is definitely lacking in the painting department at the moment. Keep rolling those dice.