The continuing ACW project

Several times over the past few years I’ve mentioned my ACW project; the project that never seems to make any headway. Well, I’ve been thinking on this one again and thought I’d post some of my current notes and thoughts on the project

First, there are actually two ACW projects. One is for my 40mm figures, the other is intended to work with any figure scale. The reason for two games is that for the 40mm figures I wanted a game with individual figures and for the other game I wanted the smallest individual unit to be a regiment. For the 40mm figures I fiddled with using TSATF, but have never been happy with my results, so at least for now I’ll be using the Brother Against Brother rules – thus we close the book (for now) on the first game.

Moving on to the second game; I had no real target goals for this one. Well, it had to be a simple quick playing game, and so far I think it will be. I think part of my slowness on this one is that I could never decide which scale of figure I wanted to use for the game. I know, figure scale should not be so important, but in this case it was (I do not paint very well or very fast, so I wanted to work with something that I already had). After digging through boxes I found that over the past 30 or so years that I’ve built up a decent collection of N-Gauge figures (most are 20 or more years old). So finally, I nailed it down to a target figures scale of 10/12mm; However the game will work with any figure scale, just change basing and measurements and all will be well with the world.

Now to dive into the basic details. I’m still waffling on the figure:man ratio, but it is looking like I’ll be going with either 1:10 or 1:15. In either case 10 stands will be used to represent a Regiment (our smallest independent unit). Right or wrong, I’m going with a 10 stand basic unit for Infantry (one could always use fewer figures per stand or fewer stands to represent smaller Regiments). If I go with 1:10, we would be looking at as many as 8 figures (in two ranks) per stand. At 1:15 this would be 6 figures (again in two ranks). Base size would be 1″ square. This works well with 6 figures, but may be a bit tight for 8 – perhaps 1 1/8″ wide and 1″ deep would be better if going with 8 figures. My leaning right now is for the 6 figure stands and 1:15, so I’ll be using the 1″ squares (works out nicely as I have a bunch leftover from re-basing my 30mm Colonial figures (natives were moved to round bases rather than squares). Artillery stands will represent a Battery and will have 2 guns and 4 gunners (stand size to be determined). There will also be a limber stand for each battery. For phase one, we will skip Cavalry.

So now we know what our units will look like; I’m sure we will tweak things as we proceed, but the basics are nailed down well enough.

Fire combat will be very straight forward: Count number of figures firing, roll a single d6 and consult the Fire Table. The result will be the number of casualties (in figures). Yes, we will have various modifiers for cover, range and the like. These will be covered by another short and simple table. Since I don’t want to be bothered with marking casualties, we will borrow from the Bloodybacks rules; 6 hits equals a full stand, any leftovers hits will cause additional casualty rolls at the end of the turn (more about this when I actually write down the rules, but in the meantime you can take a look at the Bloodybacks rules). Artillery fire will follow same rules as Infantry fire – well almost, I still need to sort out a few details.

Melee combat will be very easy to resolve. Each player rolls a single d6 (applies modifiers). Low roll looses the combat and takes a number of casualties equal to the difference between the two rolls. At least his is how I have things working right now, but I suspect that this will change somewhat.

Morale has yet to be worked out, but again, I’m seeking a simple system – roll a die, add/subtract modifiers and consult the Morale Table.

I’m still sorting out movement rates and gun ranges, but these are not hard to determine, just need to make sure the resulting ranges ‘feel’ right.

I’m finally happy with the basics as I’ve set them out – far from a perfect or even realistic game, but it is shaping up to meet my criteria: A fast, easy, fun game. With game being a keyword. Right now all of the rules fit on two 3″ x 5″ cards. The target is to fit everything a player will need to know onto a single (2-sided) 11″ x 17″ sheet of paper.

Farm chores are keeping me quite busy right now, so I suspect I won’t get too much more in the way of details down on paper until next month, but when I do I will be sure to post the rules and charts for your reading pleasure. In the meantime, I’ll post the current version of the fire table – this one is a bit more bloody than my first pass, as such it has a better feel…

ACW Fire Table

Crisis 2020

In keeping up with the ‘hobby news’ aspect of Table Top Talk we bring you a short news item covering a new release from my (current) favorite board game publisher…

Crisis 2020: America Divided New from Victory Point Games Crisis 2020: America Divided. This is an updated version of Joe Miranda’s Crisis 2000 game originally published in the old Game Fix magazine. Today’s edition is a semi-professional desktop published game of low-to-moderate complexity which explores an America divided between Government, Rebels, and Interventionists. The game includes full-color components, 120 mounted die-cut 1/2″ square counters, 80 Crisis cards, plus player aids, various scenarios, and designers notes.

I have yet to pick up a copy of this one, but it is is on my list, as soon as I can find a few local players to give it a whirl.

Price: $24.95

Welcome to our new home…

Well, here we are: www.TableTopTalk.com, the new home of HistoriFigs News.

We may have dropped a news article or two, but otherwise, everything that was present on the old site should be here as well.

For those of you with bookmarks to the old site ‘historifigs.com/news‘ , please update your bookmarks to our new location: ‘tabletoptalk.com‘.

Well, that’s about it for today…

And now for something completely different…

This past weekend was my birthday weekend, and while I slaved away in the mold making shop I still didn’t get everything done that I had on my planned list of projects. I made progress, but just not as much as I should have. It shouldn’t be too bad, as I think I can make up most of the time this week…

It being my birthday, the timing of a new game release from Victory Point Games couldn’t have been better. A friend of mine remembered that I am intrigued by all things related to the Arab-Israeli Wars, as such he gave me a copy of the new game Israeli Independence. In a nutshell this is an introductory level solitaire wargame that tells the saga of the First Arab-Israeli War; Israel’s War for Independence. The game comes with 2 pages of rules, an 8 1/2″ x 11″ map sheet, 8 x 5/8″ counters and a deck of 24 cards (player supplies a single d6).

Israeli Independence

Game play is pretty straight forward: Draw a card (cards show which Arab armies move as well as how many offensives (and any die roll modifiers) the Israeli player may make.. Move the Arab armies (if any Arab armies have reached West Jerusalem the game is over), The player (you play the part of the Israelis) launches any offensives (pushing back Arab armies if successful). These steps are repeated until the card deck has been exhausted or until an Arab army reaches West Jerusalem.

It is hard to win this game – not impossible, but hard. My first game was an Israeli (marginal) victory, then next 3 were Arab victories. I’ve lost count of how many games I’ve played, but there are for sure more Arab victories. I’ve hard one or two crushing victories as well as a few crushing defeats. Most games have been marginal victories fr the Arabs – overall I’m thinking this is actually quit balanced.

I really like this game – it is simple, yet I do not think anyone will ever master the game. There is just enough randomness in the die rolling and cards to keep you on your toes. Sure at some point you will know what all of the cards are, but you will have no way of knowing when each will be turned up – so, while you may know what types of things to expect, you will never know when to expect them, and then we mix in the die rolls and I believe that there will be no perfect strategy for this one. I know that I’ll be playing this one for quite some time, I even have a few ideas for additional variant rules (just in case I need to shake things up a bit). For more information on this and other Victory Point Games offerings be sure to visit the Victory Point Games website.