10mm American Civil War - Battle of Chancellorsville - Altar of Freedom rules
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Other club members took photos, too. DaveD has some, I know, so maybe there'll be more added to this collection.
- Second photo: who put that chair there?! Blocking the Pendraken sign.
- last photo: Blooming 'eck, has there been a buying spree on Blitzkrieg Commander blister packs, or what!
Great looking game
Superb game there 8) !
:-bd =D> :-bd =D> :-bd
Man that looks like a blast. How do you like the Altar of Freedom rules? Being on the other side of the Atlantic with as much as I love 10mm, I can only imagine how fun playing a game at Pendraken would be.
Looks superb, just how I imagine this period should. More photos would certainly be appreciated. I'd also be interested in your thoughts on the rules.
That is a great looking game. =D> =D> =D>
Superb looking game! 8)
Fantastic looking table.
Thank you for your kind words. Though I can't take any credit, as the majority of the miniatures and terrain belonged to Dave (Union co-commander alongside myself). Steve (CSA co-commander alongside Bren and Martin) might have provided some of the CSA troops(?). I do know that some of the trees used belonged to Ian 'Skywalker', who wasn't gaming with us on the day. My (tiny in comparison) contribution was providing three bases/brigades of Union infantry and creating a 'quick-look' admin sheet to record Union command points.
Quote from: Glorfindel on 21 April 2024, 09:24:01 AMMore photos would certainly be appreciated.
Dave has created a blog post AAR on the game, with a decent written account, over on his blog. I don't know if he's going to copy-and-paste onto the forum, so I won't post the address until I know.
Quote from: Glorfindel on 21 April 2024, 09:24:01 AMI'd also be interested in your thoughts on the rules.
Quote from: streetgang on 20 April 2024, 07:49:23 PMHow do you like the Altar of Freedom rules?
Dave would give you a better answer, to be honest, as I play so infrequently that I can't compare them to many other rules and they're the only ACW rules I've played (except for naval).
For me, I like them. The dual aspect of commanding miniatures on the tabletop and trying to position brigades for the best battlefield advantage, as well as the cerebral element of secret bidding for the turn clock management and in what order of priority brigades will activate, gives a multi-faceted game in which to try and outwit your opponent(s). I, also, like games where you're not in full control of everything - not all of your troops will move in a turn, possibly they'll never move during the entire game but their continued presence is enough to ensure a flank is protected, or that there's an army reserve should it be needed.
The rules section of the rules books is something like 20-pages long, which includes photos and historic images and combat examples to explain game situations. The rules are pretty simple, though offer tactical complexity in games. Dice rolls are only ever one six-sided dice, which are then modified and compared to a single table (Combat/Shooting/Rallying/General's Fate). Friendly brigades can leap-frog over each other during movement, saving the need to mess about with precision positioning. I find the rules to be user-friendly.
Having so many scenarios of battles readily available is also a great asset.
I played in the Antietam game on the last Sunday of last month. Chancellorsville, yesterday. And on this coming Sunday, myself and Dave are playing Peas Ridge, where I'll be commanding an army on my own instead of a partnership-team. Haven't decided which side to take, though I'm leaning towards taking Van Dorn's Confederates since I've played Union twice, now, and the scenario offers the Confederate player something different than what I've experienced in the two games I've already played.
- I'll find out from Dave if he's going to post his AAR and photo's on the forum.
Quote from: streetgang on 20 April 2024, 07:49:23 PMI can only imagine how fun playing a game at Pendraken would be.
Pendraken Miniatures are great hosts. I'll definitely state that. I believe they set up the tables for us on the night before, in the shop, as another club was using the tables in the games room. All we had to do was come in, lay out the gaming cloth and crack on.
While we were playing this game, Adele was working on replacing items on the display racks or serving us hot drinks from the water boiler behind the counter, or busy in the packing/sorting room (there's a small window so staff can look into the shop/main entrance if they're in the other room). Leon came in and engaged with us, asking about the game scenario, the rules, the items of terrain that weren't bought from Pendraken (for future reference/knowledge/ideas), talking about what Salute 51 show had been like on the weekend before. You do get people/customers popping into the shop, or coming into the games room to see what is happening, but it never interferes with the game(s).
You do get tempted to make snap-decision purchases, however. Although I only bought what I'd preordered this time (more ACW miniatures, custom order of sabot MDF bases for AoF, a book on US General John Pope, and some MDF bases from the display shelves). Others ended up buying, however - I'm sure Bren picked up some SciFi Tripod walkers!? And there was another custom order for MDF sabot bases placed with Leon.
Yes, I like playing at Pendraken. They're friendly. Inviting. It's useful to pick up stuff at the same time. And there's been the opportunity to meet other gamers in the area, on the occasions I've been there.
My blog post on the game is here http://onemanhisbrushes.blogspot.com/2024/04/gaming-chancellorsville-using-aof.html (http://onemanhisbrushes.blogspot.com/2024/04/gaming-chancellorsville-using-aof.html)
AOF are a set of rules that let you play a larger battle with some exposure to command challenges of the period . As the commander you have no need to know what weapons your troops have of the formation they are in. You are commanding divisions and Corps , not regiments . The fact the brigades do well or poorly in combat by dice roll / support etc help to add to the feel . It's a game where I think you can outwit your opponent by the strategy you choose and that is then altered by the in table results - but if you have it right you will be rewarded . Personally think a great game
The historical battle detail provided for the scenarios help to focus on the challenge for that battle .With the core rules in essence distilled down to a two page QRF after a game turn ir two you are up and running . Though it's easy to learn it's fun to try and master with command game layered over the top .
I have enough kit to a large medium sized battle , providing both sides . Just a top up this year to take it to over the top levels ...😂😂
Great looking game this weekend, really nicely put together. Could have done with more trees though...! ;)
Quote- last photo: Blooming 'eck, has there been a buying spree on Blitzkrieg Commander blister packs, or what!
I think they've all been taken to restock the show stand at Salute, so the casting guys should have them filled up again soon!
Quote from: Roy on 21 April 2024, 07:43:58 PMPendraken Miniatures are great hosts. I'll definitely state that.
...
They're friendly. Inviting. It's useful to pick up stuff at the same time. And there's been the opportunity to meet other gamers in the area, on the occasions I've been there.
Thanks for the kind words too Roy.
My (tiny) contribution to the game - just the three Union infantry brigades, representing troops of Sickle's III Corps. Everything else is Deedles (Dave's).
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Mentioned that Bren had bought some Tripods on Saturday. He's converted them (extending the legs) and painted them up, basing them on textured sea bases. I've seen some quick photo's of them facing off against a model of HMS Rodney and they look really good. Bren wants to stage some better photos, a true battle scene or something, and has agreed/allowed for me to post them up on the forum.
Quote from: streetgang on 20 April 2024, 07:49:23 PMMan that looks like a blast. How do you like the Altar of Freedom rules? Being on the other side of the Atlantic with as much as I love 10mm, I can only imagine how fun playing a game at Pendraken would be.
Yes; I would be interested in your views on the rules. Everyone I know (about five individuals, including an ACW specialist) have said that the rules are unplayable as written and need major adjustments to make them usable. Units are said to boomerang backwards & forwards and inflicting casualties is very difficult. Everyone agrees it is an interesting and nice system! So, how was it for you?
Quote from: hammurabi70 on 22 April 2024, 03:23:03 PMYes; I would be interested in your views on the rules. Everyone I know (about five individuals, including an ACW specialist) have said that the rules are unplayable as written and need major adjustments to make them usable. Units are said to boomerang backwards & forwards and inflicting casualties is very difficult. Everyone agrees it is an interesting and nice system! So, how was it for you?
I don't see any issue with the rules, as written. But, I've not played any other rules specifically written for ACW. Also, I'm not a fan of regimental command level rules, or those that go into the basics of manoeuvres or firing drills, so apart from a couple of games of Black Powder 1st edition (which is a love-it-or-loathe-it set of rules) I've not played many sets of historical rules for land warfare aimed at the lower-level command structure.
I know in this game [Chancellorsville] one of the 'Confederate' players expressed their opinion that the rules were broken or not correct (I can't remember what was said, now). But I don't know why they think that, or what their suggestions were/are for fixing what they see as an issue. But another of the Confederate players found no problem with the rules and was enjoying himself. Possibly it all comes down to if you like these rules, or the type of game (Corps level relatively quick-play) as to whether you have a positive or negative opinion on them. I really don't know what else to say, as I'm not the best reviewer or person to offer feedback.
Each turn represents an hour of the battle, and brigades can move forward towards the enemy line only to be forced to recoil backwards due to enemy fire pushing them back, then, at the end of the turn, a corps commander or the army commander could do some micromanaging to move the unit back towards the enemy. I guess this could be seen as boomeranging.
Brigade bases represent anywhere from 800 to 1,500 men (depending on the scenario) 12 to 20+ artillery guns in multiple batteries (depending on the scenario) and the command level that the rules are designed for, they don't concern themselves with regimental manoeuvres or detailed instances of combat or losses of men or guns, as the focus is on 'high-command' of the army as a whole and whether brigades are combat-functionable or not. Losses are measured in levels of Fatigue; gain x5 Fatigue and the brigade becomes 'Broken' due to the various reasons why such a large body of formed troops could in a pitched battle; there's also the possibility that a brigade could suddenly become 'Broken' due to over-whelming enemy pressure during a combat or an instance of shooting; But, the player has to work to break an enemy unit by shooting or combat, be it through good generalship or good luck or a combination of the two. It isn't as quick and easy to destroy an enemy as in other rules, I'll agree with, but it is possible.
The two games that I've played in, there's been no instances where the game has stopped due to a circumstance arising that the rules don't cover. There will be instances in future games, no doubt, and the rules book does offer suggestions for what to do should such occur, and there is an update with errata for the rules/scenarios on the official website that gamers have encountered and contacted the rule's creator to inform them on.
I like the rules. I don't like other sets of rules, which I know lots of people really like. Probably its a case of being like Marmite - you either love it or you can't bear it.
We played a couple of games of AoF a few years ago (pre-covid, so a fair few years ago!) They are definitely a high level ruleset and that does drive the style of game play.
I recall that the defending confederate player got the hang of the game clock and focused his effort on that - the union player was short of command quality so rather ignored the game clock. In retrospect this is a very abstract method of game play - but it also feels quite appropriate for the scale of game.
We didn't go back to them - but probably because the ACW players wanted something lower level, but still able to get piles of figures on the table (good luck!). I don't think we've played ACW since.
AoF was a much better game than BP for ACW - with BP one side ran up to the other, both sides exchanged fire for hours (of playing time) not much happened.
The comment around rules being broken was around being able to kill brigades quick enough for the scenario objectives . My take was that it was poor choice of how to attack, ie artillery not at canister or better plus enfilade which is +6 on d6 - makes it a 50% chance of total kill . Not getting on the flank of units , or into their retreat arc . Lots of individual infantry combats too and fro builds up the fatigue levels and unless you plan to retreat these away from the enemy 10" plus they will break over a few turns . The ability to Rally broken units back at the Corp HQ I.e roll a 6 on d6 , with general modifiers of +1 for Corp , +1 for army (so 50/50) makes it feel hard work to kill stuff sometimes - but if you have set up the defence properly that's the reward .
However as with any rule set more familiarity /experience helps . Being probably the most experienced AOf player in our group - I'm pretty confident of being able to use the command game element to cause my opponent problems . I.e turn clock control , end phase movements etc .
It's a different level of game with the command part being the real part of it. If you want to put things in line / pull triggers / charge etc - it's not the rule set to play .
I have played various ACW regimental set that seem to never get to a result . AOF has let us play large battles to a played out result each time ( a few time last roll of the last turn ) - though TBF if I was Rebs at Chancellorsville I wouldn't have thrown in the towel so early - being on the opposite side it was just starting to get challenging - but thems the breaks and the physiological game is part 9f the fun!