Showing posts with label ACW. Show all posts
Showing posts with label ACW. Show all posts

Wednesday, March 23, 2016

Cold Wars AAR: Happy Birthday, General Grant by GASLIGHT

   Saturday night at Cold Wars, I ran my GASLIGHT game called "Happy Birthday, General Grant".  In this game Rebel raiders attack a birthday celebration for General Grant and attempt to achieve three goals:  1) Kidnap the General, 2) Steal the wagonload of whiskey at the party, and hijack the train containing the huge birthday cake that had been made for the General.
     I had run this game before at last year's Fall-In, and it had been so much fun I thought I would give it another showing here at Cold Wars.   At Fall-In it had been a close run affair with the Union just managing a victory after winning a prolonged struggle over the unconscious body of General Grant.    The Rebels got the whisky wagon away, and the train stayed in Union hands.   In this running of the game, dismal Confederate dice rolling and amazingly hot Union dice rolling, meant that the Union denied all three victory conditions to the Rebel raiders.   However, everyone had fun; and that, as the GM, was the most satisfying thing.
The scene near the beginning as Rebel mole-machines pop up near the center of the table and they start disembarking their troops.

Union troops line the fence to fire on the party crashers, as the whisky wagon wagon-master begins to drag the valuable vehicle out of harms way.

Typical of the Union luck in this game, the wagon-master hurls a beer mug long range at a Rebel flame-rifle trooper and hits in an almost impossible shot.  The flame-trooper of course, fails his Save roll, and falls unconscious. 

The Rebels continue to press their attack, as a Timberclad and Bicycle Dragoons enter the fray from a nearby woodline. 

The Confederate General himself goes up and duels General Grant one-on-one, but is struck down by the Union General after only a couple rounds of melee. 

Another shot of the table at the height of the Rebel attack.

Monday, November 9, 2015

Fall-In Report: Happy Birthday General Grant by GASLIGHT game

  Friday night at Fall-In I ran my "Happy Birthday General Grant by GASLIGHT" game, using 25mm figures and GASLIGHT rules.   I had only run this game once before for a friend's birthday gaming day, so was a little unsure going in to it how it would turn out.  I shouldn't have worried...
Union Dignitaries, and proud Army Cooks, pose with the huge cake prior to the Confederates crashing the party.
      The set-up for the game is this:  Union Army Cooks have made a huge birthday cake to celebrate General Grant's birthday, and have shipped it via railroad car to a small town near the front, where a small celebration is being held; with troops on parade, along with the latest steam-powered technology, and assorted honored dignitaries.
The surprise is sprung: Rebel Mole Machines burrow up from the earth, with the Whiskey Wagon right in front of them.
      The Confederates have caught wind of this event, and see it as a golden opportunity; so they plot an assault to break up the celebration.    The game was designed for 6 players, and I got three folks registered who showed up, and was able to corral three HAWKs into filling the empty spaces.
The mobile part of the Rebel force enters from the nearby woods.
      The Confederates were tasked with three objectives: kidnap General Grant,  steal the wagon full of whisky that had been brought to the celebration, and steal the train carrying the cake.   To help them, they had two steam-powered Mole Machines that would allow two thirds of their force to enter very near the Yankee celebration.
An overview of the table as things get underway.
     At the beginning of the game the Confederate players could put their Mole Machines anywhere on their side of the table behind an imaginary line drawn across the table from the top of the corn field on the Rebel left.  They placed the two machines, one right of center and one further right.  They then rolled a scatter d10 for each machine to determine where it actually came up (its tough navigating underground!) and ended up with both of them almost side by side on the far right.   They then were able to disembark one unit per turn.   The remaining third of the Rebel force needed to enter from a woodline along the Confederate table edge.
Rebel troops start to drag away the Whiskey Wagon, as the Wagon Master charges into combat with them.
    With the Whisky Wagon directly in front of them, it became the obvious first target for the Rebels, and both sides began to converge on that area.  From that point on, all heck broke loose.  A rebel unit got its hands on the Whisky Wagon, but the Wagon Master was right there, and charged into them with a vengeance, dropping Rebs left and right.  Nobody was taking his whisky!  This running battle continued for a short while, but then  a bad die roll and a rebel bayonet, and the Wagon master fell.
The Army Cooks melee with the Electro-Cannon crew.
    Meanwhile, the Union Cooks had charged the crew of a nearby Rebel Electro-cannon, and engaged the crew while they were setting up the weapon.  A multi-turn melee ensued.  With one cook, and a cannoneer locked in continual combat for almost the whole game.  Eventually the remaining cook perished when help arrived to aid the cannon crew.
Another table view as the action reaches it's height. 
      Meanwhile, General Grant had arrived to help regain the Whisky Wagon. Nobody was taking his whisky!  He charged his horse into combat, only to roll a 20 for his Scuffle and so promptly fell off his horse.  The Rebel he was fighting promptly wacked him with his musket butt, knocking him out.  A long battle for control of the unconscious general now developed.
General Grant wades into the fray (in a kepi for a change!)
    As this was going on, the Rebels had the bright idea to bring up an officer in a steam-powered mechanical suit to help pull away the Whiskey Wagon, only to have the mechanical suit fail its Sustain roll right as it reached the wagon. So, it now not only couldn't pull the wagon, it was blocking the troops that were pushing it.  Eventually the crew from the nearby Rebel Volley Cannon had to come and push the immobile officer out of the way of the wagon so it could continue to be pushed by hand.
The Air Cavalry (and Bicycle Dragoons) to the rescue! (Note the lone Union Cook still meleeing in the lower right of the photo!)
      In the end, the Rebels had gotten the Whisky Wagon safely away, but had lost General Grant to a very strong Lady Zouave trooper in the final moments.  Also, the train crew that the Confederates had brought along to drive the train away, had been ambushed and killed by the Union Dignitaries.  So the game was deemed a Union 2-1 victory.  General Grant ended up with a sore head, and no whiskey for his birthday!
The chaotic scene near the end. 
     I have to say, as a GM, this was one of the most fun GASLIGHT games I have ever run.  A perfect combination of players and events.   The outcome of all the victory conditions was up in the air until almost the end, and the many catastrophes and near-catastrophes made for much hilarity.  I look forward to running this game again at Cold Wars.

Tuesday, July 23, 2013

HAWKs' Historicon 2013 "Armies For Kids" Project is a Big Success.

The HAWKs ran their third annual "Armies for Kids" project game at Historicon on Saturday afternoon.  The game was held as part of the HAWKs' Kids Table program in which the club runs a series of games designed especially for kids on two specially designated tables all day Friday and Saturday at the con.  Eric Schlegel volunteered to run the "Armies for Kids" game this year, and he had a full house of five eager players.
GM Eric Schlegel, (in baseball cap), asked a player an ACW trivia question.
  This year's project was Civil War themed and each kid was awarded complete 54mm Union and Confederate Armies as well as a box of terrain, after the game. During the game, Eric asked players ACW trivia, and those that got the right answer got special bonuses in the game.
A young commander moves his troops.
The kids played using the exact same armies, and some of the terrain, that they were going to be presented with. The young generals had a great time, as did the onlooking parents. And it was great to see the future of the hobby involved in the game.

After the game the kids were delighted to get their armies, several not realizing that they were going to get free armies in this game. 
Gamemaser Eric Schlegel (in center) and his happy generals show off some of their armies.
An example of what each child received.

The club is already making plans for next year.  We hope to have two games, one of which will be 28mm/30mm Napoleonics, and the other 20mm ACW.  If you have any figures, terrain, or game aids you'd like to donate, please let me know.  cnjpalmer@aol.com

Tuesday, April 30, 2013

LSNC Author Team Takes Part in Army SLDP Event

Last Thursday the author team of the "Look, Sarge, No Charts" series of miniatures wargaming rulebooks, Buck Surdu, Dave Wood, and myself,  helped lead a Senior Leader Develop Program (SLDP) for a US Army unit, using our "A Union So Tested" Look, Sarge, No Charts: ACW rules.   Joining us in game-mastering the event were members of the HAWKs wargaming club,  Ed Duffy, Sam Fusion, and Eric Schlegel.  Sam was also the mastermind behind the event, and can be credited with putting the whole thing together.
Eric Schlegel (in blue shirt) helps determine the outcome of rifle fire during the First Day battle.
The event featured three battles from Gettysburg, each on it's own table: A First Day battle done in 10mm, and two large Second Day battles using 1/72 plastics. One of these featured the north half of the battlefield with the engagements around Culp's Hill and Cemetery hill, and the other the south end of the field, featuring Devil's Den and the Round Tops.   From 10 to 15 Officers, NCOs, and Senior Civilian Staff took part in each game; with the goals of team building, problem solving, and learning a bit about this historic battle
Dave Wood, (in blue shirt) explains a fine point of the rules in this shot of the northern part of the Second Day battle.
While many of the participants had never played a miniature wargame before, the players were quick to pick up the rules, and really got into the game. There was frequent cheering, or groaning, as player's fortunes rose and fell.  And, of course, plenty of friendly trash-talking amongst opponents. Everyone involved seemed to have a great time. And we, the authors, had a blast running the games. The participants got a real insight into the difficulties experienced by the actual commanders at the battle.
Sam Fuson (in white cap) listens as a player explains what he wants his units to do, on the Day Two south battlefield table. 
After the games concluded, Buck Surdu conducted a debriefing session where those playing the roles of the senior commanders at Gettysburg got a chance to explain the goals they had hoped to achieve and how they had hoped to achieve them, as well as discuss some of the realizations they had had about Civil War battles in general.
Buck Surdu (pointing) helps a player work through the melee rules.

We had a great time and we look forward to doing this again in the future.

Monday, June 4, 2012

Look, Sarge, No Charts at Origins 2012

This past weekend, Buck Surdu, Dave Wood, Greg Priebe, and I, traveled out to Columbus, Ohio for the Origins convention. Out goal was to showcase our "G.A.S.L.I.G.H.T." and "Look,Sarge, No Charts" rules systems to a different set of gamers other than the regular folks we see at the local HMGS East conventions.
Buck and I each ran two LSNC games and two GASLIGHT games, and Dave Wood ran three additional LSNC games. The two LSNC games I ran were a WWII 1941 Russian Front Scenario, and a ACW First Day of Gettysburg Scenario.
   My WWII scenario I ran on Saturday morning.  It featured a German attack on a small Russian village near a river,  with the infantry using rafts to cross the river, while the panzers crossed the same river over a single small bridge.  The Russians are under strength to begin the game, but receive reinforcements as the game progresses.  The figures used were 10mm.
German troops raft across the river, and assault the hills on the far side.

Russian infantry attack a German tank platoon that enters a woods unsupported.

A player does a range measurement as another moves his forces.

A bottleneck develops as the panzer grenadiers end up taking several activations to cross the single bridge.

Meanwhile, Russian motorized reinforcements are heading into town.

The game ended in a Russian victory, as an unfortunate series of activation sequences kept the Germans from quickly getting the bulk of their forces over the river.  The players picked up the rules quick;y and seemed to have a good time.
   Saturday night I ran my First Day of Gettysburg scenario.  This game begins with the battle as it was around 2:00 PM on the fist day.  The figures used were 10mm
The table as it was at the beginning of the game. Looking from the north, southward towards Gettysburg.

Union officers around the Lutheran Seminary.

Two of the Confederate players prepare to activate their troops.

A view towards Oak Ridge .

Fighting around Rock Creek.
In he end, we ran out of time before a clear victory was established. I was very pleased with the look and feel of this scenario.

Saturday, March 31, 2012

"A Union So Tested" Rules Used at Army OPD

Last Thursday several members of the HAWKs were invited to lead an Officer Professional Development event for members of an Army Signal Battalion. Sam Fuson spearheaded the effort which included the officers, senior NCOs and senior civilian staff members of the unit.
The object of the event was to have the participants take part in a game recreating the battle of Chancellorsville from the American Civil War with the goal of encouraging decision making strategic thinking, and team building. Each player was assigned a divisional or corps command.
The game was played on a 20' x 8' foot table and featured over 4000 1/72 scale plastic figures. Set up took over two hours.

The rules used were our "A Union So Tested: Look, Sarge, No Charts: ACW". Each stand of infantry represented a regiment.





The table full of figures was an impressive sight.




All the players really got into the game and had a fun time while having a learning and team building experience as well.


Afterwards, Colonel Surdu led the officers in an after action discussion of the battle.


And Colonel Surdu was awarded a plaque for his part in making this event a success.



Here is a short video of the event:







Wednesday, August 18, 2010

THE JOURNEY OF VICTORIA HAWKES

A couple years ago I took a creative writing course and did the following for one of the assignments. It is meant to be a prologue to a Victoria Hawkes novel that I hope to finish some day.



Prologue

Charleston, South Carolina
April 12th, 1861

The three Confederate airships came in from the south, low over Charleston Harbor. The sky was a dusky blue and details were becoming more visible in the predawn. The sun was going to rise soon. Captain Abernathy, standing on the deck of the second ship, could make out the pinpoint lights and the black mound in the distance that marked the location of the small, federal-held fort in the waters below.
Abernathy was a veteran of the Mexican War in 1848. He had been a crewman on one of the United States’ primitive two-balloon vessels in that war and had subsequently risen to command of his own ship in ‘59. It had been a hard decision for him to resign his commission in the U.S. Aeronautic Corps but first and foremost he was a son of South Carolina; and whatever course the state set, he followed. He had seen war from the vantage point of the skies before and knew its terrible cost. Abernathy regretted knowing he would be seeing it again. He removed his sweat stained captain’s hat and ran a hand through his graying hair and turned to his first mate, William Langley, and said, “Have the squadron form up and prepare for the attack.”
“Yes, sir!” Langley replied. He was young and enthusiastic, his uniform neatly pressed and clean. The son of a Charleston politician, he had received this post through a government favor arranged by his father. He was intelligent and quick to learn though, and had quickly become competent in his job. He turned and relayed the order to the junior officers of the crew. An midshipman hung a series of three colored signal lanterns from the rigging of the ship. In the boiler room, the engineer and his men scrambled to build up the steam pressure. Thick black clouds billowed from the smoke stack on each vessel as the twin propellers in the back began to pick up speed. Slowly the three 40-foot ships, the Columbia, the Charleston, and the Palmetto, maneuvered into attack formation.
The wooden hulls and the rigging groaned and creaked as the movement caused the vessels to swing under the four massive gas bags that hung above each one. The bags, each almost 18 feet in diameter, were arrayed in a line above each ship, running parallel to the length of the hull. Each sphere was filled with Apollium the rare gas discovered in the early 1800s that had three times the lifting power of hydrogen and was not flammable. The airship hulls were covered with one-inch-thick iron plates. At the front of each airship was mounted a 3” Rodman rifled cannon. They featured the new Harrison Recoil Device that allowed the cannon to be fired with little affect to the motion of the ship.
On deck, by the light of oil lamps, the airmen prepared bombs to be dropped over the sides of the ships. Each one was an iron sphere the size of a large pumpkin. Some were solid iron for the purpose of battering the fort from above; others had percussion fuses to detonate and explode on impact, targeting the fort’s defenders with shards of metal and damaging the fortifications with their explosive force. It took three men to lift each one, so the airmen worked in groups as they lined a half-dozen of the weapons along the wall on each side of the deck. One man pulled a hunk of chalk from his pocket and scrawled, “For Abe Lincoln” on the black iron side of the nearest bomb. He and his partners chuckled and went back to their work.
The airships had been part of the Federal airfleet but were commanded and crewed manly by South Carolinians; therefore they remained in the state when it seceded in December 1860. Their mission now was to help eliminate the last Federal affront to their state’s and the Confederacy’s sovereignty: Fort Sumter.

The fort’s defenders were not idle as the Confederate airships approached. The garrison could hear the soft distant thump, thump, thump of the airships’ engines in the fading darkness above. The fort’s commander, Major Robert Anderson, barked orders to his small garrison and prepared to defend the fort as best he could. This was it; the moment he had known would come since he garrisoned the fort five days after South Carolina seceded.
When Anderson arrived he had found the five sided brick structure at the entrance to Charleston’s harbor in bad condition and immediately set to having it repaired. The Major also saw to the installation of a battery of four rifled aerial guns on the top level of the three-tiered fort. These supplemented the few standard heavy cannon which already stood on Sumter’s walls. The aerial guns were 12-pound breechloaders mounted on angled rails on a framework shaped like the letter ”A”. The framework was mounted on a rotating base so the cannon could be quickly turned to fire in any direction.
The fort was manned by two companies of the 1st U.S. Artillery. They numbered only a little over 100 fighting men. There were also the 29 men of Battery B of the 1st U.S. Aerial Artillery. The men busied themselves within the fort getting ready for the approaching assault.
The first shot was fired at 4:30 AM by one of the Confederate land batteries located on James Island at the south end of the harbor. The other Southern batteries, also located at various positions along the harbor’s edge joined in. Fort Sumter’s defenders returned fire upon the attackers, many of the shots falling harmlessly in the water or behind the batteries. Likewise, the attackers’ shots had little effect on the five-foot-thick walls of the fort.
Meanwhile, the three airships lined up for their approach. They were about twenty minutes from passing over the fort. Captain Abernathy, on the Charleston, ordered all lamps doused onboard the ships. The Federal Aerial gunners in the fort below could still make out the dark shapes of the approaching vessels.

The gunners at the bow of the Colombia, the lead ship, prepared their 3-inch Rodman gun. When they reached a thousand yards from fort Sumter, they opened fire with their first shot. The cannon ball landed short in the ocean before the walls of the fort. They adjusted range and fired again. This time the shot landed against the southern wall, doing little damage. The other two ships, the Columbia, ahead and to the right of the Charleston, and the Palmetto on the left behind her - opened up with their guns, too.
The small shells had little effect against the walls of the fort. When the airships reached 500 yards, they started to load fused shot - hollow shells filled with explosive that would be set to detonate over the fort, raining down iron shrapnel on the defenders.

The brave Federal aerial gunners stood beside their weapons despite the hail of metal that flew around them. The Confederate airships were in their range now. The gunners cranked the weapons to the lowest firing arc and the battery officers ordered the guns to fire. All but one of the first shots missed. The projectile that hit caught the edge of the front bow of the Palmetto, sending splinters into one of the Southern gunners.
The firing on both sides continued as the Columbia, Charleston, and Palmetto moved steadily closer. Three of the gunners on the 3rd aerial gun had been hit by a near airburst. The 2nd aerial gun’s sergeant was wounded and the weapon’s framework damaged. It was leaning at an angle. The crew tried to put a crate under the damaged leg to hold it and still fire the piece, though the accuracy was lost and the whole weapon shook like a demon when it was fired.
The ships were starting to suffer also. The Columbia took a rudder hit and had trouble keeping lined up with the fort. The Palmetto took another hit to its gun crew. The survivors were trying their best to keep the gun firing, but it was hard for the two remaining men to keep up the same rate. The Charleston was still unscathed.
The standard batteries in the fort and the Confederate land batteries still hammered at each other. The brick walls of the fort were starting to show large scars where the heavy shells had hit them.
The airships reached a point where they were too close to fire their bow cannon without overshooting the target, so the gunners stood down and the wounded went to find their ships’ surgeons. The bomb crews now lined the deck walls, preparing to heave the bombs over the sides.
The flying ships were now in close range to the aerial guns below. The Federal crews fired as fast as they could. Two of the guns were firing solid rounds at the undersides of the hulls; the other two were firing explosive shots above the ships to hit the airbags and crew.
In a matter of minutes, the Columbia had taken a hit directly under the engine room that caused several pipes inside to burst, spraying the engineers with steam. The power to the propellers dropped almost immediately with the loss of pressure and the airship slowed down dramatically. The remainder of its rudder was also destroyed, so the airship started to veer off its course.
The Charleston received several bursts near its foremost two gasbags and these began to deflate quickly as the gas leaked out of the many holes and gashes. The ship began to tilt forward at a severe angle as the front balloons lost their lift and the back two maintained theirs. The crew had to grab for anything they could or risk being pitched into the sea, or the fort itself. Captain Abernathy stormed up and down the deck, his footing sure on the severely sloping surface. He ordered the airmen to adjust the lines to the remaining two airbags to distribute their lift and the ballast to be dumped to try and right the situation.
All three ships were taking heavy crew casualties too. The bomb crews along the walls were particularly vulnerable.
The ships were now at the fort’s southern wall. The Columbia, with its useless rudder and engines, was drifting inland and only just passed over the southwestern corner of the fort. Her captain ordered the bombs overboard despite being so off target. Most of them fell harmlessly into the water, though three hit the fort’s corner. One was an exploding bomb and it detonated so close to the edge its fragments rattled harmlessly against the brick. The other two were solid, and a large part of the fort’s corner exploded into rubble under the force of their impact. One of the aerial guns was stationed on the top of that corner, and its crew and weapon were lost under the collapsing debris.
The Columbia passed the fort and drifted on over the shore. Its captain looked for a safe place to set the battered vessel down.
Next the Charleston was at the walls of the fort. It was still leaning forward at a terrible angle due to the loss of its front two balloons. The men aboard found it hard to maintain their footing and lift the bombs to the deck’s walls. Captain Abernathy bellowed above the sounds of battle, “Full ahead, and we’ll give them the devil! There’s no turning back now!”
The ship was seconds from being in position over the fort. The Captain raised his sword, ready to give the order to drop the bombs. Before he could give the command, one of the airmen holding a bomb with another two crewmen slipped in the blood of a dead comrade on the deck behind him. The airman fell, lost his grip on the bomb, and his two partners dropped it to the deck. With the tilt of the ship, the heavy iron ball started to roll toward the bow of the vessel. It knocked down crew like ninepins as it careened towards the 3-inch Rodman gun at the front. It hit a last crewman, shattering his ankle, and bounced towards the ammunition locker mounted on the deck behind the cannon. It was a fragmentary bomb and its impact with the ammunition locker set off the bomb’s percussion fuse. There was a momentary delay and then it exploded. The explosion set off the powder charges in the ammunition locker, and the bow of the ship disappeared in a fireball. The airbags broke free at the front and then the remaining two burst. The whole airship up-ended; dumping men and bombs alike into the fort. Captain Abernathy and a dozen other crewmen including First Mate Langley managed to grab hold of something and stay on the ship which was now burning at the front where fifteen feet were missing off the bow.

Below them was a massive explosion in the fort as the entire payload of bombs and almost all the crew landed on top of Sumter’s powder magazine. The southeastern wall of the fort blew completely out into the sea. Half the guns in the fort were unseated from their mounts and as many Federal gunners were killed. The surviving aerial gunners on the top level of the fort’s northern wall ran for cover as the flaming wreck of the Columbia descended like a comet down upon it. The airship hit with a massive explosion as the boiler burst, leveling a large section of the fort’s wall and leaving a huge crater on that side of the fort. Captain Abernathy and First Mate Langley perished in the blast.
The crew of the Palmetto, coming up behind the Charleston, looked on in horror as their sister vessel met its fate. To add their barrage to the inferno below seemed pointless. Two-thirds of the fort was smoking ruins and they couldn’t be sure if there were any of the Charleston’s crew still alive in the wreckage. The Palmetto’s captain decided to turn away from the attack and head after the Columbia to see if it could offer assistance to the wounded ship.
On shore, the land battery crews stood in awed silence, their cannons momentarily forgotten.
In Fort Sumter, Major Anderson, the fort’s commander, was nowhere to be found. The survivors assumed he was buried somewhere under the rubble and wreckage. The highest ranking officer who could be located was a lieutenant; Lieutenant Worthy. Despite having a wounded arm, the officer was still able to walk.
The flag pole with the American flag, which had stood in the center of the fort, had been vaporized when the bomb load from the Charleston had landed there. Worthy ordered one of the surviving sergeants from the 1st Artillery to make a white flag from a undershirt which lay on the ground bloody and without an owner. Worthy took the flag from the Sergeant and slowly crawled up the remains of the fort’s wall that faced towards Charleston and waved it solemnly at the Confederates on shore.
The war had begun.

Wednesday, June 23, 2010

GASLIGHT Historicon Playtest

Last Saturday several of the HAWKs got together to playtest two Historicon games. One of the playtests was for my GASLIGHT game, "The Return of Victoria Hawkes, by GASLIGHT", using our GASLIGHT set of Victorian Science Fiction skirmish level rules.



The scenario has a Union strike force attempting to blow up a Confederate super-weapon. Union forces consist of three infantry units, an Iron Horse cavalry unit, a Steam Spider vehicle, two Impervious Suit conveyances, two Steam-riflemen, the Expedition Commander (mounted) ,and Victoria Hawkes. They also had two bombs which were needed to blow up the super-weapon The Rebels had three infantry units, a Bicycle Dragoon Cavalry unit, two Timberclads, a Steam motorcycle, an Electro-cannon, two Flame-rifles, an the overall Commander (mounted).



The game played well, with the advantage swinging back and forth between the two sides. I don't want to give too much away about the course of the game in case the folks who have signed up for it at the convention read this beforehand. Some highlights include an epic melee between the two cavalry units, one of the bombs accidentally detonating when caught in a cannonball burst radius and wiping out part of a unit, and the nail biting ending as the remaining bomb neared the super-weapon with a climactic change of hands in the last couple turns. Below are some photos for your enjoyment.


Union forces advance.

The Iron Horse Cavalry and the Bicycle Dragoon Lancers charge toward each other as the Union Lady Zouaves advance from the right, and a Rebel Timberclad provides support.



Close-up of the Iron Horse Cavalry. Assembled from Dixon cavalrymen and Mage Knight Galeshi Cavalrymen mounts. (Photo by Rob Dean)



Close up of the Charleston Light Bicycle Dragoons. Figures by Eureka
. (Photo by Rob Dean)






The two units meet in a multi-turn melee.



After dealing with the Iron Horse Cavalry, the Bicycle Dragoons, turn on the Lady Zouaves. An Impervious Suit and a pair of Steam-riflemen stand in support. An Electro- cannon with its crew killed is in the foreground.




A Timberclad advances and tries to knock over an Impervious Suit. (Photo by Rb Dean)




The final turns: a pair of Confederates move to pick up the Union bomb (at the foot of the figure on the right of the weapon platform) as another Union Zouave Unit moves up on the left of the photo and two timberclads try to cut them off.