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Pickett's Charge



This is a relatively new set of rules for the U.S. Civil War that are closely related to General d"Armee, which itself is a much faster playing version of General d/Brigade. The command system revolves around the use of staff officers, where each command rolls a number of dice that generate these officers. They are then used to aid the various brigades in rolling for activation, bringing in reserves, etc. While it sounds difficult, in practice it is pretty easy after the first turn and flows pretty well. The rest of the game system, i.e., movement, combat, etc., is pretty standard fare, makiing this set of rules fairly easy for running large battles. There are four pages of charts that go over the command system, movement, firing, and assault, so you can run the game just from the charts after a turn or two.

Gettysburg 2nd Day

 

First Time Playing Pickett's Charge ACW Rules

Although we regulalry play Fire & Fury, there are several in the group who still like the 1:20 ratio and the more tactical level for ACW battles. In the eternal quest for the right rules for that scale, we tried Pickett's Charge for the first time and chose a difficult scenario to pull off, namely the Confederate attack on the second day of Gettysburg against Sickles command. Yes, this is a lot of troops and a fairly complex situation for our first time with the rules! That didn't deter us, however, and we played part one of the battle and had few problems with the rules. The Confederate attack went in on schedule and met with some success at certain points and some frustration at others. The Union artillery did the most damage, but one battery retired on a bad die roll that opened up a hole in the Union lines. At this point we the Confederates are massing for attacks across the battlefield while the Union is bringing up reserves as fast as possible. There is still a long ways to go in this one and the next update will feature part two of this interesting refight.


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