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Friday, 10 October 2025

American Civil War Action using Pickett's Charge.


As is usually the case with me the scenario is not from a Civil War battle but from Napoleon vs the Russians. The Union taking the French and the Confederates taking the Russians.


The objective of the game was to take either the village on the T junction or the redoubt on the hill on the Rebel right flank.

Potential ADC’s were allocated, five to the Rebels and six to the Union requiring 4 to 6 to be in command and 1 to 2 Hesitant. Hesitant Brigades are limited in what they can do. I also set the game up as two divisions and made the players take it in turns dicing, hoping to instil a little friction between them when it came to allocate the ADC’s on their throw.

https://toofatlardies.co.uk/product/picketts-charge/

To start the game the Rebels set up first. This was to signify the union recce. I have to put it out there now that things took a bit longer for this game because only myself and Nathan have played these or 
General d’Armee II (GDA2). Steve M, Matt and Tom were Picketts Charge virgins. Some amendments such as the skirmishers (plus my own take as well) and the casualties were taken from GDA2. I hope Mr Brown is not too offended. I may incorporate others at a later date, perhaps he’ll offer me a job, hee, hee.


Anyway, The Rebels deployed along the entire front with their cavalry on the left. Due to the recce the Union forces were able to deploy as they wished. They decided to keep the Rebel right flank in place by putting their cavalry brigade, which included a battery of 12-pdrs and dismounted cavalry. I had decided that dismounted cavalry would be treated as skirmishers.

For information - each skirmisher stand had one D6, at effective range 4,5 and 6’s were required. At long range 5 and 6, less any modifiers for cover etc. Two hits were required for one casualty. It seemed to work OK.

Onwards. The Union main thrust was in the centre and they pushed up along the road in column. They used their ADC’s to reroll Brigade activation and to Double quick their movement. Meanwhile on the flanks the Union forces were holding the Rebels in place with probing attacks.


The lead Regiment on the road was taking a pounding as the rebels in the centre used their ADC’s to ensure the centre brigade remained active by using one ADC for a Command reroll. Hoping that the activation would take place they also added two ADC’s for Artillery Assault Fire. I can’t go into all the different options available for your ADC’s, you’ll have to buy the rules.

A note about the use of Artillery Assault fire. Neither Nathan nor myself could find any restriction on its use. I am inclined to amend the use to every other turn or low on ammo, or fatigue casualties for continued use. More things to think about.


Needless to say, casualties mounted on the front regiment, and after a few turns of abuse, it was forced to disperse. This caused a Faltering Brigade test on the next turn (my interpretation and my game). Adding a command reroll, Matt, our union commander threw a 2, Withdraw. Thinking he couldn’t do any worse he rerolled, and you’ve guessed it got a 1. Catawamptiously Chewed Up, the whole Brigade was forced back 300mm and took two casualties per regiment in the brigade.

With the centre in disarray Tom was forced to reroute his infantry brigade to the centre. Luckily his cavalry was strong enough to keep Nathan occupied. Matt used his other brigade to pressure Steve on the Rebel left pushing him back.


With the Judicious use Of ADC’s, One for command reroll and three for Rally. Matt threw a 6, well in command, and then another 6, so three casualties removed from each of the regiments. This put them into a good state.

The damage had been done though, and despite getting back into the fray and all the pressing now in the centre by two brigades, and the flanks, the Union attack just wasn’t in a state to carry out the mission.


Attacking forces will always take more casualties than the defenders and if the dice had gone better for Matt this could well have been a closer thing. The joys of throwing dice. Some you get and some you don’t. For Matt, he wanted to try the rules as he has figures, and this was an opportunity to try them, even with my amendment’s.

He said he liked them and went home with a copy of the QRS and other stuff I had written. A convert. I like them and will play them again.

A note about David Brown’s scenarios. I have played various sets of his rules from WW2 to ACW and things in between and his scenarios have always left me thinking, I may have lost or I may have won, but if something had happened differently, or someone had done this rather than that, then the result could have been very different. In short you seem to be ensured a balanced battle.


My thanks to our Union commanders, Tom and Matt (who took the ribbing in good heart. He did come back to the pub after all), and Nathan and Steve M who fought valiantly to keep the Rebels in place. Also cheers Nathan for helping go through things with some whilst I was explaining things to other players.

Any misinterpretation or misuse of the rules were entirely my fault. It was my game.

Steve L

For those who may be interested.

Rule Set – Picketts Charge (mostly)
Figures – AB and Blue Moon. As always, I would like to thank Nick S and Mr Steve who painted my figures for me.
Trees were from Buffers near Axminster, and Amazon
Roads and Rivers – Search Fat Frank on EBay.
Snake Fences – also on EBay. Search 15mm snake fence.
Walls – I’m pretty sure they came from Pendraken and came ready painted but I can’t remember the link.
Hills –totalsystemscenic.com.
Battle Cloth – the now defunct Tinywargames

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