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ACW shooting

Gentlemanly discourse about our Horse & musket rules. Pass the port, sir…
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ACW shooting

Postby DanaHohn » Thu Jul 14, 2011 9:55 pm

We have now played a couple of ACW games using the black powder rule set, which we love. Shooting in a line formation dosn't seem to reflect what I've read about ACW battles. It does not seem devestating enough. I've found I can pretty reliably break through a line of shooters with an attack column. This did not seem to happen in the ACW, think here Picket's charge or Fredericksburg. Are we doing something wrong?
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Re: ACW shooting

Postby Big Al » Fri Jul 15, 2011 11:07 am

Somebody else either here or on the Yahoo group, I can't remember who now, mentioned that he switches the shooting and combat stats around for British forces in Colonial games. So a unit would have 6 dice shooting and three for combat. This might work for ACW games as well and could be worth a try.
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Re: ACW shooting

Postby Dragonfire Games » Sat Jul 16, 2011 9:19 am

That is a great idea! I always like to double the stamina as well for Naps games. Maybe I am just a glutten for punishment :lol:
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Re: ACW shooting

Postby Cubster » Sat Jul 16, 2011 10:49 am

Yeah, that was Zedeyejoe who recommended swapping the values to simulate a force who relies on overwhelming firepower to keep the bad guys at bay - ie. British infantry in the AZW. Of course, it's tricky because there were plenty of cases in the ACW where a spirited charge with the bayonet did drive a firing line away, especiallly in the early war stages.

If it was me, I'd personally be looking to adjust morale values over the actual firepower or melee, since from what I've read it seemed to be more of a case of the defender holding their nerve and standing fast or the attacker sweeping forward in defiance of flying lead.
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