The melee mechanism is that you count the number of stands in front rank contact. That is the number of dice to roll. Modifiers alter the hit number up or down from a base 4+ to hit. Each side rolls simultaneously and the side that had the most hits caused to it reduces one morale level (of which there are three Good, Unsteady and Rout) and falls back. The winner takes the ground.
As I said in my last report that’s what happened to both my Cavalry. On the right flank Garry pursued my retiring cavalry who had no option but to counter charge him. Again he won thus routing my cavalry.
On the left flank his cavalry charged mine but I didn’t counter charge (as I misread the rules). I was hitting on 6’s and he was hitting on 5’s. Somehow I caused more hits on him forcing him to retire unsteady. A stalemate had ensued.
Each turn providing you are not charging or being charged you may attempt to rally your troop. You take a morale test and if you pass you increase 1 morale level. A 6 is always a success. The kicker is one a unit is reduced to 50% strength it cannot rally anymore and if it is required to take a morale test it automatically fails.
Now on my right flank I attached one of my Generals to try and stop my cavalry routing and failed they left the table. Gary’s victorious Cavalry who were still fresh decided to charge my raw infantry head on. Their volley of defensive fire removed a full stand which caused him to take a morale test (with 2 hits carried over). He failed the test and retired unsteady.
Next turn my artillery took a long range shot at his unsteady cavalry causing a third hit. That third hit caused him to take a morale test which he did and failed. His cavalry routed from the field.
On the left flank his unsteady cavalry charged my unsteady cavalry. He won and my cavalry routed. I tried to rally them next turn and failed.
Meanwhile in the middle of the table the two armies infantry were shootng at each other. On my right flank one unit was behind a wall. This meant Garry required a 7 or more to hit me at long range or an 8+ if he was moving. My infantry were hitting on 5’s. Needless to say he wasn’t having much luck in causing many casualties on me. He brought bot artillery pieces down on me that slowly whittled me away.
Infantry fire is resolved by rolling 1 dice per stand. A 4+ is required to hit plus or minus modifiers. When 3 hits are caused on a unit it loses a stand and must make a morale test. Artillery rolls a number of dice depending on type and range, otherwise works the same.
On the left flank as his cavalry were victorious he charged his infantry out of the woods at my infantry behind the wall. He moved within 2 inches of me and all 6 of my stands fired requiring a 4+ to hit. I rolled 6 twos and threes, no hits. He completed his charge. During the melee although having linear cover I rolled bad again and lost. Her took the wall and my unit retired and unsteady. Things were not looking healthy on the left flank for the Rebs.
Over the next couple of turns the rebs fell bank refusing the left flank and moved both artillery pieces to the left. Artillery and infantry fire caused many casualties causing units to retire unsteady. The attack had faltered and had no strength to continue.
On the right flank 2 units advanced across the open and shot at the Yankee veterans in the woods who took casulaties and retired unsteady.
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It was at this point the battle ended by mutual consent it was a stalemate.
Conclusion
By the end of the evening we had memorised most of the mechanics and modifiers so the game ran smoothly. Overall we were very pleased with the rules and will definitely play them again.
For the next game we want to try some uneven armies with more variety of morale and weapons. The other thing we intend to do is have a mechanism for the arrival of units so they do not all arrive at the same time that will make it a lot harder for the Generals but that also won’t make such a balanced game.
Maybe we will point some armies up using some simple points system.