The Union player (on the high ground) will always be player 1, or at least the player than can get off the first shooting. To equalise the situation across the games, we need some situation ground rules īoth regiments will be regular, have average command, have rifled muskets and essentially be equal in all regards. I quite like the way that Pickett's Charge reflect this by the 'charge' being what is described above, while a 'True Grit' close to melee situation only arises when the charge process results in a draw. Rather than thinking of this strictly as a ‘charge’, for this period it is probably more helpful to think of this as that close action in the last 100 yards of potential contact, in which each side tries to impose their sheer presence and firepower as a threat to the other, in the hope that the other will break before ‘real’ hand-to-hand contact is actually made. The scene is one of using the fire and charge rules from each system to have a Confederate regiment try and capture the higher ground. It is not so much a serious analytical post, rather, it is just a bit of fun that highlights some differences and allowed a bit of wargame action on a self indulgent Saturday afternoon - and why not!įor the rest of the post that looks at four rule sets, please use the ‘read more’ tab.
This post takes a very small action of a Confederate regiment attacking a Union regiment that is defending some higher ground and looks how four different sets of rules treats the situation.