Post by shoey109 on Jun 23, 2011 17:37:49 GMT -5
Hello Generals,
I just wanted to post a link to a new game of RFF that Myself, Steve and Mike started. There are also pictures of our last completed game.
Will
The scenario: Proposed Scenario - Meeting engagement. June 1863. Lee's army has disappeared. Hooker is desperate to find it. Rumors are that Lee may be moving north. Hooker wants to cover the Potomac Crossings. Shoemaker's Ferry is one of those. Both sides want to take Burton's Farm which is located at Burton's Crossroads - the intersection of Terry Lane and Shoemaker's Ferry Road and a key to controlling the Ferry. Union dispatches a brigade sized force from the garrison of Harper's Ferry to the west and the 3rd brigade of the 5th division from the Army of the Potomac from the east. Likewise, Lee has dispatched a brigade from the Shenandoah to the west and one from his Army from the east. All four are headed to the crossroads.
Table - Burton's Farm in the center at the junction of the two roads which each originate from one corner and run across the board to the opposite corner forming an "X" bisecting the table. Farm should have fields, stone walls, fences. Mike - if you set up the table ahead of time do what you will with the rest of the terrain.
One of the four brigades gets to the crossroads first and starts the game with all of its units within 6 inches of the crossroads. We will dice off to see who start there.
Opposing side's two brigades then dice off for which of the corners they come on from. Side holding the crossroads gets just a maneuver phase for that brigade after knowing from where the two brigades come in. Opposing side has the first turn. Remaining brigade comes on at a random corner on Turn Two but if coming in behind one of the opponents brigades, tells them at the start of their turn two. (This didn't seem complicated to me until I tried to spell it out here.)
Each of us gets 24 stands of infantry to be organized into three regiments (you decide the size of each as long as you only use 24 stands) and two cannon (provisional command) and one Brigade Commander. No overall commanders. Each of us has 10 points to spend on the "ratings" of our units. Green, Unreliable, and Poor for the commander are all free ratings. Each point spent brings up that rating by one. So, start with a Poor commander for 0, go to Able for 1 and then to Gallant for 1 more. Unreliable is free, upgrade to Reliable for 1 and to Spirited for 1 more. Green is free, Trained is one, Veteran is one more, Crack is one more than Veteran. You can take one and only one brave colonel at the cost of one point. Makes sense? Probably we should do this ahead of time and write it down and bring it with us.
www.facebook.com/media/set/?set=a.2088860224700.2125911.1341032694&l=641f93c456
I just wanted to post a link to a new game of RFF that Myself, Steve and Mike started. There are also pictures of our last completed game.
Will
The scenario: Proposed Scenario - Meeting engagement. June 1863. Lee's army has disappeared. Hooker is desperate to find it. Rumors are that Lee may be moving north. Hooker wants to cover the Potomac Crossings. Shoemaker's Ferry is one of those. Both sides want to take Burton's Farm which is located at Burton's Crossroads - the intersection of Terry Lane and Shoemaker's Ferry Road and a key to controlling the Ferry. Union dispatches a brigade sized force from the garrison of Harper's Ferry to the west and the 3rd brigade of the 5th division from the Army of the Potomac from the east. Likewise, Lee has dispatched a brigade from the Shenandoah to the west and one from his Army from the east. All four are headed to the crossroads.
Table - Burton's Farm in the center at the junction of the two roads which each originate from one corner and run across the board to the opposite corner forming an "X" bisecting the table. Farm should have fields, stone walls, fences. Mike - if you set up the table ahead of time do what you will with the rest of the terrain.
One of the four brigades gets to the crossroads first and starts the game with all of its units within 6 inches of the crossroads. We will dice off to see who start there.
Opposing side's two brigades then dice off for which of the corners they come on from. Side holding the crossroads gets just a maneuver phase for that brigade after knowing from where the two brigades come in. Opposing side has the first turn. Remaining brigade comes on at a random corner on Turn Two but if coming in behind one of the opponents brigades, tells them at the start of their turn two. (This didn't seem complicated to me until I tried to spell it out here.)
Each of us gets 24 stands of infantry to be organized into three regiments (you decide the size of each as long as you only use 24 stands) and two cannon (provisional command) and one Brigade Commander. No overall commanders. Each of us has 10 points to spend on the "ratings" of our units. Green, Unreliable, and Poor for the commander are all free ratings. Each point spent brings up that rating by one. So, start with a Poor commander for 0, go to Able for 1 and then to Gallant for 1 more. Unreliable is free, upgrade to Reliable for 1 and to Spirited for 1 more. Green is free, Trained is one, Veteran is one more, Crack is one more than Veteran. You can take one and only one brave colonel at the cost of one point. Makes sense? Probably we should do this ahead of time and write it down and bring it with us.
www.facebook.com/media/set/?set=a.2088860224700.2125911.1341032694&l=641f93c456