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  • Founded: Feb 25, 2006
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#533 From: "Paul Timms" <PTimms7982@...>
Date: Thu Jul 2, 2009 7:26 pm
Subject: Re: 2 questions for the LSNC-WW2 players
ptimms79822004
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John,

I've been away a long time but am just about over my marital problems. I play
with 20mm and don't base the vehicles (mainly) look in the photo's section there
are loads of mine. I have found the rules work fine for 20mm.

Paul

#534 From: "elmo_mellonhead" <dklash@...>
Date: Thu Jul 2, 2009 11:52 am
Subject: LSNC:ACW - base depth query
elmo_mellonhead
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I'm thinking about doing LSNC:ACW in 25/28mm.  I'd really like to put 10
infantry on a base in 2 ranks but the 1.5" depth is a little tight.  I was
thinking of expanding the depth a quarter inch (so infantry bases would by 3"
x1.75" or 1.5"x1.75" for small units).  In most rules, base depth isn't really
critical. So, would the increased base depth be a problem in LSNC:ACW?

#535 From: CNJPalmer@...
Date: Thu Jul 2, 2009 6:07 pm
Subject: Re: LSNC:ACW - base depth query
cnjpalmer
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Hi-
  No base depth is not critical, so feel free to add to it to accommodate your figures.  In the WWII version, many of the vehicles we use in 10mm are too long to fit on a standard base, and there too we enlarge the depth to fit the extra vehicle length.
  
  -Chris Palmer
 
In a message dated 7/2/2009 5:58:23 P.M. Eastern Daylight Time, dklash@... writes:


I'm thinking about doing LSNC:ACW in 25/28mm. I'd really like to put 10 infantry on a base in 2 ranks but the 1.5" depth is a little tight. I was thinking of expanding the depth a quarter inch (so infantry bases would by 3" x1.75" or 1.5"x1.75" for small units). In most rules, base depth isn't really critical. So, would the increased base depth be a problem in LSNC:ACW?

 

#536 From: "Philip Viverito" <pviverito@...>
Date: Tue Jul 7, 2009 1:33 pm
Subject: three new games out
pviverito
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Dear Members,
LMW Works has published three new rules sets.

Hack In The Dark Warfare in the Dark Ages
Look Sarge No Charts American Civil War
Hyperspace Hack Fleet Battles

http://classicalhack.com/article/products/0064/17/

Sincerely,
Phil

#537 From: "masm6110" <masm6110@...>
Date: Wed Jul 8, 2009 11:37 am
Subject: BA6/BA10 Data
masm6110
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Hi All
I saw the Troyanka scenario under the files section and it had a unit of BA10's.
I don't recall seeing the data sheet for the BA6/BA10 in the rules. Has any one
put together a document with other AFV's types not in the rules?

Or did I just miss it?

Thanks
Mike

PS: can't wait to try the ACW rules!!!

#538 From: CNJPalmer@...
Date: Wed Jul 8, 2009 7:51 am
Subject: Re: BA6/BA10 Data
cnjpalmer
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Mike-
 No, you didn't miss anything.  But having a document like that might be a good idea. 
  I came up for the BA-10 stats by looking at the actual vehicle data, the numbers already assigned to other armored cars such as the BA-64, and the stats for the 45mm AT gun.
This is what we used in the Troyanka battle:
 
Movement: 16, 18, 14, 12 / Defense: 6, 7, 8, 9 / AP- 5:1, 48: -1 / AT- 24: 4, 48: 2
 
At this point it won't be a long wait for the ACW version. They'll be released in a little over a week.
 
 -Chris Palmer
 
In a message dated 7/8/2009 7:39:10 A.M. Eastern Daylight Time, masm6110@... writes:


Hi All
I saw the Troyanka scenario under the files section and it had a unit of BA10's. I don't recall seeing the data sheet for the BA6/BA10 in the rules. Has any one put together a document with other AFV's types not in the rules?

Or did I just miss it?

Thanks
Mike

PS: can't wait to try the ACW rules!!!

 

#539 From: "masm6110" <masm6110@...>
Date: Wed Jul 8, 2009 4:16 pm
Subject: Re: BA6/BA10 Data
masm6110
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Thanks Chris!!
Mike

--- In LookSargeNoCharts@yahoogroups.com, CNJPalmer@... wrote:
>
>
> Mike-
>  No, you didn't miss anything.  But having a document like that  might be a
> good idea.
>   I came up for the BA-10 stats by looking at the actual vehicle data,  the
> numbers already assigned to other armored cars such as the BA-64, and the
> stats for the 45mm AT gun.
> This is what we used in the Troyanka battle:
>
> Movement: 16, 18, 14, 12 / Defense: 6, 7, 8, 9 / AP- 5:1, 48:  -1 / AT- 24:
> 4, 48: 2
>
> At this point it won't be a long wait for the ACW version. They'll be
> released in a little over a week.
>
>  -Chris Palmer
>
> In a message dated 7/8/2009 7:39:10 A.M. Eastern Daylight Time,
> masm6110@... writes:
>
>
>
>
>
> Hi All
> I saw the Troyanka scenario under the files section and it had a  unit of
> BA10's. I don't recall seeing the data sheet for the BA6/BA10 in the  rules.
> Has any one put together a document with other AFV's types not in the  rules?
>
> Or did I just miss it?
>
> Thanks
> Mike
>
> PS: can't  wait to try the ACW rules!!!
>
>
>
>
>
>
>
> **************Summer concert season is here! Find your favorite artists on
> tour at TourTracker.com.
> (http://www.tourtracker.com/?ncid=emlcntusmusi00000006)
>

#540 From: "surdu2000" <john.surdu@...>
Date: Thu Jul 9, 2009 10:36 am
Subject: Re: BA6/BA10 Data
surdu2000
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There are so many differnt types of vehicles in WWII that it's very difficult to
claim to have developed stats for "all."  We tried to include a broad enough
vehicles that you could take the "body" stats from one vehicle and combine them
with the "gun" stats from another to create one we didn't include in the data
tables.

Buck

#541 From: "surdu2000" <john.surdu@...>
Date: Thu Jul 9, 2009 10:38 am
Subject: A Union So Tested available on Amazon.com
surdu2000
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For those looking forward to the Civil War rules, I see that they have shown up
on Amazon.com: 
http://www.amazon.com/Look-Sarge-No-Charts-American/dp/B002GK11D2/ref=sr_1_2?ie=\
UTF8&s=books&qid=1247135838&sr=8-2

Buck

#542 From: Eric Burgess <EricBu@...>
Date: Thu Jul 9, 2009 1:46 pm
Subject: RE: A Union So Tested available on Amazon.com
vcwd
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Hi Buck!

Not a Civil War guy, but really looking forward to Historicon and playing some
LSNC WW2!

Any chance we can see the PT Boat game one night? Hopefully PT Dockyard will be
there so I can pick up some boats.

Eric Burgess
Semper Invictus

#543 From: Terry Lubka <tlubka@...>
Date: Sat Jul 11, 2009 3:55 am
Subject: Re: A Union So Tested available on Amazon.com
terry1813
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I didn't realize that these rules are at division level. Wow! isn't that kind of a large scale?


Terry




Posted by: "surdu2000" john.surdu@...   surdu2000

Thu Jul 9, 2009 3:38 am (PDT)



For those looking forward to the Civil War rules, I see that they have shown up on Amazon.com: http://www.amazon.com/Look-Sarge-No-Charts-American/dp/B002GK11D2/ref=sr_1_2?ie=UTF8&s=books&qid=1247135838&sr=8-2

Buck

#544 From: CNJPalmer@...
Date: Sat Jul 11, 2009 7:19 am
Subject: Re: Re: A Union So Tested available on Amazon.com
cnjpalmer
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Terry-
It is not a large as it seems. By divisional level we mean that each player controls a division.  Each 3 inch wide stand represents a regiment of approximately 450 men. Usually 3 to 5 of these regimental stands combined under a Brigade HQ stand equals a Brigade.  Players then each control usually 2 to 4 brigades under a divisional HQ stand for a division.  So a player may only have from around 8 to 16 infantry stands to command. (Of course there will probably be some attached artillery present also.)
 
 -Chris Palmer
 
In a message dated 7/11/2009 7:07:16 A.M. Eastern Daylight Time, tlubka@... writes:


I didn't realize that these rules are at division level. Wow! isn't that kind of a large scale?


Terry
 

#545 From: "surdu2000" <john.surdu@...>
Date: Sun Jul 12, 2009 10:38 am
Subject: Re: A Union So Tested available on Amazon.com
surdu2000
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Eric:

   Thanks for the note about the PT boats.  I'm running several games at
Historicon:
Friday (1000): Commandos game using Blood and Swash for kids
Friday (1900): Assisting Duncan with his WWI BAPS game
Saturday (0900): LSNC WWII France 1940
Saturday (1400): LSNC WWII Poland 1939
Saturday (1900): GASLIGHT game featuring the Eureka anthropomophic frogs
Sunday (1000): Blood and Swash pirate tavern fight

   Will you be at the convention on Thursday?  I'll bring the PT boats.  We could
play Thursday evening or perhaps some time on Friday.  Send me a direct Email
(surdu@...) if interested.  I'll want to spend some time on Friday at the
dealer area spending money I don't have on stuff I don't need.  I'm going to try
to get into Jamie Davis' flying carpet race on Friday at 1400.

Buck

--- In LookSargeNoCharts@yahoogroups.com, Eric Burgess <EricBu@...> wrote:
>
> Hi Buck!
>
> Not a Civil War guy, but really looking forward to Historicon and playing some
LSNC WW2!
>
> Any chance we can see the PT Boat game one night? Hopefully PT Dockyard will
be there so I can pick up some boats.
>
> Eric Burgess
> Semper Invictus
>

#546 From: "surdu2000" <john.surdu@...>
Date: Sun Jul 12, 2009 10:40 am
Subject: Re: A Union So Tested available on Amazon.com
surdu2000
Send Email Send Email
 
For those who like .pdf downloads, A Union So Tested is now avaialble that way
from RPGNow: http://www.rpgnow.com/product_info.php?products_id=62972.

--- In LookSargeNoCharts@yahoogroups.com, "surdu2000" <john.surdu@...> wrote:
>
> For those looking forward to the Civil War rules, I see that they have shown
up on Amazon.com: 
http://www.amazon.com/Look-Sarge-No-Charts-American/dp/B002GK11D2/ref=sr_1_2?ie=\
UTF8&s=books&qid=1247135838&sr=8-2
>
> Buck
>

#547 From: "surdu2000" <john.surdu@...>
Date: Sun Jul 12, 2009 10:49 am
Subject: Re: A Union So Tested available on Amazon.com
surdu2000
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Terry:

   Chris has already answered your question about the scale.  We felt there was a
gap / niche at this level.  I still think the best "regimental level" ACW game
is the old Rally Round the Flag from the 70's.  If you go up a level, the best
set of ACW rules is probably Fire and Fury.  If you want to play some of the
larger battles of the war, A Union So Tested will allow you to do that.  I don't
think you'll be disappointed.  We, of course, are biased, but we think the rules
give a good feel.

   It took about 6 years to develop LSNC: WWII (new title TBD).  We thought the
conversion for ACW at this scale would be very easy and only take a few months. 
It took about two years.  While we preserved the chart card-less nature of LSNC,
we had to make a number of changes to make them work for black powder.  It's
interesting to command a division.  The LSNC activation system makes maneuver
sometimes challenging.

   Chris and I are trying to finish a new GASLIGHT book, but after that I plan to
work on LSNC: Napoleonics (title TBD).  We'll have to make a few more changes so
that it remains chart-less, works at that high level, but still feels
Napoleonic.  My 14-hour days at work have limited my throughput, so the GASLIGHT
book is late.  I've worked most of the changes out in my head while running in
the mornings, but I've resisted putting troops on the tables for fear of
derailing (again) the GASLIGHT effort.

   Finally, I'd encourage anyone out there who runs A Union So Tested scenarios
to post them in the scenarios area of this list.

Buck

--- In LookSargeNoCharts@yahoogroups.com, Terry Lubka <tlubka@...> wrote:
>
>       I didn't realize that these rules are at division level. Wow!
>       isn't that kind of a large scale?
>
> Terry

#548 From: "David" <davids@...>
Date: Tue Jul 14, 2009 7:34 am
Subject: Quick CC Question (WW2)
daevouk
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Hi,

Have enjoyed playing the rules for some time now but a question arose in
a recent game with a new player in ref to Close Combat.

If a stand makes a full move into CC with a spotted stationary stand, is
there any reduction in its ability to "fire" in its close combat roll?
i.e. does the moved stand  "miss" on an odd roll?

I said that there was no penalty to the moving stand when "CC'ing a
spotted stand (however the rules are clear on what happens when CC'ing a
hidden stand - 5.5.3) but I just wanted to check I was correct.

Thanks

David (Manchester UK)

#549 From: "Surdu, John R COL MIL USA AMC" <john.surdu@...>
Date: Tue Jul 14, 2009 10:04 am
Subject: Re: Digest Number 293
surdu2000
Send Email Send Email
 

David:

  You are correct.  There is no penalty to the "charging" unit's die roll.  In the situation you describe, the penalty is that the stationary unit gets to fire first.  If the "charging" unit takes a hit from the stationary unit, when it attacks, the "charging" unit would only hit on even die rolls.  If the "charging" unit had already taken a hit, it would be destroyed by the stationary unit and would not get a close combat roll.

  I hope this helps.

  I'm glad you enjoy the rules.  Are they catching on in the UK or are you a lone voice in the wilderness?
Buck


For Government Use Only

----- Original Message -----
From: LookSargeNoCharts@yahoogroups.com <LookSargeNoCharts@yahoogroups.com>
To: LookSargeNoCharts@yahoogroups.com <LookSargeNoCharts@yahoogroups.com>
Sent: Tue Jul 14 03:37:10 2009
Subject: [LookSargeNoCharts] Digest Number 293

There is 1 message in this issue.

Topics in this digest:

1. Quick CC Question (WW2)   
    From: David


Message
________________________________________________________________________
1. Quick CC Question (WW2)
    Posted by: "David" davids@... daevouk
    Date: Tue Jul 14, 2009 12:34 am ((PDT))


Hi,

Have enjoyed playing the rules for some time now but a question arose in
a recent game with a new player in ref to Close Combat.

If a stand makes a full move into CC with a spotted stationary stand, is
there any reduction in its ability to "fire" in its close combat roll?
i.e. does the moved stand  "miss" on an odd roll?

I said that there was no penalty to the moving stand when "CC'ing a
spotted stand (however the rules are clear on what happens when CC'ing a
hidden stand - 5.5.3) but I just wanted to check I was correct.

Thanks

David (Manchester UK)









Messages in this topic (1)





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#550 From: "surdu2000" <john.surdu@...>
Date: Mon Jul 27, 2009 2:51 pm
Subject: LSNC Games at Historicon
surdu2000
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All:

   There were several LSNC: WWII and two AUST: LSNC: ACW games at Historicon two
weekends ago.  The ACW games, run by Eric Schlegel, seemed to go quite well. 
It's a very interesting scenario.

   For WWII, there were several GMs.  I ran Poland 1939 and France 1940
scenarios.  I took the scenario from _Scenarios for All Ages_.  It involved both
sides racing to control a town.  The Germans had a lot of mechanized infantry,
while the Poles and French had more light infantry and fewer AFVs.  In both
cases the two sides were close to the town at the same time and the trun of the
cards determine who got to the town first.  In both cases the Germans got there
first, catching the French or Poles just outside town.  While the Poland game
was a nearer run affair, in both cases the Germans won.

   I think all the players had a good time.  The rules allowed for a very
interesting infantry ambush of a German convoy in the center of the table.

   We had one player who played in a Russian campaign game on Friday night, one
of my games Saturday morning, and then another LSNC WWII game later on Saturday.

Buck

#551 From: "masm6110" <masm6110@...>
Date: Wed Jul 29, 2009 12:58 pm
Subject: LSNC:ACW Unit sizes or Larger Units
masm6110
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LSNC:ACW Unit sizes or Larger Units

I just got my copy of the LSNC:ACW in the mail from a friend who went to
Historicon.
He could only find one copy though I had asked him to buy two. (Did they sell
out?)

I have played the rules in a play test game at Coldwars 09 and now I am getting
ready
run a game using them this Saturday.

The game will be the Second Battle of Kernstown.


Just to confirm …
751-1000 men: two full stands
501-750 men: one full stand and one half stand
250-500 men: one full stand
Less than 250 men: Half stand

What I don't understand is do each of the stands act independently?
I have to assume they do not and must both act as "one" unit i.e. both move,
both fire etc…

Does each full size stand get 3 hits and each half stand 2 hits?
Or are they treated as a large unit getting 6 or 5 hits? And not pinned until
one hit left?
Here I have to assume that a unit with 2 stands, one stand is removed during
played as hits exceed
2 or 3 for a half or full stand….

I mount my 15mm's a little differently and will try to post pictures and at
least a summary if I can figure out how too……


Mike

#552 From: CNJPalmer@...
Date: Wed Jul 29, 2009 11:03 am
Subject: Re: LSNC:ACW Unit sizes or Larger Units
cnjpalmer
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Mike-
   There was a lot of interest in the rules at the con, so I'm not surprised if they sold out.
See my answers to your questions embedded in your post below.
  -Chris Palmer
 
In a message dated 7/29/2009 8:59:25 A.M. Eastern Standard Time, masm6110@... writes:

Just to confirm …
751-1000 men: two full stands
501-750 men: one full stand and one half stand
250-500 men: one full stand
Less than 250 men: Half stand

CP: Yes.


What I don't understand is do each of the stands act independently?
I have to assume they do not and must both act as "one" unit i.e. both move, both fire etc…

CP:  The two stands must, (to the best of their situational ability), act together.  They should always try to have one flank in contact with a flank of the other half of the regiment, as terrain dictates. They don't however have to shoot at the same target.  Each stand of the regiment can shoot at a separate target.


Does each full size stand get 3 hits and each half stand 2 hits?

CP: Yes


Or are they treated as a large unit getting 6 or 5 hits? And not pinned until one hit left?

CP: No


Here I have to assume that a unit with 2 stands, one stand is removed during played as hits exceed
2 or 3 for a half or full stand….

CP:  For casualty purposes we treat the stands as two separate entities.   Each one accrues its own hits and resulting penalties independently.


I mount my 15mm's a little differently and will try to post pictures and at least a summary if I can figure out how too……

CP:  We'd love to hear about the game and see your pictures.  Please let us know how it goes.


Mike

 

#553 From: "masm6110" <masm6110@...>
Date: Fri Jul 31, 2009 12:27 pm
Subject: LSNC:ACW – Help I’m pinned!!
masm6110
Send Email Send Email
 
LSNC:ACW – Help I'm pinned!!

Hi All

Ok, as I had stated, I'm running my first game of LSNC:ACW on Saturday and I'm
starting to think of questions I can see coming…

First: Is a fence cover for the purpose of falling back to on a retreat?

Second: Is blocked LOS cover for the purpose of stopping on a retreat?
	 I'm thinking infantry blocks LOS and a retreating brigade retreats behind a
friendly brigade to it's rear.

Third: Flank/Rear Fire attacks you reduce a targets defensive value by two. Is
this also done for melee on the flank or rear?

Mike

#554 From: "Surdu, John R COL MIL USA AMC" <john.surdu@...>
Date: Fri Jul 31, 2009 2:42 pm
Subject: Re: Digest Number 297
surdu2000
Send Email Send Email
 

Mike: 

  See answers below.


LSNC:ACW – Help I'm pinned!!

Hi All

Ok, as I had stated, I'm running my first game of LSNC:ACW on Saturday and I'm starting to think of questions I can see coming…

First: Is a fence cover for the purpose of falling back to on a retreat?

Buck:  This is a GM call.  If the fence is a Pennsylvania type that is stone on the bottom, I'd say yes.

Second: Is blocked LOS cover for the purpose of stopping on a retreat?
I'm thinking infantry blocks LOS and a retreating brigade retreats behind a friendly brigade to it's rear.

Buck:  Typically I don't allow units to be "cover."  The rules say cover, so that means a wood line, hill crest, etc.  I can see your point, but that way retreating units won't go very far and can very quickly rejoin the fight.

Third: Flank/Rear Fire attacks you reduce a targets defensive value by two. Is this also done for melee on the flank or rear?

Buck:  Yes.

Let us know how that first game goes!
Mike 



For Government Use Only

----- Original Message -----
From: LookSargeNoCharts@yahoogroups.com <LookSargeNoCharts@yahoogroups.com>
To: LookSargeNoCharts@yahoogroups.com <LookSargeNoCharts@yahoogroups.com>
Sent: Fri Jul 31 10:23:16 2009
Subject: [LookSargeNoCharts] Digest Number 297

There is 1 message in this issue.

Topics in this digest:

1. LSNC:ACW – Help I’m pinned!!   
    From: masm6110


Message
________________________________________________________________________
1. LSNC:ACW – Help I’m pinned!!
    Posted by: "masm6110" masm6110@... masm6110
    Date: Fri Jul 31, 2009 5:27 am ((PDT))



LSNC:ACW – Help I'm pinned!!

Hi All

Ok, as I had stated, I'm running my first game of LSNC:ACW on Saturday and I'm starting to think of questions I can see coming…

First: Is a fence cover for the purpose of falling back to on a retreat?

Second: Is blocked LOS cover for the purpose of stopping on a retreat?
        I'm thinking infantry blocks LOS and a retreating brigade retreats behind a friendly brigade to it's rear.

Third: Flank/Rear Fire attacks you reduce a targets defensive value by two. Is this also done for melee on the flank or rear?

Mike 







Messages in this topic (1)





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#555 From: "Greg Dryanski" <gdry666@...>
Date: Sat Aug 1, 2009 6:41 pm
Subject: Armored Trains
gdry666
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Has anyone tried to use armored trains in  a scenario?  If so, what values did
you use for them?  I think it might be fun for early WWII scenarios in either
Poland or in Russia.

Thanks!

Greg Dryanski

#556 From: CNJPalmer@...
Date: Sun Aug 2, 2009 7:04 am
Subject: Re: Armored Trains
cnjpalmer
Send Email Send Email
 
Greg-
  I agree with you that including an armored train would be fun.  I even have some of the Dragon 1/144 Armored train models to use some day, but I never have gotten around to figuring out stats for them.  I wonder if there are any good sources online that would give armor thickness, and speed numbers. 
 
 -Chris Palmer
 
 
Inmessage dated 8/1/2009 3:01:32 P.M. Eastern Daylight Time, gdry666@... writes:

Has anyone tried to use armored trains in a scenario? If so, what values did you use for them? I think it might be fun for early WWII scenarios in either Poland or in Russia.

Thanks!

Greg Dryanski

 

#557 From: "masm6110" <masm6110@...>
Date: Mon Aug 3, 2009 2:21 pm
Subject: LSNC:ACW - rule questions and observations Part 1
masm6110
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I ran my first game of LSNC:ACW over the weekend. I will post a battle report,
and maybe pictures later, but for now what to ask some questions and share some
observations.

The battle we fought was "Second Kernstown" from "Forward the Colors" by
Anderson and Toews.


Questions
1) Command Radius- is LOS required?
We had a case when a Division commander was on one side of a woods feature with
a brigade and the divisional artillery, and his other two Brigades where on the
other side of the woods.

Since it was our first game a ruled that no LOS was required and the twp
brigades did not have to roll a random order.

2) Passing of command dice
	 Can they be passed down twice?

In the game there was a Corp commander who's card cam up first.  I allowed him
to pass his die to one of his divisional commanders, and he to one of his
brigades. It made sense.


3) Retreats – all of the player were afraid of this.  The battle was set up as
in the scenario book and there was not a lot of "rallying" terrain. All started
wondering if just moving out of musket range or 2x musket range or to a linear
obstacle would suffice.

Does any one have any thoughts on this?
Also what happens if a unit is entering the game near a table edge and does not
have terrain to fall back to?
What if the terrain is 3 feet away?



Thanks
Mike

#558 From: "masm6110" <masm6110@...>
Date: Mon Aug 3, 2009 2:22 pm
Subject: LSNC:ACW - rule questions and observations Part 2
masm6110
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A little Background

My friends and I use 25mm and 15mm figures for our ACW period. 25mm troops are
used for Johnny Reb II. The 15mm ones had been used for JRII/III.

As of late the 15mm troops were not being used and I did not want to part with
them. So, earlier this year I started mounting my 15mm troops on regimental
bases to experiment with a home set of rules and Fire and Fury Regimental.

They are mounted on bases that are all one inch deep but have various frontages.
Two, three, four and five inches are used.

What I did for LSNC:ACW was to use the five and four inch bases as "Full Sized"
units and the three and two for the "Half Size" regiments.

Since LSNC:ACW is a 10mm game,  I also had to make a chart, "Say it's not so",
for movement rates and firing ranges for the 15mm figures.  They are about 40
yards not 50 and are more in line with the 15mm scale distances my friends and I
are use to with JR and give you some maneuvering distances for the 5 and 4 inch
regiments.


Observations
The battle we fought was "Second Kernstown" from "Forward the Colors" by
Anderson and Toews.

The players picked up the rules quickly. Even having to reference my chart did
not slow the game down. We were able to fight the entire four hour scenario, in
four hours. We had tried fighting the battle using Fire and Fury regimental and
after 6 hours were not even at the "two hour" half way point.

The players had some confusion over, passing command dice, half fire,
"regimental pin" and pinned. All would like to see the unit hit effect/status on
my chart for referencing during play.

I used each turn as "20" minutes of real time. In some cases this seemed short
but it's all dependant on when the Joker appears

Players like the regimental bases, dealing with 4 or 5 bases that are less than
an inch was not fun.

Smoothbore Artillery range seemed too short for the scale.
Players missed the regimental differences. This may have only been because the
battle was a 1864 one and most of the regiments were "regular" and Rifled musket
armed.

Once game started flowing only how to handle the "Built up area" became an issue
that had to be looked up multiple times. The Union had a half regiment in the
BUA. So you had a half unit and half fires in the BUA. That took a hit and went
to "regimental pined", can it shoot or when can it shoot. I still don't know.

Attaching officers. A player with only one regiment left in a brigade wanted to
attach to that regiment. His goal was to now move on 3 cards.
Sounded gamey but I let him do it.

Overall very well received and players are asking when the next fight is….


Mike

#559 From: CNJPalmer@...
Date: Mon Aug 3, 2009 6:13 pm
Subject: Re: LSNC:ACW - rule questions and observations Part 1
cnjpalmer
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Mike-
    I'm glad to hear about the game.  I hope you get to do a report and post some pictures.  See my answers to your questions below.
  -Chris Palmer
 
In a message dated 8/3/2009 10:21:50 A.M. Eastern Daylight Time, masm6110@... writes:

I ran my first game of LSNC:ACW over the weekend. I will post a battle report, and maybe pictures later, but for now what to ask some questions and share some observations.

The battle we fought was "Second Kernstown" from "Forward the Colors" by Anderson and Toews.

Questions
1) Command Radius- is LOS required?
We had a case when a Division commander was on one side of a woods feature with a brigade and the divisional artillery, and his other two Brigades where on the other side of the woods.
Since it was our first game a ruled that no LOS was required and the twp brigades did not have to roll a random order.

CP:  LOS is not needed.  It is assumed that orders are being passed along by messengers.


2) Passing of command dice
Can they be passed down twice?

In the game there was a Corp commander who's card cam up first. I allowed him to pass his die to one of his divisional commanders, and he to one of his brigades. It made sense.

CP:  No,  a HQ can only switch once per turn, and in your case the Divisional HQ switched twice, once with the Corp, and once with the Brigade.  However, in your example, there is no reason the Corp commander couldn't have switched directly with the Brigade HQ and eliminated the 'middleman'.

3) Retreats – all of the player were afraid of this. The battle was set up as in the scenario book and there was not a lot of "rallying" terrain. All started wondering if just moving out of musket range or 2x musket range or to a linear obstacle would suffice.

CP:  A linear obstacle would suffice, as the rule states 'cover or concealment' and a linear object counts as cover.  Musket range is not allowed by the rules, but  the Game Master could certainly make a scenario specific house rule allowing it.

Does any one have any thoughts on this?
Also what happens if a unit is entering the game near a table edge and does not have terrain to fall back to?
What if the terrain is 3 feet away?

CP:  There's no specific rule covering these situations. If a unit is entering the table edge I, as a GM, would rule that the unit has to exit off the table to rally and then can move back on.  As far as no terrain for three feet; the GM would have to make a house rule, or add a little more terrain to the gaming table  such as scrub brush or fields.

Thanks
Mike

 

#560 From: CNJPalmer@...
Date: Mon Aug 3, 2009 6:26 pm
Subject: Re: LSNC:ACW - rule questions and observations Part 2
cnjpalmer
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Mike-
  I'm glad to hear that the game went well, and your friends are asking for another battle.  See my notes on your observations below.
  -Chris Palmer
 
In a message dated 8/3/2009 10:22:50 A.M. Eastern Daylight Time, masm6110@... writes:
They are mounted on bases that are all one inch deep but have various frontages. Two, three, four and five inches are used.

What I did for LSNC:ACW was to use the five and four inch bases as "Full Sized" units and the three and two for the "Half Size" regiments.

Since LSNC:ACW is a 10mm game, I also had to make a chart, "Say it's not so", for movement rates and firing ranges for the 15mm figures. They are about 40 yards not 50 and are more in line with the 15mm scale distances my friends and I are use to with JR and give you some maneuvering distances for the 5 and 4 inch regiments.
CP:  Your basing conversions sound fine.  You could of course have left the distances the same being as the bases were roughly the same, but if the changes felt better to you that is fine.


Observations
The battle we fought was "Second Kernstown" from "Forward the Colors" by Anderson and Toews.

The players picked up the rules quickly. Even having to reference my chart did not slow the game down. We were able to fight the entire four hour scenario, in four hours. We had tried fighting the battle using Fire and Fury regimental and after 6 hours were not even at the "two hour" half way point.
 
CP:  I'm really glad to hear this.  It was one of our goals in writing the rules to allow for quick play; letting gamers complete scenarios a reasonable amount of time.

The players had some confusion over, passing command dice, half fire, "regimental pin" and pinned. All would like to see the unit hit effect/status on my chart for referencing during play.
 
CP:  This isn't unusual.  I'm sure by next game they will be old pros at it.

I used each turn as "20" minutes of real time. In some cases this seemed short but it's all dependant on when the Joker appears
 
CP:  That should be about right.  Even though some turns may seem short, over the course of the whole game the feel of the flow of the battle should be correct.

Players like the regimental bases, dealing with 4 or 5 bases that are less than an inch was not fun.

Smoothbore Artillery range seemed too short for the scale.
Players missed the regimental differences. This may have only been because the battle was a 1864 one and most of the regiments were "regular" and Rifled musket armed.

Once game started flowing only how to handle the "Built up area" became an issue that had to be looked up multiple times. The Union had a half regiment in the BUA. So you had a half unit and half fires in the BUA. That took a hit and went to "regimental pined", can it shoot or when can it shoot. I still don't know.

 
CP:  A half unit that has a hit in a built up area, or a full regiment that has two hits, is considered to produce such ineffectual fire at this scale of game that for game purposes it is not allowed to fire. 

Attaching officers. A player with only one regiment left in a brigade wanted to attach to that regiment. His goal was to now move on 3 cards.
Sounded gamey but I let him do it.
 
CP:  Yes, it sounds gamey, but I do not think it would effect play so much as to skew events.

Overall very well received and players are asking when the next fight is….

Mike
 

#561 From: "surdu2000" <john.surdu@...>
Date: Tue Aug 4, 2009 12:09 am
Subject: Re: LSNC:ACW - rule questions and observations Part 1
surdu2000
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Mike:

   Thanks for writing.  I was going to respond, but I see that Chris has beaten
me too it.

Buck

--- In LookSargeNoCharts@yahoogroups.com, "masm6110" <masm6110@...> wrote:
>
> I ran my first game of LSNC:ACW over the weekend. I will post a battle report,
and maybe pictures later, but for now what to ask some questions and share some
observations.
<snip>
> Thanks
> Mike
>

#562 From: "masm6110" <masm6110@...>
Date: Tue Aug 4, 2009 3:58 pm
Subject: LSNC:ACW - “Second Kernstown” Battle Report
masm6110
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LSNC:ACW  - "Second Kernstown"  Battle Report

The battle my friends and I fought was "Second Kernstown" from "Forward the
Colors" by Anderson and Toews.

Scenario Notes
July 24, 1864 Noon to 4:00PM

Confederate Forces
Early's Army is approaching from three directions south of Kernstown.
Gordon's Division at Noon entering on southern edge and moving North.
Wharton's Division at 1:00 entering on the eastern edge moving westward.
Ramseur's Division at 2:00 entering on southern edge far left and moving North

Union Forces
Third Division, both Brigades, deployed in and about Kernstown.
Second Division, First Brigade deployed Northeast of Kernstown.
First Division, both Brigades, deployed on Pritchard's Hill Northwest of
Kernstown.


The Battle
The battle started fast for the Confederates. Evan's Brigade, under Gordon, with
the divisional artillery went straight for Kernstown. York and Terry's Brigade,
under Gordon went for the outskirts of the town on the left of Evan.  Evan was
able to deploy both the brigade and divisional artillery without a problem and
promptly disintegrated part of the Union Second Brigade, Third Division.

York and Terry's Brigade, slowed by woods, started to assault the western the
outskirts of the town just as Wharton's Division entered from the east catching
the Union First Brigade of the Second Division on their flank. The Union troops
had been unaware of the Confederate reinforcements and advanced to the east of
Kernstown to attack Evan's Brigade.

After their initial surprise, the Union First Brigade of the Second Division was
very well handled and proceeded to counter and press an attack on Wharton's
entire Division.  All the while Kernstown's Union defenders held on against
Gordon.

The Union reserves were not idle, the corps artillery had been long range
shelling Terry's Brigade as it attacked the outskirts of the town. Terry's
Virginians broke and ran for cover leaving the attack on Kernstown from the west
up to York's Louisiana Boys.

The Union players started to lose heart as Ramseur's Division entered in road
column on the extreme left of the Confederate line. This was soon followed by
York and Evan's applying "Cold Steel" to the remaining units of the Union Third
Division.  The Union troops from the Third fell back but did not break.  All the
while the Union First Brigade of the Second Division was making life hell for
Wharton who had to deploy all three brigades of his Virginians and his
divisional artillery to counter them.

York and Evan's pressed their advantage on the Union Third Division, which
ceased to exist after some hellacious fire.  This freed up the Gordon's
Divisional artillery and it maneuvered in to position to assist Wharton with the
stubborn Union Second.  On the far Confederate left Ramseur's Division deployed
in line of battle to advance on the Union right defended by the First Brigade of
the First Division. This Union Division's ranks were filled with green recruits
from Ohio.

The combined assault on the Union Second, from no less than six batteries of
artillery and three brigades of infantry, finally broke them and opened the
Union left.

But not all was lost for the boys in blue. Once again the Union corps artillery
saved the day as it broke York's Brigade in the Confederate center. Gordon had
to press onward with just Evan and the remnants of Terry's Brigades against
Pritchard's Hill defended by the Second Brigade of the Union First Division and
the Union Corp artillery.

Time was now the greatest opponent facing the Confederates who had to attempt to
organize an assault up a defended hill.

Ramseur's Division slammed in to the Union right and the Ohio boys made a good
showing of it standing toe to toe with the seasoned veterans from Virginia and
North Carolina.

Then the unthinkable happened, Ramseur's entire division broke and ran.

Early called off the assault of Pritchard's Hill and decided to withdraw.


Marginal Union victory.


Will try to post pictures later.

Mike

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