Across A Deadly Field: Regimental Rules for Civil War Battles
By John Hill and Mark Stacey
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About this ebook
John Hill
Having spent forty years in the newspaper industry in the U.K. Africa and the Middle East, John Hill retired to take up writing on the subject of newspapers for the trade press and, with Gary Graham to co-write academic papers on newspapers and related subjects. He was for some time a Visiting Research Fellow at Manchester Business School and more recently Leeds University Business School where he lectures occasionally.
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Reviews for Across A Deadly Field
3 ratings1 review
- Rating: 4 out of 5 stars4/5This miniatures rules set is by the late John Hill, who also wrote Johnny Reb. The latest version of the latter, Johnny Reb III, was published in 1993. These rules might be considered as Johnny Reb IV, although there are considerably more differences between Across a Deadly Field and Johnny Reb III than there were between Johnny Reb III and the two previous editions. The most obvious are two-fold. First, the ground scale is doubled, and the number of stands per unit is halved (varies slightly depending on the scale of figures used). The second is that units of opposite sides move in alternate segments of the turn instead of simultaneously. As the designer notes, this is because the publisher, Osprey, insisted that “the rules had to be contained within the pages of a hardbound book. That meant that the core game ‘engine’ would have to depart from the Johnny Reb system that used ‘order cubes’ or ‘order chits’ to give a secret order to each unit, which would then be simultaneously revealed and resolved.” Without having playtested the system to be certain, it appears that the system adopted has resolved this issue satisfactorily.
Book preview
Across A Deadly Field - John Hill
DESIGNER’S NOTES
The design concept for Across a Deadly Field (ADF) was developed jointly by Osprey and me over numerous emails back and forth. Over that time, we reached the conclusion that the regimental ACW miniature games – and there are many good ones – had the advantage of tactical detail while the games that treated the brigade as the primary maneuver element enabled bigger games to be played at a cost of much of the regimental flavor. For example, in a brigade game it would be impossible to show the gallant charge of the 20th Maine at Little Round Top. So, we worked through many concepts and we came to the idea that if the regiments were reduced to two or three stands we could still have a lot of regimental detail and also have grand tactical battles. For the sake of easy conversion, it was decided that we would go with roughly twice the Johnny Reb III (JR III) scale and that one inch would roughly equal 100 yards rather than the 50 yards in JRIII and that each figure would equal 60 men instead of 30. And to keep the game moving we defined one ADF turn as 30 minutes, up from JRIII’s 20 minute turns. A key design element was that the gamers should not be required to remount their figures – they could play with whatever figures and gaming stands they already had.
However, that left the issue of how to accommodate the different figure sizes, from 6mm to 28mm, and the fact that some gamers like to mount their figures on square stands to show a double rank, while others prefer a rectangular stand with a single rank. That could mean that two identical 720-man regiments (12 figures) – one mounted in double rank and one mounted in a single rank – might well have very different frontages depending on exactly how the figures were mounted. And depending on the figure size, the frontage discrepancies might be larger yet. To accommodate these differences, we came up with three different ground scales that seem to work for the each of the three major figure sizes. They are:
• For 6mm/10mm figures one inch would equal roughly 100 to 120 yards.
• For 15mm/20mm figures one inch would equal roughly 80 to 100 yards.
• For 25mm/28mm figures one inch would equal roughly 60 to 80 yards.
These would mean that to maintain correct ranges and movement distances, three complete Reference Charts would be required, and, yes, all three are provided in this book. That left the issue of square stands versus rectangular ones, as some gamers prefer square while others prefer rectangular, and we still wanted to maintain correct relative frontages for either mounting preference. The solution to that conundrum was simpler than it might seem at first. For a battle line with square stands each regiment would be modeled with three stands – but, the gamer that used rectangular stands would use only two stands for his units. The included graphic shows how this would be modeled with a 12-figure, 720-man regiment deployed with three square stands or two rectangular stands. A simple chart was developed that showed the morale degradation per stand lost for either two- or three-stand regiments. We feel that, with this approach, we have offered a regimental mounting system that is usable with whatever figure size and whatever mounting the gamers might prefer.
One of the design restrictions that was ironclad was that the rules had to be totally contained within the pages of a hardbound book. That meant the core game engine
would have to depart from the Johnny Reb system that used order cubes
or order chits
to give a secret order to each unit, which would then be simultaneously revealed and resolved. That was what was unique to the Johnny Reb system – everything else was fairly common to all miniature rules: a movement chart, a combat results table, a progressive morale system, etc. However, Johnny Reb’s simo-order
system would not work for ADF since nothing extra could be packaged with the book.
That meant that the ADF engine
would require an action–reaction
system that would capture the net effect of simultaneous movement without the order chits.
Fortunately, that was not difficult, since I had done it before with Squad Leader. In simple terms, I stole from myself. In that regard, the ADF game system is a combination of the Squad Leader system of one side doing – prep fire, movement, defensive fire, assault – and then the other side doing the same, with many of the familiar Johnny Reb nuances folded in – some in a different way, some in the same way – along with a few additional details. My traditional one page
Reference Charts are still there; but not as separate items. Instead, they are easily photocopied from the book. The Combat Results System has more modified morale checks
than figure kills – though a nasty blast from canister can still clean off a good chunk of a regiment – so, in that respect, ADF is more like Squad Leader than Johnny Reb.
The 20th Maine’s stand on Little Round Top, by Richard Hook © Osprey Publishing Ltd. Taken from Campaign 52: Gettysburg 1863.
The design intent of ADF’s action–reaction engine
was to have a flexible turn sequence that would reflect the many tactical choices that could occur within 30 minutes of typical civil war combat. In one turn, one side would be active
first, while the other side reacts
to those actions,
and then the roles reverse within the same 30 minute turn
of simulated time. When a unit or unit group is active it can do any two actions. That means it can move twice, fire twice, move and then fire, fire and then move, rally and move, move and then charge, fire and then charge, and so forth. The tactical sequence is totally up to the player as he is not locked into a set phase sequence.
The active gamer can chose the order of his actions that he feels is best to accomplish his objective. He can have a battery or entire gun battalion perform two actions’ worth of prep fire
and then have a regiment or a whole brigade move and charge. Each of the opposing units can react
between – and sometimes during – the enemy’s actions. The reacting player also has choices beyond the obvious opportunity or defensive fire. If the active player’s prep fire
has disordered or shaken one of the his units, the reacting player may decide to reform or try to rally rather than performing defensive fire. Such defensive fire also comes with options – to fire against a charge at normal range, or wait and see if the reacting unit passes its fear-of-charge
morale check in order to hit it with much more deadly point-blank fire.
Union troops advance through Antietam cornfields. (Alan Sheward)
The issue of historical realism versus detail versus complexity
always comes up when discussing wargame rules. It is my view that, first and foremost, if the rules to do not yield a historical plausible outcome, then the rules have failed. If the results are silly, the game fails as a set of wargame rules. That is not to say that it is not a good game – as it still may be a good game
or even a great game.
But it is not a wargame. That leaves the dual question of detail and complexity. These are related, but different, issues. Detail is simply additional information and/or subtle additional modifiers that are used to capture a specific tactical nuance, which the gamer can use or not as is his preference. One problem with some games – including some that I have designed myself – is that they have a multitude of firing or morale modifiers and that the gamer is expected to use
all that might apply. That is both tedious and unrealistic as, at some point, the law of diminishing returns would take effect on both combat and morale effects. So, to keep the fire and combat modifier
math manageable in ADF, you have to factor in
only the two best beneficial and two worst detrimental target modifiers.
Options and details are not cumbersome if presented in a simple menu-like chart as then it becomes simply a matter of picking the detail
nugget that you want or need. That is neither hard nor complex. In ADF, infantry can have up to seven different weapons, from old flintlocks – a lot of those at Shiloh – to Spencer repeating rifles as used by Wilder’s Brigade. However, in most mid-war scenarios almost all the units would be carrying rifle-muskets. If that is all the gamer is playing with, he will only have to look at the top row of the Infantry Firepower Table and for veteran infantry with rifle-muskets one figure equals one firepower point.
So, if the gamer wants to keep it simple, just assume that all the regiments will be veterans with rifle-muskets and he won’t even need to look at the chart. But if, at some point, you wish to play a scenario with a regiment armed with Colt revolving rifles, percussion cap smoothbores, or rusty old flintlocks, the information is there.
The same choose your level of detail
approach is used with the artillery. If you counted up all the different artillery pieces, including the siege and fortress guns, ADF has fire effectiveness and movement factors
for 36 different gun types. However, for almost any mid-war battle, over 90 percent of the guns would be either 12-pounder Napoleons or 10-pounder/3-inch rifles. And the data for those guns are in three lines, at the top of the chart and if that is all you want, you need look no further. But, if you want to accurately portray an early war western scenario, you will need the factors
for many different gun types such as the 6-pounder Wiard Rifle. ADF has these artillery oddities – but only if you want or need them. Another nice nuance that is found in ADF is the slight superiority of Union artillery over Confederate artillery. If that was handled by yet another
die roll modifier, it could be considered as contributing to too much
detail. In ADF, however, battery fire effectiveness is simply a single number off one chart – use the first number if it is a Union battery or the second if it is a Confederate battery.
Complexity is a somewhat different issue than detail, and in my view refers more to the nature of the game mechanics and how the game data is integrated and presented rather than simply the amount of data that is offered. Complexity is very much a matter of perception and that perception is strongly influenced by how well the data and the rules are presented. The game mechanics should be relatively straightforward and easy to follow with the net effect being clear without a lot of thumbing back and forth through the rule book. Since ADF has been designed to fight large regimental battles quickly, it was felt that it would be expedient to allow adjacent units to combine fire for a single fire, and up to 16 figures or six sections of artillery can do that. No special rule is required, you just announce that these two or three adjacent regiments or gun batteries are firing together and resolve it as one. In playtesting, this has proved to be a nice benefit for the side that has a lot of small four- and six-figure regiments that normally might have a difficult time killing an enemy without a most exceptional die roll. Likewise, a depleted
regiment that is down to one stand can attach
its forlorn stand of survivors to a fresher regiment by simply moving adjacent to it and adding its figures to the bigger unit’s total. That is an example of the one of the core concepts of ADF’s design – an obvious and simple mechanic that captures a common battlefield event, such as remnants of a shot-up regiment joining up with another regiment – that is done without any additional complexity.
10mm structures blend well with 15mm troops. (Doug Kline)
Finally, ADF is not sacred script. Once you have it, it is now your game. Feel free to change just about anything as long as the end result is a more satisfying and fun wargame for you and your fellow lead pushers. If you feel there are too many morale modifiers, throw some out. If you feel ADF needs more tactical detail, put it in. But, if you do come up with a tweak or rule change that you feel really improved the miniature gaming experience for your group, let us hear about it, as that is how games get better.
Good gaming,
John Hill
INTRODUCTION
THE AMERICAN CIVIL WAR – A PERIOD OF TRANSITION
The American Civil War raged from 1861 to 1865 and represented a period of rapid development in the art, science, and technology of war. In 1861, the initial clashes often resembled smaller versions of Napoleonic battles with a wide variety of colorful uniforms, a kaleidoscope of fluttering flags, and neatly aligned soldiers with giddy officers seeking fame and glory. By 1864, however, the grim business of organized killing had reduced almost all the soldiers to a grime-encrusted dark blue or a muddy mix of butternut and gray. Petersburg, with its long trench lines and maze of obstacles, was now more akin to the battlefields of World War I than to the traditional pastoral Virginia low country it had once been. As the war progressed, the armies and the carnage grew. At First Bull Run in July 1861, the Confederates put about 32,000 men in the field against about 35,000 Union soldiers and would lose around 2,000 men while the opposing Federals lost roughly 3,000. In contrast, little more than a year later at Antietam in September of 1862, the Army of the Potomac fielded 87,000 troops and its ever-present opponent, the Army of Northern Virginia, deployed about 45,000 soldiers against it. The losses had also risen dramatically, with the Union suffering more than 12,000 casualties at Antietam and the Confederates about 11,000. At the war’s start, despite a sprinkling of West Point-trained officers and Mexican War veterans, this was very much a clash of eager and naïve amateur armies. But the soldiers that fought the campaigns of 1864 and 1865 were stone-cold killers and were led by experienced and blooded officers. In four short years, the small and relatively inept armies had been replaced by large, thoroughly professional military machines that were now the equal of any contemporary European army.
One of the drivers of these changes was an unprecedented evolution of military technology and a growing availability of advanced weapons. In the 1850s, the development of the percussion cap and the minie ball would eventually take muzzle-loading firearms to a new level of lethality and effectiveness. When the war began, however, America’s adaptation of the newer weapons systems was just getting started by the Federal government, with the state armories lagging even further behind. But the war accelerated everything. In April of 1862 at Shiloh, the Army of Mississippi that surprised Grant’s Army at Pittsburgs Landing went into battle armed mostly with a mix of aged flintlocks and smoothbore percussion-cap muskets. However, by the fall of 1863 at Chickamauga, the Confederate Army of Tennessee had over 80 percent of its line infantry equipped with relatively modern rifle-muskets. In the East in 1864, the percentage of modern weapons was even higher, with the Army of Northern Virginia having over 90 percent of its soldiers equipped