Sunday, 8 September 2019

Skirmish at Butlands Ford a Colt Action Game

                                                      Skirmish at Butland's Ford



After Lee's victory at Gettysburg it still left the Army of Northern Virginia spent. So after the 3-day titanic struggle Lee pulled back to Virginia but not before receiving the recognition of Britain in the conflict. As such Britain has broken the blockade and is trying to arrange a ceasefire leading to mediation with France and Russia. Thus the United States has limited time to end this conflict.
A small Union raiding force has been tasked with seizing a British advanced supply point on the Potomac that is thinly guarded by some convalescing infantry and guards with a nearby gunboat under going repairs.

The supply area (collection of buildings) is set up in one corner of the CS/British side of the table where the British units will come on. The Confederate units will come on from the parallel table corner splitting the table is a river that can only be crossed by a ford. Whilst the Union force will come on from any point on their table edge.

We used scenario 9 out of the Bolt Action rulebook : Point Defence, Kiefer placed 3 objectives (some resin barrels and cases) and we were set.

Kiefer was playing his favourite side the Rebs and worked out his 1000 points as below.

Confederate and British Intervention Forces



Veteran Captain mounted  70pts
Confederate veteran cavalry company,   rifled muskets, 14 men 224pts
Confederate vetran cavalry company, rifled carbines, 11 men 198pts
Regular Confederate light gun with horse limber, 90pts
British Guard veteran company, 11 men 165pts
 British veteran infantry company, 11 men 143pts
Royal Marines regular company, 11 men, 110pts

                                                                  Total points 1000


I played the Yankees and decided my forcé would be slightly varied to try give the different weapons and units a game to see how they interacted in the game.

Unión Force



Regular Major + 1 Regular soldier mounted  95pts
Inexperienced infantry company, rifled muskets, Green  10 men 80pts
Inexperienced infantry company, rifled muskets, 10 men 70pts
Regular infantry company, rifled muskets, standard bearer, 10 men 110pts
Veteran Infantry company, smoothbores musket, tough fighter, musician 8 men 125pts
Sharpshooter Company , Sharps rifle   5 men   75pts
Sniper regular, Whitworth Rifle + telescopic sights, 2 men 50pts
Regular cavalry company, Breech loading carbine , standard bearer 8 men 146pts
Veteran cavalry company,  Repeating rifle, bugler, 6 men. 143pts
3in Ordnance rifle with Horse limber 105pts

                                                                    Total Points 999pts




Kiefer had placed his British troops defending the supplies, with his Confederate allies coming on as reserve. I decided to bring all my units on in the first phase, I placed most of my infantry on my right flank to attack the objective in the town. I placed my cavalry on the left flank supported by an infantry company to quickly take the objective. In the centre was my artillery unit to support the final attack on the centre objective by the flank units that had (hopefully) secured another objective.



My Officer, helped with his "Snap to" order helped the Unión infantry companies to begin their advance.



The British Guards took a early pin although no casualties from the Unión sharpshooter company.



A Confederate cavalry company arrives on my left flank and dismounts to defend their objective.


The dismounted cavalry begin to get into a firefight with a Unión infantry company. On their right their officer and a large Reb cavalry company come onto to the table in a column of two formation.


Unfortunately my artillery is hit by counterbattery fire from the Confedrates 6pdr, luckily one of the crew survived and passed his morale test, so was able to continue.



My right flank slowly advances shooting as they go. my Sharpshooter on my extreme right flank. enter some woods to find cover and suitable firing positions.


The Guards advance from their initial position to the stone wall for better protection.


A view of my right and centre positions at the end of turn two.


    My Cavalry were caught at the back of the board, due to my cautious approach, Kiefer took the initiative and charged his cavalry at my dismounted cavalry. They were able to get a volley but did not cause enough damage to stop the charge. With Kiefer having over doublé the amount of figures than myself, my unit was totally wiped out and the victorious Rebs regroup.


       Seeing the other cavalry company get annihilated, I decided to dismount my other company to begin shooting at the Reb cavalry with their repeating carbines.



                 The Unión Infantry were still making slow progress over the open ground.

        My sharpshooters had finally made their position and started to make an impact on the guards.



    Although now the Guards had moved up to the Stone wall and hard cover.


My Unión Artillery observor in his hot air ballon above the table (sorry no photos, but it will look great when I've made it) sent a message to the Unión reserve artillery and I placed a marker next to the large reb cavalry company.


The Royal Marines in the Woods had to rally because of all the pins on them, however not enough of the hits were being converted to kills for my liking.


Although my reserve artillery did come in, it did very little damage to the Rebs, only putting on a single pin. Straight away Kiefer sucessfully passed his test and charged into my dismounted cavalry, it was another massacre and my left flank was lost.



                          The Guards held steady  under increasing pressure from their front.


           Close up of the Guards, I had converted them from some Perry's Zulu war British and Green stuff.


 After finding it hard to destroy the Marines by shooting,  I decided to flush them out by charging in. However I lost the combat and my third company.


    The Confederate Cavalry began to move to the Ford to attack my centre, ignoring my sniper in the Woods. He first took out the Confederate commander and then began his deadly work on the packed cavalry.


Also my artillery had seen the threat and turned the cannon to place some effective fire on the Rebs, causing them to stall under the weight of the pins.


   My inexperienced company continued to advance but the Marines were still dug in and not going anywhere.



With time and turns running out, I charged with my Unión infantry however the Guards were able to destroy the attack.



The Guards were slightly weakened by the first attack and so I charged in with my sharpshooters and was able to wipe out the Guards. With my last command dice, my commander galloped across the ground and captured the objective, taking all the glory for himself.

So at the end of turn 6, I had captured one objective and Kiefer was still in possession of two, so had won the game. We were very pleased with the actual game play of the rules with no real problems and flowed very smoothly.

In two previous articles of the blog I have published the rules and Army lists we used. If you would like a copy to try I have them in PDF format, just drop me your email and I can send you a  copy.


Monday, 2 September 2019

Colt Action Army Lists


Colt Action, American Civil War Army Lists


By Phil Hackney 2019  ackostokie@hotmail.co.uk
  



Introduction 


For a game we were playing I had to write army lists for the Union and Confederate and since I had converted some British Colonial into British intervention figures I also wrote a few,  "What if"  British Intervention units to ally the Confederates. This was designed for 1000 points games in mind, although after our game I feel 1250 or 1500 points might have given players a few larger infantry units and a little more choice.


Union Troops 1863

 National Characteristic

Artillery Support 


Due to the Union troops using the new technology of the “Balloon Corps” and their superiority of artillery and ammunition supply, when rolling for the effects of a Preparatory bombardment instead of rolling one die, roll two die and pick the best result. Also once per game, at the end of a turn place a marker as in artillery observer’s rules pg83

 REINFORCED INFANTRY FORCE


1 Captain or Major
4 Infantry Companies

 plus:

Headquarters
0-1 Colonel or General
0-1 Medical officer

 Infantry
0-5 Infantry Companies
0-1 Sharp Shooter Company
0-1 Sniper

 Cavalry
0-2 Cavalry Companies

 Artillery
0-2 Artillery + Foot Limber
0-1 Horse Artillery + Horse Limber

UNION HEAD QUARTER UNITS


 OFFICERS

Cost
Captain 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran)
Major 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran)
Colonel 95pts (Inexperienced), 110pts (Regular), 125pts (Veteran)
General 135pts (Inexperienced), 150pts (Regular), 165pts (Veteran)
Team
1 Officer and up to 2 further men
Weapon
Revolver, sword
Options
The Officer may be accompanied by up to  2 men a a cost of +7pts (Inexperienced), +10pts (Regular), +13pts (Veteran) with rifled musket.
If unit is mounted +5pts extra per figure

 MEDIC

Cost
23pts (Regular), 30pts Veteran
Team
1 Medical Officer and up to 2 further men
Weapon
None
Options
The Medic may be accompanied by up to 2 men as orderlies at a  cost of +10pts, (Regular), +13pts per man(Veteran)
If unit is mounted +5pts extra per figure

  


 UNION INFANTRY COMPANIES

Union Regular Infantry Company

Cost
Regular Infantry 80pts
Team
1 Lt with revolver, sword and 7 men
Weapon
Rifled Muskets
Options
Add up to 5 additional men with Rifled Muskets +10pts (Regular).
Up  to 1 man can be standard bearer +10pts
Up to 1 man can be a musician +5pts
The entire company can be given Smoothbore musket -2pts 


Union Veteran Infantry Company

Cost
Veteran Infantry 65pts
Team
1 Lt with revolver, sword and 4 men
Weapon
Rifled Muskets
Options
Add up to 9 additional men with Rifled Muskets +13pts (Veteran).
Up  to 1 man can be standard bearer +10pts
Up to 1 man can be a musician +5pts
The entire company can be made Tough Fighter +2 each figure
 

Union Inexperienced Infantry Company

Cost
Inexperienced  Infantry 70pts
Team
1 Lt with revolver, sword and 9 men
Weapon
Rifled Muskets
Options
Add up to 6 additional men with Rifled Muskets +7pts (Inexperienced).
Up  to 1 man can be standard bearer +10pts
Up to 1 man can be a musician +5pts
The entire company can be Green +1pt each figure
The entire company can be shirkers -2pt each figure



UNION SNIPER

Cost
50pts (Regular) , 65pts  (Veteran)
Team
2 man
Weapon
Whitworth Rifle
Special Rules
+15pts Telescopic sights
Team Weapon
Sniper Rules

UNION  SHARP SHOOTER COMPANY

Cost
Veteran Infantry 75pts
Team
1 Lt and 4 men
Weapon
Sharps Rifle
Options
Add up to 9 additional men with Rifled Muskets +15pts (Regular).
Up to 1 man can be a musician +5pts



 UNION CAVALRY COMPANIES

Union Regular Cavalry Company

Cost
Regular Cavalry 136pts
Team
1 Lt and 7 men
Weapon
Breach loading Carbine, Pistol, Sabre
Options
Add up to 5 additional men with Breech loading Carbine, Pistol, Sabre   +17pts (Regular).
Up  to 1 man can be standard bearer +10pts.
Up to 1 man can be a musician +5pts.
The entire company can be given Rifled Muskets -2pts each figure.
The entire company can be given Repeating Rifles +3pts each figure.


Union Veteran Cavalry Company

Cost
Veteran Cavalry 100pts
Team
1 Lt and 4 men
Weapon
Breach loading Carbine, Pistol, Sabre
Options
Add up to 9 additional men with Breech loading Carbine, Pistol, Sabre   +20pts (Veteran).
Up  to 1 man can be standard bearer +10pts.
Up to 1 man can be a musician +5pts.
 The entire company can be given Rifled Muskets -2pts each.
The entire company can be given Repeating Rifles +3pts each  .

  
Union Inexperienced Cavalry Company

Cost
Inexperienced Cavalry 140pts
Team
1 Lt and 9 men
Weapon
Breach loading Carbine, Pistol, Sabre.
Options
Add up to 6 additional men with Rifled Muskets  +14pts (Inexperienced).
Up  to 1 man can be standard bearer +10pts.
Up to 1 man can be a musician +5pts.
 The entire company can be given Rifled Muskets -2pts each.
The entire company can be given Repeating Rifles +3pts each.
The entire company can be Green +1pt each.
The entire company can be shirkers -2pt each.




 UNION ARTILLERY UNITS


Union 6pdr Smoothbore

Cost
 50pts (Regular) 65pts (Veteran)
Team
4 men
Weapon
1 Light gun
Special Rules
Team weapon.
Fixed.
Shot P1, Cannister3D6 Shell, Case (HE 1).

Union 12pdr Napoleón

Cost
 60pts (Regular) 75pts (Veteran)
Team
4 men
Weapon
1 Medium gun
Special Rules
Team weapon.
Fixed.
Shot P2, Shell, Case, Cannister 6D6 (HE 2).
  
Union  12pdr Howitzer

Cost
 65pts (Regular) 80pts (Veteran)
Team
4 men
Weapon
1 Medium gun
Special Rules
Team weapon
Fixed
Shell, Case, Canister 6d6 (HE 2)

Union 3in Rifle Ordnance

Cost
 65pts (Regular) 80pts (Veteran)
Team
4 men
Weapon
1 Medium gun
Special Rules
Team weapon.
Fixed.
Bolt P3, Shell, Canister 4d6 (HE 2).
No penalty for firing long range.

Union 10pdr Parrot

Cost
 65pts (Regular) 80pts (Veteran)
Team
4 men
Weapon
1 Medium gun
Special Rules
Team weapon.
Fixed.
Bolt P3, Shell, Case, Cannister4d6 (HE 2).
No penalty for firing long range.
Unreliable (throw 2D6 before shooting if double 1 then the gun is destroyed and gun and crew are removed) .

UNION LIMBERS

Union Foot Limber

Cost
 30pts (Regular) 40pts (Veteran)
Damage Value
6+
Weapon
None
Tow
Light or medium gun.

Union Horse Limber

Cost
 40pts (Regular) 50pts (Veteran)
Damage Value
6+
Weapon
None
Tow
Light or medium gun
  

CONFEDERATE  INFANTRY FORCE 1863

NATIONAL CHARACTERISTIC

Rebel Yell .  Any order given to make a charge is automatically passed. If the enemy unit being charged is inexperienced or regular then they cannot react to the charge by shooting at them. If the enemy unit being charged is inexperienced then the charged unit halves their combat dice.

REINFORCED INFANTRY FORCE

1 Captain or Major
4 Infantry Companies

plus:

Headquarters

0-1 Colonel or General
0-1 Medical officer

Infantry

0-5 Infantry Companies
0-1 Sharp Shooter Company
0-1 Sniper

Cavalry

0-2 Cavalry Companies

Artillery

0-2 Artillery + Foot Limber
0-1 Horse Artillery + Horse Limber

Confederate Head Quarter Units



CONFEDERATE OFFICER

Cost
Captain 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran)
Major 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran)
Colonel 95pts (Inexperienced), 110pts (Regular), 125pts (Veteran)
General 135pts (Inexperienced), 150pts (Regular), 165pts (Veteran)
Team
1 Officer and up to 2 further men
Weapon
Revolver, swords
Options
The Officer may be accompanied by up to  2 men a a cost of +7pts (Inexperienced), +10pts (Regular), +13pts (Veteran) with rifled muskets.
If unit is mounted +5pts per figure

CONFEDERATE MEDIC

Cost
23pts (Regular), 30pts Veteran
Team
1 Medical Officer and up to 2 further men
Weapon
None
Options
The Medic may be accompanied by up to 2 men as orderlies at a  cost of +10pts,  (Regular), +13pts per man(Veteran) .
If unit is mounted +5pts per figure.

 CONDERERATE INFANTRY COMPANIES

Confederate Regular Infantry Company

Cost
Regular Infantry 80pts
Team
1 Lt with revolver,sword and 7 men
Weapon
Rifled Muskets
Options
Add up to 5 additional men with Rifled Muskets  +10pts (Regular).
Up  to 1 man can be standard bearer +10pts.
Up to 1 man can be a musician +5pts.
The entire company can be given Smoothbore musket -2pts each.



Confederate Veteran Infantry Company

Cost
Veteran Infantry 65pts
Team
1 Lt with revolver,sword and 4 men
Weapon
Rifled Muskets
Options
Add up to 9 additional men with Rifled Muskets  +13pts (Veteran).
Up  to 1 man can be standard bearer +10pts.
Up to 1 man can be a musician +5pts.
Entire company can be made Tough Fighter +2 each.


Confederate Inexperienced Infantry Company

Cost
Inexperienced Veteran Infantry 70pts
Team
1 Lt with revolver, sword and 9 men
Weapon
Rifled Muskets
Options
Add up to 6 additional men with Rifled Muskets +7pts (Inexperienced).
Up to 1 man can be standard bearer +10pts.
Up to 1 man can be a musician +5pts.
The entire company can be Green +1pt each.
The entire company can be shirkers -2pt each.


CONFEDERATE SNIPER

Cost
50pts (Regular) , 65pts  (Veteran)
Team
2 man
Weapon
Whitworth Rifle
Special Rules
+15pts Telescopic sights.
Team Weapon.
Sniper Rules.

CONFEDERATE SHARP SHOOTER COMPANY

Cost
Veteran Infantry 75pts
Team
1 Lt and 4 men
Weapon
Sharps Rifle
Options
Add up to 5 additional men with Sharps Rifle  +15pts (Regular).
Up to 1 man can be a musician +5pts.



CONFEDERATE CAVALRY COMPANIES



Confederate Regular Cavalry Company

Cost
Regular Cavalry 120pts
Team
1 Lt and 7 men
Weapon
Rifled Carbine, Revolver
Options
Add up to 5 additional men with Rifled Carbines, Pistol   +15pts (Regular).
Up  to 1 man can be standard bearer +10pts.
Up to 1 man can be a musician +5pts.
The entire company can be given Shotguns +2pts each.
The entire company can be given Rifled muskets -2pts each.


Confederate Veteran Cavalry Company

Cost
Veteran Cavalry 90pts
Team
1 Lt and 4 men
Weapon
Rifled Carbine, Revolver
Options
Add up to 9 additional men with Rifled Carbine, Pistol, Sabre   +18pts (Veteran).
Up  to 1 man can be standard bearer +10pts.
Up to 1 man can be a musician +5pts.
The entire company can be given Shotguns +2pts each.
The entire company can be given Rifled muskets -2pts each.


Confederate Inexperienced Cavalry Company

Cost
Inexperienced Cavalry 120pts
Team
1 Lt and 9 men
Weapon
Rifled Carbine, Revolver
Options
Add up to 6 additional men with Rifled Carbine  +12pts (Inexperienced).
Up  to 1 man can be standard bearer +10pts
Up to 1 man can be a musician +5pts
 The entire company can be given Rifled Muskets -2pts each
The entire company can be given Shotguns +2pts each



ARTILLERY UNITS

Confederate 6pdr Smoothbore

Cost
 50pts (Regular) 65pts (Veteran)
Team
4 men
Weapon
1 Light gun
Special Rules
Team weapon
Fixed
Shot P1, Cannister3D6 Shell, Case (HE 1)

Confederate 12pdr Napoleón

Cost
 60pts (Regular) 75pts (Veteran)
Team
4 men
Weapon
1 Medium gun
Special Rules
Team weapon
Fixed
Shot P2, Shell, Case, Canister 6D6 (HE 2)

Confederate 12pdr Howitzer

Cost
 65pts (Regular) 80pts (Veteran)
Team
4 men
Weapon
1 Medium gun
Special Rules
Team weapon
Fixed
Shell, Case, Canister 6d6 (HE 2)

Confederate 3in Rifle Ordnance

Cost
 65pts (Regular) 80pts (Veteran)
Team
4 men
Weapon
1 Medium gun
Special Rules
Team weapon
Fixed
Bolt P3, Shell, Cannister 4d6 (HE 2)
No penalty for firing long range

Confederate 10pdr Parrot

Cost
 65pts (Regular) 80pts (Veteran)
Team
4 men
Weapon
1 Medium gun
Special Rules
Team weapon
Fixed
Bolt P3, Shell, Case, Cannister4d6 (HE 2)
No penalty for firing long range
Unreliable (throw 2D6 before shooting if double 1 then the gun is destroyed and gun and crew are removed)

CONFEDERATE LIMBERS

Confederate Foot Limber

Cost
 30pts (Regular) 40pts (Veteran)
Damage Value
6+
Weapon
None
Tow
Light or medium gun

Confederate Horse Limber

Cost
 40pts (Regular) 50pts (Veteran)
Damage Value
6+
Weapon
None
Tow
Light or medium gun



BRITISH INTERVENTION FORCE


NATIONAL CHARACTERISTIC

Thin Red Line (Stubborn) Stubborn troops don’t give in easily! If forced to take morale check, they ignore negative morale modifiers from pin markers.


BRITISH INFANTRY COMPANIES

British Regular Infantry Company

Cost
Regular Infantry 80pts
Team
1 Lt with revolver, sword and 7 men
Weapon
Rifled Muskets
Options
Add up to 5 additional men with Rifled Muskets +10pts (Regular).
Up  to 1 man can be standard bearer +10pt.s
Up to 1 man can be a musician +5pts.
The entire company can be given Smoothbore musket -2pts each.

British Veteran Infantry Company

Cost
Veteran Infantry 65pts
Team
1 Lt with revolver, sword  and 4 men
Weapon
Rifled Muskets
Options
Add up to 9 additional men with Rifled Muskets  +13pts (Veteran).
Up  to 1 man can be standard bearer +10pts
Up to 1 man can be a musician +5pts
Entire company can be made Tough Fighter +2 each




British Guard Infantry Company

Cost
Regular Infantry 120pts
Team
1 Lt with revolver, sword and 7 men
Weapon
Rifled Muskets
Options
Add up to 5 additional men with Rifled Muskets  +15pts (Veteran).
Up  to 1 man can be standard bearer +10pts.
Up to 1 man can be a musician +5pts.
Entire unit may have Breech loader rifles +2pts each.
Tough fighters and Up and at ‘em’.



Canadian Militia Infantry Company

Cost
Inexperienced Veteran Infantry 70pts
Team
1 Lt with revolver, sword and 9 men
Weapon
Rifled Muskets
Options
Add up to 6 additional men with Rifled Muskets  +7pts (Inexperienced).
Up  to 1 man can be standard bearer +10pts.
Up to 1 man can be a musician +5pts.
The entire company can be Green +1pt each.
The entire company can be shirkers -2pt each.

As and when we play more scenarios I will publish more Army lists for other years and different theatres of the war. The next article is a report of the game we played before the figures I had converted and painted were shipped back to Blighty from Spain.