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Muskets & Springfields ACW Podcast - Introducing the rules

 It has happened, first ever podcast. This podcast  podcast will be a series on the new exciting rules for the American Civil War, "Muskets and Springfields". This initial podcast outlines the rules and provides an introduction to the game. Over the coming weeks I will be releasing additional podcast focusing on different aspects of the rules and will be designed to get players comfortable with the rules.

#wargaming #acw #musketsandspringfields

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Design notes

  Introduction Muskets & Springfields is designed for games representing big battles in the American Civil War. The rules are designed to use current basing and are not miniature scale dependant. The game is set at the operational level. Players will adopt the role of the army commander with sub command groups below to represent corps or divisions. In the rules a corps/division will be made up of several infantry brigades, mounted cavalry, and your artillery batteries. If you wish you can include Native American Indian warbands as part of your games, although during the American Civil War these where very few and far between. Game space Game system uses grids as the unit of measurement. The game space is broken into square grids which representative of 300 yards. The rules are focused on the operational level and so the specific tactical positioning of the unit, N yards from another unit, is a low level interaction that is not part of Muskets and Springfields . There are man

Introduction

The Muskets and Springfields rules cover land battles in the American Civil War (1861 to 1865) and are designed to provide an operational level game where the player is placed in the role of the army commander, leading multiple Corps or Divisions. The player will need to form a proper battle plan to achieve in game objectives. Also, included is an element of randomised narrative which will provide unexpected twists to the flow of a game. As a real field commander, the player, will have to make numerous decisions often with incomplete information or intelligence. The rules, after initial setup, use a system of continuous interactive play with a loose turn system. The current phasing player is decided by the card drawn from a deck of playing cards; however, the non-phasing player will still be able to interdict aspects of play. The rules are suitable for a wide range of scales. The rules use a ground scale of 1 inch to 100 yards. On the common table size of 6ft x 4ft represents a bat

Sample bases going into the rules.

 I have started to add diagrams to rules and below are some examples of the style being used. Artillery and Crew In the rules crews are separate as they can be chased off from the guns Mounted Cavalry Cavalry are represented and have special rules such as "Cavalry Raiders" Dismounted Cavalry Cavalry can dismount and remount in the rules Generals The army commander and next level down Corps or Division commanders are represented in the game and are a key element in the mechanics of the rules. Infantry with and without skirmishers deployed Infantry can deploy a skirmish line forward and in the rules these are represent as a marker which will give access to addition effects and capabilities. Dismounted cavalry can also deploy a skirmish line as well. Sharpshooters Sharpshooters are represented in the game and can used to chip away at the enemy and are very flexible in terrain etc.