Clearing out the Rebels – Sharp Practice AAR

At the moment, I’m playtesting a series of scenarios for Sharp Practice. My intent is to have them eventually published in some shape or form, but before this can happen, they have to be researched, written up and playtested. All of them depict historical actions of the 1st South Carolina Volunteers, one of the first African-American regiments of the American Civil War.

The objective of this scenario was for the Union to clear out the Rebel pickets and burn huts so as to establish a defensive perimeter. K. played the Union, while I took the Confederates.

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The first two Union groups deployed in line at the center, no doubt intent on heading straight for the central building, which also served as the Confederate secondary deployment point. K. also sent a group of skirmishers to her far left flank. To counter the thread in the middle, I deployed two groups in line behind the fence so as to defend the house. Two other groups marched along the road at my left flank.

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I also sent both of my skirmishers to protect my right flank, where K.’s guys were running towards the house with spirits & tinder box. They managed to check the Union advance. However, K. then deployed her regimental chaplain, who rallied all the shock, bringing the skirmishers back into the game.

However, an even more dramatic turn happened on the other flank. K.’s second group of skirmishers worked their way around the flank of my second line of infantry, which was taking up position to blaze away at the Union center. I had to detach one group to chase away the pesky guys. At first, they duly fell back.

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However, before my guys could react, they turned around and charged them! The Rebels, who had unloaded muskets at the time, were pretty surprised – which must have been the reason for the disastrous result of the melee: The group lost by a margin of 4, fell back and broke, taking the Rebel commander with them.

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The lone Confederate group on the road was now in a bad spot. I made my biggest mistake by deciding to get them behind the fence in the center, were they could join the other Rebel leader. However, I somehow overlooked that to do this, they would cross the line of fire of a Union formation which had not yet fired a shot. A controlled volley later, and those Confederates were also running.

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The Union skirmishers were now free to advance towards the leftmost building and set it ablaze.

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There was still an intense firefight – with lots of smoke! – going on on my right flank, but K. was starting to divert one of her center groups to this action and my Force Morale was at 2 while hers was at 8, so I conceded.

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A very enjoyable game with some unexpected turns! This was actually the second version of the scenario. The first proved to be far too hard for the Union, but this was quite balanced. It’s never easy as the attacker in Sharp Practice, especially if there are objectives to be fulfilled. But we both agreed that the scenario offered plenty of options how to attack and how to set up a defense.

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3 thoughts on “Clearing out the Rebels – Sharp Practice AAR

  1. itineranthobbyist August 16, 2017 / 10:10 pm

    It’s also nice to see skirmish being played in 15mm. I’m painting up 15s for WWII and also fantasy skirmish.

    Seems like the biggest drawback at this scale is that it may be tough to differentiate weapons/Load out.

    • cptshandy August 17, 2017 / 8:46 am

      Yes, but that’s less of a problem with the horse & musket period, where everybody has the same weapon anyway (at least within a unit).

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