Night Rally only (3.0 update)

Gettysburg Day 2 Start Turn 7

Rather than delete this post, which is rendered unnecessary by 3.0 rules, I will leae it as an artifact of what the problems were with pre-3.0 rules.

I have been playing Pub Battles’ titles this past few months with rallying (recover from spent) only occurring on night turns. I find this yields a better feel. Of course it yields higher casualties, in the terms of eliminated blocks, and it magnifies the importance of fresh units, especially late arrivals, appearing on the battlefield.

I feel being able to inflict higher casualties is more important since the victory conditions are dependent on breaking the enemy’s army by inflicting 50% casualties. I have found that, if you don’t care too much about terrain, you can usually give just enough ground to avoid eliminated units while any spent units can rally. This in turn makes it very hard for an opponent to actually eliminate 50% of an army’s blocks.

Had I tested this variant out and found that casualties typically became overwhelming I would have shrugged my shoulders and looked elsewhere. Instead, I was delighted to find that the results led to a very authentic feel, at least a feel that resembles what I have read extensively.

For instance, in the picture above, the Confederates only need to eliminate one more Union block before the day ends (2 full turns) to break the Union army and win the game. The trouble is, they only have three fresh units remaining to the Union’s four.

Two of the three remaining fresh Confederate blocks are Pickett’s division. This is exactly the moment that Lee thought he had on day three historically, when he ordered Pickett’s charge. As the Confederate player in the above game you can imagine thinking “One more push and the Union will break!”

Lest the picture above seem a little confusing, the fine print in the variant reads that dragoons (all ACW cavalry) and artillery, recover normally. So all four Union Artillery and Buford’s cav are fresh, as well as the three Confederate artillery.

Full disclosure on this variant also requires me to let you know that on the night turn all spent blocks rally if they are at least 1/3 away from any enemy blocks. Also, any eliminated blocks are recovered and placed within command range of their HQ (and 1/3 away from any enemy blocks) in their spent condition. Note that if a unit is eliminated on Day 1 at Gettysburg, is returned spent on Day 2 and lasts all day, it could rally to full strength by Day 3.

Of course, it could be concluded that one side or the other isn’t trying hard enough if THAT’s possible! {snicker}

Secesh victory! The glorious dead are arrayed above.

Lee was right and his army did as he asked! On the union left Andersen’s division can be seen recovering from its charge against Sickles Corps. In the center both Hood’s Texans and Reynold’s I Corps remnants have been lost, but Pickett’s men fill the gap. Meanwhile, on the right, Longstreet’s men have collapsed the Union troops. With well over half his army out of commission, Meade concedes the day.

I really like this Night Rally only variant. What do you think?

2 thoughts on “Night Rally only (3.0 update)

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