Sunday 18 February 2024

Valour & Fortitude rules for ACW




The V&F rules by Jervis Johnson and the Perry Miniatures gaming group have seen their support expanded from just covering Napoleonics, to include new ACW army lists.


Basically the core rules are thought suitable for a wide range of periods and it is the army lists that are intended to bring the period to life, so it is good to see the rules spreading their wings.


Though I am of course interested in taking the ACW version for a spin, the intent of this post is to show how under version 2 of the V&F core rules, the game originally designed for the big table with fairly big forces, can work with a just couple of brigades per side, bringing a more sustained game to the 6’ x 4’ playing area than the original version did.


Please use the ‘read more’ tab for a small AAR and some rules observations. 



At the time of writing, the new list additions only cover the Eastern Theatre 1863 - 65, but other lists are to follow. The rules and lists are available as a free download from the Perry Miniatures website (thank you).


For a Sunday game, I am throwing down a scenario with just two brigades per side, plus some supporting artillery. This will be a meeting engagement. The game is played on a 6x4 and I will use the standard measurements from V&F, so rifled muskets will be firing at up to 18´´ and a regiment of foot in line will move up to 8´´ .... though movement can be doubled at the sacrifice of not changing formation at the end of movement.


The forces today will be somewhat generic with all units classed as seasoned. So the points are roughly even per side, with the Confederates having just 4 points less, as their artillery is smoothbore.


We will assume each side has a third brigade off table and that the divisional commander is with them - these will not be arriving today ….. perhaps another time :-)


Just to throw a bit of opening chaos into the mix, the table starts without units on it. Each friendly formation (brigades and gun batteries) tests to move onto the table at the start of each turn. The player needs to roll a 1-4 on a D6 for a formation to arrive on the table (up to a standard move - not Double). Units that have not arrived by the end of turn 2 will automatically arrive at the start of turn 3.





In V&F, victory is based upon a combination of capturing objective points and inflicting ‘defeats’ on the enemy. The players decide on the number of turns that will be played at the start of play, or simply state what time the game will end, such as 10 PM (sounds a useful time for club games).





We will let our game run for 10 turns.





Above - The Union guns get onto the table and deploy, firing as the Confederate left advances through the Top Field, hitting the 25th Virginia and producing the game's first casualties.                                                                                                                                                                                                                                                                                                                                                      


In these lists, light and smoothbore artillery are still firing on 1D6, but rifled cannon get 2D6, which is a bigger increase in effect between smoothbore and rifled guns than we might see in other sets.


There is also a new ammo type - 'shell', giving more favourable modifiers and making ACW artillery overall more effective.





Above - Holmes’ Brigade is attacking in column of three regiments towards the orchard. They are supported by guns. Note the base with the two Union soldiers behind a fence is an objective marker here. Assaults and supports are working the same as they did under the napoleonic lists, though the cards add in some ‘specials’ such as Rebel Yell.





Above - a table shot as the sides close (click for detail).





Above - On the Confederate left, Kershaw’s units are taking quite a few hits. All of this sees the rules working as they do with the Napoleonic lists, though most of the ACW troops can use both Skirmish and Open Order special rules, the latter might be useful here!





Above - In this round, looking in the Orchard, the Confederates just can’t quite make contact with the Union troops, as the fencing took 4´´ off their movement, so the Union infantry get off a round of fire, which inflicts 2 hits and we shall see this come to matter in the melee. 





Above - On the Union right, a lot has happened. In the far distance (left) the 5th New York Volunteers (Zouaves) have managed to get into the paddock to outflank the opposing brigade, but 5th Ohio (nearest the camera) have been shot to ribbons, they have 4 hits so are now shaken and have retreated behind the hill in the hope of rallying. The guns have taken to the high ground to improve their view, but they also have losses.





Above - On the Confederate right, the melee goes in. They claim support (from the rear unit) and play the Rebel Yell card, but it is not enough. They take the most hits and including the two hits they took previously from fire, leaves them taking Valour Tests, they fail and rout. There is another shaken regiment in the brigade that routs as a consequence and so a Defeat Marker is placed with the Brigade commander.


At the same time the Union artillery on their right routs, taking 5th Ohio (who are currently shaken due to the number of hits) with them. The Brigade Commander Richardson takes a Defeat Marker for the lost units.


In a matter of moments the Confederate right has collapsed and the Union right has likewise collapsed. These failed brigades will now disengage and retreat from the field, as they are vulnerable to suffering further loss and causing the brigade gaining Defeat Markers. 


It is turn 7 and I play into turn 8 to see whether further damage to those brigades will result as they withdraw. It doesn’t and the game comes to a natural conclusion.


On the face of it, one might think this is a draw, but I put out three objective markers to try and prevent that. Counting things up, the Confederates hold 2 objectives, the Union 1. Both sides have suffered the gain of a defeated marker, so all totalled up, the Confederates win with 3 victory points to 2.


I got an entertaining game that lasted a couple of hours. effectively two areas of battle opened up, each independent of the other, with no sure way of knowing how things would turn out, so there was good play with some local nuance. 


An extra brigade per side would have just given a bigger battle rather than necessarily a more interesting one. Bigger brigades might have added in a bit more sustainability, but overall, this playing supports my earlier impression that the V2 V&F rules are usable with small forces on a smaller table.


All the mechanics seem to work well and the lists are giving an ACW environment. The eye catching differences between the Napoleonic List and these are that ACW artillery gets a good uplift from the ‘shell’ rules and rifled guns get a bit more again, Infantry can make good use of Open Order, the ACW cavalry in melee are much less effective than Napoleonic cavalry and the cards bring in some specific flavour giving terminology such as Rebel Yell and Withering Fire, though some is just re-stating of what has gone before in the Napoleonic lists i.e. a 5 value card here is called 'Seen the Elephant', while in the Napoleonic lists a 5 value card is called 'Stubborn' … the effects are identical.


Objective marker


The lists to this game are always seemingly a work in progress, but this has been a nice early move by Jervis Johnson and the Perry’s team to show the intention to move these rules across several periods (I understand the Franco-Prussian War has lists in play testing).


Anyway, it gave a nice chance to get the toys out on a Sunday afternoon on the dining room table and play to a conclusion.


Resource Section.


My sister webspace ‘COMMANDERS’  showcases the various figure and boardgame systems that I am enjoying and gives a flavour of where current projects are up to. Link.


https://commanders.simdif.com


Anyone wanting a more in depth look at the mechanics of the rules, I did a post in September looking at the launch of version 2 rules. LINK

https://battlefieldswarriors.blogspot.com/2023/09/valour-fortitude-v2-on-table.html


33 comments:

  1. Very interesting Norm. Do you think any other periods or theatres of war might be in the works?

    ReplyDelete
    Replies
    1. I know that the Franco-Prussian period is. The Author states that the engine should work with all history up to WWI. That being the case and with the Perry’s having such a fantastic catalogue of 100 Years War and War of the Roses, it would be fascinating if they made late medieval a test bed and started to discuss it, because if it works for that, I think they could take the rules anywhere.

      Delete
  2. Thanks for posting this, Norm. I read through the ACW lists and I liked them, although i haven't played much VF with either skirmishers or open order so it would feel like a whole new game to me with everyone adopting those special rules.

    ReplyDelete
    Replies
    1. Hi Steve, as we have discussed before, the first impression is that the rules are brief, but they are small font with a lot going on and then with the lists on top and two card decks, it can take a bit for the solo player to manage until everything is familiar. `it of course had to be this way because once the Author made them available to the public, rather than just his play group, then everything has to be water tight and so I think a few sides of A4 became a little more.

      Delete
  3. Interesting looking game Norm and lovely looking figures and terrain.
    Well done on the Perrys for releasing the rules for free - especially as so many other companies make ACW & Napoleonic's.

    ReplyDelete
    Replies
    1. Hi Ben, agree, well done the Perry’s and especially so Jervis Johnson who has had to put so much effort into them.

      Delete
  4. Looks like these rules give a good game, really well done to the Perry's for putting them on their website for free.

    ReplyDelete
    Replies
    1. Hi Donnie, it almost feels surprising that in an era of such commercialism, they would not only do this, but really put a lot of their own gaming time into getting the product better - so yes, much kudos.

      Delete
  5. Hi Michal, thank you, to my mind, it did exactly what a Sunday afternoon game should do and of the ACW figures have not been out of barracks for a while :-)

    ReplyDelete
  6. Great to see version 2 of the rules being more amenable to a smallish game on a standard table that we could all fit in at home. Kudos to them for still keeping the rules and lists free. It will be interesting to see how these continue to 'expand' and compare them with BPII and their supplements. Certainly in these straightened times a big boon for gamers and newbies to the hobby.

    ReplyDelete
  7. Hi Steve, with Jervis Johnson being involved with both Black Powder and Valour & Fortitude, it is interesting to note both similarities and differences and of course the question of do we get to the same place …. Just via another route, which I suspect is true of many rule comparisons.

    ReplyDelete
  8. A very nice little action Norm and the V&F rules seem to be popping up all over at the moment - no doubt the fact they are free and possibly seen as Black Powder-esque, does no harm to their popularity! At least one of our group is studying them with a view to getting his rather large Napoleonic Epic collection on the table at some point, so I am likely to get to try them at some point!

    ReplyDelete
  9. Hi Keith, they are gaining a certain traction and they do seem like the author's evolution of thinking post Black Powder. Some will like the lack of 'saves' and others the more certain chance of units moving, rather than failing command rolls turn after turn. I'm sure they will come into their own for your epic games.

    ReplyDelete
  10. A fine looking and sounding game there Norm, how did you find the use of the cards effecting solo game play?

    ReplyDelete
    Replies
    1. Hi Phil, I am not a huge fan of card in games. The problem I found with the cards had nothing to do with fog of war and keeping one hand secret from the other as might be suspected, but rather it was just the task of managing two different hands and remembering what is what and still remembering at the point that the card needs to be played.

      Delete
    2. That's a lot different to Soldiers of Napoleon from the sound of it then.

      Delete
    3. Hi Norm, in my last game of Valour and Fortitude I was largely defeated by my opponent's use of the cards, I was probably on track to win conventionally or at least in with a decent chance in the last turn, when he wiped the floor with me using a pile of cards, I thought it was a great advertisement for vagaries of war to be honest although I do see them being a pain in solo play!
      Best Iain

      Delete
    4. Hi Iain, I have been wondering whether a useful rule tweak would be that when you draw the shuffle card, everything goes back into the draw pack, not just the discard pile. That might smooth out the effects of what you describe.

      Delete
    5. Hi Norm , I actually think it's a good thing, so wouldn't need evening out, I think an additional layer of unpredictability is good, goodbye WRG!
      Best Iain caveadsum1471

      Delete
    6. Iain, interesting to mention the WRG era, as the easy way to move units in V&F alone is a break from the older straight-jacketing rules.

      Delete
  11. Sounds like a good game and different enough from Napoleonic to be interesting. It's funny my nephew has lost interest in playing pike and shot/Hail Caesar as he prefers Valour and Fortitude so much more! I also find myself thinking Blackpowder rules apply as do my opponents!
    Best Iain caveadsum1471

    ReplyDelete
  12. Hi Iain, yes, I can understand that, the similarities are perhaps greater than the differences. I think an obstacle for V&F is that you pick it up thinking it is just 4 pages of rules and a couple of army lists with attributes, but it is much more than that, with a depth that probably deserves a larger front and more space, say 8 pages for an easier read.

    ReplyDelete
  13. Looks like I’ll finally check out V&F, now that they’ve FINALLY covered the only CW worth covering. 😀
    No harm in picking up a free rule set.
    Your ACW set up is very nice to look at of course.

    ReplyDelete
  14. Hi Stew, yes, the Perry’s have listened and you are an influencer :-) I think there are things here that you will like.

    ReplyDelete
  15. Lovely looking terrain and figures, Norm, and good to see the rules will accomodate a smaller game. Now I am wondering if they could be slightly tweaked for 7YW period...

    ReplyDelete
    Replies
    1. Thanks David, my understanding is that there is a very vibrant FaceBook group for these rules. I am not a FB user, but I imagine there are people there who are already tweaking lists to make it work for 7YW.

      Delete
  16. Whilst I would no doubt struggle to get to grips with the complexity of the rules Norm I do enjoy seeing your troops and terrain photos and I always admire your boundless enthusiasm for the game.

    ReplyDelete
  17. Thanks Lee, though the butterfly is strong! :-)

    ReplyDelete
  18. The combination of free rules and lists is very tempting. I wonder if it would look OK with just bases for the units and 2D terrain (making it a bit more boardgame like)...

    ReplyDelete
  19. Hi Gareth, I don’t see any reason why not, a Kriegspiel look would, I think, give scope for a better scaling and allow for the relationship between brigades and their objectives to be a bit more obvious to the eye.

    ReplyDelete
  20. Lovely game and you've tweaked my interest with the rules (thanks for the mechanics comments in the post, though - I like that). Like you I'm not a huge fan of card decks, but I think I shall have to download and have a read!

    ReplyDelete
  21. Thanks Steve, at the price (free) exploring further is definitely worthwhile and I have played without the cards quite successfully.

    ReplyDelete

Thanks for taking the time to comment