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civil War Battles
Publication date 2007
Period of Warfare covered
Peter Pig games always cover a narrow period in order to capture that period. Thus, the most important aspects of that war can be modelled and the less important ones piled into the general mechanisms.
The American Civil war 1861 to 1865.
Game setting
A corps level; game with each player controlling 2 or 3 divisions.
Associated Peter Pig range
Peter Pig always makes sure that the necessary stuff to play the game is available.
Range 2- ACW. ACW scenery in range 21.
Game scenario generator.
Peter Pig games are never two equal sides "bashing it out".
Yes. Pre-game players run through a series of scenario setting events.
The events are all historically appropriate tand modified to that particular army.
Game table size
Peter pig games should fit on a normal living room table.
CWB uses a 6 x 3 foot table.
How much scenery needed
Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal.
7 Pieces per player. Each piece is the size of alf apaper sheet (A4 in UK, Letter in US)
How many D6 needed
Peter games allow a bunch of D6 to be rolled in order to bell curve the outcomes. Results groups around the norm but extremes are possible.
12 D6. Fights usually need 10D6.
Measurement method
Inches. Typical foot brigade movement = 8”.
Rifle range =4” short and 10” long.
Basing convention
Peter Pig rules use 3x3 cm bases for most troop types. this size is tactile. Each base has the same frontage when turned and allows figure formations to have depth as well as width. 3x3 cm bases for 2,3 or 4 figures.
Typical army composition
A typical CWB army needs 150 figures.. Enough for PP to make some big sales and not too many to paint.
Infantry brigades (the basic CWB manoeuvre unit) has 6 bases.
Guns are single base= battery.
Typical army would have 9 units of infantry (brigades), 1 unit of cavalry and 3 artillery guns (batteries).
Number of army composition lists included
Narrow period focus allows "in war" diversity to be modelled.
Fourteen armies.
Unit motivation mechanism
There must be a reason for the general to be where he is. His presence should make a difference.
CWB uses a 2D6 motivational success/fail roll.
Moving mechanism
Something simple that can be memorised. PP rules give a move distance worth having.
Units are given D6 action points. 1 point to move 3” or wheel or change formation etc.
e.g A brigade with 4AP. 1 wheel. 3 x 3” moves.
Shooting mechanism
Shooting takes into account amount , skill and modifiers but ends up with a bunch of D6. Saving roll gets both players engaged. There is opportunity shooting.
Fighting mechanism
Fight mechanism only consider about 8 modifiers. But these are the important ones for that period. another reason for keeping the period span small. A unit fights a unit.
Before each fight there is a falter test. This determines if the target makes a run for it or the chargers themselves stop short. This is obviously very relevant to ACW charges.
Game length
Most PP games last 6 turns. The games are always alternate move type but with interaction via saves, reaction and opportunity. A countdown system. A D6 is rolled each turn and deducted from a starting total of 21. This makes the end of the game unpredictable. Six turns is the norm. 2 Hours.
Book keeping
Usually a few numbers to write down at the beginning but nothing after that. CWB has abttle sheet (see free download above).
Principal victory conditionS
The two sides usually have different criteria to win. Most victory conditions are awarded D6 multiples so their exact worth is not known until the game end.
Attacker needs to capture the objectives (3 of) and the middle rows of the table. The game takes part in the centre of the table rather than have the defender sit on his base line and hold the edge of the world.
Changes needed for 25mm gaming
Not all PP rules can be played with all figure sizes. usually the rules are written for 15mm. Some bigger sizes such as 18/20mm can use the same basing and measurement without any change needed. 25mm will be given a conversion factor. Use a single figure in 20/25mm size to replace a base in 15mm size.
Accompanying scenery range
PP likes to provide a one stop shop. Yes. Houses, temnts et al. in scenery range 21.
Best parts
Bits we like about the game.
The Falter test captures the essence of Civil war fights.
Each of the 14 armies has it’s own character.
Battles included
1. Wilsons Creek
2. Winchester
3. Port Republic
4.Cedar Run
5. Salem church
6. Mansfield
7. Jenkins Ferry
8. Wilderness
9. New Market
10. Pickett's Mill
11. Monocacy
12. White Oak Road (1865)
Updates to CWB Rules
Page 113 Victory Points
We have decided to update the victory point numbers a little. December 2019.
This is the first update in 12 years.
Changes
Defender compensations for being the defender
5D6 becomes 2D6
8D6 becomes 3D6
12D6 becomes 4D6
Thanks to John for this information