Yesterday saw a run out for the ACW collection . Des Darkin has released his regimental rules set ,known simply as ACW (link https://www.shedowargames.co.uk/ ) and I have picked it up . John and I decided to play the introduction scenario .
![]() |
| Starting position Rebs behind fences and hasty works |
|
| My brigade in the East Woods deploys in open order - meaning it can move on the wood at full speed without fatigue penalties - I want to advance it to get on the flank of the Reb defences. |
![]() |
| My units absorb some serious fire but get into melee |
![]() |
| One of mine pushes a reb defender away from the fence line |
|
| However the Rebs push the other two back . I have to spend time rallying to get them to go again . |
We had played out 10 turns looking up a few things and working through it. There is similarity to other basic ACW concepts so we were picking them up quickly . I won the initiative 9 out of 10 roll and this let me reset my staff officers quicker than John so meant I was able to keep rallying etc . I liked the Command Clock mechanism which means each side is operating independently on their Staff Officer resource . Other than that we didn’t have any extremes of dice throwing which was good for this test
Having had another read through I don’t think we got anything wrong . A few extra clarifications have been asked of Des and we had interpreted things correctly . They were - Staff Officer resource-rolls for initiative where we had various draws and rerolls . The other was around Open order troops opting to use Exploding 6’s at close range , I.e they hit on 5,6 .. but any 6 is then re-rolled and can hit again - yes this is fine it applies to all at close range .
We will play again
I fancy day 1 of Gettysburg with these ..









