Fort Point (San Francisco, California), a real place, not a miniature

August 22, 2015

Recently we went to the in-laws, who live north of San Francisco. We were able to get away for a few day trips, one was to San Francisco. There were went to the Presidio (, were we visited the Walt Disney Family Museum ( and the barracks that once housed my old Army Regiment, 30th Infantry. We were also able to visit Fort Point, a pre-Civil War brick fort. If you are in San Francisco, Fort Point is clearly worth the visit ( Here are some photos from Fort Point.

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Fast Play Rights & Treason (Fast Play Grande Armee) Version 1.3

February 10, 2015

In some recent comments, I mentioned my attempt to do a Fast Play Grande Armee set of charts for the American Civil War. Looking at my blog, I realized that I had not posted the updated version of the charts. They are loosely based on Sam Mustafa’s Rights & Treason variant for Might & Reason and his Fast Play Grande Armee rules. If you have the Fast Play Grande Armee rules, you can work out the charts. I think that with some of the campaign rule ideas from Blucher, I can actually make the Napoleonic Fast Play Grande Armee rules and my Fast Play Rights & Treason rules work for a campaign (more on that later).

Here is the third version of the rules: ACW Charts v 1.3 16 gun

Volley & Bayonet A House Divided American Civil War Campaign version 4.0

September 15, 2014

I’ve had the flu for three days, which has resulted in my having to lie or sit around a lot. Of course that means I’m now behind (even more than usual) on the regular issues associated with work and life, but that did give me some time to think about the A House Divided Civil War campaign for Volley & Bayonet. I’ve had this on my list of things to do for some time. I flirted with the idea of using an American Civil War version of Fast Play Grande Armee, but I could not ever figure out how to do the post battle losses. I think that was also an issue for Sam Mustata, and if I remember correctly, why he sold off the regular Grande Armee rules. So I went back to the drawing board with Volley & Bayonet for a House Divided campaign. Volley & Bayonet might not have all the fancy command rules that Fast Play Grande Armee does, but it does work for a campaign, which is crucial for a campaign game!

Most of the basic rules work fine. I have used the A House Divided board game for several campaigns in the past including several with Stars and Bars (my first wargames and my first campaigns – both hosted by Bill Winski), Johnny Reb 2 (which worked until the battles got too big for the number of figures we had), and Fire and Fury (which were interesting, but too predictable given the nature of Fire and Fury). So the core rules about movement and the like were good to go.

There were a few areas in the rules I wanted to revise. The first was the number of cavalry units in the game. Simply put, there were way too many. The inclusion of a cavalry brigade in each corps and the ability to recruit new cavalry corps basically produced twice as many cavalry stands as there should have been. I reviewed the Volley & Bayonet Yahoo group and found that Greg Novak had concurred and noted that cavalry divisions and corps should only be formed from converging the cavalry brigades contained in the infantry corps.The second was to double-check the amount of artillery in each of the newly raised corps, which seemed about right in the end. I also bumped down the starting strength of infantry brigades in newly raised corps from 7 SP to 6 SP. 5 SP is probably right for the size of the units in the A House Divided game, but after a few turns where corps take attrition, they will be in the 10,000 to 15,000 size range. Finally, I added rules for the Union to form a 10 stand artillery reserve (corps) which represents the artillery reserve in the Army of the Potomac.

I had thought about doing the campaign in 15mm, but alas as a “one man show” I only have enough figures for about half of what I will eventually need, which I estimate to be about 8 Union infantry corps and 6 Confederate infantry corps (or in terms of brigade stands: 48 Union massed infantry stands, 8 union massed cavalry stands, and 24 artillery stands plus 36 Confederate massed infantry stands, 8 massed cavalry stands and 18 artillery stands). As Bill O has noted in the comments somewhere on this blog, it is just really hard to do a big game if you are the only one painting up all the figures. My group that I played the Johnny Reb 2 and Fire and Fury versions of the A House Divided Campaign would have had enough figures for the campaign in 15mm (with 8 infantry per stand on a 2″ square stand), but alas that ship sailed about 18 years ago.

So I am now looking at doing it with Adler 6mm (really 8mm) figures on 1/2 scale stands (10 infantry or 4 cavalry per massed stand). I have enough figures painted and unpainted to do this. Right now I have all of the Union cavalry I’d ever need (about 12 massed bases) and a good start on the Union infantry (around 33 bases). I have maybe 24 Confederate massed infantry and 6 massed cavalry bases, so that is a good start. I’m pretty well set on generals and most of the artillery stands. Another advantage is that I can paint up Adler Civil War figures pretty quickly. I guess my 15mm ACW figures will have to go to another cause, maybe Johnny Reb 3?

I think I’ll just try an 1861 campaign that runs from July 1861 to the end of March 1862. To win the Union must have 9+ advantage in Amy Maximum size. An 8 advantage is a draw and 7 or less army size advantage is a Confederate victory (you can find more specifics about this in the A House Divided 2nd edition rules). If that works out, I can either restart and end in March 1863 or March 1864 or continue the campaign until the March 1863 or 1864 end date. Based on our previous A House Divided campaigns with other rules, it gets really boring for the Confederates to fight to the 1865 end.

So here is my latest attempt at revising the campaign rules for a Volley & Bayonet/A House Divided campaign:

Revised The American Civil War Campaign 4.0

Rules for a French Intervention for the Volley & Bayonet A House Divided Campaign

August 20, 2014

Bill asked in a comment about the possibility of a British intervention in the American Civil War. Most of the research on that topic by professional historians has shown that had almost no possibility of happening given the high levels of anti-slavery sentiment in the British public of the 1860s. Remember that the British government had outlawed slavery in their empire in the 1830s. So there is almost no possible scenario for a British intervention in the American Civil War. Had a British government had tried that, popular opinion against the Confederacy would have brought that government down.

On the other hand, the French had a real potential to intervene. The French did not have an economic interest in Confederate cotton, but instead the French government under Napoleon III had a very ambitious expansionist policy and a fair amount of domestic problems. A blunted United States would have allowed greater French expansion in the Americas, and a war would have taken public attention away from French domestic issues. Remember that the French did intervene in Mexico in the 1860s. So a French intervention was a far more realistic possibility.

Long ago I noted that on the Volley and Bayonet Yahoo Group. In response, Greg Novak came up with this order of battle and rules for a possible French intervention in the American Civil War:

French Intervention OB

Fast Play Rights & Treason

August 17, 2013

I’ve been thinking about my two games of Fast Play Rights & Treason (based on Sam Mustafa’s Fast Play Grande Armee). I had originally made artillery stands 12 guns or 6 guns. This left all artillery units with 1 SP, which tended to make them very fragile (one hit after saves and they were gone). Also that scale produced a lot of artillery stands. Reading through the ideas of some influential Union artillery officers ( I realized that I needed larger artillery units to be on the same scale footing as infantry and cavalry brigades. Because of that I opted for 16 gun artillery stands (battalions) (which have 2 SP) and the occasional 6-8 gun artillery stands (batteries) (1 SP). That works out well as a 16 gun artillery stand is equal to a historical Confederate artillery battalion or one half of a Union artillery brigade. Having 2 SP also makes artillery battalion stands far less fragile.

Here are the new charts/QRS I’ve created to go with this scale: ACW Charts v 1.2 16 gun

Here is an example OB for Gettysburg which shows how this would work in practise: FPGA Gettysburg OB Basic 16 gun

Here is an example OB for Shiloh: FPGA Shiloh OB Basic 16 gun

I have left these files a Word files so you can change anything you would like to. I know the commander ratings are pretty subjective and you might have your own ideas about the abilities of various generals.

Now I have to figure out if I want to use 5/12s size bases or rebase my figures to 1/2 size bases, which would look better and be less fiddly, but be a lot of work.