Monday, June 30, 2025

Cutler vs. Davis at Gettysburg, Day 1

We tried out the ACW rules The Devil to Pay with a scenario from the internet, Cutler’s Dogfight at Gettysburg. We had an unusually large turnout, 6 of us all told, including Bill’s 18 year old grandson, recently graduated from high school. A new recruit, he brings the average age down quite a bit. It was a grand affair. After lunch we adjourned to the game table. Jay played General Davis with Andrew and Carl as subordinates. Bill played General Cutler with Jesse and me as subordinates.




The scenario seems to favor the Union heavily. There’s a YouTube video of this scenario with extra rules, but I went with the scenario as written. Between preparing lunch and figuring out new rules, I left out the extra scenario rules. They probably make the scenario more even. Heck, I even forgot to charge the battery on my trusty old point-and-shoot camera. Thanks to Andrew for the photos.




Off-table Rebel artillery, firing at extreme range.





 

This is the first time we ever played these rules. The Confederates, trying hard to clear the Yankees off McPherson’s Ridge, pushed it too far. Each hit negates a base in the unit, any base taking a second hit is removed. So, a unit that has as many hits as bases is virtually incapable of hurting the enemy and basically a pinata waiting to be smacked open. Losses were 10 Confederate infantry bases and one run off, while the Yankees lost one base.

I’ve played Loose Files and American Scramble back in the day. Losses are similar and I knew to run when a unit was in bad shape.

With experience the attackers would have called off the attack when their losses were 2 or 3 bases. We played 5 turns in a couple hours. A lot can happen in a single turn, a unit can move twice or fire twice, sometimes more.

The game is a hoot. All loved it, including the players who got whipped. You can pick up the gist of the rules in a turn or two. Turn phases are on chits drawn from a cup (or cards). The result is joyous chaos. Some of the chits are Carpe Diem. Each player rolls a die. High score decides what phase it is. Each one drawn causes much hooting and hollering. There are 4 such chits in the cup. Perfect? No, but then I’m mighty fussy. And there are no perfect rules. Damn good and a lot of fun? You betcha. And they are free.

 

Rules are here. 

You can't beat the price.

 

The scenario is here.

 Again, the price is great.


Of course, I’m already looking at American Revolution and similar with these rules.


Edit: this is an introductory scenario. None of us have played these before and half never read the rules. Normally, each player has a brigade.

4 comments:

Ed M said...

Was not aware of these rules. The premises are clearly stated and they seem to deliver on them--particularly the level of player engagement based on your report. Never been a huge fan of systems that prioritize chaos, but it sounds as if this set overcomes those issues with other benefits.

vtsaogames said...

I've always liked some chaos. Bloody Big Battles has a settled turn sequence, but you can never be sure that a given unit will move. In these rules, the turn sequence is random. Since each unit has a limited number of orders, that introduces the chaos. No fancy rule for holding your fire until the range is good. You have two orders and need to use one to fire. Why waste a long-range shot? There are two whiskey chits/cards. When both are drawn, the turn is over. Though we ended turns when all orders were used, rarely ended the turn with whiskey chits. Unlike other chit/card systems, all players can activate on any chit if they wish (and have orders to use).

Old Nick said...

Outstanding after action report on a superb game. I do think you do some iof the best write ups of these. These rules sound most interesting and I will have to have a look at them.

Phil said...

A bloody and superb looking game my friend, sounds great!