John Hill the author of the Johnny Reb rules has been working with Osprey Publishing on a new set of ACW miniature rules entitled, “Across A Deadly Field” (ADF) that will enable gamers to recreate large battles while still using individual regiment and batteries. John has loosely referred to the rules as a grand tactical version of Johnny Reb III, and the gaming scales do suggest that it is almost an exact “half sized” version of JRIII. Its15mm ground scale will be approximately one inch equals 100 yards and each figure represents about 60 men and most regiment will be two stands. However, it will not solely be a 15mm game as the final product will have detailed fire and movement charts for both 6mm/10mm figures along with 25mm/28mm figures. The turn time scale will be bumped up to 30 minutes per turn to accommodate longer battles. According to John, a key design intent is that no figure remounting will be necessary – just grab half as many stands per regiment while the battery presentation will be the same – one gun figure per battery, with the number of gunners representing the number of gun sections. With the ground scale exactly halved and the figure scale doubled, this means that a battle that would take a six foot by twelve foot table, could now be recreated in half that space.
The American Civil War was a turning point in the history of warfare, as Napoleonic tactics met deadly new technology. Cannons and rifles had become more accurate at longer ranges, rapid-fire pistols gave cavalry a new weapon, and the telegraph and railroad completely altered both strategic and tactical thinking. Across a Deadly Field, the new regimental-level wargame from Osprey Publishing, allows players to recreate this tumultuous period of warfare on the tabletop. Its versatile rules make it possible to refight any battle, from the early skirmishes of Ball’s Bluff and Big Bethel to the grand, set-piece battles such as Gettysburg that decided the war. Written by John Hill, designer of the Johnny Reb series, Across a Deadly Field offers both new and experienced war gamers a fast-paced and dynamic game where even a single regiment can make the difference between victory and defeat.
by John Hill
This supplement for Across A deadly filed includes a number of scenarios of differing size and complexity, intended to give players a wide variety of options for their American Civil War games.The scenarios cover a number of the most famous battles of the Eastern Theatre, including 1st Bull Run, Antietam, Chancellorsville, Brandy Station and Gettysburg whilst smaller scenarios not only focus on the more modest battles in the theatre but also allow the recreation of individual engagements within larger battles.The package provides plasters with a versatility that can accommodate their preferences and miniatures collections without sacrificing either playability or historical accuracy. Pre Order Now for November release
Who is John Hill?
In the field of tactical war-game designs, few designers have had as much impact as John Hill. In the 1970s, John started his own company to design and publish tactical and operational games that broke from traditional wargame mechanics. Realizing that he preferred designing wargames over running a business, John sold the company and became a freelance wargame designer. From then on, John's designs for Avalon Hill, SPI, SDC and others became noted for their innovative approaches to simulating unique tactical situations. In 1977, John designed Squad Leader for Avalon Hill. Squad Leader broke the mold for how tactical combat was portrayed on the gaming board, and its impact is still felt today. The first freelance wargame designer inducted into the Origins Hall of Fame, John is perhaps best known for his Johnny Reb rules for the Civil War. After 25 years, Johnny Reb - now into its third edition - remain as popular as ever. In the 1980s, John's flair for innovative tactical simulation brought him to the attention of the Government's Defense and Intelligence communities and, for the next 16 years, he worked as a senior military analyst. Following a final four year tour at Los Alamos National Laboratory, John retired from government work and returned to gaming, updating and republishing many of his older designs and, once again, exploring new directions in tactical simulation. The author lives in Santa Fe, NM.
Also in this new series....
Land of the Free: Wargames Rules for North America 1754-1815 by Joe Krone
Pre Order Now for November release
Pre Order Now for November release
This set of rules allows players to start with small warbands of 10-20 miniatures of any scale and develop their forces over time, building them up into armies of hundreds of models! No matter the size of a player's collection, these rules will provide an enjoyable game.
Each player will build their forces using a unique system of command points. Throughout the game these command points will be used to perform actions, resolve morale tests, and reduce the enemy's will to fight. Resource management is determining what command points will be used for which elements and which actions. Risk management is evaluating whether you should extend your command point resources at the danger or exhausting your army and making them susceptible to counter-attack. Victory is determined by who holds the field of battle and which objectives were achieved.