These lists and rules have already been updated, as I was using version 2 in my playtest.
The rules are only four pages long, with a half-dozen 'army list' pages to round out to 10 to run a game.
The scenario is only one page (single side) so, we are really talking about a simple rules set.
I ran the game solo, so as to focus on the system more than trying to explain it all to someone else.
I was able to put my random tabletop cards to good use:
Prior to the game, the armies need to be put into order of battle, since I was only wanting a simple game I kept it to 200 points per side, also managing to keep a more historical 'feel' with the Union side having guns and the Confederate having some more experienced troops.
With the general map data, I then needed to set up four 'objective' terrain spots for each side, this put my 'alphabet' stars on the table again, with great effect.
the crossroads in town
Union control of the open ground along the river
the all-important fording space on the river
a hill-top in the Union sector
here's the map 'doodle' with the letter locations noted
terrain all set out, awaiting troops
Again I was going to capture the game action via a time-lapse and, this time I took a couple of photos to show my set up:
the old Iphone in use as the time-lapse camera
the position relative to the table
V&F uses a really simple turn system of U-go-I-go: Fate -> Fire -> Move/Act -> Melee.
Fate= draw a fate card (use it right away if called for, otherwise you can hold as many as you wish)
Fire= shoot the troops you wish to shoot, you must shoot at the closest target (so sometimes positioning is key) - & if you shoot you cannot move or act (such as rally).
Move/Act=move troops, those that did not shoot
Melee=close combat action.
There are no figures/stand removal in this game system, once you hit the tenacity number of casualties, then any more call for a 'saving throw' ... fail this "Tenacity test" and your unit flees (off the table).
When units flee, then a "Valour" test comes for the commander, fail that and the brigade formation is done for an a 'victory point' is scored by the opposing side.
Total victory points (for the test failures and any objectives) at the game end - which can come in the number of turns or a time limit (real world time) and you have your winner.
Yes, this does 'gamify' the historical elements somewhat more than other systems, yet sometimes all you want is to get a result within a certain time limit at the tabletop while getting your minis out from the cases. This system gets to put all that into action with a bit of random (the die rolls) and unpredictability (the 'Fate' cards)
Confederate defenders
got deployed
the new Cavalry force
along with their dashing new commander
Union attackers then deployed and turn one rolled into action
simple U-Go :: I-Go sometimes makes for a faster moving game
the vital river crossing was the main objective for both sides really, yet the objective placement rules do not permit the two to be within 9" of any other since I was using 15mm minis, this mean every " (inch) was 1 cm (centimeter)
I got going into the second turn though the time limit of 4 hours was my aim in this game
I was called out on a volunteer fire rescue call during turn two ... maybe my 4 hours was optimistic?
I was able to return to the game in less than 30 mins
the Confederates got a great card for punishing the Union across the river ford
then the Union got the card that permitted them to bring back the lost unit!
Confederate changed the value of the crossroads point now worth 2!
Union turn to punish a unit.
that the rebels quickly replaced
though the tide of battle was definitely NOT going their way ...
luck was not the rebel's friend either
Union line was solid and delivered consistent hits
final score was 5 vp to 4 with the Union having one unit down while the Confederates were at three units down a solid Union victory
the river line was more controlled by Union than rebel
giving a Union victory
Confederate manpower losses were greater and they had less value in terrain control
table overview at end
Union panorama
Confederate panorama
I will definitely play more Valour & Fortitude, maybe even using some 25mm Napoleonic troops ... though a larger table is called for if that scale is to hit the field.
Once again a time-lapse, set to music for your enjoyment.
In a uniform from the age of 13 to 30, learned much of 'military life' and after a decade of travel have settled down to start a family. Started with boardgames and RPG's in the 1970's and added tabletop miniatures in the 1990's. Now with a family of three boys, seeking to turn this sometime hobby into more of a lifestyle.
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