Sunday, 13 October 2013

Longstreet - An Explanation (Hopefully !)

Spurred on by my failure in my last post about 'Longstreet' I have decided to explain a move in the latest game I have been doing . The scenario is 'Crossroads' , the Union force is holding the crossroads in the centre of the table - the Confederates have to capture it .
The attackers (Confederates) move first . A sides hand is 6 cards , to fire or move/combat a card has to be played initially, any card will do this (usually one you don't need) but the action can be enhanced by playing another card -
- as the Union battery playing this card to double the number of dice thrown . A 5 or 6 is needed to hit and a 456 to kill a base.
The 38th N.Y. open fire playing one card to initiate the action and the above card to improve the effect .
However the Confederates interrupt this move by playing the above card , making it harder for the enemy to hit them .
The 38th N.Y. cause 4 hits (needed 6s to hit having been modified by the Confederate card) one dice per base .
The Confederates can now try and lessen the 4 casualties by playing a card - the 2 in the blue square removes 2 of the casualties .
The Union commander has to convert the remaining hits to kills by rolling 4+ resulting in 2 bases being removed . The generals have to remember that they only have 6 cards in their hand per move - so you have to be careful how you play them , it may be wiser to take casualties rather than play cards to save them !. At the end of a move you get extra cards from your pack to bring your hand up to 6 again.
The Union player increases his move distance by playing this card .
Later in the battle the Confederates drive back the Union right flank .
 Finally the Confederates take the crossroads - the 18th Georgia charge twice driving all before them . At the end of each move the players throw a dice (the Confederates get another extra dice as they hold the objective) if this and the opponents casualties equal the break point they win ! . The break point is determined by half  the total bases of the weakest side . Well I hope this explains the rules . Having read it through again I'm not sure it does !, however the game once you get your head around it plays very quickly, 'A' picked it up half way through the game I played with him . This system may not be for everyone but I like it and am busy painting up extra figures so that I can play a campaign .


  1. Excellent write up of the rules. I'm doing something similar and find these rules to be very good

    1. I've just starting a campaign at the moment - the rules seem to work well !

  2. There's something about this rule set that reminds me of the Italieri sponsored 'Operation Overlord' set. However, 'Longstreet' looks a little capricious to me (from this distance, of course) - ideal for solo war gaming - but does it 'feel' like a game of skill rather than a game of chance? Your thoughts?

    1. ACW or 'Top Trumps' ? - still not sure ! - however it plays brilliantly solo and the game is simple and a result is got without to much effort. The cards make it ideal for solo play and the skill is knowing when to play them as they influence what you can do successfully that turn . ACW purists may frown at it but it is great fun and the campaign system gives added depth. Tony