Monday 7 October 2013


In my never ending quest for the perfect ACW rules I decided to climb on board the 'Longstreet' bandwagon . The rules mechanisms themselves are simple enough being D6 orientated , the difference is the Action Cards which both forces have . The armies are dealt a hand of 6 cards and they have to be played to initiate firing, movement and close combat , other cards can be played - if suitable- to enhance these actions and help minimise casualties, the skill is knowing when to play the cards and plan your actions in advance . Some cards can also interrupt the opponents actions and strip cards from the enemies hand . Having played about 8 games I think I have a grasp of the rules - so 'A' is coming round on Wednesday to have a go .
I have decided to play the 'flank attack' scenario from the rule book to initiate 'A' . The action takes place on a 6' X 4' table , I set out the terrain randomly using the 'Terrain Cards' supplied with the game , the dice mark out the deployment areas - Confederates nearest the camera and the Union defenders - with the threatened flank in the left hand corner of the table. Both sides will have a Brigade classed as Eager Recruits as this game is set in 1861 . The rules have a campaign system with which you take the part of a Brigadier and follow his progress through the war- gaining prestige (hopefully) as the war is fought. The controversial thing about the rules is that both sides need a set of cards - so if your playing solo you have to have two sets to play the game , this adds to the price . The rules themselves are nicely produced as are the cards and the system give a very different game - if everybody will like them or not is up to the individual - must admit I'm impressed - we will see 'A's reaction in my next posting.


  1. We have played a few games now and like the rules. We are due to start the campaign I few weeks time.

    Let us know how it goes.



  2. Has the rule set any similarity to the 'Operation Overlord' set sponsored by Italieri a few years back? 'OO' was a platoon level game that used a fairly simple set of cards to initiate action, but with a priority number associated so that you could interrupt your opponent's move (and have your interruption interrupted!

    It seems that rule set foundered. Or something went wrong. For player interaction and pace of action, I never saw the like. I think some development work might have been called for still, and most of the game mechanics were so-so, but in the manner the cards were used, I thought 'OO' was one of the best WW2 rule sets I ever encountered.

    I was wondering if 'Longstreet' has a similar system.

  3. I am not familiar with the O.O. rules although they sound interesting . In Longstreet there are only a few cards that can interrupt an opponent and only one per move can be played .

  4. The Campaign system is great. Our group's been having fun with it.

    1. I've been studying that part of the rules and hope to start a campaign soon.