ACKNOWLEDGEMENTS

As was the case with the Across a Deadly Field wargame rules, this book and its scenarios could not have been developed, play-tested and refined without the help of many others. First among many would be my wife, Luella – a true wargame widow – who not only put up with my obsession with the battles of yesteryear, but contributed by meticulously and tediously calculating all the “point values” for all the units that were at – or could have been at – the first day of Gettysburg. For you guys that like to create point-based civil war armies, thank her, not me.

As I have said many times, no one can create this stuff by themselves. It takes the insights and hard work of many talented and dedicated individuals. Dean West with his encyclopaedic knowledge of the horse and musket period was relentless in his determination that every little historical detail and nuance was correctly portrayed. His fanatical devotion to historical accuracy clearly shows in the two 1864 Shenandoah Valley scenarios he created for this book. But history is more than a myriad of tactical details. It is “flavor” and “feel,” and Duke Seifried – the grandmaster of miniature gaming – was equally persistent in his constant insistence that while detail is good, it must never overshadow the “flow, the flavor and the feel” of the game, as that is what makes a game fun. If it isn’t fun, then it won’t be played and if it isn’t played, then it isn’t a game – point taken.

images

Patrick LeBeau, John Hill and Dean West present The First Day of Gettysburg at Nashcon 2014. (Chris Ward)

ADF and its scenarios are not just history, it is a game, and a game requires rules that have to clearly convey the designers’ intent in a manner that allows the gamers to “creatively” use all the historically correct tactics of the period while at the same time reining in the use of historically inappropriate game mechanics. Those people that can understand the designer’s intent and can burrow into the written rules to make sure that everything that is good is preserved and everything that is bad is kicked out are a rare breed indeed. They are the “rule makers and rule breakers.” I was most fortunate to have the talents of four of the best – P. J. O’Neill, Patrick LeBeau, Todd Davis and Cory Ring. These guys would toil through every play test version of the rules, every movement and combat chart, and multiple rewrites of all of that, to make sure that the “how to play” was crystal clear in a manner that even the most diabolical of “rule lawyers” could not pervert. Then, to make sure the game worked as it should, they would present and run demo games at some of the major conventions. If there are any “legal loopholes” left, it is not their fault but mine, as I would inevitably do one more rewrite and inadvertently undo the rule thoroughness that they worked hard to put into the game.

But good miniature rules are much more than a thoroughly proofread and cross-referenced listing of “what to do” and “what not to do.” All that has to be there, but they must also convey a sense of “visual spectacle.” The rule book has to reflect the color, the drama and the “wow” factor that makes historical miniature wargaming so much more than just good history. And to do that you need expert graphics, which includes everything from clear diagrams of play to easy-to-read scenario maps and perfect tabletop photography. Those visual elements are what makes you want to pick up the paintbrush and crank out another regiment. Game graphics are no easy task – it is hard and incredibly time intensive, requiring a wide set of both artistic and technical skills. So, as you thumb through this book and become inspired by the graphics and pictures, thank Todd Davis, P. J. O’Neill, Patrick LeBeau and Dean West along with Alan Sheward, Chris Ward, Doug Kline, Malcom Johnston, Scott Mingus, and Cory Ring – who also deserves a special thanks for his extensive pre-release promotion of the ADF rules and scenarios on his Cigar Box Battles website.

Finally, I have to salute the most under-appreciated group of contributors to this and any wargame – the long suffering playtesters. These are the guys that willingly sign up to play a game that they know – at this stage – is almost certainly half-baked and that the rules will probably change in mid-game. Often, in terms of fun, it would be like volunteering to be the first “over the top” at the Somme. These are the true grognards who will go down whatever path the wargame designer sets for them. And I sincerely apologize if I cannot remember all of them – but some of those that were willing to do this again and again were Eric West, George Miksad, Stephen Geisinger, Justin Crouthamel, Kermit Hilles, Norris Darrall, Grant Daniels, Robert Hoy and Dana Lombardy. To any others I may have missed, my heartfelt thanks and appreciation.

John Hill