I'll be providing an ACW naval game at HMGS-Great Lakes 'flagship' convention Advance the Colors. The game is 7:00pm on September 19th. Given the short slot available for the game, I'm forced to keep it relatively small. For simplicity, I'm going to use mostly tinclads and gunboats, maybe an ironclad or two per side. Possibly a battery of guns and the ubiquitous torpedoes and obstacles like "snags".
I'm going to loosely model this on the Red River campaign with some of the 'what if' elements that the Anaconda campaign game allowed to happen. What I'm thinking is...
Union Squadron with;
USS Forest Rose
Confederate Squadron with;
CSS Missouri............casemate ironclad
CSS William H.Webb.......paddlewheel ram
CSS Indianola (Captured earlier in the war)
CSS General Sumter....gunboat ram
Battery Van Foose
2 Medium Smoothbore guns
The problem with convention games is that you never know how many players you will get or what their skill and experience levels will be.
So...this is a relatively low end game. Mostly light and medium guns with some heavies opposing heavily armored counterparts.
The alternative is to do Hampton Roads with Congress, Cumberland and Minnesota against Virginia. This has the benefit of being a short game with lots of opportunity to fire guns.
Too much? Too little? Too weird?