Showing posts with label Battle. Show all posts
Showing posts with label Battle. Show all posts

Saturday, October 1, 2022

Wagon train game

 



 Feeling slightly better today (friday) I thought I would set up the table for a small game.  That took most of the morning,  having to rest every few minutes!   What game to play?  I wanted to continue with my Crimean forces.  Something small but interesting.  I decided on Charles Grants wagon train tactical problem.  Grant's book "The Wargame Companion" is one of my favorite wargame books and the one I reach for when I need inspiration or just a enjoyable read.  So I have wanted to fight this one out for a long time.  I will also use this game as an explanation of how I have been fighting solo battles.

  My table is smaller then what is recommended so I modified the terrain to give me more room.   I also added a number of wagons, four to be exact.  If you're going to be escorting a supply train it should look like one.  The escort are two British infantry regiment (33rd and 23rd).  The 93rd Highlanders would march to the rescue on turn eight based on a dice roll. The attacking Russians would have one battalion of infantry and one cavalry regiment.  Making another adjustment, I added a second Russian cavalry regiment.  This was because of the British rifles and poor quality of the Russian cavalry.


The British supply train and escort enter the table on the road at the bottom of the picture.  They have to exit off the table on the road at the top of the picture.   I wrote down three formations for how the train would be configured and rolled to see which one I would use.  A battalion in front and at the rear of the Wagons.  Off you go now.

The Russians rolled two dice per unit.  The first dice was for where they would appear on the table.   On the right side of the picture the bottom right is "X", Middle of table " Y" and top right is "Z".  Second dice is for which turn they arrive.  Infantry and one cavalry both arrive on turn three, with infantry at    " Y" and cavalry at "Z".  The second cavalry arrive at " X" on turn five.

  All this done I placed my troops on the table.  Since nothing would happen until turn three I moved the troops up to that position.    At this point I stopped as it was getting late would continue the game tomorrow.


Stay turned for more!





Thursday, August 18, 2022

North Bridge game suggestion


Doolittle print done in May 1775 of the Bridge fight.

   I worked for thirty years for the National Park Service.  The majority of that time was at Minute Man National Historical Park in Concord and Lexington.  Although I had not thought about a miniature wargame  involving the fight at the North Bridge two things recently changed my mind.  This was inspired  by the article in  Wargames Illustrated "Battle at the North Bridge"  (#291 January 2012) and the post on how he fought this out on the blog "Steve's Painting Shed."  Steve's blog is always a fun visit and full of great ideas if you are interested in the America Rev War.  Highly recommend and one of my first stops in the blogging world.


What really happened:

  The game concerns the action around the North Bridge in  Concord on 19 April 1775.  Historically,  after arriving Concord that morning  Lt.Col. Francis Smith sent seven companies of light infantry (about 32-36 men per company) to the North bridge.  Four light companies under Captain Lawrence Parsons      ( from the 5th, 38th, 23rd and 52nd) crossed the bridge and marched two miles further to Colonel James Barrett's farm to search for cannon. Three light infantry companies (4th, 10th 43rd) under Captain Walter Laurie stayed to guard the bridge.  The remainder of the British force stayed in Concord and searched for supplies. 

View from hillside over looking bridge held by Militia and Minute companies

  During this time various Minute and Militia companies from the surrounding towns gathered on the hillside by Major John Buttrick's house overlooking the bridge.  The town of Concord was just visible in the distance.  They numbered about 400 men and were divided into a Militia battalion under Colonel Barrett and a Minute Man battalion under Major John Buttrick.   


The bridge from the British side.

  When the Militia and Minute Men saw smoke rising over the town they assumed the British were burning their homes.  They marched down to cross the bridge and exchanged fire with the Light Infantry at the bridge and drove them away. The British broke and retreated back towards town leaving two dead at the bridge. Part of the militia returned up the hill they had just come down from carrying there two dead and wounded.   The minute men crossed the bridge.  Buttrick placed them behind a stone wall by the Jones house and they and the Grenadiers with Smith cautiously eye balled each other for a few minutes until Smith counter marched back to town. The Minute companies soon discovered the town was not being burned!  A fire set to burn some cannon carriges were the source of the smoke.  When some worried towns folks complained the fire could spread to the town buildings the British put out the fire.  

 

Diorama of the North Bridge fight.

  Undecided what to do now the various Minute companies moved to the ridge overlooking the town to keep an eye on the British.  Some companies marched to take position further up the road for when the British started their return march to Boston. There they were joined by other companies from further away towns.

   When Captain Parson's light companies return later they found the bridge deserted and two dead British soldiers nearby!  


The game:


  The table is set up to represent the area by the bridge very loosely.  I am looking for an interesting game not a historical recreation. Unlike the actual events both sides are eager to a fight!   The British must hold the bridge long enough to allow the detachment to return to town.  The Americans want to capture the bridge and prevent this. There will be blood!  The British have better trained and disciplines troops but the Americans have more men.

  Captain Laurie's detachment (4th, 10th and 43rd)  is by the bridge while  Captain Parson's  detachment (5th, 23rd, 38th and 52nd)is off-table and is expected to return soon. Reinforcements from Concord are in the form of a battalion of  Grenadiers and Lt.Col.Smith.

 The British at the bridge can call for reinforcements.  Roll a d6 and the battalion of Grenadiers arrive on the road from town on that turn.  

  Parson's force  attempt to enter the table beginning on turn 10. On this turn roll a d10 and they require 1-6 to enter. If they fail then they roll again on turn 11 needing 1-9. If they fail then they automatically enter on turn 12.

  Colonel Barrett and Major Buttrick are on the hillside overlooking g the bridge.  Their object is to capture the bridge and prevent the British forces returning to town.  To represent the hesitation on the part of company commanders to march down and confront the British each militia/minute group must pass a morale check.  If more then half the group fails they will stay in the hill to talk it over some more.  If more then half pass then enough talking its time for action.


Order of Battle:

Lt.Col. Francis Smith commanding: 

in town with Grenadiers.

Captain Laurie's  light infantry detachment at the bridge:

(30 figures/ regular)

Captain Parson's  light infantry at Colonel Barrett's farm:

(30 figures/ regular)

British Grenadier battalion: in Concord

(30 figures/ Elite)

  I have rated the Light infantry as regulars and not elite.  This is because of their erratic performance throughout the day.  At Lexington green they fired against orders and lost all control and at the North Bridge they again fell apart (although I personally think it was more Laurie fault). Light companies were still relatively new (added to the establishment in 1770), and this was the very first time in Boston they had been brigaded worked together.  I think poor command and control plus no standard light infantry drill manual were the problems that day and later at Bunker Hill.  These would be corrected later under General William Howe.  On the other hand the Grenadiers lived up to their reputation that day so they stay elite.


Colonel James Barrett commanding: on hillside overlooking bridge.

Concord-Acton Militia battalion

(30 figures/militia)

Bedford- Lincoln Militia battalion

(30 figures/militia)

Acton-Concord  Minute battalion

(30 figures/militia)

Bedford-Lincoln Minute battalion

(30 figures/militia)

  I have rated all the Americans as militia.  Minute Man companies trained more often so in theory they we're better discipline.  But in looking over the performance of both groups I see historically little difference that day.  I am giving them more units as they did seriously outnumber the British throughout the day.





 

Tuesday, August 16, 2022

Fire and fall back boys!

 



  In the game  an American Brigade must hold up an advancing British column for seven turns.   I based it on the action of Pell's Point in October 1776.  I added plenty of fences and walls and hedges  to break up the landscape and give the defenders cover.  The American commander deployed two regiments on either side of the road behind fences.  The 14th and 26th Continental regiments on the right and the 3rd and 13th Continentals on the left.  The artillery was held back as crossing fences would be an issue (you have to knock them down).  The British entered with a Brigade of three regiments, the 10th, 33rd and 23rd  and a medium artillery gun on the left of the road. On the right were two loyalist regiments, the New York Volunteers (NYV) and the Prince of Wales America Regiment (PoWAR) with a light gun.  The Guards Brigade was held in reserve.




  As the Crown Forces advanced onto the field the Americans waited until they were within musket range.  Once there they fired and immediately fell back towards the next fence line.  In the rules, if you don't move during the movement phase you can use a fire and retire.   Once you fire you turn the unit to face the rear and move back half your movement rate.   So they get to cause some casualties but get out of the way before the enemy can close.  Hopeful, because if the enemy can close you are in a heap of trouble.


  This time it worked.  The Americans fell back to the next line of cover.  The Crown forces kept advancing but did take some  casualties.  Eventually one British Regiment (33rd) did go shaken but quickly recovered.  Once the Americans ran out of positions to retire to it was time for them to leave the field.


  Rather then a exciting game it turned into more of a learning experience in testing out a new wrinkle in the rules. A tactical exercise.   I have long played the Fife and Drum miniature rules (with some modifications) for my War of 1812 games.  They provide a fun and and fast game.  Because they are one page long they are easy to learn and you play the game rather then spend your time looking up rules and interpretation.  For an explanation of his the rules see https://bravefusiliers.blogspot.com/2019/11/rules-i-use-for-wargaming-war-of-1812.html

 They provided an interesting game which reflected many a action during the war.  The Americans were not going to stop the British, but could wear then down and slow them up.  In this way it was a fun learning experience.  The fire and retire rule worked very well.  But of course you need a series of good positions to falk back to each turn.  And that is not always going to happen.  I also got to get my newest regiments onto the field for the first time.  Both the Prince of Wales and the 10th fought well I am glad to say.  


 If you are interested in the period I would highly recommend these rules.








 





Tuesday, June 28, 2022

Spare your reserves: The Battle for The Farm

 


Turn 1 & 2




Both sides march onto the table.  

The American 1st Brigade will flank the farm while the 2nd Brigade marches in column towards the farm.  The 1st and 2nd US Rifles will race to secure the farm.

The British brigades march onto the table in column heading towards the farm.


Turn 3:



The American 1st Brigade and British 2nd Brigade both deploy into line.  The 1st US Rifles fire at the advancing redcoats but draw heavy fire on themselves and they retreat shaken.


The 2nd US Rifles charge over the walls into the farm buildings.  They are met by the GLI who they chase out of the enclosure.  



Meanwhile both sides bring up the regulars for the next round of fighting.

(Neither side calls for reinforcements) 


Turn 4:




The Americans 1st Brigade closes with the British 2nd Brigade.  Both sides exchange heavy fire with the 22nd US shaken and the 25th US steady but with heavy casualties.  In the return fire the 8th Regiment of foot is shaken taking both musket cannister . 

 General Morrison, riding up to steady them is shot and killed!



In the farm enclosure the 1US advances over the stone wall but us treated by heavy fire from the 89th Regiment of foot.  


And on the other side of the farm the 21st US marches steadily unto the combined fire of the Royal Artillery and the 1st Regiment of Foot.  The US Artillery dashes to assist but is too late, as are the Rifles.


Turn 5:






The British commander Lord Drummond races over to take command of the 2nd British Brigade.  He feeds some skirmishes into the line to give additional fire power.

The US  1st Brigade is decimated by the heavy fire from the British line.  The 22nd US breaks and rout while the US25 goes shaken as dies the US Artillery.  

On the far side of the farm some US Rifles and Artillery arrive to help but it us too little too late.  The 21US us barley holding on.

The Americans call for reinforcements.  But they will not arrive until turn 8!


Turn 6:



Disaster!  The British 2nd Brigade sweeps the remnants of the US 1st Brigade off the field!  The 25th and  22nd US break and rout while the Artillery is overrun.  The 41st, 49th and 8th Regiments of Foot advance forward!

On the far flank both the 1st Regiment of Foot and the 21st US retreat with broken morale.  But the 100th Regiment of Foot advances to secure the front.

In the farm the 1st US is broken and routs from a hard fight with the 89th Regiment.


At this point the game is called.  Although the Americans hold the farm both flanks are gone and reinforcements will not arrive in time to save the day. I could add up points but why bother rubbing it in.


Conclusion:

  This proved a fun and challenging game.  Although reinforcements could have effected the outcomes they didn't because they would have arrived too late.  The game translated well to another time period.  I cut the number if regiments back due to the smaller size of my table and using 25mm figures.


  In the rules I use each side rolls initiative every turn.  High side decide if they move first and fire second or fire first move second.  This works great for solo play.  I used a d6 roll to see if a side called for reinforcements.  1-3 no, 4-6 yes.  Simple.


 I highly recommend this game.  Its fun and fast and adapted well for other time periods within the Horse and Musket period.  


Thank you my friend for you recommendation!










Monday, June 27, 2022

Spare your reserves





  Recently, on the Fife and Drum miniature forum I complemented fellow member "Dinthedin " on a great and very interesting game he put on.  Each side has the same forces.  They are to capture a walled farmed building in the center of the table.  Both sides have possible reinforcements they can call on.  But, calling on reinforcements will negatively impact your chances of winning.  You have been criticized for calling for help too many times.   And reserves are needed for future battles.  What do you do?   Do you try and win with what you have on the table?  Or bring in extra troops to swing the balance in your favor but negatively effect the campaign?  Its all up to you.  Interesting and frustrating.  

After complimenting Dinthedin, he sent a message to me;  "Thank you!  As it can be played with any rule set and for any Horse and Musket period, I would be extremely glad if you ever gave it a try!  Cheers!"

Ok Dinthedin!  Here is my  take on your game. I am transferring your Seven Years War battle to the Niagara frontier during the War of 1812.  So there will be a slight change in the possible reinforcements.  Hope you like it!



Game Scenario:

Each side has the same troops and possible reinforcements.  Each side enters the table on opposite side of the table on the road.  

Order of Battle:

First Infantry Brigade

3xLine Infantry

1xLight Artillery

Second Infantry Brigade

3xLine Infantry

1xLight Artillery

Independent: 

2 x Light Troops

Possible reinforcements - these reserves may enter only if you call for them:

Foot Brigade:

1xMilitia

1xMedium Artillery

OR

Horse Brigade: 

2xCavalry


Reinforcements can only be call for on turn number 3 or turn number 5.  The player must decide which Brigade (Foot or Horse) to call on.  To bring them onto the table roll D6.  On a 1 or 2 enter on turn +1;  3 or 4 turn +2; 5 or 6 turn +3.  

Example: on turn 3 you call for reinforcements and roll a 4 so that brigade enters the table on turn 3 + 2 = turn 5.

Infantry enter the table, in column on the road your side entered the table from. Easy!  For the cavalry, they are wondering about b the countryside.  To see where they arrive roll a d6 to see where they enter the table.  Note the markers on the map numbered 1 - 6.  That tells you where they arrive on to the table.

Victory! Or how to win:

At the end of each turn count your victory penalties points.  IF a player has 7 victory penalties points then they have lost the game.   If by turn 12  neither side has 7 points, the side that has the least victory penalties points wins a marginal victory.

Points:

Each unit lost lose 1 VP

Each unit reforming (shaken or routed) lose  .5 VP

Holding farm buildings at end of turn 12 win 2 VP

Asking for Foot reinforcement turn 3 lose 1.5 VP

Asking for Horse reinforcement turn 3 lose 2 VP

Asking for Foot reinforcement turn 4 lose .5 VP

Asking for Horse reinforcement turn 4 lose 1 VP


Wednesday, June 22, 2022

Big Fight at Cook's Mill Part 2

 



With the arrival of British reinforcements the balance of the battle has appeared to swing away from the Americans.  


Turn 6:

  General Scott wanted to try and smash the remaining Canadian units on the table before the British regiments arrived. It would take them a move or two to deploy and be wanted to take advantage of it.



  The 11th US quickly  charged the 2nd militia  who had turned from the ford to guard the Canadian left flank.  The 25th US  charged the rallied IMUC and the 22nd US move forward to deal with the GLI on the American flank.  


In the close fought fighting,  the Militia defeated the 11th US who fell back shaken. But the militia also failed their morale check and also fell back shaken!

The 25th US again defeated the IMUC who fell back shaken and Lt.Col. Parsons was lightly wounded.

Lastly the 22nd US easily defeated the wing of the GLI who retreated into the woods to regroup.

The remnants of the 1st US Rifles passed their morale check and rallied for next turn.  They turn to face the oncoming militia.  Where did they come from?


Ignored by the Americans the 1st Militia deployed into the road in the rear if the American line!


Turn 7:


Both sides rallied the shaken troops and steadied themselves for the fight.



Morrison deployed his Brigade.  Scott sorts out his troops.


Turn 7:


The 9th US Infantry moves forward into the woods to drive the Mohawk away.  Rather then standing and fighting they fall back and continue a harassing fire. In addition the 2nd militia across the river join in with long range fure.  The casualties mount and the 9th US goes shaken.


The 1st militia takes cover by the stone wall and exchanges fire with the 1st US Rifles.  Its too much for the already decimated rifles who break and rout.



  Finally the wing of the GLI and the 89th Regiment gang up on the 22nd US who take big casultues.  To add insult to injury the Rocket battery finally scores a hit and the 22nd US fails its morale check to also go shaken.

  All in all a bad turn for the US!  With no help on the g prison and both his flanks gone General Scott deciedes to beat a hasty retreat across the river and calls the game.


Conclusion:

All in all a fun and enjoyable game.  I played this out over a week and a half .  its nice to be able to set up a game and leave it in place to continue later.  The rules worked well and the game could gave gone to either side although this was a massive win for the British/Canadian side.  Reinforcements arrived in time for them and General had been just too aggressive.  Much like real life!  American reinforcements were not to arrive until turn 12.  If they had cone in earlier could they have turned the tide?  Try the game out yourself and see!