I felt this would be a good battle to fight on the table top. I already had most of Greene's army. Having always wanted to add a loyalist brigade this was the perfect opportunity. Numbers were reasonable and each side had a good chance for victory. In addition both sides had the possibility of reinforcements arriving which could create a different fight. I have kept the historical order of battle but have increased the size of each unit while keeping the ratio of forces historical. The Americans still outnumber Rawdon's army. This is for the appearance of the game. I dislike tiny regiments on my table top.
So I am off and running refighting this fascinating battle. Here are the order of battle for the table top. For the battlefield I am using the illustration from the interpretive wayside at the battlefield. It gives a simple look at the ground which translates well to the table. And there will be specific rules and guidelines for the battle. Enjoy!
American Order of Battle:
General Nathaniel Greene commanding
Reserve:
Continental Artillery (2 x 6#'s)
North Carolina Militia battalion (30)
North Carolina Rifle men (12)
Washington's Dragoons (10)
Main Line:
Maryland Brigade: Col. Otho Williams
1st Maryland. (30)
2nd Maryland. (30)
Virginia Brigade: Col. Isaac Huger
1st Virginia. (30)
2nd Virginia (30)
Skirmishers Line: Capt. Kirkwood
Delaware Light Infantry company (18)
Maryland & Virginia light infantry companies (18)
Possible Reinforcements:
Americans roll to see if Lee's Legion and Marion's Militia Brigade will join them.
British Order of Battle
Lord Rawdon commanding
Main line: Lt.Col. Campbell
Rifles and volunteer light infantry (18)
63rd Regiment of Foot (30)
King's American Regiment (30)
New York Volunteers (30)
Reserve: Major Campbell
Royal Artillery (6#)
Coffin's Dragoons (8)
South Carolina Royalists (30)
Volunteers of Ireland (30)
Possible Reinforcements:
British roll to see if 64th Regiment, Provincial Light Infantry and Royal Artillery join them.
Scenario Rules:
1 - American set up. Maryland and Virginia continental line set upon edge of ridge facing British side. North Carolina militia and rifles and continental artillery set up behind them and are not unmasked untill the third turn.
American skirmishers set up at double musket range in front of American line.
British enter game at corner of table.
2 - Turn 1 only American Skirmish Line may move.
3 - American Artillery may unmask on turn 3 or later (unless British come within 12" and can see them)
4 - American Main Line Infantry Regiments (Continental infantry and dragoons) can move on turn 3. 5 - N.C. Militia and Riflemen cannot move until end of turn 3 (hidden).
6 - Roll D6 at start of game for possible reinforcements. On a 1or 2 reinforcements will arrive. Roll second time for game turn they will arrive. Reinforcements always enter table on owning sides base line.
Rules used will be Loose Files and American Scramble. One house rule I use is one side can fire first but move second while the other moves first but fired second. In this game Americans always fire first and British move first. All units cannot move into close range (4" ) unless they declare a charge first.
Looking forward to your refight Mark. Honk irks Hill sounds very familiar... I can't decide if I have played it myself many year ago, or have just read about it!
ReplyDeleteIt's one of those battles that are listed in most scenario books. So it's well heard of.
DeleteAnd i.promised next time you would see those flags flying over a battle.
G'Day Mark, excellent choice of battle and Andy Callan's Loose Files and American Scramble will work well with those size forces. Looking forward to the game report(s)? Cheers Greg
ReplyDeleteWill be posting the results very soon.
DeleteWaiting here with bated breath!.
ReplyDeleteThe after action report is now up!
Delete