Wednesday, March 9, 2022

Pub Battles Monmouth

 


  Here is the first in my series of reviews of Command Post Games Pub Battles.  In this review I will be looking at The Battle of Monmouth.


 The game represents American General Charles  Lee's blotched attack on Lord Cornwallis' rear guard.  The British set up on the extreme right (east) side of the map with the Dragoons block  and Cornwallis counter only.  Lee marches onto the board, in road column on the upper left (west) side.  Lee gets to move twice (2 turns) before the British can.  Units in march column move twice as fast but it takes a third of a move to change from road column to line.  Movement is measured by the measuring device and is broken into foot and horse movement and further divided into thirds.  Since terrain penalty us usually a third of a move this is helpful.  So the game really starts on turn three and the Americans get a chance to enter the board and set up.  




Turns 1 & 2: 

American General Lee and his forces move onto board.  They enter on road column march so they go twice as fast as if traveling overland.   Because there is no British movement (Lord Cornwallis and the stand representing the Light Dragoons sits on the table) set up a defensive position.  His artillery is on a hill.  Note that blocks are set up so the other side cannot see who they are.   Add in a couple detachment blocks and your really not sure what's opposite you.


Turn 3: 

The British enter board. British go first.  They move onto the board. American artillery fires at them but no hits.  Americans take position under cover in woods or behind streams.




Turn 4: 

British go again.  They fire their artillery and get three hits!  The American block is Maxwell's light infantry who is elite.  Usually three hits destroy the unit.  But because it is elite the first hit doesn't count, the second hit flips it to shaken and the third hit makes it retreat.  American artillery fire on their turn and again no hits!



Turn 5.  

 Although the British pulled their chit first they want to move second. To delay their move Cornwallis rolls a d6 and rolls less then his command rating (4).  Lee tries to bump it back but fails to roll his rating (2) or less.  Americans move first and they unpack their baggage and rally Maxwell back to full strength.    The British move up to attack.  Because they have already moved the Americans cannot pull back but have to fight.



 In the battles both sides lose a detachment.  The British on the southern edge push back Wayne's Pennsylvania brigade.  On the northern edge the Jersey militia holds steady in the woods and destroy a detachment then push the Dragoons back!


Turn 6:

Washington arrives on the field and dismissed Lee.


Cornwallis goes first.  He again tries to delay but this time Washington makes his command roll so Cornwallis cannot delay.  The British unpack their baggage trains and rally the Dragoons and von Donop.  The Royal Artillery continue to cause hits while the American Artillery continues to miss (terrible die rolling really).  Washington pulls back to a better defensive position.  He sends Maxwell and Stevens to attack in the north woods. Grey is shaken and falls back.





Turn 7:

Washington goes first.  He sends Maxwell and Stevens to continue the attack in the north.  Else where he straightened his lines. Cornwallis pushes forward on all fronts.


In the fighting, Maxwell destroyed Grey.  But von Donop pushes back the militia.  The Royal Artillery and Continental Artillery both force the other to fall back shaken.

And finally The Guards and Light Infantry continues to force Wayne back.


End of game:

At this point we have run out of time. Historically this was when the rest of the American army would arrive on the field.  The British were looking to hold them them off so the rest of the army could continue its retreat towards New York.  Remember that the French fleet was due and threatened to cut them off.  The last thing Sir Henry Clinton wanted was a long protracted battle.


 On points the Americans win having destroyed two British blocks (1 regular and 1detachment) to one American (detachment) block.  In addition the British baggage is exposed and threatened.  But they might break threw in the American center.  And they could turn the American flank on the south.  While not historical you could also fight out a what if by having both dudes bring on all their troops for a massive battle.  In other words there us a lot if potential for this small game.    So all in all a pleasant battle and a good game which took about an hour to play.


I find the game to be challenging in that you do not know what is in front of you.  In addition the British must attack and attack more quickly then I did.  I think there are lots of options for both sides and room for what if games.  So  I am eager to play it again.  But first I want to try out the Brandywine game.  More to follow!



4 comments:

  1. Looks to me like it does exactly what it says on the tin. And the map style puts you nicely ‘in era’.

    ReplyDelete
  2. They are not going to replace my miniature games, but they are fun to have a quick game. In m any ways they bring me fond memories of the old Avalon Hill games I enjoyed so much in the years before I could afford miniature armies.

    ReplyDelete
  3. Thanks for the report. Now will I make the plunge?

    ReplyDelete
  4. I look forward to hearing what you decide to do.

    ReplyDelete