One of the more unusual battles of the North America War of 1812 was Stoney Creek, 6 June 1813. In a daring night attack a British force of about 7-800 men attacked a much larger American forces of 3500. The fight itself was a confusing affair of not regiments and battle lines but companies attacking, withdrawing and running away. Confusion reigned and Captains and NCO's influenced and directed the fight. But the question I have been asking myself is how to recreate this on the table top? Clearly the usual set up your miniatures and battle it out will not work. What I am looking for is less a historical recreation of the battle, but more a fight that gives the feel of it. I would like confusion and unpredictably. And, since I am stuck inside to fight it solo.
I have pondered and thought about it until one day I picked up a old issue of The Midwest Wargamers Association Newsletter or MWAN. This publication by the great and good Hal Thinglum was a godsend during my early years of wargaming. It was always chocked full of inspiration and good ideas and what other people were doing. And in issue #105 was an article, "Going It alone: The Solo Wargamers Corner" by Richard Barbuto. In it he mapped out how he fought the Battle of San Jacinto in 1835. Outstanding! Here was a battle similar to what I was looking for. Richard lay out his game to include variable times for warning the camp and activating troop. He also included simple beer and pretzel rules. What was not to like here. I was off and running!
Now this is not a historical recreation. Its a game to capture the feeling of the battle. Nor is it a regiment vs regiment battle. It's companies (stands) vs companies. Confusion is everywhere. Some stands fight, some run away. Armies are mixed up. The rules used are super simple. I want a fast and furious game and do not want to bother looking up charts. Remember what Tuco says in The Good, The Bad and The Ugly, "When you have to shoot, shoot. Don't talk!"
The set up:
My game would be played on my 6" x 5". The American encampment would be in the left side and the British would enter on the right side. Woods covered both flanks and a small creek was in front it the American lines. The stream was fordable (move up to the stream and stop. Next move cross and continue on your way) but a bridge gives quicker access. Along the American line were a rail fence which. One American infantry regiment was placed in front of the stream, and Captain Towsend's battery faced the bridge. The rest of the American forces (5 infantry regiments) were in their tents behind the lines sleeping peacefully. Troops stayed in their camp until a alarm was sounded to wake them up. The British forces (2 infantry regiments, A combined flank company battalion and a small group of warriors under John Norton). Entered the table 12" from the American lines.
Wake Up! How I play the game:
Turn sequence is
Americans roll for alarm
American stands activated can move or fire
British can roll to charge
British move or fire
The British enter 12" from the American lines. The first turn of the game the American roll a d6. If its a 1 or 2 the sentries spot the British and sound the alarm. If not, the British continue their advance. The second turn they roll a d6 and a 1, 2 or 3 sounds the alarm. The third turn the alarm is sounded automatically.
Once the alarm is sounded each American Regiment rolls to see how many companies (stands) are activated. A 1 or 2 is one stand , A 3-6 is two stands. Once a stand is activated it can move or it can fire. All unactivated stands remain in the encampment area. The artillery rolls a d6 and is activated on a 1,2 or 3. Again, once activated that stand can move or it can fire. Stands in the encampment area act like sleepy teenagers and do nothing. If contacted they roll for morale with a -2 per roll for each stand.
What if the British want to charge and possibly contact some if the sleepy American stands before they are aware? During the first two moves each stand in a regiment rolls a d6. On a 1,2 move 6"; on a 3,4 move 7" and on a 5,6 move 8". You are breaking order but I think this captures the wild charge.
All stands can either move or fire. If they contact a enemy stand they are locked into close combat. To shoot roll d6 and hit on a 6. Musket range is 12". A stand can fire as long a it has figures alive. Once all figures are dead remove the stand. Stand in close combat roll a d6. On a 1,2 the British stand withdraws one move. On a 5,6 the American stand withdraws. Anything else continue the fight next turn. If two or more stands attack a single stand the defender withdraws on a 1,2 and anything else continues the fight.
Once a turn a stand that takes a casualty or withdrawals from a fight has to check morale. In addition any American stand shot at by a native warrior has to check morale. Each stand on my checks once per turn after the first cause. To check roll a d6. Americans on a 1 rout off table, on a 2 withdraw one move and on a 3-6 no effect. British withdraw on a 1 and no effect otherwise. Note! If a stand gets a withdrawal two turns in a roll that stand routs off the board. Any American stand not activated and still in its encampment area that us contacted by a British stand checks morale with a -2 to the roll. If it survived it activates.
Next Time playing the game!
The rules sound good Mark - I have both sides for this conflict too - maybe I will try a scaled down version - I only have a 3' by 3' playing area available at home!
ReplyDeleteI will be posting my game soon. I have played it out three times now and it has provided a good game each time. I look forward to hearing how your game goes.
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