General Nathaniel Greene and the Maryland brigade view the battlefield.
The game starts with the American main line deployed along ridge and skirmishers out front. Artillery, Militia and Rifles are covered and appear in turn three (the British were historically unaware of their present). Because the Americans were surprised by the British attack they cannot move untill turn three, except for the Light troops who must delay the British advance.
The light troops or both sides skirmish with the British side getting the worst of it. Finally, turn three the American Artillery and militia appear. The Virginia Brigade moves to flank the British advance supported by the militia and rifles. Colonel William Washington brings his dragoons off the ridge to flank the enemy and the American artillery opens fire. The light troops of both sides clear off for the line troops to take over.
On the American left flank Colonel Washington leads his dragoons in a impetuous charge against the 63rd Regiment of Foot.
The steady infantry hold their ground and the dragoons take casualties....
And go back from the direction they came from!
The Maryland and Virginia light companies move up in the background to cover the flank if the Maryland Brigade.
On the American right flank the Virginia Brigade moves up to engage the loyalists. The North Carolina rifles face to get in position to cause some long range damage. (Note: the small markets behind the regiments are disorganization points. These represent temporary disorganization. They can be removed by generals or by rallying in place).
The South Carolina Royalists move up to support the NYV.
Captain Coffin brings his loyalist dragoons over to add his support.
The Virginia Brigade and Loyalists continue to blaze away at each other.
...and send them racing back to safety.
The 63rd rallied in place assisted by The brigadier. (Note the D point markets by the regiment. For each one you subtract a dice for shooting and get -2 in close combat. Once you get 5 P points you start to loose stands if figures. So it is important to taken the time and remove them occasionally).
At this point, in a all or nothing move Greene ordered the Maryland Brigade off the ridge and they charged the surprised enemy. it was regiment against regiment on the left flank. But with both sides in good shape it was a stand off with both sides taking a casualty and a D point and locked in battle for another turn. It looked like both sides were going to grind each other down.
On the other flank it was the same situation except both sides were shooting each other to pieces.
But in the edges of the fighting things were different. Captain Coffin charged the advancing North Carolina militia. They got off a ineffective volley before the dragoons crashed into them and sent them routing back.
The 63rd, having rallied now advanced to sweep the Light infantry in front of the off the field.
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With both his flanks open and the possibility of the enemy rolling up his forces Greene decided discretion the better part of valor and called the game. He hoped after withdrawal he could met up with Lee's Legion and the various partisan commanders to continue the campaign. Rawdon at this pointless just pleased he had driven his opponent from the field. Tomorrow would be another day.
Summary:
I enjoyed this game very much. I think the loss of the American dragoons so early in the game hurt the American player. I also enjoyed the rules which I had not played for a long while. They work very well solo and provide a fast game. I had forgotten close combat can be a grind fest if neither side goes into them with any advantage. In addition training grade is very important. A better regiment will run over lesser quality regiments (see Coffin's dragoons!). I look forward to playing this again.