Wednesday, March 20, 2024
Saturday, March 16, 2024
Come on my brave Fusiliers!’ 15 March 1781
Guilford Courthouse 15 March 1781
Along the first line:
" As at Camden, the British went forward as soon as they were in line. Captain Peter led the 23rd on as acting commanding officer, with the regiment effectively in two wings under captains Saumarez and Champagne. As they went forward, one of them noticed the ‘field lately ploughed, which was wet and muddy from the rains which had recently fallen’.
On they trudged towards the fence that marked the end of Hoskins’ cornfield and the beginning of the woods to the fore, observing as they grew closer that the rails were lined with men. MacLeod’s cannon opened fire, sending their ball whooshing into the American lines. Colonel Webster, on horseback, trotted to the front of his brigade and called out so that all could hear, ‘Charge!’ The men began jogging forward, bayonets fixed and muskets levelled towards the enemy. A crackling fire from their left, Kirkwood’s riflemen, began knocking down a redcoat here or there, but did nothing to check their impetus.
When the British line was little more than 50 yards from the North Carolina militia everything seemed to stop for Serjeant Lamb: … it was perceived the whole of their force had their arms presented, and resting on a rail fence … they were taking aim with the nicest precision. At this awful period a general pause took place; both parties surveyed each other for the moment with the most anxious suspense … Colonel Webster spurred his horse to the head of the 23rd and bellowed out, ‘Come on my brave Fusiliers!’ Some of the Americans started to run, but most held on for a moment; there was a rippling crash of American musketry when the redcoats were at optimum range, 40 to 50 yards away. Dozens of Webster’s men went down as the musket balls cut legs from under them or smashed into their chests. Lieutenant Calvert worried for an instant how his men might react to such a heavy fire: ‘They instantly returned it and did not give the enemy time to repeat their fire but rushed on them with bayonets.’ Captain Saumarez noted with pride, ‘No troops could behave better than the regiment … they never returned the enemy’s fire but by word of command and marched on with the most undaunted courage.’..."
Quote from;
Fusiliers: The saga of a British Redcoat Regiment in the American Revolution by Mark Urban
Monday, March 11, 2024
A new Project
I am adding a few new American Regular regiments to my War of 1812 armies. I will be using the wonderful Knuckleduster miniatures. Instead of the usual 1814 uniform I am going with the hybrid 1813 uniform. Its colorful and different.
The uniforms of the American Army during the War of 1812 is a very complex subject. Uniforms changed considerably throughout the war,not once but at least three times. The uniforms worn early in the war were very different then those worn at the end of the war. More importantly units didn't always receive new items immediately when they became available.
Throughout the 1813 campaign season the American regular infantry wore a hybrid uniform. On paper, the US Army had an entirely new uniform in 1813. This was a plain coatee without the lace adorning earlier versions of the garment, and a ,new leather shako. But as any student of military history can tell you, the dictates from on high do not always translate into changes in the field; at least not right away; sometimes if ever. The American army throughout the 1813 campaign season (a third of the war), wore a hybrid of the 1812 and 1814 uniform.
On paper the United States Army had an entirely new uniform. This was to be a plain coatee without the lace the earlier coatee had plus a new leather shako.
The leather shako was delivered very quickly to the front lines, and most units had them in hand for the 1813 campaign season.
The regimental coats were another story. The old laced 1812 coatee continued to be worn by a substantial number of units, and because of shortages of blue dye, it was delivered to units in various shades of grey, "drab", brown, and black. According to Rene Chartrand, the Army specified that, "the mixed color coatees and garments were to be cut as prescribed in the February 1812 regulations, with red collars and cuffs, and white lace binding."
US Regulars in the hybrid 1813 uniform from the Knuckleduster miniatures website. |
The units wearing this old coat/new cap configuration, were as follows (coat color follows listing):
12th US: Drab, red facings
14th: Brown for some, Drab faced with Red for others.
21st: Blue, red facings
16th: Black, red facings
Yet another exception to the rule., which the War of 1812 is filled. The 25th US Infantry had the old felt shako and a blue coat faced with red (and with minimal lace).
Sunday, March 10, 2024
Friday, March 8, 2024
Charge of the Light Brigade Rules
I have been ask a number of times what rules I use for the Crimean War. They are "Charge of the Light Brigade." A home brewed self published rules from the author David Raybin so possibly only a few of you have tried them. I will state right off I am a big fan of these rules. I like simple rules, but with a twist. I like regiments to look like regiments. And it is important to me that that a group of colorful miniature soldiers represents such and such a regiment. I want a game I can play in a evening, gives a period "feel" for the time period played, have fun with and come to a conclusion. "Charge of the Light Brigade" does all of these. Here is a essay on how they play.
The rules are a simple I Go U Go but with a difference. Each side rolls for initiative with high side getting first go. If you won the roll last time you add one to your roll. Each of your regiments or batteries do one action (move, change formation, fire or remove a morale point). To move roll two dice (or more depending on formation) and that is how far you can move. After all your units have moved you may spend a command point (CP) per unit and that unit may do a second thing.
Here is something that sets this set of rules aside from all others. The author has taken the simple move/counter move system and twisted it. Every unit has a commander (i.e. Colonel). He has so many command points (CP). More if he and the regiment are good, less if mediocare or poor. Russians often get around 8 (sluggish, dull) while British line get 12 and elite Guards might get as many of 16. Better units can do more at critical times. But when your CP are gone they are gone.
OK, now it is your turn, and every unit on your side has done one free action. You may then spend a CP and do something else. Fire, remove a Morale marker or what ever. It gives you a chance to take advantage of something or react to what is happeneing on the table. BUT for every action there is a reaction and the enemy now gets to react against that unit and can either return fire at you or change position/facing. But only against the enemy that spent that CP. In a past game a Russian battalion removed a Morale pip by paying a CP. The British reacted by firing at the unit and puting 2 morale pips right on back (darn good shooting with the Guards who rolled four 6's). So you spends your money and takes your chaces. This portion of the rules is what gets a lot of comments and attention from people who have played this game for the first time. And rightly so. It is simple, inovative and fun. But I would recommend a GM to run the first few games you try to ensure you all stay on tract and not move ahead. To track CP I put a sticky note under the command figure stand with the number of that units CP.
Firing is simple. You throw 1D6 per stand for Infantry and 2D6 per artillery stand. Cross refinance with the firing chart for weapon vs. target and this gives you the chances for a hit. Since there is a possible saving roll you might not lose all those figures hit. Yes, the dreaded saving roll. But here it takes the place of all those calculations you have to do with other rules. Watch out for double 6's as they can cause a morale marker to drop onto your unit. Each infantry stand has four figures. Once all four figures are gone you remove the stand. Until then the stand fights on.
To me, the neat thing about this system is that you forget about calculation, tables and charts. Hits, saves and morale are all tied into each other. The save chart also brings a little of the old "national modifiers" into the mix. With Russians, who get saved on a 5 or 6 no matter how many stands are left you have to beat each one with a stick until they are all dead. You get that steady, dogged feeling you read about. The British start with a high save chance (they dodge bullets like the bat man said the rules auther) but as they loose stands save chances go way down so they wither away. A little fragile. Poor Johnny Turk never gets a save
Morale is a sneaky system that most folks don't think a lot about until it bites them! You get a morale pip for any number of things (crossing an obstacle, being fired at or having friends route past you). Since you subtract 1 pip from every die roll morale effects everything you do. Move, shot or fight it ties into morale.
In a past game a Russia commander with three morale markers on a regiment found out fast that he could not shoot, or save casualties with that unit. With morale markers, once you get into trouble it comes fast and furious. To me this is a superior system then used in many rules. The unit is effected, and everything it can do is effected.
Close Combats takes a bit getting used to since it is very different from most rules. You do not charge like in other rules. You move within 2' of the enemy. THEN, you would have to pay a Command Point or wait till next turn to close and fight. This gives the defender a chance to do something. Like blast the enemy with a close range volley that causes casualties or mabey a morale marker. It is actually hard to close into close combat due to small arms fire. But when you do it can be devastating.
I really love these rules. The game feels like the Crimean to me based on my reading. Also for a I Go U Go both sides get to do something so no sitting around. In my games Russians tend to form columns (or at least reinforced lines) and try and close with the British quickly. (One player has nicked named them "Zulu's in overcoats.") Russian artillery is better then the allies and there is a lot of it. Russian cavalry is, well, sluggish. The British tend to want to shoot at things. And shoot a lot. Cavalry is small but very aggressive. By the way small numbers of cavalry will not damage infantry who can usually shoot them down before they close. Many of my games have seen a single British battalion stopping massed charge like at Balaklva. The French are interesting as their line have muskets while elite troops like Zouaves have rifles and more CP. So each army is very different from the other. You have to work with what you have and get the best out of them.