Wednesday, February 3, 2021

West Ford village 1814

 

I enjoyed the American Revolution battle problem so much,  I cleared the table off of troops and brought my War of 1812 collection out.  This should illustrate that the game can be fought out in any horse and musket period battle.  This time the Americans are on the attack and the British/Canadian forces defending.



General Rial needed to hold the enemy for seven turns and withdraw his army to fight another day.   Cautiously, he placed his regular infantry (41st, 49th and 100th Regiments and the Lincoln and York militia) back from the front, his guns forward and the native Indians in the woods opposed to the north ford and bridge.  Once the enemy had started to cross he would move his infantry forward.  Two regiments (100th and 49th) were  to defend the south ford while the militia defended the north ford and bridge.  In reserve he placed a troop of militia cavalry and the 41st Regiment.


General Brown commanded two Infantry Brigades.  Scott's Brigade of the 9th, 11th US 22nd & 25th US Infantry and  Ripley's Brigade of the 1st, 5th, 21st, 23rd US Infantry. The 1st US Rifle Regiment, three batteries of artillery and a troop of the New York State militia Dragoons rounded out his army.  Rather then attempt an out flanking move he determined to bull through across the bridge and both fords.  Scott would take his Brigade and cross at the lower ford while Ripley's brigade crossed at bridge.  The Rifles, with the 5th US would move through the woods and cross at the northern ford.  With overwhelming numbers and better troops (two of Scott's regiments were rated elite)  they would capture the town and drive off the enemy easily.


Turns 1 & 2:

The Americans were surprised to find the woods covering the north ford undefended.  The Rifles quickly moved through the woods to take position at the ford.  More slowly the 5th US infantry with General Ripley followed. (Note: Skirmishes move full movement rate through woods while troops in formation move at half rate and get a DP each turn moving) Brown himself took the 1st US infantry across the bridge and deployed into line.  The 21st US followed but both battalions found themselves under fire from Artillery and Indians to their flank. 



  Scott marched his Brigade forward and got two battalions (22nd and 25th US) across.  But they too quickly came under musket and artillery fire.  Worse, Scott was lightly wounded while steady his troops. (He lost 2 Command points) An unforseen occurrence was the movement of the infantry massed the artillery fire and the American guns stood useless!




Turns 3 & 4:

With part of there infantry across the southern ford and bridge the American commaners quickly tried to dress ranks and remove the DP's which were rapidly growing. (Notes: you can remove a DP by a commander spending Command points and also by halting for a turn)

 The Rifles crossed the and spread out to protect the 5th as they crossed. At this point the British plan came into action.  In the center cannister  and musket fire disordered the 1st US (5 DP's).  Here and at the north ford the militia charged the disordered troops in front.  Although normally the militia would be handily defeated by the regulars he to the DP's the militia defeated both the 1st US infantry and 1st US Rifles.  Routing backwards the regulars disordered the regiments behind them and the front line came to a halt.



The 100rd and 49th charged Scott's regiments which were in terrible shape. (Note:  5DP' s on one regiment and four on the other)  The 25th US was destroyed in the fight with the 100rd and the 49th continued their fight with the 22nd US next turn.  Scott, already wounded took yet another wound and was escorted off the field.  



At this point, with the entire front falling apart Brown ordered his regiments to pull back.  The surprised British and Canadians cheered and fired a salute.  Their victory was totally unexpected.

Conclusion:

I like the changes to the rules.  They clear up (to my mind) the confusion and provide a fast fun game.  One point to remember is once you start to accumulate Disorder points things get out of hand.  One or two are not bad but after three they seriously effect your Regiment.  You subtract one dice per DP when firing and subtract two per each DP in close combat.  After five DP you start removing stands of figures.  This is what happened to the American side.  Their front line regiments could not remove DP's fast enough and the enemy charged into regiments with four or more DP's.  

I think if I fight this again I need to get another table to give myself a bigger battlefield!  Also,  by attempting to out flank the enemy up the road to the south you spread out the defender and make it harder for him to concentrate his forces against you.  Just compare the last game to this one on who had the better plan.  





Monday, February 1, 2021

Loose Files rule changes.

 

 Here is yet another try on my part to use the rule set "Loose Files and American Scramble" by Andy Callan.  I like the rules very much as, to my mind they reflex the tactical practice during the American Rev War.  The use of disorganization points (DP) show they temporarily disorder to units.  By pulling back, regrouping the unit can return to action in better shape.  No other system, I am aware of reflex this.  But few of my club gaming friends want to play these rules due to poor interpretation of them.  After long conversations I have identified what my gaming friends find frustrating with them and here are my attempts to improve them.  In the coming days I will be testing these out and reporting in the results.

 What is different?  In place of simultaneous movement I am switching to a I GO U GO.  But, it is a fire first move second or move first fire second type.  I think resolves the conflict with close contact. Also rather then dice roll movement I use a set movement rate.  

 in the next week I will be playing these out with a solo game to see how they work.  Stay tuned!


Training:

Each unit is given a basic efficiency grade at the start of the game, indicating its training and experience. This may vary in a campaign context, but the following should be taken as standard grades for the different categories of troops:

1st Class: Elite

2nd Class: Regulars

3rd Class: Volunteers and second class troops

4th Class: Militia and Indians

5th Class:  Poor Militia and unmotivated Indians .


Order of Play in a Turn:

1. Compulsory Retreats/Routs following combat in previous turns.

2. Calculate Morale effects provoked by 1 above.

3. Initiative roll. Each army commander rolls dice to determine which side moves offices first.  High roll wins choice of move first or fire first.

4. Firing.  Side  A then side B.

5. Move units. Side B then side A.  Announce attempted advances to contact/charges before moving.

6. Close Combat.

7. Re-dress ranks (according to training) of units that did not move this turn.


Command:

This is exercised through the use of Command Points. At the start of the game determine the command points of each side's commander in chief. Unless these are determined by the scenario the number of command points = Average dice roll +1. Subordinate commanders (Brigadiers) always have 3 CP's.  Mounted command figures move at cavalry rates.  Dismounted commanders move at skirmishes rate.

The actions possible to a commander are listed below, together with the cost in CP's.

Inspire troops in Combat (i.e. +1 in combat calculation) = 3 CP's *

Rally one D. Point (see below) = 2 CP's *

* Commander figure must be adjacent to unit's command group.


D. Points:

Represent the temporary Disorganisation, Demoralisation and Desertion that can affect a unit's performance in action. Unlike casualties (see below) DP's do not have a permanent effect. The number of DP's on a unit may fluctuate up and down according to circumstances, but may never be more than 5. According to their training units may remove D. Points by re-dressing the ranks and otherwise sorting themselves out at the end of a turn. This varies according to training and circumstances.


1st Class units may remove up to 2 DP's per turn, if stationary and not in combat.

2nd Class units may remove 1DP per turn, if stationary and not in combat.

3rd Class units may remove 1DP per turn, if stationary, not in combat and not under fire..

4th Class units may only remove DP's by a commander using his command points.

5th Class units only remove DP's if commander in chief uses his command points.


Movement:

Infantry: :  10" line, 12" column,  16" road column,

Skirmishes: 18"  

Cavalry: 12" line, 20" column, 28" road column.


Movement : Special Cases:

Hessian infantry (not Jagers or Bose in 1781)  8" line 10" column, 14" road column

Wheeling, change formation or facing : pivot either right or left stand and line up figures,   1 DP (2 if under fire).

Cross fence/wall, Cross minor obstacle (e.g.. small stream, gully):  stop at obstacle, continue next turn, 1 DP (2 if under fire) after crossing.

Uphill: Minus one inch from all dice rolled. 1 DP (2 if under fire).

Woods: stop at entrance to woods, next turn formed troops move at half rate and get 1DP.  Skirmishes move as usual, no DP.  Artillery cannot enter woods.

Difficult terrain (fields, rocky ground)  Take 1 DP (2 DP's if under fire).

Change Formation: Takes one Turn. Take 1 DP (2 DP's if under fire).

Limber up/unlimber: Takes two turns for heavy guns and one turn for medium guns. Light guns can do two actions per turn.  Take 1 DP (2 DP's if under fire).

Cross major obstacle (e.g.. abatis): Time and penalties determined by umpire.

Swamp:  half rate movement and fire power,artillery cannot move across, Take 1 DP (2 DP's if under fire).


Collisions/Interpenetrations:

Each unit takes 1 DP.

Retreating or Routing units move round supports that are better formed, (i.e. have less DP's), but run through and collide with units equally or worse formed


Morale:

Troops ignore the retreat of friendly units with a lower training grade but take 1 DP if such a unit routs past within six inches.

If equal/higher grade unit retreats past within six inches take 2 DP's.

If equal grade unit routs past within six inches take 2 DP's and 1 casualty.

If higher grade unit routs past within six inches take 3 DP's and 1 casualty.


Firing:

1) Artillery: 3 classes of gun are recognised:

Light = less than 3 pounders (e.g. 'gallopers' or 'grasshoppers').

Field = Most guns. 3 - 6 pounders were in general use.

Heavy = 9 pounders and upwards. Rarely in use in the field (in this theatre).

Ranges: Long 10 inches to 36 inches (minus 6" for light, plus 6" for heavy).

Short = under 10 inches.


Effect: Roll one D6 for each model gun firing, modified as follows:

+1 : Heavy Gun.

+1 : Target in column, or limbered artillery.

+1 : Firing at same target, at same range, as in previous turn.

-1 : Firing at new target.

-1 : Each DP on gun firing.

-2 : Target in fieldwork or stone building.

-2 : Target in skirmish order.

-1 : Light gun.


At long range inflict 1 DP for final total of 4 or over.

At short range inflict 1 DP for total of 2 or 3, inflict 2 DP's for total of 4 or 5, inflict 1 DP and 1 Casualty for total of 6 or more.


2)  Infantry: Note, only skirmishing infantry may fire and move in the same turn.

Ranges: Musket 0-8 inches, Rifles 0-16 inches.

Effect: Roll one D6 for each company or group of 3 skirmishers firing, minus the number of DP's on the firing unit. Halve the total if firing at artillery or skirmishers, halve again if target in Cover, fieldwork or building. Halves round up.

E.g.: A seven stand  unit with 2 DP's firing at skirmishers would roll (7-2) = 5 / 2 = 2 1/2, rounds up to 3 dice.

Inflict 1 DP for throws of six only. Skirmishers roll again for throws of five, with subsequent 4/5/6 = inflict 1 DP.

Casualties:

If a unit under fire has already sustained the maximum number (i.e.. five) of DP's, any subsequent DP's caused by fire, combat or morale only are taken as casualties.

Loss of one 'casualty' = remove one stand (3 figures) of infantry or one stand  (2 figures) of cavalry. A gun that receives a casualty is knocked out.


Close Combat:

Occurs when a unit advances to within 1 inch or contacts  an opponent after death mating a charge.   Each side throws one Average dice, plus or minus the following:

+3 : Each Training grade higher than the opponent.

+3 : Defending fort or stone building.

+2 : Defending fieldwork or wooden building.

+2 : Making bayonet attack (option open only to British regulars. Declare before attack).

+1 : Terrain advantage (e.g.. uphill, behind stream, gully, wall, fence, etc).

+1 or 2 : General with unit (depends on how many CP's he spent on 'inspiring troops').

-3 : in skirmish order.

-3 : being attacked in flank or rear.

-2 : each DP on the unit.

-2 : each casualty suffered.

-1 : outnumbered. *

-2 : outnumbered 3:2 *

-3 : outnumbered 2:1. *

-5 : outnumbered 3:1 or more. *

* For these purposes one cavalry figure = three infantry; one gun = six infantry.

For two units attacking one, the attackers total up all their factors and divide by two (halves round up).

Count highest grade unit for training comparison.


Result: Compare scores. If side A's total is, say, +3 and side B's is -2 then side A is the winner by a total of +5 and B is the loser by -5. Consult the following table for the effect on each unit:


+4 or more: Easy victory. Take 1 DP. 1st/2nd/3rd class troops obey orders. 4th/5th class pursue (see below)

+2/3: Successful action. Take 1 DP and (if facing infantry or artillery and not in a fort, building or fieldwork) one casualty. Halt one turn.

+1/0/-1: Stand off. No clear result. Both sides halt. Action continues next turn. Both take 1 DP and (unless infantry, facing cavalry, or facing a bayonet attack, or in a fort, building or fieldwork) one casualty.

-2/-3/-4: Driven Back. Take 2 DP's and one casualty. Retreat one move at maximum speed (no deduction for abut face).

-5/-6/-7/-8: Defeated. Take 2 DP's and two casualties. Retreat at maximum speed behind next line of friendly troops, or next terrain obstacle if no support.

-9 or more: Routed. Run away at maximum speed to beyond artillery range of enemy or next terrain obstacle (whichever is the further). Take 4 DP's and two casualties.


Note: Pursuit continues until the enemy outdistances the pursuers or is destroyed by them.


Cavalry who get a stand off result against infantry or artillery act as if driven back.

Risk to Commanders:

Generals who attach themselves to a unit may not quit that unit until the combat is resolved, and they must share the fate of that unit (ie. risking retreat/rout and getting caught up in a pursuit).

If a unit to which a commander is attached (e.g.. for rallying purposes, or to give an order, etc) takes a D. point from enemy fire, or takes a casualty in any circumstances, roll one D6 to see if the commander is hit (maximum of one such roll in any one turn):

1 = hit. Roll again.

4/5/6 = Light wound. Lose 2 CP's.

2/3 = Serious wound. Retire from field. Loses all CP's.

1 = Killed.


Formations Permitted:

Note: Line is the normal fighting formation for both infantry and cavalry. Column is used only on the march except that regulars may use it as an attack formation when assaulting a fieldwork, bridge or defile. Regulars are too sensible to consider skirmishing, but militia are happy enough to do it (Minutemen, etc) even though the effectiveness of untrained skirmishers is questionable.


Friday, January 29, 2021

Battle of West Ford village 1776

 



 Set up for game:

In setting up for the battle the American commander placed his rifle unit in the woods to flank the British.  They were then ordered to fall back across the north ford where the 26th Continentals and a artillery battery would hold the line.  They were to cause casualties and delay the advance if the enemy on that side.  On the road from the southern edge of the table a militia battalion was placed in the farm with a artillery battery to hold any out flanking attempt.  In the center a militia battalion hid in the woods while two Continentals (13th and 3rd) under General Glover took defensive potion in front of the town.  In reserve was a small troop of the 3rd Continental Light Dragoons.




The British entered the field by way of the eastern edge of the table.  General Rall with his three battalions and a battery (Rall, Knyphausen and Lossberg) would cross the southern ford while General Webster's Brigade (23rd, 33rd and 63rd) and two batteries crossed at the bridge.  The Jagers would attempt to clear the woods.  General Cornwallis held the 17th light Dragoons in reserve.  Not on the table, the 1st and 2nd Grenadier battalions were marching to out flank the American position and would enter on the fourth turn.




Turns 1&2:

In the woods the American rifles slowly fell back towards the ford pursued by the Hessian Jager company.  Both units caused casualties.  The Jager commander then charged his enemy and in a fierce melee drive the Rifles back across the ford with heavy casualties.  




General Rall had his Regiment across the ford under heavy fire from the militia in the woods and the American battery.  Once across they formed  line to return fire.  Although they suffered heavy casualties they passed their morale check with the presence of their commander.  The rest if the Brigade hurried to cross.  The militia, under fire from two batteries at close range hung in for two turns before failing their morale check and retired.  


In the center the 23rd crossed the bridge and firmed line to protect the 33rd as they crossed.  They were very lucky to not suffer any casualties due to very poor American dice rolling!  

Along the line the Continentals of Glover's Brigade prepared to engage the British.


Turns 3 & 4:

The Jager and 63rd crossed the ford through the woods driving the Rifles before them.  Once across the 26th Continentals charged them, destroying the jagers and driving the 63rd back across the river.



In the center the 13th Continentals and Hamilton's battery drove the 23rd back into the woods when they failed a morale check. The 33rd took their place and the British commander quickly called his cavalry and artillery up.  The Hessian commander continued to  pressure the American line and on the fourth turn the Grenadier battalions made their appearance.







Turn 5 & 6:

The 1st Grenadier battalion formed column to march up the road and out flank the Americans.  Waiting for them was the 3rd Continental Light Dragoons who charged and drove the 1st back.  The 2nd Grenadier routed the militia behind the fence and captured the artillery.  Quickly facing to their left they fired a devastating volley which destroyed the poor dragoons.  







As the British poured over the bridge in the center Glover ordered his Brigade to fall back. The militia, rallied by their commander and Washington himself formed line in the village of West Ford.  Washington begged them to hold and give the Continentals time to withdraw.





Turn 7 & 8:

The Grenadier battalions advanced into the village from the south.  Rall, determined to not lose any more men brought two batteries up and their combined fire routed the militia in front of them.  Glover pulled his men and gun back towards the bridge with the 13th Continentals and the rifles as rear guard.  The British launched their light dragoons at the rifles who managed to shoot down some before they were sudden down.  







In the foot race to the bridge the Americans managed to get the Continentals and the gun across the river.  The militia, what was left of them broke and ran off the north edge of the table.  The British succeed in capturing the town. Lord Cornwallis could write home about a glorious victory.  But the Americans had saved the Continentals and one of their guns to fight another day.  Although the militia were decimated  more militia were available to be called up to take their place.  


 

Conclusion:

It was a very hard fought battle which I greatly enjoyed.  It's an interesting game with both sides able to win.  The defenders are not going to stop the attackers but just need to cause casualties and withdraw their troops.  In the end the casualties were nearly equal (70 British and 85 American).  Because of this I think the game accurately reflected the war and how both sides fought.  Both could claim victory but in the long run I feel the result favored the Americans.






Monday, January 25, 2021

Afternoons with Bernie

 

  

A brief pause from the wargame and miniatures world for a little fun.  After President Biden's Inauguration Senator Bernie Sanders in his overcoat and oversized mittens has become an internet meme.  A number of sites have come up with cut and paste images to let you place Bernie anywhere in the world.  The one place he has not visited was the wargame table world so I placed him in the midst of some if my miniature battles.  





These are great fun and I hope you can get a little laughter with me over these.



We now resume our regularly scheduled programming.


If you too want to have Bernie sit anywhere I recommend this site.  Its fast and its free.

https://outsnapped.com/content/sit-with-bernie-sanders-meme-generator/?fbclid=IwAR0owseUHb6XC6AbAi6-HX_RxV7BVtulnhclWTYPjKeNiQFzH7imjorbXHI




Tuesday, January 12, 2021

Rev War Battle Problem.




This game comes from a back issue of The Courier.  The battle problem creates a challenge for both commanders and sets up a situation familiar to players of this period.  A larger British force must capture its objective in a limited number if moves.  The American commander must hold the enemy off for a number of moves and withdraw his forces to safety.  Both sides need to avoid high casulties. 


 I plan in the next weeks to play this out twice;  once in the Rev War and again with my War of 1812 figures.



The American commander must try and prevent the British from capturing the village (hold 3 of the 4 buildings) for 7 turns.  They may set up their command anywhere to the left of the small stream.  The Rifle regiment may set up, in ambush in the woods marked "C".  It is not placed on the table until seen or it fires.  The American forces must withdraw off the board by way of the bridge over the larger stream by turn seven.  Militia regiments may retreat off the table by road " D".

The British main force enters on road "B" and must capture the village by turn 7.  The British commander may send up to 1/4  of his force to enter on road "A",  but will roll a d6 to determine which turn they arrive.  

If either army suffers over 50% casualties (included routed figures as well as casualties) they must withdraw at once.

Order of Battle:

American Forces:

3 Continental line battalions

2 Militia battalions

1 Rifle battalion

1 Dragoon regiment

2 Artillery battery


British Forces:

6 Regular line battalions

2 Elite battalions

1 Light or Jager battalion

1 Dragoon regiment

3 Artillery batteries