Thursday, August 19, 2021

Fighting Benny at The Cowpens

 


After the Friday night club game John had enjoyed the rules so much he asked if I could put on a American Revolution game for our Monday morning get togethers.  We both thought it would be a nice change from the usual Fire and Fury Civil War games.  So I volunteered to put on The Battle of Cowpens. 

  Cowpens is one of the more interesting actions fought during  the  American Revolution.  General Daniel Morgan with a mismatched command won one of the most decisive battles of the war.  He understood how his opponent Banastre Tarleton fought and designed his battle plan for him.  He understood the various strengths and weakness of each of his troop types (rifles, Continental line regulars and militia) and set them to maximize their strengths and off set their weaknesses.


In fighting I will used  the historical order of battle at a 1:10 scale.  The rules used are "Whites of Their Eyes" by Steve Haller.  I limited the game to 12 turns to force the British to rush into the fight as historically they did.  The battlefield was very slight rolling ground.  There were scattered trees, mostly pines but they did not effect the fighting.  


The Americans are set up with the cavalry hidden in a swale along one edge of the field.  The American main line of Continental line troops is 15 inches from them.  A line of two militia regiments are 10 inches in front of them with another line of rifles 10 inches in front if them.  The plan was for each line to cause casualties before falling back. 
  


A hidden advantage of the game is the American command structure.  Morgan is the commander, assisted by Howard who commands the Continentals and Pickens who commands the Militia.  The British have only Tarleton.  This will effect starting troops and assisting with close combat and rallying routed troops.  So it will be a difficult battle for the British to win.

The British will enter the board in two lines.  The first is made up of the 7th Regiment, Royal Artillery (3 pounder), British Legion Infantry and Light Infantry battalion.  A troop of the Legion Cavalry and 17th Light Dragoons protect each flank.   


The reserve was the Dragoons of the British Legion and the 1/71st Highlanders.

The British must attack and destroy the enemy as quickly as possible.





The British main line advances steadily but the American rifle men fire, cause some casualties and fall back.  Although casualties are not heavy they are adding up.  The Royal Artillery concentrates on the militia up on the hill with long range fire.

In these rules Skirmishers can use a split move.  They can move part of their movement rate, fire and move the remainder.  This tactic kept them away from the enemy while still causing casualties.


The rifles swung to both sides of the militia line.  On the British left flank the commander orders the troop of Legion Dragoons to ride down the rifles.  Although they do so, heavy fire from the militia on the hill wipes them out!

  The 7th regiment decimated by rifle and musket fire fails morale and retired of the board.  The 1/71st Highlanders move up to take their place.  The South Carolina militia line holds steady and continues to fire at the enemy.

The Continental line says, aren't you guys supposed to fall back and let us do the fighting?




On the American left flank Tarleton orders the Region dragoons to charge and roll up the militia line.  As they wade through A swampy stream waiting for them is Lt. Col. William Washington with mounted militia and Continental dragoons.


For the next three turns A wild cavalry meele ensures.  First one squdroon of Legion dragoons are defeated.  A second squadron throws back the Continental dragoons.  Washington rallies them and back they go.  Finally the British cavalry break and retreats off the board!  

With his cavalry , the 7th and light infantry gone now Tarleton calls on the 1/71st to save the day.  But the commander of the 71st tells Tarleton perhaps it is time to retreat and save what he can.  While they may push through the militia there are too many. Continental waiting for them and cavalry ready to fall into their flanks.  Tarleton reluctantly orders a retreat.


Once again we had a fun and fast moving game with these rules.  By the third move of the game all players were running their troops with little help.  Although simple they give a good feel for the period.


This one us a hard battle for the British to win.  There are no sub commanders so Tarleton is kept busy trying to rally or encourage his troops.  The Americans have lots of extra commanders to do this.  In addition they have terrain on their side.


That said I was surprised the British just marched forward.  The lights or legion infantry could have gone into Skirmishers formation to deal with the rifles.  In addition throwing small groups if cavalry at bigger objects didn't b work well.  Oh well perhaps next time.

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If you are untetested in refighting Cowpens here is the order of battle I used.

Cowpens Order of Battle


Morgan's Light Division

Cavalry Brigade: Lt. Col.Wm Washington

Continental Light Dragons (8)

McCall's Militia Horse (6)


Continental Brigade: Col. Howard

Maryland-Delaware Light bn. 30)

VA. State Troops (12)

Tripplett's VA. Rifles (12).


Militia Brigade: Pickens

1st Spartan SC militia. (24)

2nd Spartan SC militia (24) 

(Hays Little River Militia Divided between the two militia regiments)

McDowell's Rifles. (12) 

Cunningham's Rifles (12)


Tarleton's Flying Column

Lt. Col. Tarleton commanding

17th LD troop (4)

British Legion Troop (4)

Royal Artillery 3pounder

British Legion Infantry (20)

British Light Infantry (16)

7th Fusiliers (18)

1/71st Highlanders (30)

British Legion  Dragoons (20)  

(Light bn made up of light companies 71st regiment, and companies from the 16th Regiment and Prince of Wales American Regiment. A most unusual unit indeed!)







Tuesday, August 17, 2021

The Battle of Hobkirk Hill or Second Camden April 1781



The Battle of Hobkirk 's  Hill (April 1781) was an unusual affair.  Although outnumbered Lord Rawdon led a scratch force of mostly American Loyalist regiments out of Camden to attack a larger American Army under General Nathaniel Greene.  Although surprised Greene quickly counterattack and almost pulled off a double development.  But as the 1st Maryland fell apart while maneuvering the American army retreated and left the field.  Inspite of this victory Rawdon was forced to evacuate Camden.  Thus Greene continued to lose battles but still fought a successful campaign.

I felt this would be a good battle to put on for club game night.  Numbers of units were reasonable and each side had a good chance for victory.    I have kept the historical order of battle but have increased the size of each unit and combined smaller units while keeping the ratio of forces historical. The Americans still outnumber Rawdon's army.   This is for the appearance of the game.  I dislike tiny regiments on my table top.  The terrain of the battle is very simple so easy to transport and set up.



American Order of Battle:
General Nathaniel Greene commanding
Reserve:
Continental Artillery  (2 x 6#'s)
North Carolina Militia battalion (30)
North Carolina Rifle men  (12)
Washington's Dragoons (10)

Main Line:
Maryland Brigade: Col. Otho Williams
1st Maryland. (30)
2nd Maryland. (30)

Virginia Brigade: Col. Isaac Huger
1st Virginia. (30)
2nd Virginia  (30)

Skirmishers Line: Capt. Kirkwood
Delaware Light Infantry company (18)
Maryland & Virginia light infantry companies (18)



British Order of Battle
Lord Rawdon commanding
Main line: Lt.Col. Campbell
Rifles, convalescent and Volunteer of Ireland light infantry company (18)
63rd Regiment of Foot (30)
King's American Regiment (30)
New York Volunteers  (30)

Reserve: Major Campbell
Royal Artillery (6#)
Coffin's Dragoons (8)
South Carolina Royalists (30)
Volunteers of Ireland (30)



The table set up.  In the fore ground Rawdon's forces marching towards Greene's line.  Crown Forces are  skirmishers out front, followed by 63rd Regiment and New York Volunteers.  Second line Volunteers of Ireland and King's American and Royal Artillery.  Reserve are South Carolina Royalists and Coffins Loyalist Dragoons.

Greene's army in distance.  Light Infantry skirmish ing in front are Maryland and Virginia light companies and Kirkwood's Delaware.  On ridge line from viewer to left are 2nd Maryland, 1st Maryland, 4th Virginia and 5th  Virginia Continental regiments.  In reserve are Lt. Col. Washington's dragoons, two Continental Artillery guns and a North Carolina militia regiment with some attached Rifle men.

Greene's line is on a long ridge.  A single road heading to the town of Camden divides the table.  There are two streams on the side of table which are cross able by infantry and cavalry (at a penalty) but not artillery.  There are scattered Pine trees but a very open growth which does not give cover or block sight.




Crown Forces advancing on Continental as line.  Greene orders his light troops to hold off the enemy while his regulars form up and his artillery unlimbers.

Kirkwood's Delaware  and the Marylanders light infantry companies fire and retire giving Greene time to organize his line and causing casualties among the advancing loyalists.


            Just hold them off a little long boys!


Falling back to the ridge line the lights fire and fall back.  


  In the rules "Whites of Their Eyes" light troops can use a split move.  They can use part if their movement, fire and move the remainder of their movement allowance.  This gives them a elusive nature.




 
Tired of taking hits from the Light Infantry Rawdon orders Coffins' Loyalists Dragoons to charge home and sweep the Rebel light infantry off the field.  The light infantry cannot out run the cavalry so they stand and fight....


          and send the dragoons back the way they came.




  Greene orders Lt. Col. Washington to charge the 63rd.  They are met by a volley of musketry.  Although they charge home the steady British regiment easily sees them off.  Looks like its not a good day for any mounted forces.


Rawdon orders the Volunteers of Ireland to march to the right of the 63rd and try and out flank the Continental line.

By this time the Continental Artillery is in unlimbered and opens fire on the New York Volunteers and lights causing heavy casualties and both units fall back.



The Maryland Brigade charges down the ridge at the advancing enemy.  The 1st Maryland hits the New York Volunteers whole the 2nd Maryland hits the 63rd Regiment.


In the close combat the New Yorkers are defeated and retreat back. They fail their  morale check  and retreat back.

The 63rd defeats the 2nd Maryland who also retreat .  thus opens the Greene's flank and the Volunteers if Ireland and 63rd move up onto the ridge.  



The Royal Artillery opens fire with case shot at close range and Coffins Dragoons ride in for the kill as the Marylanders are swept from the field.


On the opposite flank the Virginia Brigade moves down to engage the King's American regiment and the South Carolina Royalists.





Desperate to hold the flank Greene throws the North Carolina militia at the 63rd and Volunteers of Ireland.  But the militia breaks and cannot be rallied as they flee off the field.

At this point both sides agree its time to end the game.  Greene's army has suffered twice the casualties of the Crown forces so he decided to withdraw off the field.  With his own flank about to be turned Rawdon is happy to see him go.


So ends the refight of Hobkirk Hill.  I had planned, if we had two more players to add possible reinforcements.  Historically Rawdon expected the force chasing Marion's partisans to join him.  And Greene had hoped either Sumter's militia or Lee's Legion and Marion's partisan might join him.  But for four players this proved enough units to push about the table.  The rules provided a fun fast game that was accurate to the time period.  New players picked it up quickly and were running their units without help by the third turn (we played 14 turns BTW). In fact, John liked the rules so much he asked me to put on a Rev War game for our monday morning getting together.  But that us another story as they say.



Saturday, August 14, 2021

Club game Night: Friday 13 August



  Once again time marches on and its time for yet another club game night.  As always three games are hosted and club members and guests can join whichever one they like.   

Here are tonight's games and a write up about them from their host.


Dr. Dick – Petticoat Junction
Rules: Fire and Fury Regimental, 15 mm, 5-7 Players

It is spring of 1865 and Sherman has turned north to close in on Lee’s Army of Northern Virginia. On the North Carolina-Virginia border there is a rail line vital to sending supplies to the beleaguered Lee. One last train is trying to get through, and, with the bone-dry weather, it’s last supply of water to get up steam is a water tower in Petticoat Junction.
The Union scouts have found no good area to make any Sherman’s bowties, so reported back that the water tower is ripe for destruction.
The local beauties, Billy-Jo, Betty-Jo and Bobby-Jo (who use the tower as a swimmin’-hole) entertained the scouts for the night. They then sent word to the Confederate troops (apparently they go both ways…). As has happened before, what could have been a small affair has blossomed into a multi-division fracas to destroy or save the water tower.











Ralph Gero – Pacific 1942 Dogfight
Rules: Axis 

 

Angels 20/Bandits High WW2 aircraft rules appeal to me very much.  They are fun; rich enough to include climbing, diving, evading and tailing but, not burdened with mind-numbing chart after chart.  Each pilot has to recognize his airplane’s advantages and play to those advantages.  Friday’s scenario will pit the USN Wildcat fighter vs. the IJN Zero fighter.  While the airplanes are very different, they are equally capable.  USN pilots can be almost assured of victory in an old west style gunfight but, they better not let a Zero get position on their tail.







Mark Nichipor – The Battle of Hobkirk’s Hill April 1781 25mm American Revolution
Rules: “Whites of Their Eyes” by Stephen Haller

After the Battle of Guildford Courthouse (March 1781) American General Nathaniel Greene moves his army south to South Carolina to drive out the British occupation forces. While Cornwallis marched to Virginia, Lord Rawdon is left with a mainly loyalist force to defend the colony. In April Greene takes position outside the British post at Camden with his main army of Continental regiments while his light troops raid smaller outposts. Rawdon, although outnumbered decides to attack Greene before he can call in militia support.




A full report on the Battle of Hobkirk Hill will be in the next post.  Please stay tuned!