Sunday, November 27, 2022

Multi Period Game: War of 1812



 Here we go with the second of three table top battles based on the river crossing scenario devised by Norm on his blog "Battlefields and Warriors. " For details of the game please reference back to the previous post.

  Set in 1814 on the Niagara Peninsula an American and British force are attempting to capture a major bridge crossing.  Because of its importance the bridge cannot be destroyed but must be captured intact.  Both sides have similar sized forces which reflects the armies of their time period.  Victory conditions are to capture and hold both sides of the bridge by game end.  If either force is reduced to under 50% that side must retreat off the board and has lost.  In addition both sides may select one unit to out flank the enemy and appear on a random turn on the enemies flank across the river.  I rolled to see which side of the table to set up on.  I also came up with two battle plans for each side for what they wanted to do.  


Order of Battle

American Army

General Brown Commanding

Unattached:

New York Militia Dragoons (6)

Ritchie's battery US Artillery  (24)

1st Brigade: General Scott

11th US Infantry regiment  (24)

22nd US Infantry regiment  (24)

25th US Infantry regiment  (24) (turn #3) (Elite)

2nd Brigade:  General Ripley

1st US Infantry regiment  (24)

21st US Infantry regiment  (24)

23rd US Infantry regiment (24)


British/Canadian Army

General Drummond commanding

2nd (Light) Brigade: Lt.Col. Pearson

100th Regiment of Foot  (24)

 Glengary light Infantry (GLI) (24)

Incorporated Militia Upper Canada (IMUC) (24)

3rd Brigade:  Lt.Col. Morrison

8th Regiment of Foot (24) (elite)

41st Regiment of Foot (24)

49th Regiment of Foot (24)

Unattached:

Royal Artillery

Niagara Light Dragoons  (6) (enter turn #3)


  After rolling for sides the British/Canadians set up inside the river bend.  The Niagara Light Dragoons were sent on a wide flanking march.  The Americans set up opposite them with the 25th US Infantry detached to out flank the enemy. 


   On the first move both sides moved up towards the river.  Pearson sent the GLI forward in skirmish formatuon with the IMUC in support.  The Royal Artillery unlimbered in the road with a clear view to the bridge.  Morrison advanced with the 8th and 41st in line and the 89th held back to guard the flank.


  General Ripley advanced the 21st and 23rd US infantry towards the stone wall enclosure with the 1st deployed to guard their flank.  Ritchie's Battery in lumbered in the center.  Scott advanced the 9th in line with the 22nd in column ready to advance up the road. 

 The NY State militia horse set up by the woods to guard the flank.


For the next two turns both sides exchanged artillery fire.  The Americans attempted counter battery fire while the British concentrated on infantry.  Neither side made much damage.


  But on turn three things got interesting.  By a coincidence both sides out flanking force arrived on the table.  The 25th US moved up to and exchanged fire with the 89th Regiment.  The Niagara Light Dragons charged the NY Militia Dragons and drove them back but the militia horse rallied and returned to the fight.

  Fighting broke out all over the board.  The 25th US charged the 89th Regiment.  Although the British got a volley in it did not stop the 25th US who closed. In the ensuing melee the 89th's morale failed and they routed back.



  The 8th Regiment moved forward to try and stop the Americans now crossing the bridge.  Although taking heavy casualties from the 8th and Royal Artillery the 9th US held firm.  The Americans pushed their infantry to cross the bridge as soon as possible.

  This time the Niagara Light Dragons broke the NY Militia horse who were sent racing away.

  The 8th Regiment held firm against the 21st US and 22nd US holding the center.

  As the 23rd US crossed the bridge they received heavy fire from both the Royal Artillery to their front and the IMUC to their left flank.  They passed the morale check but had lost heavily.

  Flushed with their victory over the 89th the 25th US charged the 41st Regiment.  The British regiment passed their morale and turned to face the attackers.  In the melee both sides loss men but the 25US failed its morale and retired shaken.  The 41st followed up its victory by driving the Americans off the board.



  The American line in front of the bridge now crumbled.  Although they had forced the 8th Regiment to retire the 100th Regiment moved up to restore the line while the 41st returned to turn the American flank.  The IMUC now came in on the opposite flank and the three decimated American regiments collapsed in retreat.  The American commander threw in his hat and the game ended.


  The bold strategy that had won victory in the previous game did not work out as well here.  The more cautious British/Canadian forces held firm.  Again this scenario provided a fun and exciting game which came down to the last die roll.  The game had worked well in both periods.  Can it work well in a third time period?  Stay turned as the Crimean armies are set up next!











 



Tuesday, November 22, 2022

Fort Devens Miniature Game Day

   


  On Saturday morning 19 November my buddy John picked me up and off we went to the Fort Devens Museum Miniature Gaming day.  The museum hosts a day of gaming and its a great fun experience.  Its not a big event, more of a small get together with friends.  Fort Devens was established to train American soldiers for the First World War and was active until closed in a cost cutting move in 1996.  There is still a small reserve unit trading area on the grounds.  This is my second time attending and I plan on making it a annual event.









The museum traces the history of the base from its day as Camp Devens in 1917 to its closure.   There are exhibits of uniforms, equipment and models.  Many individuals are highlighted which gives it a personal feel.  Events like this one help to remind the public about the museum and bring in visitors.


  As for games there was a very nice selection .  Each  were filled up and all looked outstanding.  Because individuals who had never played miniatures games were encouraged to attend game masters were very patient and encouraging to all.  Here were some of the games offered.  There were many more but these are ones I was most familiar with.  Please excuse me and except my humble apologies if I did not mention your game.





Soloman Island Encounter run by Frank Sheppard using his home brew naval rules.  IJN and US Navy units run into each other in a free for action.




Belleau Woods June 1918 by Arofan Gregory.  Newly arrived American soldier must hold A trench line against waves of German assault troops.



Battle of the River Rasin  June 1812.  Peter Lowitt's reenactment of the battle in the War if 1812.  "Remember the Raisin!". Can American volunteers hold out against British, Canadian and Native Warriors?  





Battle of Sandy Hook War of 1812  by Adam Carriere (https://fencingfrog.blogspot.com) using the Black Seas rules.  A " What If" naval action off of  New York harbour.  A American fleet of Frigates encountered A British squadron in a historically possible battle.



  I played in this game and it was Outstanding!  Beautiful ship models incredibly detailed.  Adam moved the game along and helped us novice players.  It was fast, it was exciting.  And I should never under any circumstances be given command of Royal Navy Ships.   Lets us just say I did not cover myself in glory.  But I had a fun time and hope to play again soon.  Adam is extremely knowledgeable about the period and shared stories about the individual ships and their captains.  His enthusiasm for the period is contagious and I am already looking up books to read!  Well done sir!




Peter Lowitt and Adam Carriere work to put this on.  They coordinate with the museum and bring in games and gamers.  So a shout out is due to both of them for their hard work.

Sunday, November 20, 2022

Multi Period Game: Rev War






Here we go with the first of three table top battles based on the river crossing scenario devised by Norm on his blog "Battlefields and Warriors. " For details of the game please reference back to the previous post.

  Set in 1776 an American and British force are attempting to capture a major bridge crossing.  Because of its importance the bridge cannot be destroyed but must be captured intact.  Both sides have similar sized forces which reflects the armies of their time period.  Victory conditions are to capture and hold both sides of the bridge by game end.  If either force is reduced to under 50% that side must retreat off the board and has lost.  In addition both sides may select one unit to out flank the enemy and appear on a random turn on the enemies flank across the river.  I rolled to see which side of the table to set up on.  I also came up with two battle plans for each side for what they wanted to do.  

  The American force consists of three Continental line regiments (13th, 14th and 26th Continental regiments), two militia regiments, a rifle regiment, a Light Dragoon regiment (3rd Continental) and a medium artillery battery (Hamilton's NY).  There plan was to rush the militia and rifles up to the river and lay down a deadly fire to try and cause as many casualties as possible.  The artillery will cover the bridge in case the British try and cross.  Two Continental regiments will act as reserve by the bridge while the third will cover the left flank in case of enemy attacks.  Because the river bend covers their right flank they do not have to worry about that flank.  The Light Dragoons are sent on a out flanking mission to cause mischief behind British lines.

  The Crown forces set up to try and rush the bridge.  Two Hessian regiments (Bose and Lossberg) will deploy to the left of the river while two British regiments (10th & 49th) deploy to the right of it.  They will support any attack across the bridge.  The Royal Artillery will set up on the hill.  All of this is to cause casualties to the Americans.  The British Legion Dragoons will charge across the bridge.  The Grenadier battalion will support them.  Regiment Rall will attempt to out flank the enemy.  


  Now, let the game begin!

  On the first turn both sides set up four inches from their base line.  Both sides moved forward with the Americans throwing their rifle (operating in two wings) and militia units  forward and the Continental line in reserve.  The British sent the Legion Dragoons across the bridge hopping to surprise the enemy.  


  On the second turn the Legion Dragoons crossed the bridge, formed line and smacked into the left wing of the rifle unit.  While the British brought their regiments up towards the river and deployed the artillery on the hill,  the Americans prepared to give the Legion Dragoons a warm welcome.


   The bold plan with the Legion Dragoons didn't work out so well.  The Rifle's morale held, they and the surrounding units got to fire and the Legion retired shaken.  ( note: I allowed the Dragoons to retire up to the river bank.  I suppose they should be eliminated because they couldn't cross but I made a arbitrary decision).  Meanwhile the Grenadier battalion has crossed the bridge on deployed into line.

  On turn 3 exciting things happened.  The Americans roll less then the turn number so their off board regiment, the 3rd Continental Light Dragoons charged in from the British left flank.  They plowed right into the Lossberg regiment who did not have time to face about.  The poor Hessians routed and It. Col. Washington turned his cavalry about to threaten the Royal Artillery on the hill.


  But across the river the Grenadiers and Legion Dragoons charged the two wings of the rifle regiment and easily destroyed them.  The Grenadiers took position on the militia's left flank while the Dragoons charged the 14th Continental regiment.  The 14th failed morale shaken and fell back!   

  Obviously the American plan to defend the bridge was going to pot.  The British were now in a position to threaten the American defence and reinforcements are marching across the bridge.  What else  could go wrong?

   Well, plenty.  On turn four the British rolled for their off board Regiment to enter.  On the American left flank marched Colonel Rall and his regiment of (land) Grenadiers!  They quickly routed the militia in front of the and faced to challenge the nearest Continental line regiment.


  The Legion Dragoons continued the ride against the 14th who had rallied.  This time the Continental stood their ground and in a example of good shooting decimated the Dragoons and shot Colonel Tarleton off his horse!

  The British Grenadiers charged the 13th Continentals Regiment and drove the back.  The militia witnessed this and failed their morale check and bolted!


 Meanwhile across the river Lt.Col.Washington charged the Royal Artillery who stood to their guns and fired a round of grape shot.  Both sides suffered casualties but the Dragoons were forces to retire shaken.

  At this point I called the game.  My poor Americans had  bad dice rolls and everything that could go wrong went wrong.  That said it was a entertaining game and a good senario.  The random reinforcements arriving on an enemies flank  makes things most interesting.   Although there was a roll to slightly change your army (taking away A regiment or upgrading one) that did not happen in thus game. All in all I enjoyed it very much, and since Tarleton was killed at least the Americans could write home about something positive!


















  





Monday, November 14, 2022

Multi Period Game

 

  On the blog "Battlefields and Warriors", Norm has devised a wonderful multi period scenario.  It is designed for a smaller table (6 x 4) and modest forces.   Most importantly to me is the ability to place it in any time period, with adjusted forces to reflect that time.   It is an interesting tactical problem which should make a most interesting game.  Reminds me greatly of the old Table Top Teasers from Military Modeling in my younger days   That’s the 1970’s to you, by the way  These were always the first pages I turned to and read.  They always greatly inspired me and influenced my gaming and hobby.


  I plan on fighting this out on the table top with American Rev War, War of 1812 and Crimean War armies.  I will make some adjustments to the forces to better keep within the time period I am playing.    So stay tuned for three battles.


Thank you Norm for sharing this!

http://battlefieldswarriors.blogspot.com/2022/11/generic-multi-period-scenario-creation.html


Here is the game plan from Norms blog.

From Battlefields and Warriors blog:

Multi period

Forces:

At start, both sides have the same units, these being;

5 x regular infantry units

1 x elite infantry unit

1 x medium cavalry unit

1 x foot battery


2 x average commanders so that 2 commanded formations can be formed PLUS 1 x average commander to work with the reinforcement


Optional rules for forces:

At the start of play, each player rolls a D6. 1-2 the player loses one of their regular infantry units. 3-4 no effect. 5-6 the player gains an additional regular infantry unit OR can upgrade any one (only) existing unit to elite status.


Admin :

All units except one, start the game by being set up anywhere along their baseline and up to 4” in from the edge. See special rules for the one unit that does not begin play on the table.


The game will end the moment one of the forces loses 50% of their units.  At that time check to see which player controls the bridge (defined below) to establish a winner.


Special Rules:

The river is only cross-able via the bridge In a modern setting, amphibious capable vehicles cannot be used to cross the water.


The ditch counts as a linear obstacle and provides cover when attacked frontally.

One unit from each side will not be set-up on the table at start. That unit is off table manoeuvring on the flank. Starting on turn 2 and on each subsequent turn, at the start of their turn, a player will roll a D6 on and a score less than the current turn number, their reinforcement will arrive along either of the short edges of the table.

The player chooses which end of the table the unit will come on and at what point, so it can arrive on the enemy flank or the player might prefer it to arrive on their own flank as a reinforcement to shore up their own position. The reinforcement is given its own commander, who will be of average quality. 


The armies will set up on their baseline (one of the wide table edges) and before play, both players will each roll a D6 adding +1 if they have chosen elite cavalry. The winner chooses which of the two table edges they will play from. Re-roll equal modified scores.


Winning :

 This is a meeting engagement and victory will be based upon the capture of the bridge. Once the game is called, based on a side suffering 50% casualties, check who controls the bridge. Controlling both ends of the bridge (i.e. the road bit at each end) will be classed as a win, anything else is a draw.