Friday, October 23, 2020

USS Maine's Ventilation Cowl

 

Readers of this blog know I have an usual hobby of looking for artifacts from the USS Maine. That  battleship mysteriously blew up in the harbor of Havana, Cuba, in 1898, giving Americathe excuse it needed to launch the Spanish-American War.  Which America won in a month.  I have found parts of the Maine in Key West Florida, Bangor Maine and of course Havana Cuba.  But today I found another item that was nearer to home.


USS Maine.  Note the ventilation cowl to the right of the forward funnel.


The crushed cowel as it looks today.


The Maine sank in less than 40 feet of water, which made salvage possible. America's small towns, flush with patriotic fervor, demanded relics of the ship. Some did better than others. The captain's bathtub can be seen in Findlay, Ohio! Other items are scattered nationwide. The bow scroll is in Bangor Maine, the main mast is at Arlington Cemetary and the fore mast is at Annapolis Maryland.  Three ventilator cowls -- those items which stick out of ship decks that people are always falling into or peeping out of in movies -- were dredged up. One was given to the town of  Woburn, Massachusetts.  It is displayed today in a covered memorial in the center of the town.  More accurately it is within a traffics circle. So to see it you have to drive around and round, or just find a parking space somewhere (easier said then done!).








Thursday, October 15, 2020

Fire and Movement Rates 1809

 

  The following experiments were held in the early 19th century America and were concerning rates of fire and movement under combat conditions.  The experiments are summarized here from data in the book "The American Military Library" (Philadelphia, 1809) by William Duane. The book was written in response to the "Chesapeake Affair" of 1807 and the possibly of war with Great Britain. Duane wrote up his "library" to familiarize United States Militia Officers with current European developments.  


Experiment 1

"To try in how short a time a man could fire thirty six rounds of ball cartridge."

Conditions: 36 rounds in pouch; 18 in block, 18 below. A veteran infantryman loading and firing at will at a target 125 yards away.

Results: 3 rounds in 1 minute;  18 rounds in 6 1/2 minutes; 36 rounds in 13 minutes (deducting time to transfer cartridges, which a man needed help in doing). Out if 36 balls, 15 hit the target. (Note: the target is not described, but man sized targets elsewhere are discussed.)


Experiment 2

"Charge of Light Calvary on Artillery"

Conditions:  A Light Horseman placed 600 yards (maximum effective give range) from a light 6 pounder.

Result: The first 200 yards at a walk in 95 seconds.  The next 150 yards at a trot in 28 seconds.  The next 170 yards at a gallop in 13 seconds.  The final 80 yards to the gun at the charge in 8 seconds.  In this 2 minutes and 24 seconds, the gun was fired once every 11 seconds, for a total of 13 times.


Experiment 3

"Infantry attacking Artillery"

Conditions: A soldier placed 250 yards from the gun (Normal charge distance).

Result: The first 170 yards at the march, the last 80  at the charge.  He reached the gun in 102 seconds, during which the gun fired once every 8 seconds for a total of 13 times.


Experiment 4

"Light Cavalry attacking Infantry"

Conditions: Light Horseman placed 400 yards from Infantryman.

Result: Horseman trotted 200 yards, galloped 170  and charged 80 yards.  He reached the Infantryman in 49 seconds, during which the Infantryman fired 3 times.


Experiment 5

"Infantry attacking Infantry"

Conditions: Infantryman placed 250 yards from defending Infantryman.

Result: Infantry marched 170 yards in 70 seconds, and charged 80 yards in 20 seconds.  During this 90 seconds the defending Infantryman fired 5 times.


Experiment 6

"Infantry line attacking Infantry over uneven ground"

Conditions: The attacking party was required to keep their dress while advancing over rough ground covered with bushes for 250 yards.

Results: The attacker marched 170 yards in 100 seconds, and charged 80 yards in 45 seconds.  During this 145 seconds, the defending Infantry fired 7 times.


Experiment 7

"Infantry line attacking Artillery"

Conditions: An Infantry company, formed 3 deep, at 250 yards from the gun.

Result: Infantry marched 170 yards in 100 seconds, and charged 80 yards in 17 seconds.  During this 117 seconds the gun fired once every 8 seconds, for a total of 14 times.


Final Results:

The infantry fired a total of 15 times in a total of 284 seconds, for an average of once every 18.9 seconds.

The Artillery fired a total of 40 tines in 334 seconds, for a average of once every 8 seconds. 

Tuesday, October 13, 2020

Battle of Gum Swamp

 



Table top set up at the start of the game. For order of battle and background to the game please see previous post here:

https://bravefusiliers.blogspot.com/2020/10/nostalgia-on-table-top.html


View from the British side of the table.


The British have massed their line infantry battalions (23rd, 33rd, 1/71st and Light Infantry) on the right and guns in the center.  Lord Cornwallis plans on driving the Americans before him and capturing the bridge crossing Granny Creek.  This will trap the Americans who will be forced to surrender.   The cavalry and Legion infantry supported by the  2/71st Highlanders make up his left flank under Lord Rawdon.  They are to push the Americans out of the woods and tie down as many troops as possible.


View from the American side of the table.

The Americans must hold the bridge as long as possible and inflict heavy casualties on the British. They have placed Porterfield's light infantry (mixed muskets and rifles) on the right flank hidden in the woods.  They are supported by the 2nd Maryland battalion and a light artillery battery.  The left flank is held by two militia battalions from Virginia and North Carolina.  They need to cause casualties to the advancing British and try and delay their attack.  They are supported by two Continental line battalions (1st Maryland and 4th Virginia) as well as Lee's legion infantry and dragons.


As the British advance all across the front, there is a cavalry fight by the woods.




The 17th Light Dragons charge the Militia horse who are screening the woods.  They defeat the Militia, who retire, fail their morale check and rout.

The Royal Artillery concentrate their fire in the Virginia Militia.  In spite of heavy casualties the morale of the militia holds and they stand fast (for now).  The British Infantry advances.




The America artillery scored hits on the 33rd which continued it's advance.  But the second gun misfired! Tarleton brings his legion dragoons across to threaten the American guns.   But Porterfield's Lights, hidden in the woods opened fire on the British cavalry.  The British Legion dragons took two hits and had to test their morale.  They failed the test, and routed back! (Really bad dice roll on my part!).


The Royal Artillery scored hits on both the Virginia militia and the Continental on the hill.  Both groups passed their morale checks and returned fire at the British.  Gates ride over and rallied the Militia horse who returned to the woods.  Behind the lines the Continental took up a secondary position.



In the woods, the American lights used the split move to advance into range, fire at the British and retire back into the woods. (Light troops may move part of their movement, fire and then move the rest if their movement) This is one part of these rules which captures the flavor of skirmish ing very well.


The American artillery continued to cause casualties to the advancing Red coats.  But their morale held and they continued their advance.  The Virginia and North Carolina militia continued to hold steady.



On their right the British 33rd and Light Infantry charged the militia.  They easily won the fight, and the militia routed when testing their morale.  Racing back they passed by the Legion infantry who also failed their morale!  Carried back the wave of troops headed for the bridge over Granny Creek!  The British lights, having suffered heavy casualties fell back and the 1/71st moved up to replace them.




Gates quickly moved his Continental up  to cover the gap caused by the retreating militia and light.  He ordered the militia horse and the lights in the woods to hold up the British as long as possible.



In the center the 23rd Royal Welch Fusiliers charged the  Continental and gun on the hill.  In the fighter that followed the artillery crew routed and the Continental line retired.  Captain Edward Bell of the Fusiliers quickly claimed the captured guns. With his center and left in confusion Gates threw in the towel and ordered his Continentals to save themselves.  The British Legion Dragoons, having been rallied by Lord Rawdon returned to the fight ready to chase the retreating troops.




Epilogue:

It was a fast and fun game.  I liked the terrain and possibly will revisit it for another battle but with different troops.  Although I used  the set up from the original game should I play again I will allow the Americans to set up as they like.  The militia in the open stood little chance against the British.

I enjoyed the rules very much, but I am still learning then.  The Artillery firing is great fun as you point to where you are aiming then roll to see where you hit (or misfire!). The split move for the lights really captures the feel of light troops.  I highly recommended them.

This was a fun fast game that gave me a lot of fun on a rainy day.  I am sure I will be revisiting it again.






Saturday, October 10, 2020

Nostalgia on The Table Top

 

 This is an exercise in pure nostalgia.  As readers of this blog know I am a great fan of the original war game magazine The Courier.  This was the newsletter type version published during the 1970's.  In it I discovered miniature wargaming and especially gaming the American Revolution.  While going through some files the other day I discovered a xerox of a relight of the Battle of Camden fought by Steve Haller and Terry Phillips.  It was one of those actions that I remembered seeing long ago and having it in front of me brought back happy memories.  So I decided to refight it.  




The area represents the ground north of the Camden Battlefield.  I am using the map in the article and following the game's order of battle and set up.  Not sure of the actual regimental numbers so I have used the figures I have.  Rules used will be "The White's of Their Eyes." All figures are 25mm.


American Order of Battle:

General Gates commanding

Baron de Kalb commanding:

1st Maryland Regiment (30 figures)

2nd Maryland Regiment (30 figures)

Delaware Regiment (30 figures)

Porterfield's Light Infantry bn. (18 figures)

Militia cavalry (8 figures)


Otho Williams commanding:

North Carolina Militia Regiment (30 figures)

Virginia Militia Regiment (30 figures)

 Armand's Legion Cavalry (12 figures)

Armand's Legion Infantry (18 figures)

Continental Artillery 2  batteries (light batteries)


British Order of Battle:

Lord Cornwallis commanding

Colonel Webster commanding

Light Infantry bn. (18 figures)

23rd Regiment of Foot (30 figures)

33rd Regiment of Foot (30 figures)


Lord Rawdon  commanding

British Legion Infantry (18 figures)

Loyalist militia bn (30 figures)

1/71st Highland bn. (24 figures)

2/71st Highland bn. (24 figures)


Colonel Tarleton commanding

British Legion Dragons ( 12 figures)

17th Light Dragoons (6 figures)


Royal Artillery 3 batteries (light batteries)


Now, the game is afoot!  Stay tuned for more.....

Thursday, October 8, 2020

Great Catherine (1968): The Battle of Bunker Hill



Here is a miniature war game of the Battle of Bunker Hill.  It is in the movie "Great Catherine" and while the movie is nothing special I have always remembered this scene.













Monday, October 5, 2020

Fighting Hubbardton

 


Diorama from Hubbardton Battlefield State Park

Diorama from Hubbardton Battlefield State Park


  The game starts with the British 24th regiment having  surprised the American skirmishes at Sucker Brook.  The rest of the British are in column marching down the trail.  The American Continental line are forming march column on monument hill heading towards Castleton. Both sides have rolled for possible reinforcements and the turns they will arrived are marked down.  Rules used were Loose Files and American Scramble.  All figures are 25mm.

Rather then a straight simulation of the historical battle this game includes  possible reinforcements. I have also rounded up the unit strengths but kept the figure ratio.  Lastly, I will use the battle to explain how I play the rules. These include house rules and my interpretation.

And now onto the battle!


Turns 1& 2



 
 The American skirmishes fire at long range at the 24th.  In LFAAS rules this is 8" with "6" a hit. You roll a D6 for every three figures shooting.   Skirmishers reroll  "5's" with a 4,5 or 6 a hit.  They score a single hit which is 1 Disorganization Point or DP.  Note that units can only fire or move but not both in a turn.  Unless they are skirmishes who can do both.  So the 24th dies not return fire.  Instead during the movement phase they move to within four inches of the enemy so they are now in close combat.  A house rule I use lets the American fire first in a turn, but British move first.  If they contact a enemy unit within four inches that unit cannot move as they are pinned.  To me this solves the problem of order of movement in the game as well as reflecting the standard tactical practice of the time.  Americans are happy to stand off and shoot but British want to close to combat.

In the close combat the British advantages of higher moral and fighting an enemy in skirmish order makes it an easy victory.  The Americans get two DP's, and a casualty (lose a stand of figures) and retreat.

Up on monument hill the Americans change facing and move up to the fence line.  The nect move move they cross the fence line (and take 1DP each for this). They make for the stone wall on the lower slope and await the British. 


Turns 3 & 4 & 5:

The 24th and Light Infantry cross the brook and form line to advance against monument hill.  General Fraser rides up to the 24th to remove the DP's (note if a line regiment stands in place for a move it removes a DP.  Generals can use there Command points to also remove a DP).

The Grenadier cross the brook and advance against the retreating skirmishes.

THe Continental line await behind wall. They have removed the DP's from crossing the fence and are in excellent shape to await the British.  They are uphill and behind a stonewall.


Turn 6:



The Grenadier charge after the skirmishes  who have retired into the woods.  Following them the Grenadier easily defeat them and they rout off the board. Note that for each DP on your regiment you lose a dice for firing and get a minus 2 in close combat.  So if you have more then one DP you can be in trouble fast.


But during their movement turn Warner moves his regiment off the hill and threatens the Grenadier's flank. The Grenadier  turn about to face the new threat.

The remaining Americans on monument hill start a long distance shoot against the advancing British. The few hits are quickly rallied off before the British continue their advance.

Turn 7:



The two American militia regiments arrive on the table edge.  Fraser wonders where are the Brunswickers!


The Americans along the stone wall fire a long range volley which puts three DP's on the 24th, who half in place to rally one off. Line regiments remove a DP if they stand fast for a turn.



The light infantry charge up the Hill and engage one of Francis' battalions in close combat.  Both generals assist their battalions adding their Command points.  The Americans  roll a 5 and add 1 point for the general  (he spent 3 cp to do so)  and another + 2 points for being behind the wall and being up hill.  The British roll a 4 get +3 points for higher training grade,  1 for a bayonet attack, +1 for the general attached (he spent 3 cp to do so) and +1 for outnumbering the enemy.   The difference in the score is 2 which us a successful victory for the British and a driven back for the Americans.  The Americans retreat, with 2 DP and one casualty.  Francis, who was attached to the battalion checks to see if he is hit, and rolls a killed!  He is removed.  The Light Infantry take 1 DP and a casulty then vault over the wall. They must stay in place one move.

Note, casualties are three figures.  Thus gives the unit a -2 for  for the rest of the game.


Turn 8:





Both American regiments behind the wall now check morale due to the retreat of the center battalion.  They each get 2 DP for seeing the battalion retreat.  During movement they fall back a half move facing the enemy.

The Grenadier charge and rout Warner's regiment.  But at the sane time the two militia regiments arrive on their flank partially hidden in the woods.

The 24th, with three DP is rallying and trying to remove one before it can do anything.


Turn 9:



Warner's regiment halts behind the stone wall.  The militia who are in range open a long distance fire on the Grenadier causing 4 DPs!  The Grenadier battalion now has 5 DPs and is in a world of hurt.  any further DP will result in casualties.


Up on the hill the Lights fall back behind the stone wall and are joined by the 24th. 


Turn 10:

The Grenadier fall back away from the woods.  The lights and 24th hold and rally off DPs.  This gives the Americans time to retire behind the rail fence. Warner arrives atop the hill to help rally the troops.


At this point things are not looking good for the  the British.  The Grenadier battalion is disordered and the militia are going to continue to snipe at them. The American Continental line us once again snuggly secure behind cover and in good shape. With no sign if reinforcements on the table the British decided to call the game.  The American rear guard had held them off and given time for the army to escape.


Conclusion:

This was a fun game and the addition if possible reinforcements and rolling for when they arrive adds interest. The British have a edge in quality of troops which in close combat with these rules is very decisive.  But there are more Americans and they have terrain advantages. I think rolling for a very late arrival of the Brunswickers and the early arrival if the militia proved decisive for the American victory.  Just too much for poor General Fraser.  


The rules give a very fast game with I think a good historical flavor.  The disorganization points  represents things going wrong and by taking a regiment out if line and rallying it can come back in better order.  I think my house rule of letting the Americans fire first and the British move first captures the tactical  standard operational procedure for each side.  Overall I am most pleased with the results.












Sunday, October 4, 2020

Setting up the next game.

 


One of my favorite American Rev War battlefields is Hubbardton Vermont.  An rear guard action following the fall of Fort Ticonderoga it remains one of the best preserved battlefields I have visited.  Because of it's size it makes a great table top battle.

  After evacuating Fort Ticonderoga the American commander St. Clair set up a rear guard to hold off the pursuing British.   On the morning of 7 July 1777 that rear guard was surprised at Hubbardton.  The three Continental line battalions were just forming a march column towards Castleton on Monument Hill.  The stragglers and sulkers down by Sucker Brook were quickly over run.  The British under General Fraser attacked the Continentals up on Monument hill.  He was having some difficulty when General Riedesel arrived with reinforcements to save the day. 

Now for setting up the game.  For the table top terrain I have used the map done by a Brunswick engineering officer.  A long Ridge on one sure, a narrow stream in the other and assorted woods.  A high wooden wooden fence was North if the Castleton road and formed a fall back position for the Americans.

Looking over the various  order of battles here is how I will set up the regiments.  

For the Americans, Colonel Francis’s rear guard consist of “chosen men” from the  Massachusetts and New Hampshire Continentals regiments. In all, he would command about 450 troops. These will be fielded as two battalions of 24 figures each with Francis as a commander. 

 Sent to assist him was Colonel Seth Warner and his Green Mountain regiment of about 150 men with about 100 Vermont militiamen called up at Hubbardton attached to his command.   I will field them as a 24 figure battalion.

Colonel Hale’s 2nd New Hampshire regiment of about 235 soldiers were escirting an estimated 300 invalids, sick and intoxicated stragglers.  I will give Hale a battalion of 24 figures and place a skirmish line of 30 figures by Sucker brook.  This group will have the lowest moral in the game to represent their poor status.

About four miles south of Hubbardton were two Massachusetts militia regiments under Colonel Benjamin Bellows. These units were part of the main army, not Warner’s command, but could be called on to go to Warner’s assistance.  Once the game starts the American player rolls a dice; a 1 or 2 and he gets the two militia as reinforcements.  If so, roll two dice for turn they enter g the game. Historically they declined the order to march to help out.  


Fraser’s command would include ten companies of grenadiers under Major John Dyke Acland, ten companies of light infantry under Major Alexander Lindsay, the Earl of Balcarres, and two hat companies from the 24th Regiment commanded by Major Robert Grant. In all, Fraser claimed he commanded about 850 men from his Advance Corps.  There might have been some loyalists or Indians as scouts but I am not including them.  The Grenadine and Light Infantry will gave 30 figures each and the 24th Regiment 24 figures.

Riedesel's  advance guard of Jäger and grenadiers had about 180 men (100 jager and 80 Grenades) and the main body following consisting of the Brunswick Grenadier and Light battalions. In all, Riedesel had about 1,100 Brunswick infantrymen under his command.  The main body arrived too late for the fighting to be included.  The Jagers will gave 9 figures and the Grenadiers 9 figures.  The British player will roll two dice to see which turn they arrive on the table.