I have noticed I did not play a lot of War of 1812 last year. Not sure how it happened. They are one of my favorite armies, and have an incredible toy soldier look and feel to them. So its time to correct this in justice and put on a game!
Battle of the Four Arms:
A small force of (British/Canadian) is sent to guard a major cross road. A larger force (USA) is sent to capture it. Although the United States forces outnumber the British/Canadian defenders the terrain is not friendly. A minor stream hinders their deployment. There are a number of fenced in fields that make good positions to defend. The flanks are protected by woods to the west and a lake to the east. It will take A few turns to bring superior numbers on to the field. So the defenders must dig in a fight a delaying action until reinforcements arrive. Victory goes to the side who holds the cross roads at the end if the game.
British/Canadian Army
On the table:
2nd (Light) Brigade: Lt.Col. Parsons
Glengarry Light Infantry. (24)
Incorporated Militia Upper Canada (24)
1st Militia Brigade (24)
2nd Militia Brigade (24)
Mohawk Warriors (12)
Royal Marine Artillery Rocket Battery (light)
19th Light Dragoons
Reinforcements:
at start of game roll 2d6 for turn they enter the game.
3rd Brigade Lt.Col. Morrison
1st Regiment
89th Regiment
100th Regiment
Flank Companies (Light Infantry and Grenadier)
Royal Artillery (medium)
United States Army: Maj.Gen. Brown
Enter on road on south side of table on first turn. All units in road column. This is the order of march.
Advanced Corps:
United States Dragons
New York Volunteer Dragons
1st US Rifles
2nd Brigade: Brig. Gen. Ripley
1st Regiment
21st Regiment
23rd Regiment
5th Regiment
Artillery (medium)
1st Brigade: Brig.Gen. Scott
9th Regiment
11th Regiment
22nd Regiment
25th Regiment
Artillery (medium)
Rules used are "Mr. Madison's War"
Scale is 25mmm
Game will last 14 turns.
Terrain: stream is fordable. Units move up to it and stop. Next move cross and full move.
Woods: Artillery and cavalry can not enter. Formed units must be at half speed. Skirmishes move full speed.
Fences provide soft cover. Takes one move to cross.