Thursday, September 2, 2021

The Sword and War Club

 

  In searching for a set of rules to play my King Philips War games with I have decided to try out a old favorite; "The Sword and the Flame."  Although written for 19th Century Colonial battles it has been adapted for many other conflicts throughout the ages.  It is also a fun game to play and a set of rules most people I game with are familiar with.  In the past I have had a number of very fun and most memorable games.  The French intervention into Mexico game where I killed "El Guapo" (and made Larry Brom fall off his chair laughing)  comes to mind. But that is another story for another day as they say.


  I am not planning in doing a lot of  reversions;  more of a "vanilla" version where Colonists use the Egyptian charts and Native Warriors use the Pathan charts.  Due to lack of figures I will be using commands of 10, 12 and 15 figures per unit for infantry.  Mix them up in the same game to add variety.  Each unit gets only one leader. A special or elite unit might get two but that will be unusual.

  The Colonists will use the Egyptian charts.  The Natives use the Pathan chart.  Ranges are as is. Both sides used flint lock muskets.  Match locks went out very very quickly with the colonists and the natives never liked them.  So both sides have the same  "technology. " 

  Formations are loose Skirmishers lines and massed groups.  Colonists were know to occasionally form line for volley ( but not very often) and some occasions  a back to back or circle rather then square.  But those were desperate affairs.  

  I am not worried about using stragglers for charging,  but am using it if using a charge move to get to a location quickly. Not everyone can keep up!   Carrying away the wounded is requiring a lot of thought.  From my reading it might not be required.  There was a lot of " there but for the grace of God goes I" and days later we recovered and buried the bodies.   At the retreat after The Turner's Fall Fight the main body of Colonists knowing left the rear guard, the commander saying each man for himself.  But we will see.

The colonies secret weapon were the Christian or Praying Indians.  They were excellent at scouting and preventing an ambush.  I have not read of any difference in their fighting abilities;  So I am thinking of using  them as scouts.  They will be attached to a command but operate independently and can only be hit with a special card (king, queen joker).   this way they can find and warn about an ambush before it happens.

Another unusual unit will be Colonists cavalry.  They appeared to be mounted Infantry.  So rude to the battlefield and dismount to fight.  But there were a few (very few) mounted cavalry charges.  

That's its for now.  More after a couple play tests.  I will post A solo game soon to show how it plays.

And, as always feedback is appreciated and looked wanted.

Tuesday, August 31, 2021

"Sickle's Salent" part 2

 




  When we last left off, the Confederate division of the late general Hood had taken the wheat field.  A Brigade had failed to take Little Round Top.  A second division was poised to assault the Third Corps center by the Peach Orchard.



  Confederate General  Rhodes ( taking over for Hood) continued to push into the wheat field.  Brushing aside the brigades to his front he ran into the newly arriving division of General Ayers' division.  Although he hit the lead brigade before it could deploy into line with his Georgians his brigades luck ran out and he was defeated and forced to fall back.  The Texan brigade was caught in a withering fire from four batteries and also retired.  The division commander called for help but there was none to give.


Hood's old division was spent.


In the center Law's division moved forward.  They pushed the Union brigades aside and took the Peach Orchard.  For a while it looked like they would link up with Hood's division.




In the north west corner of the board Wilcox's brigade moved forward.  But they made no progress and the Union line held firm and sent then packing.

On the south east corner of the field the Union reinforced Little Round Too.  With two brigades and two batteries it was a solid position. The Alabama Brigade decided not to try to take it and retired into the woods.


we are feeling very brave today!


In the center Law's division kept moving forward.  But with no support to its right or left flanks it dud not look goid.  Caldwell's union division moved up to hold them while other union forces moved to cut off their retreat.




At thus point, with the Union army looking to overwhelm the southerners we called the game.  It looked at this point to be a decisive Union victory.  They had recovered the positions they had lost earlier and destroyed two Confederates divisions.  It now looked like, with additional reinforcements that they would sweep the field.  Rather then being A disaster, Sickel's Silent proved to be a decisive Union victory.


This was a great game, and played out over two Mondays.  Its nice to be able to leave the table up and continue the game.  Personally I think thus us A hard nut to crack for the South.  The continued reinforced Union line will eventually wear down and defeat the smaller number if southern brigades.  If the Union can hold Little Round Top they also have a good anchor to hold the line.


By the way, wewill be taking next Monday off due to the labor day holiday but he back with a naval game on Monday 13 September.  See you then!


Sunday, August 29, 2021

"Sickle's Salent" part 1

 

I have not had time to write up the last Monday Morning Gaming groups battle and now we are getting ready to finish the game.  But we left the Rev War and returned to the Civil War with our next Fire and Fury game;  "Sickle's Salent."

On the second day of Gettysburg Sickle took his corps and marched them out of place, across the wheat field  into what he felt was a superior position.  This not only disrupted the Union line but put him in a terrible position via the oncoming Confederate attack.  We take up the fight just as Hood is launching his attack.


Overview of the game table.
Hood's division is at top right of picture.


The game starts with two turns of artillery bombardment.
Hood was killed during the first round!

The Texas and Georgia brigades attacking in the wheat field.



And capture the position.



Longstreet prepared to attack in the center.

Vincent's Brigade dig in on Little Round Top.



They hold the hill against a Brigade assault.

The Confederate brigade regrouped for another try later.


 As it stood at the end of turn 4 the Alabamians were driving off Little round top by Vincents Brigade ( 20th Maine Included).  The wheat field has been attacked and a determined defense is forming. The Peach Orchard is in jeopardy of being over run and Barksdale Mississippians are getting ready to enter the fray. All and all it looks like a great set up for this coming Mondays continuation of the battle on Monday August 28.

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.

----------

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.