Monday, May 23, 2022

Battle at Dyckman's Mill part 1

 

  The game starts with the British entering the table in the southeast corner.  American rifle armed troops are in the fields to their flank.   The main American army is in position on the other side of the stream.  The all important wagon train is slowly moving up the road to make their escape.  It moves at a speed of four inches per turn;  so its slow!  The Americans must buy time for the wagons to escape, and then withdraw off the table.  The British must capture the bridge and the town and the wagons if possible .

Turns 1 & 2:



   The British enter the table from around the road.  The light infantry are pushed toward the stream while the Jagers move to their  right towards the American Rifle men. The Grenadiers boldly push forward to cross the bridge. 

The American rifles fire and fall back.  At long range neither side is scoring any hits.



  The Hessian Brigade moves up to support the Jagers and to look for a crossing upstream. Grenadier Regiment Rall in front followed by Fusilier regiment Knyphausen.  In addition the Royal Artillery moves up to support the British advance.  The 7th and 63rd Regiments of foot are just entering the table.



The Americans take positions behind fences and walls. Still at very long range a few militia men fire at the close pack column of British.  The Continental line holds their fire waiting for the enemy to close into close range.


Meanwhile the wagons slowly move up the road.


Turn 3 & 4:

  The Grenadiers charge across the bridge and quickly form into line.  Although the Militia battalion gets a shot at them they pass morale and next turn close into close combat.  The light infantry moves to cover the Grenadier flank and exchanges musket fire with the 9th Continentals.  




  The next turn the Grenadiers charge the militia.  Its an uneven fight and the militia are defeated  and lose their colors.  They rout back and the Grenadier battalion takes the stone wall.  The lights continue to screen their flank and the 7th and 63rd move up to cross the stream. 



 The 9th Continental falls back and the 11th Continental and New York (Hamilton's) Artillery move up in support.




 The American rifles continue to exchange fire with the jagers as they fall back from cover to cover.  They two units leapfrog each other to give a continuous fire.  Remember that rifles have superior range but take longer to reload (they fire every other turn.


  The American rifles are running out of terrain to fall back on.  All the rifle armed units are suffering heavy casualties by this time.  One American unit crossed the stream and took up position to cover their brothers.  The Hessian battalions move forward.  The jagers fall back after suffering over 50% casualties.  

And still the wagons make their way up the road trying to escape!


Turns 5 & 6:


   With the jager company shot up and in retreat, the Grenadier Regiment Rall took up the pursuit of the retreating rifle units.  As the Pennsylvania rifle unit arrived at the ford the regiment Rall fired a tremendous volley which decimated the retreating rifles.



 Both the British, now across the stream and the Americans firmed up to prepare for the next attacks.


End of part 1



 

Thursday, May 19, 2022

Dyckman's Mill: An American Revolution battle problem.

 


  Setting up a small American Revolution battle problem.  Each side has very different victory conditions from each other.  I have set the battle in 1776 around the New York city area to give me the opportunity to play with my early war Continental line regiments for a change.  

The battlefield of Dyckman's Mill.  The top of the photo is north, the bottom south, left side is west and right side is east.  


   The Americans have a number of supply wagons (3) which need to get off the table.  They have a small force of two Continental line regiments, a local militia battalion and two large companies of Rifle armed light troops.  They must hold the British off long enough for the supply wagons to escape, and then get his forces off the table on the road to the Northern edge if the table.  The militia may exit on the road to the west if they wish.  


  The Americans Continental line and Militia may set up anywhere west of the river.  The rifle units may set up east of the river in ambush positions if they wish.  There is a ford way the river in the woods that only the Americans know about.  It is after all their country! 


American Command:

9th(Rhode Island) Continental Regiment (30 figures)

11th (Rhode Island) Continental Regiment. (30 figures)

New York Militia battalion (30 figures)

Pennsylvania Rifle battalion (12 figures)

Virginia Rifle battalion (12 figures)

Hamilton's NY Artillery (1 gun and crew)


  The British must capture the small village in the northwest corner of the table as well as the bridge over the river.   They enter on the road on the southeast side of the table.   Local guides have been less then helpful about the local topography and are unaware if the river can be crossed.  


British Command:

1st Grenadier battalion (30)

Light Infantry wing (16)

Jager  company (12)

7th Regiment (30)

63rd Regiment (30)

Grenadier Regiment Rall. (30)

Fusilier Regiment Knyphausen (30)

Royal Artillery (2 guns and crew)



Saturday, May 14, 2022

A little more painting

 

  I should be working on my Luzaun Hussars but in took a little break from them.  Going through my box of unpainted figures I discovered a Edward Suren Willie figure of a young lady in riding habit.  Since I am not driving yet and could not get out to get a present for Janine in mother's day u painted the figure up for her.  She got a big kick out if it and it now has a place on her curio cabinet.




Monday, May 9, 2022

Wake up! FIghting Stoney Creek

 



Set up:   The American encampment was behind a long ridge line.   In addition a shallow creek was in front of the ridge. A rail fence was along the ridge that gave cover to troops behind it.   One regiment was placed in front of the ridge as an advanced guard.  Unfortunately they were asleep.  The rest if the American army was asleep in their encampment areas (marked by rough ground) behind the ridge or in the case of the artillery off to the side of their guns.  Woods covered both flanks.  Once alarmed the Americans will roll to wake the regiments and respond to the attack.  There are six American regiments and two guns.

  The attacking British and Natives enter the board and advance towards the American lines.  There are two line regiments, a combined flank battalion and a small warband of native warriors.

Turns 1 & 2:  The Americans roll a "5" so they continue to sleep soundly.  The British advance forward.  On turn 2 they roll a "4" so they continue their rest.


Turns 3 & 4:  the Alarm is sounded!  Americans roll to activate.  Indivual stands more forward towards the danger.  One of the American guns is manned, the other not.  Stands in range fire!  No hits (really poor die rolling here!).  Infantry rolls one dice per stand (or one dice per 2 indians)  with a six a hit.  Artillery roll one dice and half the number rolled rounded down are hits.

The British 8th regiment charges the advanced American Regiment.  The Native warband also attacks.  Since all American stands are not activeated they first test morale with a negative 2 per die roll. The American regiment is soundly defeated and retreats.  (note:  In close combat you roll one dice.  A 1,2 the British withdraw, 5,6 American withdraw otherwise continue.  I then fight another round until one side is beaten).


The combined flank battalion races up the road to engage the American guns.  They take three hits on two stands which withdraw due to poor morale ( if a stand takes a hit through fire it tests morale).



Turns 5 & 6:

More American stands activate and head towards the battle.    They attempt to form a line to drive off the attackers.  There is lots of fire back and firth but very few hits.  (Stands when they are withdrawing check morale.  If they pass they return to the fight.  If not they continue withdrawing but subtract from roll.  This is bad and causes them to rout off board).

Flank battalion captures the two guns!

Turn 7:

The 8th regiment is locked in close combat with an equal number of Americans.  It's a back and forth action with stands withdrawing  and finally the American line breaks. In the center the Flank battalion also drives back the stands in front if it.  

And in the woods the Native warriors chase the enemy from the woods.




Turn 8:   American numbers are starting to tell.  Fresh stands are forming into lines.  The 8th regiment is driven back.  More re American stands move up to engage the 49th and Frank battalion.    At this point the British side decided to start a withdrawal taking the captured cannon with them.  They have blooded the invader and captured their artillery and with few casualties.  The American army has seen the attackers off but now must decide if they should continue the advance through the country.

Conclusion:

I have played this now about four times.  It is always a fast game.  If the Americans can get an early warning it speeds up their activation and gives them more time to bring up stands.  Eventually, as in the historical battle numbers tell and the British withdraw.  But until then its a series of individual actions and you see how much damage they can do. There are a lot of Americans and only half as many British.  But the game dies give a goid feeling for the actual battle and the results are also similar.


   All in all it's a fast fun game and can be changed to almost any time period depending on what figures you have.  Give it a go, you may enjoy it!











Saturday, May 7, 2022

How to fight Stoney Creek: or Thank you Hal and Richard!

 

  One of the more unusual battles of the North America War of 1812 was Stoney Creek, 6 June 1813. In a daring night attack a British force of about 7-800 men attacked a much larger American forces of 3500.   The fight itself was a confusing affair of not regiments and battle lines  but companies attacking, withdrawing and running away.  Confusion reigned and Captains and NCO's influenced and directed the fight.  But the question I have been asking myself is how to recreate this on the table top?  Clearly the usual set up your miniatures and battle it out will not work.  What I am looking for is less a historical recreation of the battle, but more a fight that gives the feel of it.  I would like confusion and unpredictably.  And, since I am stuck inside to fight it solo.

  I have pondered and thought about it until one day I picked up a old issue of The Midwest Wargamers Association Newsletter or MWAN.  This publication by the great and good Hal Thinglum was a godsend during my early years of wargaming.  It was always chocked full of inspiration and good ideas and what other people were doing.  And in issue #105 was an article, "Going It alone: The Solo Wargamers Corner" by Richard Barbuto.  In it he mapped out how he fought the Battle of San Jacinto in 1835.  Outstanding!  Here was a battle similar to what I was looking for.  Richard lay out his game to include variable times for warning the camp and activating troop.  He also included simple beer and pretzel rules.  What was not to like here.  I was off and running!


  Now this is not a historical recreation.  Its a game to capture the feeling of the battle.  Nor is it a regiment vs regiment battle.  It's companies (stands) vs companies.  Confusion is everywhere.  Some stands fight, some run away.  Armies are mixed up.  The rules used are super simple.  I want a fast and furious game and do not want to bother looking up charts.  Remember what Tuco says in The Good, The Bad and The Ugly, "When you have to shoot, shoot.  Don't talk!"


The set up:

  My game would be played on my 6" x 5". The American encampment would be in the left side and the British would enter on the right side.  Woods covered both flanks and a small creek was in front it the American lines.  The stream was fordable (move up to the stream and stop.  Next move cross and continue on your way)  but a bridge gives quicker access.  Along the American line were a rail fence which.  One American infantry regiment was placed in front of the stream, and Captain Towsend's battery faced the bridge.  The rest of the American forces (5 infantry regiments) were in their tents behind the lines sleeping peacefully.  Troops stayed in their camp until a alarm was sounded to wake them up.  The British forces (2 infantry regiments, A combined flank company battalion and a small group of warriors under John Norton). Entered the table 12" from the American lines.  


Wake Up!  How I play the game:


Turn sequence is

Americans roll for alarm

American stands activated can move or fire

British can roll to charge

British move or fire 


The British enter 12" from the American lines.  The first turn of the game the American roll a d6.  If its a 1 or 2 the sentries spot the British and sound the alarm.  If not, the British continue their advance. The second turn they roll a d6 and a 1, 2 or 3 sounds the alarm.  The third turn the alarm is sounded automatically.

  Once the alarm is sounded each American Regiment  rolls to see how many companies (stands) are activated.  A 1 or 2 is one stand , A 3-6 is two stands.  Once a stand is activated it can move or it can fire.  All unactivated stands remain in the encampment area.  The artillery rolls a d6 and is activated on a 1,2 or 3.  Again, once activated that stand can move or it can fire.  Stands in the encampment area act like sleepy teenagers and do nothing.  If contacted they roll for morale with a -2 per roll for each stand.


 What if the British want to charge and possibly contact some if the sleepy American stands before they are aware?  During the first two moves each stand in a regiment rolls a d6.  On a 1,2 move 6";  on a 3,4 move 7" and on a 5,6 move 8".  You are breaking order but I think this captures the wild charge.


 All stands can either move or fire.  If they contact a enemy stand they are locked into close combat.  To shoot roll d6 and hit on a 6.  Musket range is 12".  A stand can fire as long a it has figures alive.  Once all figures are dead remove the stand.   Stand in close combat roll a d6.  On a 1,2 the British stand withdraws one move.  On a 5,6 the American stand withdraws.  Anything else continue the fight next turn.  If two or more stands attack a single stand the defender withdraws on a 1,2 and anything else continues the fight.

 

Once a turn a stand that takes a casualty or withdrawals from a fight has to check morale.  In addition any American stand shot at by a native warrior has to check morale.  Each stand on my checks once per turn after the first cause.  To check roll a d6.  Americans on a 1 rout off table, on a 2 withdraw one move and on a 3-6  no effect.  British withdraw on a 1 and no effect otherwise.  Note!  If a stand gets a withdrawal two turns in a roll that stand routs off the board.  Any American stand not activated and still in its encampment area that us contacted by a British stand checks morale with a -2 to the roll.  If it survived it activates.


Next Time playing the game!