Homebrew Rules

Friday, 8 September 2023

The quick and the dead. AWI Campaign battle 3rd July 1777

The British and Americans blundered into each other on the morning of the 3rd July while both forces were travelling in opposite directions along the O’Higgins trail - roughly in the centre of the map.

The American force under Major General Pinckney consisted of three battalions of the Owls Head militia and they were heading east to establish where the British forces were. Their orders were to simply scout and fall back if the enemy was discovered. 

Because movement is simultaneous in the campaign and both factions covered the same amount of ground there was no end of turn scouting and discovery, no organised fallback…they literally ran straight into each other. 

The British had divided their forces into several columns and the American militia by chance bumped into Brigadier General Parrott his elite Grenadier battalion and a battery of light artillery.

I used a modified version of C&C Tricorne with die roll activations replacing the cards - just to see how it would work out in a smallish engagement.

As you may note from the story below the Americans had already suffered from a number of militia desertions, (occurring as a result of a random event « discipline and desertion » die roll for poor old Graham). 

Note : If I rolled the same event in a future turn the number of men buggering off would be higher, but Graham nipped this in the bud straight away by hanging 1 in 3 of those that were recaptured. (Not knowing the pre scripted outcomes of his actions he was asked how he intended to deal with the issue). Grim…but problem solved.  

Henceforth he shall be known as « hang ‘em high Cummings ». Lol. 

Because his avatar was actually present at the battle my PBEM British Brigadier General, Chris, received the following report to update him on the outcome, which I’ve copied and pasted into the blog because I’m too damned lazy to rewrite it in a different narrative form.

“Your lads are in column and following a winding track through thick woodland. What you are not aware of at this point is a long column of American militia coming in the opposite direction. It’s early morning and thick patches of mist have settled in the hollows of the low ground.

You are just about to instruct your fifer in the front rank to strike up a jaunty tune when the sound of approaching men (in some numbers) reaches you. Swiftly you order the grenadiers to deploy in line across the track. (I assumed that two forces would be able to hear each other within a couple of hexes even if they couldn’t see each other).



The Americans hear the shouted orders of your officers and men as the grenadiers deploy and in somewhat of a panic their lead unit also deploys in line across the road. Both sides stare into the mist and silence descends. The Americans will start this battle at less than full strength since there have already been a number of desertions from the militia.



The militia unit at the rear of the enemy column (who are still at full strength) struggle up the hill side on the left flank and deploy in line.



The waiting begins to fray everyone’s nerves. Aware that sitting on your hands will accomplish nothing you order the grenadiers to advance into the fog bank as your artillery heads into the cover of the woods slightly to the rear.

As the grenadiers emerge from the mist they run straight into the nervous militia deployed across the road. At such close range there is no time for a volley and instead the militia rush forward to engage in hand to hand combat. The grenadiers are startled but are rallied by your heroic good self riding to the fore. (The militia combat produced a single flag result which should force a retreat on you but can be ignored if there is an officer present - or the defenders are elite). Unfortunately for the Americans hand to hand combat is not a one sided affair and recovering from the shock of the encounter your grenadiers strike back.



A terrible slaughter ensues. Already reduced in strength by earlier desertions the leading militia are overwhelmed and their leader (Pinckney) forced to flee back down the track to the unit behind which is still in column. (The grenadiers get 3 dice in melee, with an extra one for being full strength and another for having an officer present).  



After redressing their ranks your men advance with levelled bayonets along the track against the unit in column unaware that the full strength militia unit on the higher ground is groping its way through the mist onto your flank. Your attack goes in and causes two casualty markers and a flag. With only 1 strength point left the enemy takes to their heels (militia retreat three hexes) There is an officer present who could have allowed them to ignore the flag but under the circumstances I judged it best for them to run.



The hapless militia on your flank rush into the attack but your men’s blood is up and they too suffer severe losses and run for their lives.



Well done. A stunning victory…albeit against very weak opposition.”

Brigadier General Parrott was now flushed with success and General Cummings slightly down cast at the loss of so many men.

Fortunately for the story this situation would not last long - for the random events die roll and General Parrotts ambition are about to throw a spanner in the works for both commanders.

Toodleooh.


24 comments:

  1. Excellent! Enjoyable narrative and superb game photos. Are you fighting this out remotely with the players or solo and then reporting results back?

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    1. Thanks Jon, I’m fighting this out solo, but taking into account the orders the generals issued prior to the battle. Grahams instructions were to determine where the British actually were but then to avoid battle if possible. If both forces had ended their strategic map move in adjacent hexes they would have detected each other and the Americans would have a chance in the following turn to break contact. Sod’s Law however saw them both end up entering the same hex at the same time with dreadful consequences for the militia.

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  2. An enjoyable and interesting opening to the campaign. Did the dice activation approach work out with the Tricorne rules?

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    1. Actually it did Peter. With such a small scale action the Tricorne cards become superfluous so I borrowed one of Jon Freitags gaming mechanisms, namely a faction specific coloured dice for each unit, dropped into a bag and drawn randomly. While it doesn’t allow for troops not activating (every unit gets a go) I’m confident most units would do as they are told until the lead starts flying (and the Tricorne combat system can quickly strip a brigade of any kind of cohesion - units are quite likely to run away when low quality) which sort of balances that out. In essence it was Tricorne combat, movement, terrain but Jon’s activation. Unfortunately it’s opened the door to the never ending rabbit hole of more rules tinkering. ((Sighs)) When will I ever learn?!

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    2. Mark, if you want to include the chance that not all factions activate, try this: place two additional dice into the bag of a color different from all others (but of the same color). These are “End of Turn” dice. When the first is pulled, that is an early warning. When the second is pulled, the turn ends regardless of how many faction dice remain. I use this in solo play a lot but not so much in multiplayer games since everyone wants a chance to move. Since you are fighting these battles solo, this might work for you and add some suspense and uncertainty.

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    3. Cheers Jon I’ll give that a try out next time. Neat idea.

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    1. Thanks Ben. It was only a brief skirmish really but I thought Graham (American General) would finally like to see the details of what went on. He only got to know the outcome at the time!

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  4. ‘Who’s a pretty boy then’ Parrot will get his comeuppence !

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    1. Tee hee - trashtalking. Love it. General Parrott doesn’t need your help in getting his comeuppance - he’s doing a good enough job on his own account.

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  5. A marvellous opening with a good evocative and believable account of first contact. Damn that mist! Looking forward to the next twisty turny bit.

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    1. Hi Norm, I think the result was pretty realistic overall. The combat system ensured the militia ran - whatever I might have wanted them to do. They might be better behind some defence works I think. Graham kept his units realistic in numbers and composition but on this occasion paid the price for it. The mist was my own invention since I had to come up with a plausible way for both forces to bump into each other. There have been a fair few “twisty bits” in the last two turns which should make for amusing reading. Nothing too wild, but a bit worrying for the generals when they’re confronted with a decision to be made that might bite in the ass in future turns. The random event roll every turn has thrown both players a few curved balls and is necessary really in a game with only a modest amount of units and a potentially limited number of battles.

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  6. Great start but of course, being AWI, it can't last! From what you have revealed, sounds like the British are already heading into troubled waters ....dammit!

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    1. Well if you ever wanted a definition of an un winnable war I reckon this is it. With that said there’s nothing wrong with the British forces in this campaign and they have every chance of prevailing from a military perspective.

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  7. Splendid stuff JBM…
    Very effective use of the fog/mist of war.

    All the best. Aly

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    1. Thanks Aly. Where would hobbyists be without wooden coffee stirrers and big wads of cotton wool? Lol.

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  8. Cracking first game there Mark and it felt right that the Militia came of second best against our brave Grenadiers (no prizes for guessing whom I'm supporting!). Reading reports of actions over the years, the Militia did often leg it when charged, even when behind barricades or fences.

    Certainly looking forward to what twists and turns happen next, but worried abou twhat the spnner in the works might be...

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    1. Thanks Steve. I thought it was a realistic outcome. Shame for Graham, but they aren’t the only troops he has. I suspect there might be stiffer resistance in the future.

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  9. Very realistic sounding write up, especially hand to hand between grenadiers and surprised militia!
    Best Iain

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    1. Cheers Iain, the outcome seemed plausible to me. Despite the losses and because they’re militia I’m allowing a certain amount of top up to those that escaped from previously uncommitted locals trappers and hunters.

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  10. I appreciate your enthusiasm for the subject in commenting twice, but I suspect you might have been experiencing a few comment posting issues…lol. I feel your pain.

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  11. That looked like a fun game and the photos are really rather nice. I like Jon's idea about triggering the turn end earlier than you might want. I also like the concept of remote players making strategic or grand tactical decisions for you to play out solo. I will be watching this develop with a great deal of interest.

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    1. Hey matey, how are you doing? Glad you liked the game. More your cup of tea than star trek I suspect! I’d prefer to do f2f gaming with zoom, but at the moment this PBEM format is an acceptable alternative.

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  12. O dear, those poor rebels. Hope the survivors were hung in good order so that any further rebellious hopes might be quashed?

    I do like the random events mechanic though. Looking forward to the next episode.

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