Homebrew Rules

Tuesday, 17 October 2023

AWI Campaign 9th July 1777 - The Last Hurrah


Huzzah for General Cummings and Parrott. Stout fellows!


The story so far. 


The British under General Parrott had discovered the American guns on the cliffs at Pringle Point but a stout defence from the untrained militia had fought them to a standstill. Overnight the British pulled back to regroup,  joined early on the 9th by the remnants of the dragoons and two fresh battalions of light bobs under general Sykes.


The American General Cummings had been surprised and relieved at his militias stout defence and even as the British pulled back his own reinforcements began to gather.


We take up the action sometime around turn 3. General Cummings and his continentals have arrived in the far right corner of the map, artillery following, and his fast moving riflemen outpacing the main column to take up positions at the edge of the woods.



General Parrott has retired from the previous battle at Pringles Point (top far left ish ) shadowed by two columns of Militia under General Motte. The previously mauled British dragoons swing around the hills (on the left) to join up with General Parrott. Meanwhile two battalions of light bobs finally make it to the dance under General Sykes. Supplies wise this encounter is pretty much shit or bust for the British. If they can cripple the Americans here they’ll still be able to march west and silence the now barely defended coastal artillery. 


First blood goes to General Parrott whose grenadiers turn on the shadowing American militia and inflict losses with a well timed volley to cover the unlimbering artillery.



The leading British light infantry engage in melee with the American riflemen in the woods but the advancing Continentals on their flank let loose a tremendous volley that shatters their confidence despite inflicting no real losses. Nerve broken they run. In Tricorne a flag rolled on a dice means the unit must retreat. The lights have Sykes with them and can ignore one flag but the other two means they have to retire two hexes. Sykes tests for being hit but perhaps because he leads from the back he turns out to be fine.



General Parrott’s artillery unlimber and fire at the shadowing militia. Casualties are inflicted and the militia have little choice but to try moving back out of range. Seeing that the Americans are now fully occupied by his artillery General Parrott moves his grenadiers into cover of the impassible terrain, intent on securing the central area of the map in order to bottle the Americans up in the one corner.



The light bobs under Sykes réorganise themselves after their fright and in the meantime the second battalion of lights advance towards the American rifles in the woods. Without the support of a senior officer to urge them on they are forced back by a fusillade of American rifle fire. Two flags rolled mean a retreat of two hexes and a morale check…



Which they fail! They needed to roll just 1 flag to pass and there are two flag symbols on each dice.



The battalion breaks and the demoralised men run from the battlefield. Oh the shame of it.


The American militia take more and more casualties from the British guns until they manage to retire out of range. This retirement unmasks the American artillery who begin a counter bombardment. After several turns the British gunners run, abandoning their damaged cannons. Fortunately the British dragoons finally show up. Should they charge the weak militia and brave the blizzard of fire before they can get to them or head off to support the grenadiers in the centre? Still nursing 2 out of 4 hits from the previous battle they choose the latter.


After reorganising, the remaining lights under Sykes begin a desultory long distance fire on the continentals but the results are poor and it becomes clear that must get in close to inflict any serious losses. Fortunately General Parrott with his grenadiers and dragoons come to the same conclusion and draw some of the American fire as they all advance into the centre at the same time.


The dragoons charge ahead of the grenadiers but take the brunt of the American firepower. They too break and run (or should that be gallop ?) from the field.



Finally generals Parrott and Sykes arrive at the enemy positions. But it’s General Cummings and General Parrott who face off as the continentals and the grenadiers go hand to hand.


Disaster. The grenadiers pile in - their blood up and the continentals are routed with heavy casualties. Somehow surviving the assault General Cummings takes shelter amongst the nearby riflemen.

General Parrot’s men turn to strike the riflemen in the tree line as a bonus attack but fail to dislodge them. The American militia rush to plug the gap in the pass left by the continentals.




Général Sykes men put the riflemen to the sword, chasing them through the woods. As they flee a final volley cuts more of them down and makes the survivors scatter.



Still mounted General Cummings tries to halt his fleeing men by waving his sword around in an encouraging manner but he too is cut down in the hail of fire. Shot in the back by the dastardly British!



Two crossed sabres in ranged fire = K I A. In melee only 1 is required.


Alas poor Cummings I knew him well. Sort of. 


Perhaps annoyed at Sykes’ success the grenadiers turned on the militia plugging the gap in the terrain and made short work of them. General Motte fled back to his second militia battalion.



The breaking militia unmasked the American artillery who swiftly loaded canister and readied for hand to hand combat. As the British grenadiers raced towards the gunners General Parrott riding bravely at their head the cannon let loose with a mighty roar.



General Parrott had written to his wife the day before the battle expressing his intent to be posted back to Sir Henry Clinton’s staff…and in this matter at least he got his wish. 


Shame he had to be posted back in several different parcels. Lol. 


Both sides had reached exhaustion. Sykes, knowing that his remaining troops were badly needed back at Coldstream and aware that American Provincials were somewhere to his rear (on the strategic map) called off the assault, while General Motte led the mauled remnants of his force back to the safety of the fortifications and the coastal cannon.


The loss of both Generals and the poor state of the remaining forces led this campaign i thought to a natural conclusion, though the matter of the greater strategic issue still needed to be resolved.


There were twelve ships in the British supply convoy and I intended that the coastal artillery would get a crack at them as they sailed past. I felt a 1D6 roll against each ship with a 6 reflecting its destruction would suffice for want of anything better. 


So I rolled this bucketful (apologies for the very dark image).



And found that not a single ship was sunk!


So where does that leave things?


General Cummings succeeded in his brief to protect the coastal artillery - albeit at the cost of his life, and General Parrott’s loss was also not in vain since the convoy got through and Sir Henry Clinton’s offensive could take place as planned.


Both of my generals were great sports and kept an old man thoroughly entertained as they struggled with the vagaries of fate. 


Mistakes were made and sometimes the generals made strange choices but it’s easy to criticise when you are aware of the complete picture…and they’re not.


Observations.


The use of a hexed map for the players to move their units over was a poor decision. It was overly complex and a point to point one would have been far better. Lesson learned. 


Each player was given 28 points pre game with which to purchase supplies, units, intelligence, seaborne landings etc. General Parrott spent heavily on high quality units, full intelligence and a seaborne landing but only 4 of his 28 points on supplies. Given that each turn his forces would use 1 point of supplies just marching in the field and 1 if any battle occurred this was a major error.  Fortunately for the British a lucky random event provided a few supplies from HQ which kept him going just long enough to get within striking distance of his objective. Just. The British had 1 unit of supplies left on the day of the final battle. This might help explain the mad mid game panic of promissory notes and his attempted slave rebellion. Lol. Displaying perhaps a little too much caution General Parrott had two good quality line units that never moved the whole game and whose only activity was to build defences in place. I suspect their presence would have swung the battle of Pringle Point in his favour. 


Ah well could’ve would’ve should’ve and all that.


General Cummings probably had less of a difficult job overall, but his reliance on cheap militia units nearly cost him dear. In his total command only the 1 unit of continentals and a battalion of rifles could be considered reliable. The good General spent heavily on supplies and expended lots of them building the large earthen fort that protected the militia and the guns at Pringle Point. Diplomatically he was very sure footed, showing steel in his dealings with the deserters and compassion with the errant farmers taking supplies to General Parrott. 


Should he have diverted a battalion of militia to protect the settlers from the Cherokee raiders? Mmmm. Maybe. Maybe not. Their absence wasn’t to prove decisive so any criticism is a little harsh. 


Despite the many positives I’ve listed here we have to remember that he still got shot in the back as his men ran away. So there’s that I suppose. Lol. 


Overall the campaign was quite short with only three battles - but in fairness I designed it that way so that it didn’t turn into a ball ache for all concerned. Hopefully it kept the two participants and you dear reader, amused?


Toodleooh


25 comments:

  1. This has been an excellent little campaign exercise, JBM. Looks like you and the lads pulled the whole affair off marvelously. How did using Tricorne combat resolution and dice (without the cards) work out for you?

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    1. Hi Jon, tricorne combat worked out very nicely, exactly as the original game. Activations were achieved by drawing chits from a bag with a turn end chit as you had advised previously. Where generals were present at the battle they were asked for deployment details and an overall plan for the game - which I tried to realise for them.

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  2. Both generals dead in the final scene? Very dramatic, great fun entertaining campaign from the outside and it seems both generals played their part to the hilt!
    Best Iain

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    1. Hi Iain, yeah it was a very cinematic ending wasn’t it. Tbh General Parrott didn’t have to die because he didn’t have to charge his men against a cannon loaded with canister but his subordinate General Sykes had recently trashed his reputation by complaining to the theatre commander about him behind his back - so a death or glory charge seemed kind of appropriate.

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  3. Excellent campaign Mark. It was certainly a rollercoaster ride as a participant, and I felt the scenario and all the twists of fate were very plausible. In the end I felt like Burgoyne at Saratoga. After failing to take the enemy position I was then surrounded and cut off from my base. Graham had me in a trap. It was very much do or die. Fortunately the Provincials were just too far away to participate in the battle.
    Thanks for putting the whole show on!

    PS I do hope that aristocratic nincompoop Sykes doesn't come out of the whole affair smelling of roses. LOL.

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    1. Cheers for taking part mate and be assured that old tattle Sykes hasn’t done himself any favours by ratting you out. No one can dispute that you died heroically at the head of your troops - unlike Sykes who later gets carried away by a pox of the nether regions. Lol.

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  4. JB - to lose one general is careless, to lose two! ….. :-) Sykes ‘leading from the back’ sounds like just the sort of chap we need :-)

    A nice campaign that came to an enjoyable grand finale. Your system (Tricorn) seemed to work well and those flags play into the results quite nicely. Your dealing with the ships at the end of the game was a nice piece of GM’ing.

    It struck me when you said the hexed map brought problems, as a few days ago I was reading in the Wargames, Strategy & Soldiers magazine that someone doing a similar thing had used squares and regretted it, stating hexes would have been better. Would point-to-point have closed things down a little?

    It has been an enjoyable series and a story well told and an excellent way of bringing other gamers in without over-burdening them with admin (I take that lesson away :-) ). Cheers.

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    1. Hi Norm, yeah point to point is definitely the way to go I think. Far less open to interpretation. I was a bit surprised by the campaign ending to be honest. An unusual outcome for the British to fail in their mission but succeed in their overall design, whilst the reverse was true for the Americans.

      Just for the record the only person overburdened with admin in your campaign was you. The rest of us had a cracking time of it - thanks to the effort you put in to it. I hope one day you do another in the same format - so don’t draw the wrong conclusions from my comment.

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  5. A most enjoyable campaign. I know the Tricorne system pretty well so always knew militia would be risky, and I’d hoped being cautious, buying time and finding good defensive positions would help. Of course blundering into the best British unit available on a forest track very early in the campaign didn’t help.
    I began to realise that even though I didn’t know the points cost of the British troops he can’t have spent much on supplies and hence the fall back. The bloody finale was excellent and as is often the case all in vain when the coastal battery crew couldn’t hit a barn door, well at least a ship in the bay! Great fun

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    1. Thanks Graham, you were rock solid throughout and made some sensible choices when it came to logistics. I still think the outcome would have been in doubt if Chris had thrown in his two uncommitted line units, but hey that’s war for you. You made the right calls at the right time. Well done and we’ll played.

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    2. One of my many mistakes was leaving two decent units guarding the beaches. I had my reasons (half expected a bunch of hairyarsed colonials to turn up) but I gambled in the main thrust without fully backing myself.
      Graham played the whole campaign perfectly for the Americans but got unlucky with the final dice throws against the convoy.
      Chris

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  6. A very entertaining and enjoyable campaign there, mucker and I am sure both participants enjoyed the "fog of war" you created for them.
    Seems to me your sympathies were with the damned rebels - why was the defeat of the Continentals described as a disaster?? And who believes that propogandists twaddle about Cummings being shot in the back??!

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    1. Actually when I reflect on it - I do have a bias of sorts but it’s got nothing to do with nationality and everything to do with cavalry. I just don’t like the buggers. Don’t like painting them for wargaming and I don’t like the toffee nosed buggers that ride around on them in real life (I know they’re not all like that - but it’s tough to pass up a good stereotype). I suspect there’s some sort of deep rooted class thing going on (I’m from scum in the back streets of Birmingham) and the cavalry in both the ECW and AS re enactment groups I was in always formed some sort of upper middle class clique of their own. Lol.

      What? My times up? Oh okay. I think we made some good progress in this session, don’t you? What are your pysche evaluation fees again? Lol.

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  7. An excellent campaign you have put on for us and the players too Mark. It all felt completely plausible and with just the right amount of friction. The simple ending for the naval part worked well too.

    The post game/campaign comments make for interesting reading and something I will bear in mind for the future. Bob Cordery has a nice campaign system in his Portable Colonial Wargames book that is PtP IIRC.

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    1. Cheers Steve, I have to say that I enjoy the comments on each post as much as the gaming - even when they descend into ongoing crisp related puns like last time! You are a wonderful bunch that boost my morale no end.

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  8. Wow what a cinematic ending! Both Generals go down in the climatic battle, fitting I think.

    Very well done on the storytelling and description of rules, and play by your generals/players mate.

    Will there be a sequel? Other than stepping back from the hex-system, what else will you change?

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    1. Hi Dai, no sequel for a while in this period I’m afraid, but the next project is a big (in scope) ECW campaign (in a different scale) which will be using a point to point map rather than hexes. Should be ready to kick that off by the end of November I reckon. I’m going to need need two faction leaders so I’ll be looking for folk willing to take part at some point.

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  9. Well it's a pike and shot campaign so I'm in if you want me!

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    1. Well I’d have to put you down for the Parliament I suppose. Lol. Interest noted, consider your place reserved at the head of the queue (as a reward for being so bloody quick off the mark). In the interim make sure you take it easy for a bit.

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  10. Great stuff, well done to all three of you! I agree the secret to campaigning is probably to keep it as simple as possible and not let it grow too large or go on too long - as a teenager i spent many a happy hour drawing up maps of Hyborian proportions inspired by Tony Bath's book, but even then I probably knew the proposed campaign would never be practical.
    Amazing ending, both generals biting the dust - just goes to reinforce my belief in the Dice Gods and how they mock our puny human designs!

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    1. Hi David, keeping it short was more because of laziness than anything but it was probably the right approach to take. I was lucky that both of my generals entered into the game with such enthusiasm. I’ve seen the dice gods do a fair bit of mocking lately. It’s not nice is it.

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  11. Cracking stuff Mark…
    It did make me laugh to think of General Parrott returning to Sir Henry Clinton’s Staff in instalments…
    I look forward to the next campaign.

    All the best. Aly

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    1. You’re the only one that picked up on that Aly. We obviously have a similar twisted sense of humour.

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  12. Such a great looking campaign...with beautiful units and hills!

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