The game was fun and a nice refresher for my Black Powder skills. Additionally, there was some satisfying uncertainty "built in" due to the Black Powder command system that harks back to the days of Warmaster. This ensured some of the units would not get to move during their turns.
The British started the game with 2 "Brigades" of Battalions. 1 main body infantry force commanded by the commanding general, with the other "advanced corps" of lights, some regular infantry, and the artillery.
The American units started out with 4 Battalions organized into 2 Brigades, charged with defending. The British needed to score a breakthrough to turn Mr Washington's line.
|My musket miniatures 11th Mass Troops from the Hubbardton Project!|
|My Musket Miniatures. The 24th Foot and 55th Foot on the right. Some Old Glory figs on the left. The Commanding General is clearly visible on his white horse.|
|I think I like my 6 stand units better than the 3 stand units...|
|Converged Light Battalion. Still based for other games...|
|Marylanders at the rail fence! The British battalions are crossing the road to assault them.|
|Disordered at the worst possible moment!|
|The Americans are surrounded on 3 sides. It's not looking good!|
|Another Maryland force is brought up behind the unit at the rail fence.|
|British units from the infantry main-body assault the hilltop!|
|Lots of melee!|
|Assaulting British receive the rear support bonus!!|
Also smaller units allows for a greater sized force on the table. I think though I still like the look of my 6 stand units as it just looks right.
I always enjoy playing a game of Black Powder and think it's a great "one size fits all" horse and musket rules set. You can add period flavor to your games using the unit characteristics. The game has a nice, clean way of resolving fire, melee, disorder and some of the other important characteristics of this era. I'm not sure it's my "go-to" rules set but it's definitely one of my favorites.