|4 American Battalions and a "Light' unit of Militia scouting ahead for Redcoats...|
|British "light bobs" skirmishing. They are still based for an older rules set I used to play (the excellent "Guns of Liberty" rules)|
|British brigade with their RA 2-gun section move out!|
|Massachusetts troops advance|
|11th Mass with some extras from other units thrown in.|
|end of turn 2 with the British spotted!|
|British advance through the forest. Since this was all "light" forest, I diced for movement penalties which was a nice change of pace and made it brainless - no looking stuff up and no tables or unnecessary charts for movement penalties.|
|The American militia occupy a small cropfield surrounded by a low stone wall while the British navigate through a fenced in pasture.|
|The Guards advance! They will meet the "elite" 1st Maryland Line|
|British battalions advance! What a splendid sight!|
|American militia take up firing positions. But the British lights are just out of range!|
|Meanwhile the Mass. troops advance to the village.|
|British regulars unleash a devastating volley against the Mass. line and they lose a stand!|
A "regular" 4 stand battalion has a morale of "4" or better on a 1D6. A "disorganized" battalion of 3 stands has morale of "5" or better on 1D6. So after losing a stand, which morale should I use? I used the original morale of "4" since it was a "4" when it lost the stand. Any thoughts on this?
|Brazen Americans on the left advance up to the hamlet.|
|The British consolidate their line.|
|THe Guards lose a stand!|
|The 11th Mass evaporates, it's men headed for home. (used their Disorganized morale as they started the turn with 3 stands). Also - I did not use the "fallback" rules for failing a morale check.|
|The first and only bayonet charge of the game, successfully carried out by a British Battalion. They pass their pre-charge MC and charge home - the American Milita fail theirs and make a full move to the rear, ignoring terrain penalty roll.|
|The RA finally getting into the fight. Their section sets up to guard the British right from a marauding American battalion.|
|militia trade volleys with the British infantry.|
The British commander chooses to trade volleys - a sure bet given the Guards hold the left. Or is it?
The protracted firefight sees the British lose another stand in each formation on the left, forcing a morale check each, which they both fail, followed by the Americans losing a stand as well, taking a morale check, and failing it....now this seemed a little "hokey" to me with both sides leaving the fight simultaneously. the picture immediately below sums up the situation. The red dice mark locations of units prior to their exit...
|What the hell happened??? British General in the field, quite alone.|
|With the sudden collapse of British morale on the left, the battle seems like it could sway in favor of the Americans. The British still have 2 strong Battalions along with artillery on the table at this point.|
|The remnants of the converged light battalion are annihilated by heavy fire and the other Massachusetts regiment moves in for the kill.|
|Final dispostions. The British hold the center, the Americans hold the flanks. Both sides disengaged - the battle was a draw?|
This game was lots of fun and more importantly, simple! I did note a few observations throughout this blog post that I thought I could re-post here:
Movement Markers: Would have been helpful to have movement markers from the start - this way I can more easily remember which units have moved and which remained stationary.
Morale Check Markers: That's another thing - playing solo it's easy to forget which units need to take MC's. For the most part, I could remember this but if I played a more significant battle, I'm not sure I would have remembered, especially with 20 Battalions on a side.
Consider movement all in inches: Playing with centimeters really opens the table up but it makes the game feel slow. While not playing with splendid 28mm figures, I think 15mm figures can handle inches for movement. 6mm or 10mm may be another story.
Consider one side moves completely, then another side moves completely: For solo play, this dragged the game on. So while I like the alternating formations, it would have been alot quicker if I could have just move all the Colonials, then all the Brits, depending on the initiative.
Morale Checks for Shooting: When a unit loses a stand, they must pass a morale check during the morale phase. Which morale do they use? A 4 stand unit has "regular" morale and passes on a 4+. Suppose they lose a stand. Do they check with the "disorganized" morale? I say, for that turn, they use the morale they started with but is that too complicated? Looking for suggestions! Help!
What happens when you fail a morale check? So Darren ran into this same question. When a unit loses a Morale Check - does it simply "go away" as happened in my game? Or does the unit fall back 1 move? Well, my militia here who lost their pre charge/melee morale check moved 1 full move to the rear and I think that sounds reasonable. What happened to the Guards and the crack 1st Maryland was probably not reasonable, but both sides retiring after a firefight is plausible and I can deal with that easier than seeing both sides completely evaporate!
Chain of Command: I liked trying to force a cohesion distance between battalions or a command radius for all battalions. So you could either remain 12 centimeters from the boss, or you could maintain 6cm from another battalion. Terrain did not always cooperate with this scheme but the neat thing about that is it forces you to consider alternate formations for your units. Still, units maintaining flank contact (plus or minus 6cms) makes the game "look" more accurate, especially with units of the same brigade.
I completely forgot the Duc's idea of attached leaders cancelling out 1 hit, which is a splendid idea because the hits represent more of the morale effects on the units as opposed to purely casualties.
All in all, this was a fun game and one I'm keen to revisit and re-tool. If anyone has ideas, feel free to chime in.