Anyways as with any talk of a MEGA GAME coming up, I'm keen to try out several rules that I feel will try to meet the following requirements:
- Period feel for the engagements.
- Conducive to multi player
- Plays quickly
|New Jersey and Pennsylvania troops face off against the dreaded "Hessians" in the fall of 1777|
Anyways, I left the terrain setup basically the same from some of my previous games, save for the addition of some fields for close in work. The British and their German allies are pushing to break through and the American generals have found a constricting spot where to hold them.
|British forces form for the attack.|
|American artillery sections prepare themselves and their pieces for action!|
|Yet-unflocked Guards will have their baptism by fire this day!|
British drill & discipline - British troops never roll a morale check after losing the first stand
Continental Maneuvers - American troops do not get "free" turns or pivots. Those count as movement.
Morale Checks - prior to charging and receiving a charge. Charger must beat a morale score and the defender must also. I wanted to play this like "Hold the Line" where failing means you simply retreat after the melee, however I went more "old school" and felt it was in the spirit of the AWI for troops to possible run like hell with a wall of angry British redcoats coming for you with glistening bayonets.
Light Artillery - all artillery only hits on a 5 or 6.
Rally - Troops in cover may rally and recover 1 stand loss (red dice) by having the commander present and also passing a check. units may never rally their first hit.
|Royal Artillery gunners handling their light guns while the Guards prepare to enter the woods in a march column|
|Eager Hessian troops anxious to close with the enemy.|
|Vorwarts! Eins! Zwei! Drei! Eins! Zwei! Drei!|
|The Americans have met the Hessians before and are ready to dole out some payback.|
|Jersey Blues! Present! FIRE!!!!|
|The Pennsylvania troops, with artillery support, are faring better.|
|Guards have 2 stands lost (red 2) and 2 new hits (green 2). Is this too confusing?|
The Hessian charge is remarkable and they seize the fenceline from the Americans. The Jersey troops fall back 10cm into the field.
The American commander rides over to make a fiery, Mel Gibson styled appearance in order to rally the men...
|An extra ration of ships biscuit and salt pork if you lose 1 hit on that red dice!|
|Meanwhile the Pennsylvania troops refuse the flank and this battle must now end as the American position is flanked.|
|The Guards rally with their "elite" status they easily pass the check and advance again!|
So that's it. It was a fun game and as always, a quick one with the Neil Thomas rules. I feel as though they need a bit more modification to capture the large disparity in unit type and quality from the AWI, or perhaps I just need to add more unit types on the field in a game? (light detachments? Militia? Grenadiers?) Definitely need more experimentation but I'm also keen to try out "Black Powder" with period modifications as well.
I do think the 6 stand units is a nice touch and makes the table look good with so many colorful troops to adorn it. I'm going to keep the 6 stand units for sure.