Background
In the fall of
1780 Lt. Col. Sir John Johnson, illegitimate son of the famous Sir William
Johnson and commanding officer of the Kings Royal Yorkers, lead a raid into New
York with the express purpose of razing the ripening crops in the valleys of
the Schonharie and Mohawk rivers.
Joining him on this raid was his half-cousin Joseph Brant with his
Mohawk followers, and Lt. Col. Walter Butler with his Rangers. With the addition of some British regulars,
Hessian jaegers and small independent companies, the total force numbered
somewhere between almost 900 men.
New York
Province was by no means universally in support of the rebellion. In fact it is questionable if there were ever
much more than half the population that could be counted as “patriots”. Thus Johnson knew he could rely on Loyalist
(a.k.a. Tory) sympathisers for information, supplies and even recruits.
Arrayed against
the raiders were the various militia units of New York. Training and uniforms were scarce for these
men, but when they fought in a natural skirmishing style they performed better
than their senior officers would have given them credit for. They chased Johnson and his men up and down
the valleys, in a deadly game of cat and mouse, gaining strength in numbers all
the while. This game came to a head at
Klock’s farm late in the afternoon of October 19.
Van Rensselaer’s
militia skirmished with Johnson’s force as it drew up behind a stream. The better trained Loyalists stopped the
Rebels in their tracks but were too distracted to detect a flanking movement
through the wooded highland on their left.
The Tyron County militia, sneered at by Van Rensselaer, came pouring out
of the bush and sent Johnson reeling back.
Darkness and exhaustion from constant marching prevented an effective
pursuit and the Loyalists slipped back up the valley, their strategic mission
of denying supplies to Washington’s army accomplished.
The Game Set Up
Rather
than a standard deployment the nature of this battle was more of a chase. The Loyalists aren’t interested in hanging
about or advancing. They need to be off
with as much booty as they can carry, and burn what they can’t. Accordingly, the game is played along the
length of the table with the Rebels deploying within 12” of the eastern edge
and Loyalists setting up anywhere within 2/3rds (48”) on from the western edge. Just to ensure the Loyalists don’t just dash
off the western edge, the victory points are determined by booty and destroyed
foodstuffs.
Each
barn burned (the large structures on the map) is worth 2 dice to the
Loyalists. Each razed house is worth
1D6. The rebels get the same dice if the
structures remain untouched. To burn a
house or a barn the Loyalists must commit a full unit and have them in contact
for a full turn. (Does it take unit to
burn a house? No, but it forces the
Loyalist commander to make some hard strategic decisions.)
If
you have the figures, throw in some of cattle that require herding. (Pigs require herding as well). Each animal requires a herder and both would
move at the speed of infantry in line.
Escaping with a herd is worth 2D6, killing them is worth 1D6 and a
recaptured herd is worth 2D6 to the Rebels.
Try the same thing with a waggon.
“Fort
Nellis” is a stone house in which the local farm families have barricaded
themselves. They can’t shoot out but
they can defend themselves. Assume they
are a Garrison. (The Mohawks tried to
storm a similarly fortified house down the valley and lost some men in the
effort.)
Other
structures cannot be occupied. They
provide wood protection to units behind them but otherwise don’t affect line of
site. (Unless you have very small
models, these buildings will be way out of whack with the ground scale.)
US
Commander = Brig. Gen. Robert Van Rensselaer
9 Conscript Regular = Militia (32)
1 Irregular (Tyron) Militia (3)
National Advantages
Skirmishers – All irregular units may re-roll
failed evasion attempts, may fire up to 6BW (9)
Notables
Col. Abraham Cuyler (Sir Theodore Creasey
44 points
British
Commander = Lt. Col. Sir John Johnson
3 regulars = Butlers, Converged Bn., Royal
Yorkers (18)
1 gun (1)
1 irregular = Indians (3)
National Advantages
Steady Lads –All regular infantry re-roll
combat die when defending (9)
Notables
Lt. Col. John Butler (Thomas Burgess)
Joseph Brant (Lavrenti Duklevich)
31 points
The battlefield with the Americans setting up on the right of the map |
To add some spice I decided to use some of the Notables to represent some of the junior commanders who led forces during the battle.
The set up with the American militia formed by the road along the first stream |
Colonel Butler commanding the regulars, busily burning down barns! |
The New York and Albany State Militias prepare to advance with the Tyron irregulars operating in the woods |
Lieutenant Colonel Sir John Johnson oversees the Artillery and Indians also busy destroying barns |
The militia close in for the kill |
On the militia flank two units turned to line the fence facing Colonel Butler's units. The three Loyalist battalions moved immediately to deal with the threat and with Butler's ability to move his force in difficult terrain without the being disordered allowed his line to threaten to disrupt the militia advance.
Colonel Butlers forces prepare to engage the Rebels from the flank |
As the musketry hots up the Loyalists prepare to depart whilst destroying field crops along their route |
The race is on between Van Renesslaer's militia and Johnson's regulars |
Cornered!! |
The Loyalists prepare to fight their way out |
This proved to be an intensely interesting and fun game with two well matched adversaries. The destruction points were close at 12 to the Loyalists and 16 to the Americans. If the Artillery and Indians had evaded destruction the Infantry could have put up more of a fight, and had the Indians fallen back earlier they may well have had a chance to be more destructive to property. Everyone really enjoyed the rules, good game.
Thanks to Martin, Andy, Ian and Steve for a fun afternoons gaming
Jon