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Showing posts with label AWI. Show all posts
Showing posts with label AWI. Show all posts

Sunday, 15 February 2026

Muskets and Tomahawks in the American War of Independence.


This weekend I had the pleasure of joining Mike C., Bob, Si, John, Alex and Paul for game of Muskets & Tomahawks version II, set in the wilderness of North American during the American War of Independence with a straight forward attack and defence scenario, that had the American Patriots or Rebels depending on what side of the War of Independence or Revolution you get your history from and like wise the poor-old Redcoats, simply following orders and policing the colonies against tax avoiders, or those damnable lobsters doing the bidding of their tyrant king, you can take your pick.
  

As you will see the American line looked rather formidable with a river to its front with sections of rapids restricting the areas to be forded, overlooked by plenty of cover provided by woodland, flanking a ridgeline on which several emplacements had been constructed and defended by American Continental regulars, with their riflemen and allied Indians operating mainly out on the flanks.
 


The British had a significant force of regulars that included light infantry and grenadiers, backed up by loyalist units including the Queen's Rangers and several warbands of Iroquois Indians.


The position looked like the one General Howe would have definitely flanked, looking to minimise casualties by turning the rebels out of their nicely constructed positions rather than an attack directly to the front; but it seems we must have had 'Old Tom' Gage running matters because a classic Bunker Hill manoeuvre was the order of the day and so the British force was split into three divisions, as seen above with the intent to demonstrate in the centre and look to turn the flanks, with the centre supporting and reinforcing success as it hopefully presented.


To support this 'order of the day' the British would be able to recycle destroyed units and bring them back to the table from the jump of points on their table edge as required.

My Light Bobs deploy on the left flank preceded by a screen of Iroquois warriors as the advance begins.

I hadn't played M&T for quite a while, and most of us were getting reacquainted with the rules and sequence of play as we went, with the interesting decision points the rules throw up for the respective players, whether to play an enemy turn card or not and thus take command points for a later activation, whilst trying to set up a sequence of play to discomfort the enemy in so doing.


As my light bobs and Indians walked into a maelstrom of American long rifle fire, effectively the artillery in this skirmish game, with my Indians purposefully out ahead screening the lights and being the bullet magnet I thought they might prove to be, the regulars came on behind in open order, looking to close up to the river as unmolested as they could ready to threaten the positions on the other side.


The Indians did their task manfully as they made best use of the limited cover on the British bank and returned some sporadic musketry that managed to knock over the occasional militiaman or rifleman that showed himself.


In the meantime the the light-bobs, who had done what I had hoped by drawing American units out on to the American left flank to contest their approach, used their quicker march rate to quickly change direction and join the regulars nearer the centre in readiness to join the crossing, accompanied by the battered Indians.


The battle was also 'hotting-up' on the British right as John pushed the Queens Rangers and Loyalist Provincials across the river with his regulars in close support, managing to drive off the American Indian and militia, not though without casualties as the Provincials fell back in rout, to rally back behind the redcoats advancing past them.

Si managing things in the centre, swung his recoats to the right in support of John's success and helped to draw off fire from the main push that was backed up with the British assault unit of Grenadiers looking to take the fight up on to the American ridge.


With a six turn game the battle was very much in the balance at the halfway stage, with the British assault starting to make their way over the river but suffering ever increasing casualties as they did so.


The first British regulars across rapidly formed close order line from the open order they had used in the approach march and started to issue the first crashing volley fire that was the trade mark of British infantry from this era, with the first volleys starting to thin the ranks of Continentals lining the ridge.

As if to join in the fun my battered Indians seemed to take heart from the turn of events and charged into the woods on the American right flank wiping out a unit of riflemen with tomahawks in close assault as the light-bobs drove the Americans out of another nearby wood, making good use of the bayonet and thus allowing my two units of regulars to get across and join in the musketry to clear the forward ridge of defenders.



However our American opponents were certainly not done and attack was followed by counterattack with my Indians and light-bobs dispersed in the fighting as the remains of these battered units finally succumbed to the casualties they had accrued on the approach.
 


As the afternoon drew to a close, our battle reached a crescendo of action as redcoats battled along the length of the forward slopes to dislodge the American defenders and were rewarded for their casualty count with the dispersal of several American units manning the log emplacements.



The final 'hurrah' saw the bearskin clad grenadiers launch themselves on to the American left flank ridge position driving off the defenders with their bayonets but going down gloriously, to quote out senior commander, in the process.
 

The game was declared a British win, but only just, and the table bearing the British casualties bore testament to the bill paid for such a victory, and with many more victories such as this the war was most certainly lost.


Thank you to Mike for putting on a very fun game, with lots of drama and narrative, and of course to Bob, Si, Paul, Alex, and John for their company and play.

JJ

Monday, 16 June 2025

Battle of Telegraph Hill October 1776 - Rise & Fight Again

 
This weekend at club, myself Jack and Steve M, pooled forces and rulesets to organise a 28mm AWI scenario using the rules Rise & Fight Again (R&FA) from Stand to Games, link below.

I've recently restarted my AWI project to build a Mohawk Valley collection of figures, mainly using the Perry range of miniatures, for the small actions along the Hudson and Mohawk rivers, which has seen the plan broadened to enable the collection to facilitate field forces for the bigger battles that were a feature of the war in its early years, particularly in the northern theatre.


At Jack's prompting and with Steve M up to speed with the rules I hastily pulled together a scenario loosely based on the Battle of Chatterton Hill from the larger Battle of White Plains, using the scenario from the British Grenadier scenario book as a guide to my setup and replacing the Hessians with a British brigade instead, renaming this fictitious action after a very familiar local landmark and coming up with a selection of commanders to replace their historical counterparts.

A map of the Battle of White Plains, the inspiration for this particular scenario

Steve and I last played a game using R&FA back in September 2018, using Steve's 15mm collection, soon after their publication, and on the back of our playtesting a series of Peninsular War scenarios for the sister rule set Over The Hills for Napoleonics, with a lot of similarities between the two sets, but including a few significant changes to capture some of the unique aspects of the AWI theme.

Steve M's 15mm collection in action during our first game using R&FA back in 2018.
JJ's Wargames - Rise & Fight Again

If the rules are unfamiliar to you then you can follow the link above to my personal blog where I covered our first game getting our collective heads around them and highlighting some of the key changes from the Napoleonic set but equally importantly retaining the original concept of Fatigue as a way of representing the strength and quality of individual units and using the Fatigue Score (FS) as a way to measure the morale of units during a battle, with FS lost through combat and stressful or difficult manoeuvring, which could be rallied off when the opportunity presented, and if enough command capability was available to do so.

https://standtogames.co.uk/shop/ols/products/rise-and-fight-again-rules

With my new additions adding to a growing collection of figures, bolstered by extra units provided by Jack, I arranged the table for our game as seen below, based on the scenario map above, seen here at the start of play with the Rebels set up on the position as indicated on the map and the first British brigade entering from top right of picture.

The British command table with brigade cards arranged together with reinforcement units yet to arrive on table.

I was keen to reacquaint myself with the orders and brigade morale system which I facilitate with my own command cards, illustrated below, using dice to record the FS points for each brigade that are reduced as combat FS, not movement penalty FS is inflicted during the game, which as mentioned can be rallied off by units on the table, but is simultaneously deducted from the brigade and army total which cannot be remedied by rallying. 

Thus once the dice are removed from the card the brigade is considered broken, and when more than half the army FS has similarly been affected by broken brigades, the army as a whole is forced to break off.



Each brigade commander is numbered as per the card number, bottom right on the national flag, and centre bottom a six-sided 'orders' dice is placed to show what orders the brigade is operating under at any given time, with a similar orders dice placed next to a tabletop commander to indicate new orders having been dispatched and reminding the owning player to test for receipt in the subsequent turn or turns, with successful communication resulting in a new order indicated on the brigade card.

Orders are very specific about what units in a brigade must do, can do and cannot do and how many units have to comply with those orders at any time, and the system is one of the best paper based ones I have come across for modelling orders without the tiresome need to write specifics on a separate note.


The British order of battle together with mission, deployment and brigade orders details. The artillery under Erskin is off table on the edge nearest to camera in the picture below, and was able to fire along the forward edge of the hill including the emplaced militia under Scott, whilst the summit and rear slopes were masked by the wooded rocky slopes nearest that table edge. 

With the players briefed about the respective positions of the two sides, with the British looking to clear the hill of Rebels to turn a more stronger nearby Rebel line, but keen to avoid a heavy casualty bill whilst doing so, and with the Rebel command likewise acting as the proverbial speed bump, whilst hoping to crack the British sump with accurate cannon fire and massed musketry against assaulting redcoats, before being forced to surrender the ground.

British Light Infantry supported by Jagers and Light Dragoons of Mathew's brigade enter the table to commence our game

The Rebel order of battle similarly arranged as the British one above. For my standard games using R&FA I assume an average battalion of 16 figures equating to 320-men with a Fatigue Score (FS) of 7 for Confident Regulars, and with the FS increased or decreased by 1 for every 60 men over or under that strength. Thus I have rated the Delawares FS 8 to reflect their quality over other similarly sized units of Continental infantry.

The British attack developed on the Rebel left as the light-bobs, jagers and 17th LD closed on the flank of the hill with the Jager skirmish line clearing the rocky slopes of militia skirmishers making full use of the range advantage of their rifles and their 'Good Shots' firing capability inflicting the first Rebel FS losses in the game as their skirmish screen fell back.

Combined British Light Infantry, Jagers and Light Dragoons were the spearhead of the British attack to clear the hill of rebels.

As the British entered the table they were supported by overwatch artillery preparation which also inflicted the occasional FS hit from the three 6-pdr and three 12-pdr guns deployed to support the attack.

Scott's Brigade of Massachusetts Militia supported by the 6-pdr guns from Woodfords Continental brigade defend the forward slope of Telegraph Hill. The emplacement and artillery support provided much needed bolstering for these very nervous militiamen.

The British artillery support was limited though, simply by the fact that once the redcoats got level with the militia emplacement their fire would cease in that direction and similarly once follow up brigades moved onto the forward slopes their fire would likely cease entirely.

The 3rd New Yorkers deploy in open order to avoid overshoots from Erskine's British guns on overwatch on the front slopes of Telegraph Hill

However round shot bowling along the forward approaches to the hill caused a level of discretion from the 3rd New York Continentals as they opted to become a more difficult target by deploying in open order and later falling back into dead ground to await any redcoats heading their way.

Graham's New York Militia skirmish from the woods on the front slopes

The main British assault for their two brigades of 'hatmen' would commence from turn two to turn four dependent on a D3 die roll and the British roll determined their march would delay their on-table arrival to turn four, leaving the light infantry to tackle the defences alone until that time.

Woodford's personal command and his force reserve of Continentals on the rear slopes, ready to repel any British breakthrough onto the summit of the hill

The British attack starts as British light bobs look to flank the militia emplacement as the rebels pull their guns back to meet the threat with Jagers now skirmishing from the rocks, extreme right and with the 17th LD on overwatch as the combat develops

The attack by the light infantry was pressed with typical elan one would have expected from an elite unit as they crested the forward slope only to have their subsequent charge met by blasts of cannister from the Rebel 6-pdrs turned to face their approach.

After a long cross country march, the British line brigades make their appearance as the light bobs press their attack.

Close range combat is referred to as combat contact in the rules and combines the effects of close-range fire-fights as well as the occasional crossing of bayonets, with charging infantry having to pass a morale check to press their attack, simulated by rolling less than or equal to their current FS on a D10.

The militia and supporting skirmishers open fire on the redcoats as they press their attack on the hill

Similarly defenders have a range of options facing a close combat, ranging from standing to deliver close-range fire to evasion and similarly requiring a test of nerve to manoeuvre accordingly.

The 3rd New York Continentals are held on the Rebel right flank to slow down any British march attempting to turn the position from this direction. The marker indicates some loss of FS likely inflicted by the occasional hit from the support British artillery and recommending their new position in dead ground

The first charge by the light-bobs was met by resolute gunners standing to their guns and letting fly with their cannister rounds inflicting two Fatigue Hits (FH) stopping the charge in its tracks but not sufficient to cause them to fall back, needing 3FH for such a response.

With the battle reaching a climax, Woodfords Continental brigade deploy forward onto the summit ready to repel any British breakthrough

However as if to emphasise their determination to stay put the Rebel guns were supported by their nearby skirmish line which added another FH to the total that went with one more FH gained by the British light infantry for charging through disruptive terrain to get at the gun line.

The British have broken the militia and driven off the Rebel gun crews as redcoats press forward on the front slope with another brigade on the march to get around the hill on the British left flank. The attack has taken its toll though with the British light infantry pulled back to rally after having suffered multiple casualties from skirmish and cannister fire whilst pressing the attack that drove off the gunners.

The British lights were barely holding their ground on 5FS remaining from their starting total of 9, and to rub salt in the wounds their commander Brigadier-General Mathew was one of the casualties in the first attack.

The militia are broken and redcoats threaten to push forward onto the summit as Woodford's Continentals prepare to resist their advance.

The fight for the forward slope was in the balance as the support brigades of 'hat-men' under Brigadier-General Frost pressed forward in their support towards the emplaced militia, causing 2FH on the unit with fire from supporting Tory militia, and as the Continentals of Colonel Woodford's reserve moved up to meet the impending attack, the next round of fighting commenced around the guns.

The Continentals move forward as the militia on the right of picture rout back to the rear.

The British light infantry successfully passed their FS test to charge in again, now requiring the Rebel gunners to successfully stand by rolling 7 or less on a D10 but managing to roll an 8 seeing the gunners nerve fail at the worst possible moment and causing them to run back a full move deserting the guns.

The British have cleared the Rebels from the emplacements and driven off the gun crews as Continentals move forward to oppose them

On the emplacements the redcoats seemingly recognising nervous militia to their front stormed forward after firing a volley at the rebel defenders using their British 'Three Cheers' special attribute and seeing the resulting casualties break the militia who fled back in rout before contact could be made.


The only bonus for this collapse of frontline units was the open ground created for the first of the supporting Continental battalions who poured in a volley against the light-bobs and closed to combat contact, but with their FS3 total leaving the British unit wavering very close to rout, they wisely opted to evade the charge and streamed back down the slope to reorganise and rally in the wake of the other British line units.


It was at this stage of play we decided to conclude the playing of our game and our discussions about the rules down the pub, but I thought it would be interesting to see how the battle was progressing with regard to opposing objectives at the end of play seeing where the respective FS scores were and with one Rebel brigade (Scott's Militia) already broken.

The starting Army Fatigue Score Totals at start of play were 83 for the British and 53 for the Rebels, that saw combat losses in FS for each force equal 18 (22%) for the British and 13 (24%) for the Rebels, a result indicating successful progress by the British and leaving an uphill (no pun intended) challenge for the Continentals to bleed the main British assault sufficiently before retreating rather than being forced to break which would also meet the British objective.

Stand out units in the game were the Light Infantry and Jagers who took the fight to the enemy and paved the way for Frost's brigade of hatmen now coming up the forward slopes in the picture above as the Militia rout back, begging the question as to would Woodford's Continental brigade be able to blunt their attack?

Thanks to Jack, Steve M, Paul, Lawrence, Mark and Owen for all the fun.

JJ

Saturday, 1 February 2025

Solid Men to the Front - An AWI skirmish with Fistful of Lead.

 
I’m sure the American War of Independence needs no introduction, although the rules might. Fistful of Lead (FoL) have been used in the club in various guises for some time.


It’s a card driven system, with specific cards allowing extra actions. One card per figure, but the player chooses which card is used for each figure. 


This creates a degree of friction but allows some degree of planning.


The scenario came straight from the ‘Horse and Musket’ version of the rule book, ‘Defending a bridge.’ This requires three groups of six attackers to control a bridge and its exit from the table before nightfall, nine turns of game time. The defenders have two groups of six men.


The British defenders deployed six sturdy Grenadiers in the bunkhouse on their right and six swift and bold Light Infantry in the woods to their left, protecting the two river crossings. The canny Colonials approached through the woods, Lights on the right, Continentals in the centre and the Green Mountain boys on their left.


The Colonial Lights immediately started banging away at long range, to very little effect. In the centre, the Continental Line surged forward towards the bridge. On the left the Green Mountain Boys advanced steadily through the trees to the log bridge, using cover and stopping to fire as they moved to pin the Grenadiers in the bunkhouse.


On the Crown’s left, Lawrence’s Lights (Highland Light Infantry?) kept up a steady fire on the approaching rebellious ne’er-do-wells. The Continentals in the centre crossed the bridge and prepared to rush the British Lights, to clear them away from the exit point. 


One notable Continental, clearly intoxicated, having been wounded and knocked down by accurate fire, immediately leapt to his feet and charged his assailant. Unfortunately his bid for fame, glory and a prime plot of land in Virginia came to an abrupt end, run through by 18 inches of Sheffield steel. Nice try, but no cigar.


The forces of law and order were now under pressure on their left. Fortunately for the King’s cause, an
observant Grenadier spied what the rebellious rogues were up to and did what Grenadiers do best; fix
bayonets. He made for the nearest Continental. 

A round of close combat ensued, to no real result. A second Continental joined the fray whereupon the Grenadier gathered his wits and against all odds killed first one, then the second sparrow-boned rascal.


By now the laggardly Continental Lights had caught up with the Line, but were clearly a bit puffed out with all the excitement and still unable to hit an elephant’s arse with a spade. The gallant British Lights met them with cold steel and a considerable ruckus ensued.


When the dust settled there were no Continental Line on their feet and only three Lights. Lawrence’s Light Bobs (HLI?) were also down to three men, all a bit sweaty and breathless, grappling around the bridge.


Meanwhile, back at the bunkhouse, the Grenadiers had dropped a couple of the Green Mountain mooks for the loss of one of their own. As the fracas at the bridge resolved in favour of good King George, the
Grenadiers regrouped to drive away the last of the seditious scoundrels at the log bridge. Luckily for them, darkness gathered and ended the affray before the Grenadiers could finish the job. Turns out the Colonials weren’t quite so canny.


All in all, the rules provided some good entertainment, a couple of cinematic moments and several scoffs and chuckles, even if Lawrence’s dice rolling did become a little embarrassing. The ability to repeatedly roll a ten on a D10 really is quite special. 

The great thing with FoL is that the game really can be played from the QRS, and runs itself after two turns. Great for a club meet and new players.


The game was played with 54mm figures, mostly ‘A Call to Arms’ and ‘IMEX’, all eBay rescues. Several had head swaps to increase the variety of poses within the groups. Terrain all came from the garden, other than the ‘Charlie Foxtrot’ fence bases used for the meandering stream and the bunkhouse built from 10mm dowels.

Thanks to Matt, Tom, Mark and Lawrence for playing with good humour and appropriate banter. Si