Showing posts with label American Revolution. Show all posts
Showing posts with label American Revolution. Show all posts

Sunday, July 6, 2025

Battle of Lake Pontchartrain

A naval game based on this "battle."

While Governor Galvez was marching on Baton Rouge, a naval skirmish occurred on Lake Pontchartrain.

Under cloudy skies, the USS Morris (green flag), a schooner, approaches a British brigantine, the HMS West Florida. Captain Pickles of the Morris commands the West Florida to surrender. Instead, it unleashes a broadside. The Morris replies. Both are ineffective.

The clouds part and the sun shines as the Morris maneuvers behind the West Florida
Note: This is somewhat literal. I think the first pic is so dark because there was some cloud cover that darkened my room but the flash did not go off, The other pics are so bright because the flash went off.

Its raking shot damages the British vessel.

The Morris moves in for the kill, boarding the other ship. There is a protracted struggle.
Note: No damage for the first round of combat.

Ultimately, though, the Morris's superior numbers prevail. The West Florida strikes its colors.

GAME NOTES
I'm still in search of some good naval rules. For big battles, I'm thinking of a variant of the Dominion of series. It worked for galleys.

For single ship actions, it dawned on me that I could use the maneuver rules from my aerial dogfight / gladiator games (as seen here). I wanted some simple combat rules so I turned to Galleys and Galleons. It's a rules set I've had for years but never played. At the time, I wanted something where I could handle several ships a side solo. G&G seemed a bit fiddly for that. But I essentially used it for the above battle and it worked fine. For simplicity, I assumed that a ship struck at 3 damage.

You may ask: Why not just use G&G? The answer is that I don't really have the room. I'm playing games on a board that measures about 5 by 7 inches. Relative movement, like I've used successfully for dogfights and gladiators, just makes sense.

The big issue I have with G&G combat is that I'm not doing activation rolls, which means I'm not going to the All at Sea table. That's why I made 3 damage an automatic strike. If I play more small actions, I'll need to figure out how to incorporate that table.

Saturday, July 5, 2025

Independence Day Battles

On my old blog, it was something of a tradition to play a Revolutionary War battle on July 4th. I decided to follow that tradition here, but using Dominion of Patriots and Redcoats.

Previously, I played a semi-fictional invasion of East Florida that saw the new United States annex the British colony. For my latest campaign, I decided to play Galvez's invasion of West Florida.

Using Dominion of, I was able to complete a couple of battles in just minutes.

Background
It is 1779 and the Spanish have just allied themselves with the American rebels. The governor of Spanish New Orleans, Bernardo de Galvez, decides to take action against British forces in West Florida (at the time, Florida stretched all the way to the Mississippi River).

Fort Bute
Galvez gathers his forces and marches on Fort New Richmond (Baton Rouge). On the way, he must deal with a British garrison at Fort Bute.

Notes: 
  • This is a fictional take on the battle. In reality, only 23 Waldeck grenadiers garrisoned the fort. To make the scenario more interesting, I gave them some reinforcements.
  • Point are not equal. Too bad
Fort Bute (top) is garrisoned by some Waldeck grenadiers (elite line) and British artillery in defenses. Native allies (tomahawks) operate outside the fort.

Galvez has 2 battalions each of militia (skirmishers) and line infantry. An artillery battery and some native allies round out the army.

As Galvez begins preparing for a siege, the British artillery fires. Galvez's artillery responds, and knocks out its counterpart. Meanwhile, the British native allies charge the militia, which blasts them with a volley.

The grenadiers take up positions on the fort's walls. Their volley disperses the artillery. However, the militia flanks the grenadiers. A hot fire forces the grenadiers to surrender.

The remaining native allies flee. Galvez has taken Fort Bute.

Fort New Richmond (Baton Rouge)
Galvez (bottom) approached Fort New Richmond with the same force as at Fort Bute: 2 battalions each of militia (skirmishers) and line infantry, an artillery battery, and some native allies.

The British fort is much stronger than Bute. Behind the bulwarks are 2 line infantry battalions, an artillery battery, and some militia.

Once again, the Spanish artillery wipes out its counterpart. Meanwhile, the Spanish native allies charge, only to be routed by the militia.

A British line infantry battalion reinforces the walls. The British unleash a devastating volley that disperses some militia and artillery.

The opposing militias clash, rendering each other hors de combat.

The same thing occurs with the line infantry in the center. The battle comes down to the left wing. The Spanish charge but the British line pours fire into the enemy. The Spanish break.

Fort New Richmond holds. Galvez must regroup for a new attack.

Note
As I write this, I just realized that I did not use the rally rule. I keep forgetting!

What's Next?
I plan to reserve Galvez's campaign to July 4th games, but I'm tempted to try again soon. We'll see.

There is also another scenario from this part of the campaign. There was a small naval battle (just 2 ships) on Lake Pontchartrain. Sounds like a fun scenario. I don't really have rules for small naval skirmishes, but I have some ideas. I may try them out soon.

Tuesday, June 17, 2025

Battle of Bunker Hill

Steve Parker has released another title in the Dominion series, this time covering the American Revolution. Called Dominion of Patriots and Redcoats, you can find it at Wargame Vault (link).

The timing is perfect as I planned to do Bunker Hill using Dominion of the Spear and Bayonet, as I had done for Lexington-Concord. Steve saved me the effort because Bunker Hill is one of the scenarios in the booklet.

The Battle
The British decide to drive the colonists from their positions on Bunker and Breed's Hills across the river from Boston. They opt for a frontal assault on the colonist defenses.

In the first charge, a hail of shot from the colonists (blue) wipe out two British infantry units.

The British bring up their artillery but it gets shot to pieces. They try an assault in the center, which also fails.

Note: I decided to add red markers to indicate bayonet units.

The British form column and charge with bayonets fixed. They manage to storm the fortifications in the center. But a relentless counterattack wipes out the British.

Breed's Hill remains in colonial hands!

Saturday, April 26, 2025

The British Retreat

Lexington Concord Campaign Using Dominion of the Spear and Bayonet
Part 3

This is the finale of my Lexington Concord campaign using Dominion of the Spear and Bayonet.

So Far
The colonial militia has driven Col. Smith and his command from Concord. Colonial ambushers hit the retreating British, inflicting more casualties.

The Final Battle
Col. Percy links up with Smith. Percy has 4 companies of line infantry and one battery of artillery. Smith only has his lights left.

Note: For this larger battle, each company = 1 stand.

Outside Lexington, Col. Green's militia strikes.

Smith's light infantry draws first blood.

But then the colonials counterattack and drive Smith off.

The British line defeats a company on the left.

But then they get routed.

Disaster for the British! The colonial militia wipe out the flanks.

Then a flank attack routs the center.

The colonials are victorious. Percy leads his battered command back to Boston.

GAME NOTES
  • That was fun, aided by an American victory!
  • I changed the campaign a bit. I did not roll for American reinforcements. Instead, I had each command individually challenge the British.
  • Interesting, the British won my first attempt at Concord. Then I realized that I shortchanged the colonials - I only gave them 1 stand per company while the British got 2. I replayed the battle and this changed the result.
  • I made the colonial militia = ambushers because I wanted them to fire first. It seemed fitting for Lexington Concord, where the colonials generally used hit and run tactics.
  • Stay tuned for more Revolutionary War battles!

Wednesday, April 23, 2025

Battle of Concord

Lexington Concord Campaign Using Dominion of the Spear and Bayonet
Part 2

I'm continuing my Lexington Concord campaign using Dominion of the Spear and Bayonet.

So Far
Col. Smith leads a company each of light infantry and grenadiers to Concord. His mission is to seize military stores from the colonial militia.

He brushes off a colonial company at Lexington. At Merriam's Corner, he drives off more militia. Part of his grenadiers get dispersed but he rallies them. The British continue their march.

Concord
Smith arrives in Concord. His troops begin searching the town, but then colonial reinforcements arrive from the North Bridge. Col. Barrett leads 3 companies of militia.

Notes:
  • Two stands represent a company.
  • The British light infantry are skirmishers, the grenadiers are bayonets, and the colonial militia are ambushers.
The British lights drive off the militia on the left. The grenadiers charge in the center but get driven off.

More grenadiers come up from the reserve, but they also get driven off. The British lights on the left continue having success.

But then they get flanked and routed.

The colonials control the battlefield. Smith must retreat from Concord with his mission unaccomplished.

The Retreat
Smith retreats, looking to link up with reinforcements under Brigadier Percy. He manages to rally his grenadiers.

Near Merriam's Corner, he gets ambushed by more militia, this time under Col. Pierce.

Musketry from the militia drives off some of the grenadiers.

Then the militia flanks the remaining grenadiers, driving them off too.

Smith hastens his retreat to Boston.

Saturday, April 19, 2025

The Shot Heard Round the World

Lexington Concord Campaign Using Dominion of the Spear and Bayonet
Part 1

For details on the campaign, refer to my prior post.

Background
April 19, 1775.

Thomas Gage has sent a force towards Concord to seize military stores stockpiled by the rebellious colonists.

The vanguard is led by Col. Smith with 1 company of light Infantry and 1 company of grenadiers;

Lexington
Smith arrives in Lexington. He is confronted with a company of Massachusetts colonial militia,
Note: For this battle, I'm giving each company 2 stands.

A shot is fired. Who knows from where. The colonial militia opens fire in the center. Their volley is ineffective. Major Pitcairn, commanding the lights, orders a reply. A devastating volley on the left sweeps away half a company.

This is all the militia can stand. They break and flee.
In Dominion, a battle ends when a side is down to 1 unit. Because the colonists only started with 2, I gave them a chance to stand and fight. But they failed their morale roll.

Merriam's Corner
Smith continues his advance. At Merriam's Corner, he confronts the Lexington militia who fled and another company under Col. Gardner.

Smith deploys his lights on the wings and grenadiers in the center.
Again, I'm using 2 stands per company. Only half a company managed to escape from Lexington.

The grenadiers launch the attack. But colonial musketry is hot, driving off the British. On the right, there is a firefight. It goes poorly for the colonists.

The British lights on the right flank the militia. There is a series of volleys but no casualties.

Then the militia on the left breaks. The remaining militia must retreat.

The road is open to Concord, but the British suffered their first casualties of the day.

Saturday, April 12, 2025

Lexington Concord Campaign Using Dominion

With the 250th anniversary of the American Revolution about to begin, I decided to play some Revolutionary War games. I'm using Dominion of the Spear and Bayonet. Designed for 19th Century colonial battles, it seems to work fine for the Revolution.

The Campaign
I decided to do a series of linked battles representing the battles of Lexington and Concord. I did a little online research and found a good scenario at Grymauch's Solo Wargaming Blog.

Basically, I'm treating each unit in his order of battle as a stand, which I'm calling a company.

Rather than one big board, like Grymauch, I'm running separate battles at each strategic locale. Here is my map.
.
The first battle will occur at Lexington. If the British win, they advance to Merriam's Corner, then to Concord. Their goal is to seize Concord.

Lost companies may return after a battle. I roll randomly to check. This represents temporary disorder that gets addressed before moving on.

Americans may get reinforcements after every battle. British reinforcements leave Boston after the 3rd battle.

Orders of Battle

British
  • Col. Smith - 1 co. Light Infantry (skirmishers), 1 co. Grenadiers (bayonets)
  • Brig. Percy (reinforcements) - 4 cos. Line Infantry, 1 battery Artillery
Americans
  • Col. Gardner - 2 cos. Militia (ambushers) - 1 in Lexington and 1 in Merriam's Corner
  • Col. Barrett - 3 cos. Militia
  • Col. Pierce - 2 cos. Militia
  • Col. Green - 3 cos. Militia
Schedule
Stay tuned for the first battle report on Sunday the 20th Saturday the 19th.