Friday, March 6, 2020

AWI Scenario: Guilford Courthouse, 1781

I've always found the battle of Guilford Courthouse to be very interesting.  This is a battle that could have gone either way, and I have to hand it to Greene, he cost the British dearly and lived to fight another day.  Lots of key and pivotal moments throughout this battle.  If you have not read the Osprey Campaign series book on the battle, I highly recommend it.


I believe AWI isn't all the popular right now - wargaming history shows that periods come and go in popularity.  While this period isn't getting any love right now (it seems to me) - I'm really excited to get both Breed's Hill and Guilford Courthouse on the table.  The great thing about this period, is that once you have the core of the forces built up, you will be able to run a lot of different scenarios.

Well, enough of my ramblings, on to the scenario details.

Rules & Scenario Map

This scenario is specifically written for my rules called Liberty or Death.  These are available for download from here.  These rules follow in the same base/core as my Napoleonic rules (Empires At War) and ACW rules (This Hallowed Ground).


Scenario map is below.  The area was very forested outside of the cleared fields.  Trees should be distributed in such a way as to provide difficulty to units wishing to use Run orders.


The fencing around the fields provides cover to units on foot.

British Order of Battle


Lieutenant-General Charles, Earl Cornwallis

1 x C-in-C

Webster

(1 x Commander)
23rd Foot
33rd Foot


O'Hara

(1 x Commander)
1st Battalion, Foot Guards
2nd Battalion, Foot Guards
Grenadiers


Leslie

(1 x Commander)
71st Highlanders
Von Bose Regiment


Reserves

(Commanded directly by Cornwallis)
Tarleton's British Legion
Hessian Jagers
Light Infantry
Artillery Battery - 3 x 3 pounders


American Order of Battle


Major-General Nathaniel Greene 

1 x C-in-C

1st Line 

(1 x Commander)
Butler's NC Militia
Eaton's NC Militia
Campbell's VA Rifles
Lynch's VA Rifles
Lee's Legion Infantry
Lee's Legion Dragoons
Washington's 1st/3rd Continental Dragoons
Artillery Battery - 2 x 6 pounders

2nd Line

(1 x Commander)
Lawson's VA Militia
Steven's VA Militia

3rd Line

(1 x Commander)
4th VA Regiment
5th VA Regiment
1st MD Regiment
2nd MD Regiment
Artillery Battery - 2 x 6 pounders

Thursday, February 27, 2020

General Update - New Stuff

Well, despite all the work to get Vicksburg on the table, lots of other stuff has been going on as well.

The excellent Mark Brooks has been picking away at a range of new LOTR stuff for me.  I'm focused on the War in Rohan right now and as such have him working to complete lots of odds and ends for my Rohan army.  I need to start into the vast number of Uruk-Hai I have.  Mark also has Warg Riders to do which will be the start into the bad guys of Isengard.

Additionally, I want to do a table for Escape from Goblin Town.  So he also has done up Thorin's company for me.  Pictures below.




















To jump start my AWI efforts, I saw these three units below on Ebay and decided to pick them up.  I will of course re-base them and fix them up a bit, but very nice!  Looking forward to getting this in hand.




Finally, KublaCon approaches this coming may.  I'll be running my expanded Vicksburg scenario (with full naval action) and my Assault on Echo Base (Hoth) Star Wars game.  We have a very busy line up of convention games for the group.


Friday at 1PM:  Assault on Echo Base
Saturday at 9AM:  Siege of Vicksburg
Saturday at 4PM:  Orcs vs Humans (Adam Clark)
Sunday at 9AM:  Shaggy Ridge (John Lantz)
Sunday at 2PM:  Breed's Hill (Matt Hilzendrager)

Between the miniatures games and our regular assortment of board games we will get some serious gaming in over that weekend.

A great start to 2020 --- more to come so stay tuned!

AWI Scenario: Breed's Hill, 1775


There is a back story here.  I had pre-ordered 12 boxes of Perry Miniatures new French Napoleonic infantry, but much like a Community Chest card in Monopoly, "shipping error in your favor" - I was mistakenly sent 12 boxes of American AWI infantry.  I decided this was some sort of act of fate and kept a hold of the boxes (paying Perry for them).

As a result I arrive here at this.  Two scenarios that have always stuck out in my head for AWI are Breed's Hill (commonly called Bunker Hill) and Guilford Courthouse.  The plunge has been taken - I guess this is just going to happen now.

Fortunately, for the short term while I get my forces completed, Matt Hilzendrager has a decent AWI collection.  Although it is based for skirmish wargaming, it will certainly suffice in order to play through the scenario.  You may remember a version of this game being run at KublaCon a couple of years ago ...


That game was played using the rules Brother Against Brother.

For me I'm primarily inspired by this picture below ...


While not perfect, I believe this shows a much more historically accurate visual of the American positions.  With that in mind I've set off down this road.

Rules & Scenario Map

This scenario is specifically written for my rules called Liberty or Death.  These are available for download from here.  These rules follow in the same base/core as my Napoleonic rules (Empires At War) and ACW rules (This Hallowed Ground).


Scenario map is below.  The water areas displayed are shallow (swampy) and passable (although count as difficult terrain).  At the bottom of the map is the shoreline/beach.


The redoubt, breastwork and fleches provide a fortified position for the defending American units. The reinforced fence counts as cover for the defending American units.

AMERICAN SPECIAL RULES

Limited Ammunition:  The American army starts with 16 ammunition markers (can use powder barrels).  Each time an infantry unit fires it uses 1 ammunition marker.  If no ammunition markers are remaining when a unit fires, they are considered to be out of ammunition.

Out of Ammunition:  Units that fire when out of ammunition resolve shooting with the minimum 2D6 for shooting regardless of unit formation,  range, or modifiers.

British Order of Battle


Right Wing (Major General Howe)

Light Infantry
Grenadiers
5th Foot
52nd Foot
Artillery Battery - 3 x 6pdrs


Left Wing (Brigadier General Pigott)

38th Foot
43rd Foot
47th Foot
1st Marines
Light Infantry


Third Wave (Major General Clinton)

2nd Marines
63rd Foot


Note:  Clinton's forces enter on turn 2 as shown on the map.

American Order of Battle


Redoubt & Breastwork (Prescott, Frye, Bridge)

9th Massachusetts
10th Massachusetts
11th Massachusetts
Artillery Battery - 2 x 3pdrs


Fleches (Nixon, Brewer, Doolittle)

16th Massachusetts
18th Massachusetts
19th Massachusetts


Reinforced Fence (Reed, Stark)

1st New Hampshire
3rd New Hampshire
Artillery Battery - 2 x 6pdrs


1st NH (Stark) is a very large unit and has the following rules:

6 bases (24-36 figures)
Morale: 12/24/36
Shooting Modifier: +4D6
Melee Modifier: +4D6

Above modifiers replace the regular modifiers for being a large unit.

Thursday, February 20, 2020

ACW Scenario: Siege of Vicksburg, 1863

Here is my official write up for my Vicksburg game.  I have a small supplement for This Hallowed Ground I'll be publishing that covers the Ironclad rules.

Overview

The siege of Vicksburg lasted from the Spring of 1862 thru to the surrender of Vicksburg in July of 1863.  This was a pivotal and often overlooked battle in the American Civil War, primarily because of the battle of Gettysburg -which is far more well known and also was fought in July of 1863.

I argue that while Gettysburg is seen as a turning point in the war, the surrender of Vicksburg was as critical - if not more critical in contributing to that turning point.  The fall of Vicksburg cut the Confederate states in half by eliminating their key supply line across the Mississippi river.  This resulted in the Union's total control of the Mississippi river.

Disclaimer:  I've taken several liberties with this scenario in order to make it both more enjoyable to play and scenic (for example, shifting were the historical Union assault occurred and adding in a Confederate naval component).  This is all done in order to provide a great gaming experience while keeping somewhat in theme with the historical battle.

Scenario Map

This scenario combines both land and naval elements into the same game.  There is an alternate map that doesn't use the naval element as well.  This focuses on the initial (and unsuccessful) Union assaults on the city's fortified positions.  While the land action didn't occur near the river, I've shifted the rail line and assaulted positions for the scenario around to the area by the river simply so I could fit both land and naval battles within a reasonable table footprint.  This also allows for more scenic elements to be included.

There was really no naval action other than the Union navy passing and bombarding the city - I've taken the liberty to add a Confederate naval element to the game in order to expand the enjoyment of the game.

Below you will find the details on the table layout and scenario map.

Scenario Map - Full

The full sized scenario map is above.  This is a 6 foot by 16 foot table size (for 28mm games).

Scenario Map - Alternate

For those that don't want to play with the naval/river elements, you can use this alternate scenario map that focuses on the land battle only.


Additional pictures of this table layout can be seen here:

https://jayswargamingmadness.blogspot.com/2020/02/vicksburg-cabincon.html

Scenario Rules

This scenario is designed for This Hallowed Ground (free download) but can easily be used with other rule sets with little or very minor translation.

Game Length
This game lasts for 7 turns.

Objectives
Each Confederate siege gun position (as shown on the map) is worth 15 victory points for the Union if occupied by a Union unit at games end (regardless of the unit state).

A sunken gunboat or ironclad is worth 10 victory points.

All other victory points are awarded as per the standard rules.

Limited Reinforcements
Confederate units that pass a successful Rally order will recover D2 hits (instead of the normal D3+2 hits).

Siege Artillery
The following rules apply to all siege artillery units:
  • Units are fixed in place and cannot be moved.
  • Ignore the dice modifier for shooting at units that are in cover.
  • When shooting at siege artillery, the -4D6 for shooting at unlimbered artillery is replaced by a -2D6.
In addition to the above, siege mortars also have the following rules:
  • No LOS needed to target unit to shoot, however if no LOS can be draw to the target unit, apply a -2D6 die modifier to the shooting dice pool.
  • Saves from shooting at always a 6 (no rerolls if in a fortified position).
  • When targeting artillery units, siege mortars ignore the shooting dice modifier for firing at unlimbered siege, field or horse artillery.

Railroad Line
The area between the Confederate right and left trench lines that is cut by the railroad tracks is barricaded and considered impassable for this scenario.

Observation Balloon/Towers
The Union observation balloon allows one Union artillery unit to reroll all shooting misses each turn.  The 2 x Confederate observation towers allow two Confederate artillery units to reroll all shooting misses each turn.

Cheval de Frise
Units must stop moving when Cheval de Frise is encountered.  The unit can Advance on the next turn and pass the Cheval de Frise but can not execute a Run or Charge order.

Confederate Order of Battle


Headquarters
1 x C-in-C
HQ is fixed and located near the railroad track (denoted by the larger tent pictured on the map).

Confederate Left
1 x Commander
5 x Infantry Units (regular size)
2 x Siege Artillery Units (regular size)

Confederate Right
1 x Commander
5 x Infantry Units (regular size)
3 x Siege Artillery Units (regular size)

All Confederate units start deployed on the table in the positions denoted on the map.

If using the naval component:
1 x CSS Virginia Ironclad
1 x CSS Tennessee Ironclad

Union Order of Battle


Headquarters
1 x C-in-C

1st Brigade
1 x Commander
4 x Infantry Units (regular size)
1 x Siege Mortar Unit (regular size)

This brigade starts on the Union left.  The siege mortar and 2 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2.

2nd Brigade
1 x Commander
5 x Infantry Units (regular size)

This brigade starts on the Union left between the 1st and 3rd brigades.  3 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2. 

3rd Brigade
1 x Commander
4 x Infantry Units (regular size)
1 x Siege Artillery Unit (regular size)

This brigade starts near/on the train tracks by the central Union siege gun position.  The siege artillery and 2 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2.

4th Brigade
1 x Commander
5 x Infantry Units (regular size)

This brigade starts to the right of the central Union siege gun position.  2 infantry units are deployed on the table as shown on the scenario map.  The remaining 3 infantry units can enter from the table edge at the start of turn 2.

5th Brigade
1 x Commander
4 x Infantry Units (regular size)
1 x Siege Mortar Unit (regular size)

This brigade starts on the far Union right.  The siege mortar and 2 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2.

If using the naval component:
1 x USS Monitor Ironclad
1 x USS Cairo Gunboat
1 x USS Essex Gunboat