So, the Wing Scale variant of V&B, extends ranges, and utilises skirmishers/detachments in a more period manner. (available on the Mr McNelley'sV&B fansite and J.D.Glasco's site). For example, light infantry can break down and recombine, yet light units can also be charged etc.
I re-arranged the American deployment historically, and juggled with some of Tarleton's position viz the 71st Highlanders and British Legion - otherwise, the battle was pretty close to the historical layout; the American first line mainly composed of militia - who predictably, using the militia/poor troops rule, were very brittle, then the continentals who would give excellent account...until the last turn, and the cavalry, who would become engaged early on the American left, holding British dragoons.
British 1st attack: Dragoons on the British right. Legion cavalry on the left, though this shows the British problem - with troops with good morale, and only Tarleton and a sub commander, V&B punishes the lack of command with a shorter command radius at wing scale - historically accurate, since Tarleton had great concerns on the day co-ordinating movements.
American response on their left...the militia holds the line under the first vollies of British fire.
The militia hold for the most part (amazingly so against the Legion charge)
Legion cavalry charge on the British left - though they charge their way out of Tarleton's command radius - a one hit wonder...
Americans defend the flank - British dragoons can not break through.
The legion cavalry breaks through, but will now have to move back toward command, rather than be free to exploit the flank.
Of course, the flank move brings the legion cavalry into range of the continental line...(range is extended at this scale, making stationary troops in good positions VERY deadly)
A strong British attack starting to build.
71st Highlander assault
The Continental line
Trading muskets and charges, battalions become rapidly exhausted and/or are shot from the field...the Scots remain in place, but are slowly eroded by accurate American skirmish fired
By game end, the British are exhausted, with very few units that can move toward the enemy...an American victory, and very close to the historical battle.
A great variant of the original rules. The changes ALL make sense - range, command determination, movement, co-ordination of units within the scale...the changes work - the main mechanisms change to suit that. Contrast with Black Powder, which simply seems to throw a scale at an existing warhammer style game to suit the beer and pretzels experience. BP thereby doesn't work. V&B has a sensible and elegant design mechanism, and thus gives a good, reliable and historical game and experience...always.
Just in time to get a post in for the end of the month(!), I spent the evening setting up for wing scale 'Cowpens' battle for Volley and Bayonet, from the American revolution. Battle to follow soon.
The V&B wing scale is proving to be an excellent simulation for the smaller battles of the war, just as the larger scales allow for good 'scaling' up to Saratoga, Germantown and Monmouth. As Cowpens is a small battle, this level of flexibility allows the same set to be used across the period, across the campaigns, and with a few tweaks, across centuries of linear warfare. (Apparently there is another set which tries this, without success, but with lots of D6, lots of expensive black books, and lots of confusion...it's slack, and tastes of chowder :O )
British entry - Tarleton's command not as flexible as the Americans, though his troops have the edge in quality
...having to use a standard English redcoat commander...you may note that my Tarleton figure has been subsumed into the British Legion cavalry at the end there ...I had to 'smush' a few units' strength points together to make it work, due to lack of a few figures.
American defenders, and the ridgeline is not 'exactly' perfect, but will suffice
Looking forward to getting this done during the week - a relatively small battle, but don't those open flanks look inviting?
...and now a nod to the kids' D&D game, where I am moving from the 5e funk to a proper old school rpg - 'Shadowdark'... You can thank me later.
Since last posting on Volley and Bayonet 54mm Napoleonics, I can now safely say that I have doubled the number of based units ...to 12.
At this rate, I will be able to fight the 1809 campaign, or indeed Quatre Bras, sometime around 2038. It is therefore necessary, I must regret to inform all readers, that 54mm painting production, is now on a war footing - with numbers having to at least treble (or under a Warsaw Pact style system at least increase by a rate which is impossible to achieve, but it's ok, we'll lie about it later).
'Vive le Biggies!'
The use of 'contrast paints' has (in similar vein to aforementioned WarPact systems) meant that a reduction in quality can still produce fine pieces - well, fine enough to hit the table and obey the 'one foot' rule.
Of course, back in the day (the 70s no less), Airfix produced 1/35 and 1/72 plastic (polyurethane) figures, known colloquially/locally as 'biggies' and 'midgies'. Midgies of course came from the term 'midget' , which we used to be allowed to say, but in this context referred to the smaller brethren.
Some Italeri and Timpo in there; not just Airfix.
In Volley and Bayonet - the base is key - and normally 3 inch by 3 inch - so it's how many figures you can fit on, not the scale of fig, that matters. A superb idea, if. like me, you love the larger figure ...in terms of old school plastic figures that is...ahem
'Ere mate! Don't forget us midgies..."
I'm sure 54mm V&B will hit the table in this life-time --- honest...
Apparently it's still ok to call these 'midget gems'
Not a midget.
This post was certainly not an excuse to get a post in before month-end, because of a lack of actual gaming ...honest.
That time of year again for the annual Birthday Bash, where my eldest daughter plays Dad at a wargame of his choice. So far, I have yet to win any of these encounters. This year ...would be no different.
Selecting Volley & Bayonet, and setting myself the challenge of taking the British at Guilford Courthouse, I would be able to test the stationary fire dynamic (doubling dice for non moving troops' fire), contrast it with the Militia rule (where militia, in contrast with 'poor troops' always have a 'disordered' status), and see just how close to a historical result we could get.
The British have their work cut out - well, sort of - the initial American line is easily surpassed; in fact half the militia were routed in the first line - the stationary second line however would deliver sufficient fire to promote divisional exhaustion amongst the British units, and pretty much hamstring them before they could contact the regular continentals in the 3rd line - or at least, ensure that they would be attacking at 3:4 odds.
'Here we go again Zeke...'
For stats, I used the amazing V&B AWI information available at J D Glasco's 'Gentlemanly Wargaming' site. A great resource. Also of note is Kieth McNelly's excellent V&B site at https://volleyandbayonet.wordpress.com/.
British forces are compact, but tough - combining elite troops (with shock factor on hits) with good skirmishers.
American forces deployed in three lines - today the militia might have got more than 'two vollies' off, but it was the second line that did the damage.
On the British right, an American cavalry charge, met by British Legion cavalry.
The centre pushes forward, I was reasonably happy with the flanks thus far...
Especially as my infantry were having very favourable results against brave, yet fruitless, American cavalry charges
Pushing forward with Hessians on the right
The centre moves forward steadily
In the American rear, the stalwart continentals remain in place...all day in the end
Predictably, the 1st line of militia get the worst of British infantry charges, despite some protection - their permanent disordered status is not helping, as their shooting can be saved against.
It's the second line, that will be a problem - they are rated as 'poor troops' but that is still better than militia, and can thereby gain a stationary status
The first line melts away, leaving dangerous gaps
There is the danger of routing troops, but some of these are rallied.
The British make good progress through the heavier wooded area
'HOLD THE LINE!'
Second line - would suffer greatly, would be outflanked...but then the British luck would start to run out
...and the British rear is threatened by skirmishers
The second line becomes chaotic, and yet holds
Division exhaustion - prevents charging home - and scuppers the British plan on their left flank
Melee and disintegration of units
'Give Fire!!!'
A British outflanking manoeuvre - though conceptually fantastic (even if I do say so myself!) - comes to nothing
The last charge!
By game end, the British have turned a flank, but the Americans have recovered. there are two British units left that can charge - and they have not hit the third line yet . I called it, and gave Madame the win ...again :)
Another great game with a superb set of rules. More to follow with V&B - it translates well across periods, and is very flexible, as well as giving a great game - without needless complexity.