Following on from Steve's recent drive for perfection with simple rules, and his post game protocols for analysis ...and also using the amendments for the AWI boardgame 'Hold the Line' that he kindly sent me... we returned to a favourite old battle.
The British master plan to sever the northern colonies from the rest of the Atlantic seaboard had come unhinged, leaving 'Gentleman Jonny' Burgoyne's northern army dangerously isolated. He could either retreat back to Canada, or make one last attempt to break through the American defences on Bemis Heights and open the road to the Hudson Valley. (Musket & Saber)
Now, if I recall, I'm 2 for 3 on our versions of this one, having played it with Volley and Bayonet, and other rules - including Musket & Sabre - the boardgame variant from which we constructed the scenario. For Fitz today ...it was all to play for. (He won of course...now we're both 2 for 4...revenge!)
The boardgame map (musket & Sabre) that we used to set up.
British attack begins in the centre and right. Most of their additional action points focused here in the early stages.
...though that doesn't prevent a 'completely mad' flanking move, which destabilised the British assault.
British guards would be disappointing on the day.
Good cover provided for American lights, which did not fulfill their promise early on, but soon came good.
British guards repelled from 1st melee ...yes, you heard me right!
German grenadiers push back (apparently) American continentals, then walk straight into the range of the guns on Bemis Heights.
...and a little outflanking action.
Despite early success German Jagers were pushed out of the woods.
'You do realise there are bloody big cannons over there...right?'
By game end, the British main attack had faltered, with heavy losses, while the flanks had been forced to admit defeat.
A very nice set of rules, easily played, with lots of subtlety. ...Steve's protocol below: