Sunday, 13 September 2020

Saratoga - with 'Hold the Line'

 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.


 
American defences at the heights.
 
American units also hold the woods on the British right, facing Fraser.





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:


'I could literally sell these sheets to the Hessians and tell them it's like, trouser material or something...'


 
(hmmm ...one of these re-enactors is not like the others ...)



The 'Steve Protocol' Questions

How long did the game last?
About 2-3 hours. We got a lot of time to talk cr*p throughout.


What was the scenario? 
Our favourite epic - Saratoga, granted with some maneuver toward Bemis Heights in there.

What happened?
The British attack in the centre was foiled by an American counterattack led by Arnold. The Germans went for a flank surprise, that turned to disaster.

Extraordinary Events
British guards 'bounced' off militia in the woods with terrible rolls. German grenadiers were fought off twice, then butchered by artillery. American tactics played to the rules - the British player was far too cavalier!!!

Who Won?  Why?
The Americans. ...see above...

Did you enjoy the game?
Oh yes. This is a fascinating set of rules - simplicity with subtlety. Points values can be added to via the die roll - which adds pure drama, though again, it's what you do with that extra little bit of luck that wins or loses the game. It really seems very period-esque.

Advanced Questions

Details and chrome that's missing
We used hexes - which though making everything very easy to move, took away a little bit from the linear warfare nature of AWI. But that's minor.

Final Thoughts
A great set of pickup rules, with lots of period flavour by virtue of choosing where to put those extra points into use. We thought it would play like Maurice, though the difference being that there - you can pretty much predict what your opponent is going to do. Here, it's a lot more difficult to do so.