Sunday, 31 October 2021

Princeton 1777, with 'Live Free or Die'

I've been itching to try these rules since they arrived from the US; developed by the guys at Little Wars TV, they are a 4 page approach at AWI, with a basis in Andy Callan's 'Loose File & American Scramble' and lots of pertinent scenarios covering most of the events of the war.

 

Aimed at 1"x1" bases (with 10 or 15mm - see the Little Wars TV Brandywine episode for excellent coverage), I upped the scale (and thereby table size) to suit my 25mm stuff (on 1.5" square bases). It worked beautifully, although I did end up using every single American AWI base that I own for this scenario - I must paint more figures.

 

 

Highlights:

  • The rules come in a magazine format book, though you can of course buy the pdf. Proceeds help the American Battlefield Trust. This war has always been a fascination of mine - there are many ironies at work...with subsequent influences felt across the C18th and C19th.
  • The format follows Andy C's LFaAS in the main, but clears up much of the issues where those rules did not focus on the detail. Granted, with 4 or 5 pages of rules, there will be queries, but solutions seemed to be relatively straightforward, and problems were solved intuitively.
  • Turn sequence covers : Command, Initiative, Leaders, Charges, Firing, Moving, Melee and Redress Lines. A more traditional sequence you might think, but you have to be careful how (1) you spend your command (resource), (2) where you place your leaders (who are great when attached but obviously at risk) and (3) how fragile militia or class 3 or 4 troops can be - especially so in the face of 1st or 2nd class troops.
  • Units take 'Demoralisations' (DMZs) which ultimately takes bases away after 5, but more pertinently, create morale rolls and potentially force units back, in turn potentially demoralising forces in their retreat path. This is not as complex as it sounds and works pretty seamlessly. This is the real meat of the resource management aspect. You quickly get a sense of units that can take more DMZs and those who are under threat of capitulation ...and you can't do everything you want to...
  • Firing is d6 based, and there is a distinct difference between 'hasty fire' and moving and 'volley fire' (twice the dice) and thereby not moving - great period flavour here done seamlessly, without lists of modifers. This can make 1st class British units fairly powerful, and by no means a glass hammer, unless confronted/outnumbered by continentals.
  • British charges can be pretty devastating in the right circumstances.
  • There is no arbitrary 2D6 roll for unit activation...

Everything works! Key to this however, is that the guys have really kept the spirit and flavour of the AWI in these rules.  

 The scenario was from the main rulebook: Princeton 1777. Scale is 50 men to a base.

  The British could win if they could retain control of one of the road exits. This would not be easy as American pressure would become increasingly heavy as the turns wore on.


Early American moves in the centre

'Here we go again Zeke'

Some of the British infantry are 1st Class - with devastating vollies, especially so if combined with a leader

An early charge from British cavalry against skirmishers is indecisive

Here they come...in the British centre

The British left remains tantalizingly open...

British 17th foot remains stoic throughout the day

Early signs of Hitchcock's Brigade - reinforcements on turn 3, and keen to do something on the British left flank

The centre bears the brunt of the early American attack


American flanking action starts to develop


On the American left, reinforcements are starting to pour onto the field in column, but it's getting closer to turn 10. Can the British hold?

Washington takes centre stage, in an attempt to hold the British centre in place, with militia ,,,he is wounded twice.


Mercer's skirmishers close again. Actually, we forgot about their extra range at one point, from rifles...

American columns closing to one road exit. They'll undoubtedly take it. If Washington can do something in the centre, the Americans could win the game.

Americans also now seriously threatening the British left.


The British hold and force the Americans back in the centre. It's late in the game, and they still hold the road to Princeton ...

The flank will ultimately cave to American pressure, but perhaps not before game turn end

Washington and Mawhood both wounded with fighting in the centre


American columns will take one objective...


American militia forced back in the centre. British firepower is devastating

The flank action hotly contested ...with the last British unit entering the field




A charge on the British right - simply to deter any riflemen and oncoming Americans...

...though they have now captured the road to Trenton ...and are turning to the other British flank...

...but by game turn 10, the British have held on, and inflicted more losses than they have sustained.

A great set of rules, and well supported with scenarios which take on all the major engagements. More from these rules soon. (and yes...must paint more figures - especially if I want to do Germantown)


20 comments:

  1. Great looking table, Darren, and you sound enthusiastic about the rules. Will you be providing a review of the game mechanisms, themselves? Are these essentially a remake of LFaAS? I think will dig out LFaAS and give them a re-read.

    Having played LFaD and FoH and appearing that both may be geared to the same level of complexity, I wonder if you could provide a compare and contrast?

    Again, terrific looking game!

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    1. Hi Jonathan,
      Yes, I have another game to do - probably Camden, with the rules, and I'll elaborate more on the mechanisms.
      Suffice to say, there are a few nice improvements to LFaAS - for instance, rather than modifiers for shooting, a dice pool mechanism is used. This works very well; imagine that a basic 4 stand unit fires 4 d6, if it has orders to move in same turn - every 5 or 6 is a hit (to opponent's DMZs).

      Now if that same unit opts to volley fire - no movement - and 2d6 per stand - suddenly becoming 8d6.

      If a commander is attached, his 'star' value (say 3) increases the 8d6 to 11d6. Suddenly, you see that thing I always like to see in games, the point where the action is hottest, where the personalities need to get involved, and where, conversely, they are at most risk.
      This is all done quite seamlessly. I thought I'd hate a lot of d6, but their 'bulk' use is so few and far between that it works.

      Minor differences also emerge c.f. LFaAS - for instance randomised movement has been taken out (a good thing at this speed/level of game).

      A much more complex version of LFaAS is evidenced in 'British Grenadier' I believe, but it seems very slow compared to this one.

      The Little Wars TV guys have a podcast which also elaborates on how they developed these mechanisms.

      I'm half considering doing a 9YW/Marlbiurian version entitled 'Live Free or French' ;)

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    2. I found British Grenadier tedious and slow too but one of the guys loves it so I play when offered.

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    3. I did have them at one stage, but sold them on. To be fair, I wasn't keen on reading 80 or 90 pages of rules, let alone playing 'em. But yes, the game has its devoted adherents.

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  2. excellent AAR, Darren! I bought the rules and the scenario book so I'm itching to play!

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    1. Thanks Steve
      There are some subtle nuances in there, and I got a lot out of listening to the guys discussing how they needed to streamline things on the podcast; it certainly all works, and has a real AWI feel.

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  3. These sound like nice, simple rules (the best kind). The table looks pretty great too

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    1. Thank you sir.
      Yes, the rules have a lot to offer. Yeah the pics came out well ...must be the natural light :)

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  4. A good looking game and thanks for providing an overview of the rules.

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    1. Thanks Peter - some interesting concepts in there.

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  5. Thank you very much for posting this about the rules. Somehow I had missed it and not heard about these rules. Your review and battle caught my interest and I ordered a set to read and review.

    Thank you!

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    1. No problem Mark - some interesting things there. I don't think you'll be disappointed.

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  6. Very interesting. I think I might get a paper copy of Live Free or Die. It all seems to work very well. Nice and straight forward too judging by your game. Thanks for the info'.

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    1. Thank you sir. I'm already considering how I might hack the quick play aspects for Late C17th and Marlburian.

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    2. In theory, this should be straightforward, and I have a re-play of Aughrim 1691 in mind.

      Attachment of leaders, Demoralising Factors from moving through poor/swamp ground, troops retreating - rallying - and going in again after rally, and poor quality musketry, with a fudge for pike defence against cavalry ...should all be hallmarks of the rules hack.

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  7. First and foremost, that is a fab setup. But I was left unmoved by the video of the rules. I suppose as a long-time Loose File I’ve ironed out most of the wrinkles to my satisfaction, but watching them play made me wonder if they’ve misunderstood the original set. ‘Close combat’ wasn’t just melee, it included close range firing, so assumed troops advancing were also giving a volley or two on the way in. That’s why the British bayonet charge didn’t cause casualties if it failed. The separate firing rules were for long range random blasting away. Perhaps I’m wrong, but it’s a common mistake with LF.

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    1. Well the close combat is a little different but we see (1) 2d6 inches moved - if you don't make it, you stop before enemy (2) enemy gets a shot on your way in regardless and (3) British have some advantages in the close range / melee fight that they don't get with normal shooting, so I suppose the spirit of the original is still there?

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  8. Lovely looking game and figures and always good to see playtests of rules.
    Regards, James

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