Saturday, 13 November 2021

Guilford Court House 1781 - More 'Live Free or Die'

 Your roving reporter attended a game between the two Stephens, using Live Free or Die rules.

The battle was the ever popular Guilford CourtHouse: Cornwallis' Pyrrhic victory over the rebels in the south; the scenario again taken from the LFoD scenario book.

 

I still really like these rules. There are a few queries re. removal of DMZs (in rules as written - these are ALL removed once a base is removed - even the 'change'), and volley fire in woods etc, though I think some of the previous sensibilities with 'Loose File and American Scramble' clears up much of the concerns in that (1) the game is about morale, and managing it, rather than managing base losses and (2) the effectiveness of the units is also concerned with firing etc. such that close in work is both melee and firing, and longer range 'shooting' is thereby less effective, and hits morale rather than being immediately decisive - which reflects American and British tactics neatly, 

I think. LFaAS handles this in theory, and LFoD has not captured all of it perhaps, but that's an improved playability issue for LFoD I feel, and the game does play beautifully.

 

(Also see Dale's blog post, a great review, where a brief examination vs Slack Chowder is outlined.)

There are a lot of pics here...the minis and terrain are 15mm from the collection of the two Steves - which all looks superb. As our friendly neighbourhood google blogger control function is relentlessly mucking me about this evening, the pics are in reverse order duhhh. I left early, but understand that the Americans lost their commander, which affected what they were able to do later in the game, and that 10 turns wouldn't be enough to capture the objective, though victory is based on stand losses, so a British win.







































Sunday, 7 November 2021

Brandywine online

We had another excellent meet last night, using Jonathan's hex based Field of Honor rules to contest two of the crossings at Brandywine (Knyphausen's attack). This is my second outing with these rules, and we had Steve and myself playing American and British again respectively, with Steve joined by Ken co-ordinating the American left, and Ivan controlling the Germans on the British left and (mad ...mainly because they were left in reserve) Scots.

Scots units administer the coup-de-grace at Brinton's Ford (Photo courtesy of Jonathan)

Needless to say, Scottish, German, early American, my completely mis-placed Nashville(!), and overwrought British accents were much in evidence...

The rules work seamlessly, and Jonathan's efforts around the table in terms of smoothing out queries, moving units and being 'where the fire is hottest' makes things go smoothly.

Highlights:

  • The Americans counterattacked/reinforced early at Chadd's Ford in order to scupper any thoughts the British might have had regarding a coordinated assault across the river, though British numbers eventually came to bear vs the resulting salient.
  • The British/German plan had been to feint against Brinton's, supported by heavy guns, with the main event against Chadd's; though the American counter proved that 'no plan survives first contact'.
  • American units at the fords would ultimately succumb to British charges/close action and pressure, with the final coup de grace from Scots units across Brinton's Ford.
  • Grant survived to fight another day, though news reports indicate that Mecklinburg and Greene were shot from the saddle, as was Stirn on the German side.

(No Scottish accents were 'murrderred' or misused in the making of this fine epic ...honest aye!   I can not however speak as to the dodgy use of polite British and extreme German semi-professional voice-work...)

Great set of rules for multi-player and large battles, again made all the more seamless by Jon's refereeing skills and camera prowess.

American units start to make crossings at Chadd's, in an attempt to reinforce Maxwell who is already well ensconced across the river.


Maxwell starts to bend at Chadd's while the focus on the American left is now centred on stopping the British well before they reach the river.

Americans pour across the ford, though the British are able to encircle the resulting 'bulge'

Germans simultaneously assault at Brinton's, being beaten back, then coming on again with the support of heavy guns on the hills

Matters become confused at Chadd's as British demonstrate against open flanks, forcing the Americans to make hard choices and sacrifice ground/units for time

Guns in position at Brinton's, with fresh Scottish troop being held back ...for just the right moment


After a series of British charges and close-range work in turns 7&8, they take Chadd's, with a view to exploiting the ground on the other side of the river

A great game, and we look forward to more very soon - also Jon's ACW variant (already used for Brawner's farm on Jon's blog) is being talked about for the next game.