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.
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'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/.
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British forces are compact, but tough - combining elite troops (with shock factor on hits) with good skirmishers. |
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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. |
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On the British right, an American cavalry charge, met by British Legion cavalry. |
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The centre pushes forward, I was reasonably happy with the flanks thus far... |
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Especially as my infantry were having very favourable results against brave, yet fruitless, American cavalry charges |
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Pushing forward with Hessians on the right |
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The centre moves forward steadily |
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In the American rear, the stalwart continentals remain in place...all day in the end |
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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. |
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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 |
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The first line melts away, leaving dangerous gaps |
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There is the danger of routing troops, but some of these are rallied. |
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The British make good progress through the heavier wooded area |
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'HOLD THE LINE!' |
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Second line - would suffer greatly, would be outflanked...but then the British luck would start to run out |
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...and the British rear is threatened by skirmishers |
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The second line becomes chaotic, and yet holds |
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Division exhaustion - prevents charging home - and scuppers the British plan on their left flank |
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Melee and disintegration of units |
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'Give Fire!!!' |
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A British outflanking manoeuvre - though conceptually fantastic (even if I do say so myself!) - comes to nothing |
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The last charge! |
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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 :)
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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.
When my gaming group and I played Guildford CH many years ago with home brew rules, I had the first two American lines as militia - they were basically designed to fold after getting off a volley or two - they had no bayonets so melee was almost out of the question, the Brits would only lose if they rolled a 1 and the militia rolled a 6 - more or less!
ReplyDeleteWe ended up with a pretty historical outcome - the Brits got to the Continentals and eventually prevailed - but had suffered 50-60% casualties in doing so; so, a Pyrrhic victory, as in the real battle!