Showing posts with label Live Free or Die. Show all posts
Showing posts with label Live Free or Die. Show all posts

Wednesday, 29 December 2021

Camden 1780

 More fun with the 'Live Free or Die' ruleset from the guys at Little Wars TV.

This scenario is in the original ruleset, and certainly defied expectations during play. Victory conditions stipulated that the British either exited infantry off the road on the far side of the table, or out-did the American player in terms of casualties. This, as it turned out, was a tough ask.


 Again, this is a very tight ruleset, despite being done on 4 pages of text. Very professional, very succinct, and key: it works really well, with some excellent period flavour.

The high ground near the British entry point. Well defended by militia; however, the thing with these rules, is that losing a stand means a morale test...and militia are not great with morale tests - and are inevitably pushed back.

'What'd he say Zeke?'

British lights lead the attack

Now, here's a thing; on the British left, DeKalb's 2nd class continentals, are waiting to do something special...


British line and colonial troops march on at their entry point, then turn a sharp left, inorder to counter what will be a fierce flank attack...




The British attack on the right flank, with Tarleton leading his cavalry to counter Armand's Legion...


'WAIT! Did you say Tarleton???  Oh, no wait, it's Tavington I'm after ...go ahead.'

The American right, and decent continental/2nd class troops will do a lot of damage...

1st charge goes in - these rules really accentuate the Briitish bayonet charge ...and it works. This wil be the first of three for the 23rd foot.

As Tarleton (easy Mel) goes in on the flank.

'Wait 'til you see the whites of their eyes boys!'

hmmm - watch that left flank

The 2nd charge of the 23rd foot



Deployed British units start to get to grips with the left flank

3rd charge of the 23rd foot :)


The 23rd's example followed up by the lgihts ond the British legion - American guns become isolated on the ridgeline

More British cold steel, as the 71st foot (this time) go in on the right, but they're inflicting losses, but pushing militia back - the road is still not yet open...

Massive British casualties on the left, but they still hold.

The British right, a success story; the left, not so much.




Tarleton (easy Mel) goes in again on the left.

British Gen Francis Rowdon, is shot from the saddle

British lights interpenetrating militia lines now, but victory is far from certain.

Surely, they can exit the far side of the table ...surely...

...but there's nothing left on the British right.



Cornwallis himself steps in to bolster the 71st, even as Gates moves in to help the oppisite militia regiment in repsonse.


There's that bloke Tarleton again!!!

...easy mate..I said Tarleton...put it down Mel... Step away from the Tomohawk mate...


The final charge - both Gates and Cornwallis are wounded...

The casualty count... But the game is over!  It's game turn ten, and the British have failed to (1) get to the road and (2) inflict twice as many casualties as sustained. It's an American victory!

A very nice set of rules, and well put together with the scenario pack. Great work as ever, from Little Wars TV.



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.