by Chris Johnson
MUSKETS (Ms) covers all regular, close order, volley-firing, European-type foot troops, fighting in lines and columns with smoothbore muskets, all (supposedly) having bayonets for defence against mounted troops. In close combat Muskets benefit from a rear supporting rank of Muskets. Base 4 to an element 20mm deep.
JÄGER (Jg) are foot troops, usually rifle-armed, who fought in a dispersed or loose formation, but did their skirmishing at a distance and with some accuracy. They generally lacked bayonets. Base two to an element 20mm deep.
AUXILIA (Ax) are limited to Indians, usually British allies, armed with bows and/or mediocre muskets. They were no longer the ferocious warriors they had been during the FIW, nor would be again during the 1790's. At this stage they were more effective by their fearsome reputation than by their performance in battle. Base 3 to an element 30mm deep.
CANNONS (Cn) are crew-served gunpowder artillery weapons, relatively few in number and small in calibre.
DRAGOONS (Dr) represent men mounted on horses but trained to shoot, and so are classed as foot troops if dismounted. Dragoons shoot at a distance. Theoretically all cavalry on both sides were light dragoons, thus justifying the inclusion of this troop type, but it must be noted that few ever functioned in this manner! Base them as normal Cv, but at the cost of 1 CP substitute a Cv base for a dragoon base, with 3 dragoon figures and a horse, with horse holder.
British and Germans, 1775-1783: 6-8x4Ms, 0-4x2Jg, 0-2x3Aux (Indians), 0-2x3Cv, 1xCn.
Americans and French, 1776-1783: 6-8x4Ms, 2-4x2Jg, 0-2x3Cv, 1xCn.
Unit Types and Quality:
British: approximately 1/3 of all units except Cv should be German. 1d3 [d6, halved] of Ms are Loyalist militia. If 2xCv are chosen, 1 should be Loyalist (but not militia). 1-2xMs may be Converged Grenadiers or Highlanders (elite). British light infantry are mounted as and operate as Jagers in all respects except they are musket-armed (use musket ranges); are elite.
Americans and French: 1d6 of Ms are militia. Jagers are Morgan's (or similar) Rifles, or Continental Lights, and are elite. 1xMs may be Delaware (or similar) Continentals and/or French Grenadiers and are also elite.
Movement (Paces) and Combat Factors (Ranges in brackets)
| Troop Type | In Good Going | In Bad Going | On Roads | Vs Foot | Vs Mounted |
| Auxilia | 300 | 300 | 400 | +3 | +2 |
| Cavalry | 400 | 200 | 400 | +3 | +3 |
| Cannon (1000p) | 200 | n/a | 300 | +4 | +4 |
| Dragoons (100p) | 400 | 300 | 400 | +2 | +2 |
| Jäger (300p) | 300 | 300 | 400 | +2 | +2 |
| Muskets (200p) | 200 | 200 | 400 | +4 | +4 |
| Camp Guards | +1 | +1 |
If a single element or leading a Column; and Crossing a river: 100 paces
REAR SUPPORT
In close combat Ms add +2 if supported by another such element which is contiguous behind and facing in the same direction, and neither is in bad going or attacking a Camp, nor is being shot at by or has just moved into contact with Cn. Ms cannot claim support if they have just moved into contact with Cv.
TACTICAL FACTORS
| +2 | if Camp Guards or other foot and occupying a camp. |
| +1 | if the general's element and in close combat or shot at. |
| +1 | if in close combat and either uphill or defending a river bank, except at a ford or bridge. |
| -1 | if in open ground and shot at by Cannons within 300 paces or Jäger |
| -1 | for each flank overlapped, and/or each enemy element in contact with flank or rear, or each 2nd or 3rd element aiding a shooting enemy. A camp has no flanks. |
| -2 | if any but Auxilia, Dragoons, or Jäger, and in, or mounted in contact with enemy in, bad going on or off road. |
| -1 | if Jager in contact with any except other Jager |
| +1 | if elite |
| -1 | if militia |
If Total Is Less Than That Of The Enemy But More Than Half:
| Cavalry | Destroyed by Cannons or Jagers they have contacted this bound or if in bad going. If not, recoil. |
| Dragoons | Destroyed by Jagers if in good going; if not, flee 600 paces. |
| Jäger, Auxilia, Muskets | Recoil. |
| Cannons | Destroyed by any in contact. If not, recoil. |
| Camp Guards | Abandon camp defences and flee. |
| Dragoons | Destroyed by mounted, Muskets, Jagers, or Cannons, or if in bad going. If not, flee 600 paces. |
| Jäger | Destroyed by Cavalry if in good going or by Auxilia, Dragoons or Jäger. If not, flee 600 paces. |
| Others | Destroyed. |
Maps can be found on the Patriots and Loyalists web site - http://www.dauphinehotel.com/PAL.htm
The last battle of the Southern Campaign was one of the war's bloodiest. Green's troops would have carried the day had the impoverished army not paused to loot the British camp....
Converged Grenadiers - 2 x Ms, elite
3rd Foot - 2 x Ms
63rd Foot - 1 x Ms
64th Foot - 1 x Ms
84th Foot - 1 x Ms
Delancy's Foot - 1 x Ms
NY-NJ Vols - 1 x Ms
Provincial LI - 1 x Jg, militia
Light Dragoons - 1 x Cv
Royal Artillery - 1 x Cn, elite
Campbell's Bde
4th/5th VA - 1 x Ms
Malmedy's NC Regt - 1 x Ms, militia
Continental Artillery - 1 x Cn, elite
Williams's Bde
1st/2nd MD - 1 x Ms
Pickens SC Regt - 1 x Ms, militia
Sumner's Bde
1st/2nd NC - 1 x Ms
3rd NC/Marion's SC Regt - 1 x Ms, militia
Greene's Bde
1st DEL - 1 x Ms/Jg, elite
Lee's Legion - 1 x Jg, elite
1 x Cv, elite
Washington's Dragoons - 1 x Cv, elite
SC State Dragoons - 1 x Cv, militia
The battlefield is mostly wooded (very rough terrain), with a large clearing near a brick house (house large enough to hold 1 stand).
Any American unit which enters the clearing or is in the clearing at the beginning of its turn must roll to determine whether the men leave the ranks:
militia - 2 or less
regulars - 3 or less
elites - 4 or less
If the unit fails the test, it does nothing for the rest of the turn, and suffers a -1 tactical factor if attacked.
Other terrain particulars can be deduced from notes on the PAL site.
As before, adapted from PAL. The over-all forces were smaller, reflected in many of the regiments being represented by 2 stands. Situation: Greene's army is caught napping, but recovers well, thanks to the 1st Delaware; the Americans might have won anyway, but the 1st MD pauses, and Greene is again disappointed. All American units except the 1st Delaware and Washington's Dragoons are in camp, and not pre- pared for battle: use a -1 tactical factor to simulate this. None of the units in camp can do anything until they are fired on or the British army is spotted by the General's element. At the beginning of each turn, measure the distance between the two closest enemy units, and subtract 1 from 20 per inch. Roll 1d20 - if the result is that number or lower, the British have been spotted, and Greene's army can then move and fight (but with the -1 modifier noted above for 1d3 turns.
Kings Americans - 2 x Ms
NY Volunteers - 2 x Ms
Vols of Ireland - 2 x Ms
SC Royalists - 1 x Ms, militia
Convalescents - 1 x Ms, militia (reflecting health)
63rd Foot - 2 x Ms
NY Dragoons - 1 x Cv, militia
Royal Artillery - 1 x Cn, elite
Hugar's Bde
4th VA - 2 x Ms
5th VA - 2 x Ms
Continental Artillery - 1 x Cn, elite
Williams's Bde
1st MD - 2 x Ms, elite
2nd MD - 2 x Ms
1st DEL - 1 x Ms/Jg, elite
NC Militia - 1 x Ms, militia (duh)
Continental Dragoons - 1 x Cv, elite
This one is adapted from Guns of Liberty. As usual, the OOBs had to be fudged to adapt to the 12-stand limit; e.g., I omitted the 2 British guns, as they were only 3-pdrs, and I didn't want to waste an element on them.
Pickens's Volunteer Bde
SC Volunteers - 2 x Ms, militia
NC/GA Volunteers - 1 x Ms, militia
Howard's Continental Bde
1st MD - 3 x Ms, elite
VA Militia - 1 x Ms, militia
Augusta Rifles - 2 x Jg
Washington's Cavalry Bde
Continental Dragoons - 2 x Cv
McCall's Mtd Volunteers - 1 x Cv, militia
Tarleton's Command
7th Fusiliers - 2 x Ms, elite
1/71st Frasier's Highlanders - 2 x Ms
Converged Light Infantry - 1 x Jg [musket-armed], elite
17th Light Dragoons - 1 x Cv
British Legion Infantry - 3 x Ms
British Legion Cavalry - 3 x Cv
This is again drawn from PAL, with the usual disclaimer about fudging the OOB's. I also had to adapt PAL's rules regarding Gates' poltroonery and its effects on his army. As always, the scenario is open to suggestion!
Rawdon's Bde
Royal NC Foot - 1 x Ms
Vols of Ireland - 1 x Ms
NC Loyal Militia - 1 x Ms, militia
Webster's Bde
23rd Fusiliers - 2 x Ms, elite
33rd Foot - 1 x Ms
Conv Lights - 1 x Jg [musket-armed], elite
Cornwallis's Bde
1/71st Highland - 1 x Ms, elite
2/71st Highland - 1 x Ms, elite (?)
British Legion Dragoons - 2 x Cv
Royal Artillery - 1 x Cn, elite
Smallwood's Bde
1st MD - 1 x Ms, elite
3rd MD - 1 x Ms
5th MD - 1 x Ms
7th MD - 1 x Ms
DeKalb's Bde
1st Del - 1 x Ms, elite
2nd MD - 1 x Ms, elite
4th/6th MD - 1 x Ms
Continental Artillery - 1 x Cn, elite
Caswell's Bde - 2 x Ms, militia
Stevens's Bde - 1 x Ms, militia
Armand's Legion Horse - 1 x Cv (militia? Sources conflict as to whether this unit was worth a pitcher of spit.)
Map- you'll have to go to the PAL site (sorry). The swamps on either flank are very bad terrain; you should probably declare them impassable. Gates- each time an American unit flees or is destroyed, there is a 1 in 6 chance (cumulative) of Gates seeking safer pastures. Once he is gone, all remaining brigades except DeKalb's suffer a -1 tactical factor for the rest of the game.
Initiative - the British move first.
Victory - the side that routs his opponent's army first.
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