Tuesday, 6 January 2015
6mm AWI test game #1.
This morning I put everything so far on the table for a test battle. The base boards are not yet fully textured and I'm still planning hills and woods but once set up the overall look is pretty close to what I had envisaged. One joy of 6mm gaming is that you can fight a reasonable size game on a 3' x 4' table, with depth for supports/reserves etc. An additional 2' centre section can allow for more flanking action if required. Currently there are a total of 23 infantry units, (of which 17 are 44 figure line battalions, the remainder being 24 figure light or rifle units), 8 guns and crews (I'm using 2 per 'battery'), the lone 17th Light Dragoons, (more cavalry in the pipeline for both sides) and 6 command bases.
This fight was loosely based upon the C&C 'Brandywine' scenario in that the British/Hessian force is attempting to drive in the American right flank whilst a second attack goes in directly across the river (halts movement that turn but fordable). I used the C&C 'AWI varient' rules replacing hexes with a standard distance unit (a measuring stick marked off in 70mm sections). The game flowed along just fine with no real problems and above all was great fun. Battalions advanced and fell back under fire, the Hessian Grenadiers leading the attack across the river were shot to pieces by Continental line infantry supported by artillery and were the first to rout! The British took heavy losses to volley fire all along the front (stationary fire and little cover on the open field). The American riflemen on the left made thier 3 DU range count, picking off Guardsmen and light infantry who fell back out of rifle range to await support. A charge by the 17th light dragoons upon a continental battalion was resloved by simply allowing normal combat procedure (ie no forming square). The battalion took casualties but rolled back the dragoons which seemed about right to me. Retreats were tricky, especially when blocked but I stuck to the rules as far as possible so that when - for example - a continental battalion had to fall back 2 DU's on a 'flag roll' and could only retreat 1.5 DU's I marked another block lost. Leaders are probably the most tricky part of a non grid game but I found no real issues. Command radius was 1DU to count support unless attached, command bases can only assist designated units in combat when attached, and normal leader casualty throws are made for block loss or unit routing with attached leader. A lot of fun as I said, and a 5 to 3 win for General Washington, thanks mainly to the advantage of stationary volley fire and artillery support.
I'll write further about the rules and how they handled this scenario once I have taken time to think things through, but for now some pictures of the fight at various stages.