The board set up ready for battle. Viewed from the British side. |
At last it’s time for battle!
This game is loosely based on the fighting between
Washington and Howe’s forces during the White Plains campaign of 1776. It not
intended to be a recreation of any particular action from that campaign, but
rather I have based my orders of battle for both sides around the campaign.
It’s Autumn of 1776 and following a prolonged period of
heavy rain both armies are cold and wet, the American’s being ordered to sleep
on their arms in readiness for the expected engagement. The narrow river that snakes across the
battlefield has swollen from the recent downpour but is still fordable along
its length, although a much easier crossing may be found at the two fords.
The American army consists mostly of troops from New York,
Delaware, Connecticut and Massachusetts,
the latter providing a good number of
militia who have turned out with Patriotic zeal for the engagement. The
Maryland battalion are also present and are considered to be one of the best
Continental units on the field for this battle, and so have been rated as
‘elite’. Command of the army has been divided between three Generals, namely
General Charles Lee, Major General Spencer and Nathaniel Greene. Expecting the
Redcoats to attempt to cross the river light field works have been thrown up
with a clear field of fire across it.
The British forces have already delayed their attack once in
order to allow the troops to dry out and grab some rest, but are now advancing
on the American position. The British command is also divided between three
Generals with Hessian Von Heister commanding the right flank with elite troops
consisting of the Brigade of Guards, British Grenadiers and light infantry (fighting in line), backed up
by Hessian Jagers and musketeers. General Henry Clinton commands the centre
which includes the crack Hessian Grenadiers, backed up by a couple of 6 pound guns and Charles Cornwallis has command of the left flank which includes a
couple of squadrons of light dragoons and Loyalists.
Deployment.
At the start of the game both sides are deployed as shown in
picture 1. Only skirmisher bases can begin
deployed on line 3, the rest must deploy on the first 2 hex lines. On the
American side the Massachusetts militia begin deployed behind the light works,
waiting for the main body of infantry to come up.
The cloud has broken and the day is brighter than recently,
Howe orders an advance to cross the river and smash the Continental army.
Washington is concerned about the condition of his troops, but must fight in
order to prevent the crossing.
Each side begins with 8 command cards and may elect to play
2 ‘sector’ cards together should they wish or a single tactic card as normal. If a player plays 2
sector cards they only pick up a single replacement. (Great idea Chris!).
6 VP’s for a win. The destruction of a militia unit does NOT
earn a VP, and the destruction of a British ‘elite’ stand (Guards or Grenadiers
only) will earn 2VP’s for the Americans.
Washington moves first.
Stunning display!
ReplyDeleteThe board and armies look great! The black edging really gives it a "game board" look. Well done!
ReplyDeleteMagnificent spectacle. Well done!
ReplyDeleteLooking great!
ReplyDeleteLee - it looks as if you have achieved the perfect balance between 'board game' and 'miniatures game'. Looking forward to following the battle...
ReplyDelete