How Men of Quality Resolve Differences

How Men of Quality Resolve Differences
Pudel and Peper attacks - an ugly but inevitable part of any 17th C. British Civil War, "Oh! The Shame of it All!"

Sunday, March 24, 2019

BotM: "Germantown" by Decision Games, p.3 & last

RETURN TO GERMANTOWN!

let's hope we don't get mugged...

Couldn't resist another quick play of this game. Re-read the rules and have copies of both the Standard and Quick-Play rules on hand to clear up questions. NOTE: even if you're just interested in the Quick-Play Mini games, I recommend downloading the Standard rules for the era, also. Sometimes it helps further explain a rule that hasn't changed, or changed much, in the trimming down for quick play.


One that it did not, and it has not, is how Leaders recover from being Ineffective. I've sent a question to the designer via email - good dude, answers his email!


Anyway, raced through the beginning stages of the game, now that I am more familiar with both the rules and the tactical choices. This time the Americans did not roll as well for their opening moves and their initial attacks. This actually didn't matter much as there's a sweet spot where the fog clears and before the ammo problems start for them to attack.


This time, the Chew House was held for several turns until the Left Wing Light Battalion blew its morale roll on a '6' and was routed [if only history had been so kind]. I had pushed the Brits forward and they were solidly holding a line of Chew House and Kelly Hill, using the Chew House to channel the American attacks. With the collapse of the House, the Hill didn't last long either, as it literally opened up a new avenue of attack.


The Americans broke through in several places by careful management of attacks. The British lost the Market Square - which in itself is a victory for them - but I wanted to play on and see if the Limeys, Loyalists and Hessians could redeem themselves.


The critical moment came on Turn 7 or so [below], when the reformed British line had 5 ammo challenges to make against the American Units. Each American Unit the British pick has to make a morale check - if they fail, they are Disrupted as they run low on ammo. 


The Brits picked the 5 most forward and important Units, and despite their only having a morale of '3', they rolled a miss and then four passes! I think it was only Sullivan's Marylanders who failed [doubtless they had too much fun shooting up the British in an irresponsible undisciplined manner]. With so many American Units ready for action, it is unlikely that the Brits will stand, but let's see!


Above: Unusually good American fire discipline - four units pass their [low] morale of '3' to not run out of ammo; or are they just picking the ammo pouches of British dead, wounded and prisoners?

Below, the umpteenth time I blew a morale check for General Howe by rolling a '6'. I shouldn't be allowed to have him in my gaming life at all! Maybe they are panicking because the militia are about to loot the camp?

Yep, they fled all the way to Old York Rd. Nowadays they'd be mugged as well...

Meanwhile, the Guards are unflappable, with plenty of Grenadiers and Gen Grant on hand.


The militia boldly push North. How did I let them get in this far??

Soon, the pinch is being felt. The Queens Rangers cavalry try and do something about it, while Howe tries to reform various Disrupted and Ineffective units. Grant and the Guards, with 3rd Brigade, try to restore the situation somewhat. But it doesn't look good.

The QR pass their morale test, and Small's militia fail - that'll make it easy! Failure means becoming disrupted, and cavalry are doubled against disrupted charge targets.
having routed Small's unit, they continue their charge into Foreman's, who also fail morale.

The long blue line is looking pretty imposing here. A combination of quick advance, careful management of forces and some good dice. A disrupted, 1-step down brigade is not going to hold out for long, and Greene is holding off the strongest intact part of the British army which is Grant's Guard stack. Why are they way over there??

Grant attacks and there is a brutal exchange of losses, and Greene's killed. Things are looking up a bit [not for game victory, as the Rebels have Market Square] and maybe the camp can be held? It would be a shame to lose all that Sack, Port and Sherry to the Blues!

Some reformed British Units begin pushing at the American left where Greene's Brigade is becoming unraveled and losing ground. Meanwhile, Knyphausen tries to clear the vermin out of the camp [good luck with that!] as well as push the d*****d Rebels out of it!
Unfortunately, it was not to be.

Clearly, this was the replay where I had the most liberal interpretation of the somewhat foggy Fog Rules, and the Americans quickly advanced including getting the Militia in there.

A couple of house rules to tame the too-fast militia may be in order here. In reality, they were not very aggressive - and who can blame them since the British were between them and their Army? I also played the British poorly, getting them too bunched up and ineffective while leaving their flanks and rear too vulnerable. At least they killed Greene!

Chronologically, this precedes my post on Developing the Musket & Saber rules, and it will be my last play with the Rules As Written [RAW] as I like the game enough and the rules enough to work on them and get them smoother. There's plenty of drama and sweep to the fighting, and it is not too high on casualties - a fault with lots of games aiming to satisfy the bloodthirsty urges of armchair generals the world over.

Still, shows how a simple and inexpensive game can take an historically unremarkable battle and make it a challenge for two players. I think it is somewhat "loose" in its interpretation of possibilities, but will also work on some Scenario Rules that make the history a bit more likely to happen, so stay tuned!

2 comments:

  1. For such a small game, it packs a lot of punch, but the rules manage to never quite stay smoothly in memory.

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  2. yeah, I'm getting the version I've written down - since it makes more sense to me in general, it's easier to remember.

    One thing I think is that it should be harder to regain a step. I've made it that you can't regain a step if you are disrupted or ineffective, and you cannot move, and have to pass a morale check [from Germantown] all of which say to me that the unit is exerting a strong effort to reorganize. I still think it is a bit too easy. Maybe I'll have to say that a leader has to be present, but that seems a bit gamey.

    Still thinking and playing Salem Church to get a feel for it.

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