Last post, I gave the historical background and one example of this fight, at the tail end of the 1777 portion of the Philadelphia campaign of the American Revolution. In this post, I'll give it a play using my "Zeal & Bayonets" rules, which I've posted about before [click]. These are in the later stages of playtesting, and are coming along nicely, if I do say so...
Below, The game begins with an Events Phase; the British Light Infantry enter, preparing to cross the creek and secure the right side of the road. Each base is, in fact, the light infantry base of the four British line units advancing up the road.After they enter, the Militia fire a volley at them [per historical account] inflicting a couple of Disorganization Markers [DM] on the Lights, mostly from surprise I guess.
Next, British Turn 1 kicks off. The British advance the Jagers onto the table left of the road and they Fire a volley. This inflicts a Kill on the militia who check morale and pass.
On American Player Turn 1, Brigadier Gen. James Potter just barely rolls high enough for his units to have 2 Actions [the norm]. He can't modify it enough to grant 3 Actions per unit, so doesn't try! Above, the Militia Fire upon the Jagers and Irish marching up the road.
Americans continue to play a "wait and see" game, since they are sitting on the objective; also, the scenario restricts the ability of the second and third lines to move. Most importantly, the militia ambushing near the bridge needs to slow the British down and inflict some losses upon them. So far, they aren't...
In a somewhat risky move, the Brits bring on the 105th Irish Volunteers [of Philadelphia!] and work on a flanking maneuver via the road.
The advance of the main British column, Line Infantry, does however cause the Militia to check morale, which they pass thanks to Leadership and Rear Support! So they will stand their ground...for now. Leader does not 'die' thanks to a '3' rolled.
Leaders can intervene to help units fire, reform and pass morale checks - but there is a risk that they will become casualties and no longer available to be used. Also, I am using a "threatening" morale check for units that have enemy enter 12" effective musket range - clearly, they mean to fight not just peck away at a distance, so the defender needs to check and see if they'll stand their ground - in reality, a heavily outnumbered defender would begin withdrawing... but wargamers...!
Americans continue to play a "wait and see" game, since they are sitting on the objective; also, the scenario restricts the ability of the second and third lines to move. Most importantly, the militia ambushing near the bridge needs to slow the British down and inflict some losses upon them. So far, they aren't...
In an experimental mood, I diced off for Turn 2 following the Turn 1 ambush, to see who would take the initiative - the British won. Henceforth, they will take Player Turn 1, and the Americans will take Player Turn 2. It is an IGO-UGO turn sequence due to the high level of play where the Player is a Brigadier General and the subordinate Battalion Commanders.
British Turn 2 begins with Gen. Charles "No Flints" grey rolling quite high, enough for 3 Actions per Battalion. This is the best anyone can do! Clearly, he sees the urgency of the situation and intends to outmaneuver the militia and fight off the ambush.
British Turn 2 begins with Gen. Charles "No Flints" grey rolling quite high, enough for 3 Actions per Battalion. This is the best anyone can do! Clearly, he sees the urgency of the situation and intends to outmaneuver the militia and fight off the ambush.
The Jagers cause another Morale Check by advancing into Close Combat range, 6". This time the Militia used both their Leaders to pass the check, and then - in what can only be considered a *very* unfortunate roll - both 'die' [only on a '1'...only a '1'...] on the roll of 'snake-eyes'.
The Jagers Fire upon the leaderless Militia, causing a check that they just fail. They beat feet and Retire back behind the wall - a perfect Withdrawal.
The 105th Foot and the Lights both advance, the 105th making a line along the road. The Lights will clear the right side of the road and contest the exit point on the North side. The Irish will have to drive off the militia with the help of the Jagers.
On American Turn 2, the Gen Potter rolls for an average 2 Actions per Unit.
They rally the Militia Disorganization Markers off with an amazing roll of '2'. Unfortunately, they are still weak with 3 figs whacked by Jager Fire.
The Militia then Reform, so remove the lost Base of 3 Figs, so as to take up less space along the wall.
The large militia unit Fires upon the 105th, causing a Kill and a DM. The Irish pass Morale with no problems, being a supported Line unit.
Turn 3, British start off with Gen Grey rolling poorly for Actions - he has to spend a point of Leadership to pass, with ensuing Risk, and he doesn't die. The Brits now have an average result of 2 Actions per unit.
The Lights continue their advance up the right, and the Irish Fire on the large Militia unit, forcing them to Retreat just beyond the Hill. The Jagers hammer on the small Militia unit in front of them, behind the wall, and they Rout from the field. Having cleared the area to his Left, Grey brings on his next Line unit, the 63rd foot, behind the Irish. The path to occupy the wall is now open to the Jagers. This will allow them to clear the woods behind, and ultimately advance against the Hill.
British Turn 4. Gen Grey exceeds his previous efforts, and max's out the dice, resulting in 3 Actions per unit. A great way to start of Turn 4!
British advance everywhere: the Jagers towards the wall, the 63rd moves to the left sharply to outflank the hill, the Irish begin working their way through the wall and other rough terrain, and the Lights rapidly advance to a flanking position on Webb's Conn. men. Altho it doesn't look it, the British are moving quickly with their 3 Actions

The 105th Foot and the Lights both advance, the 105th making a line along the road. The Lights will clear the right side of the road and contest the exit point on the North side. The Irish will have to drive off the militia with the help of the Jagers.
The Militia then Reform, so remove the lost Base of 3 Figs, so as to take up less space along the wall.
The Lights continue their advance up the right, and the Irish Fire on the large Militia unit, forcing them to Retreat just beyond the Hill. The Jagers hammer on the small Militia unit in front of them, behind the wall, and they Rout from the field. Having cleared the area to his Left, Grey brings on his next Line unit, the 63rd foot, behind the Irish. The path to occupy the wall is now open to the Jagers. This will allow them to clear the woods behind, and ultimately advance against the Hill.
American Turn 3, they rally the Militia, and advance Webb's Additional Regt. out of the woods and across the road, blocking it.

American Turn 4. Potter rolls poorly and has to use a Leadership point to get the Brigade to 2 Actions per unit. Fortunately, he doesn't die.
Well, that's a scenario rule, not their fault!
British Turn 5. Grey and his troops must be tired - he rolls for 1 Action a Unit, and again has to spend a point to get them up to a normal 2 Actions per Unit. This time, he almost dies as he rolls a '2' on his Risk roll. A near miss...
The British steadily move forward everywhere, the Lights against Webb's Regt, the Jagers and Irish up the middle, and the 63rd along the left flank. Grey finishes up by entering his next Line Unit, the 3rd "Buffs" to move up the road, which is now clear.
American Player Turn 5. Potter exceeds himself and rolls for 3 Actions per Unit!
This is a tremendous opportunity, as the Americans need to significantly reorganize themselves against the British pressure. The Pennsylvanians maneuver sharp to their right to oppose the 63rd and prevent them from outflanking them. Webb's Regt reforms and reorganizes all their Disorder Markers off. The Militia will need to take up the center [!] where one can only hope that they hold.
Well, that's the first phase of the skirmish - the American ambush, and the British maneuvering against it and the other supporting Units. So far, it is playing out the way that history records it [not a ton of detailed info, but still] in the excellent Whitemarsh Driving Tour by the Phil-Mont Christian Academy Seniors [CLICK].
The presence of the Lights causes Webb's Regt to just barely fail a Morale Check [which I forgot to take on the British Turn - as Webb's Fire didn't affect much, I let it slide and took the important check]. While LtCol Sherman [yes, he's a cousin of *that* Sherman] could spend a point or two of Leadership to stick around, the position was quickly compromised by the rapid advance of the Lights. It's better for his men to Withdraw, so he lets it happen.
The British steadily move forward everywhere, the Lights against Webb's Regt, the Jagers and Irish up the middle, and the 63rd along the left flank. Grey finishes up by entering his next Line Unit, the 3rd "Buffs" to move up the road, which is now clear.
This is a tremendous opportunity, as the Americans need to significantly reorganize themselves against the British pressure. The Pennsylvanians maneuver sharp to their right to oppose the 63rd and prevent them from outflanking them. Webb's Regt reforms and reorganizes all their Disorder Markers off. The Militia will need to take up the center [!] where one can only hope that they hold.
Well, that's the first phase of the skirmish - the American ambush, and the British maneuvering against it and the other supporting Units. So far, it is playing out the way that history records it [not a ton of detailed info, but still] in the excellent Whitemarsh Driving Tour by the Phil-Mont Christian Academy Seniors [CLICK].
The rules are playing out well. There's note-taking and questions along the way, and I'm occasionally forgetting things which I then wing as best as I can. I feel like the rules are delivering what I want: a "real feel" for what a battalion and brigade commander does in these fights: manage Fire and Maneuver, keep the unit properly Formed from Disorder. There's plenty of tough decisions and Leader Risk, which I really enjoy as it is an unusual mechanic for a Horse and Musket game.
The One-Hour Wargames Scenario #26, Triple Line, is also doing well. While the restrictions on the movement of the defenders can be a bit annoying, it is likely a good fit for the poor leadership shown by Potter, Sherman and Reed in this fight, historically. The troops were confused by conflicting orders when Reed took over [perhaps not with the authority to do so] from Sherman and Potter. That's enough to say that the scenario rules are not what one might normally choose but appear to be historical. Simplicity is working out here, once again!
Part 2. The Grand Finale
Got busy for a few days, then was finally able to get back to this exciting game.
British Turn 6 saw Gen Grey roll nearly enough for 3 Actions. He used a point of Risk, avoided becoming a statistic, and raised his roll to '10'.
This allowed the thin red line to maneuver and Fire effectively against the Americans. The 63rd advanced, faced right and Fired on the Pennsylvanians. The Jagers advanced to the wood's edge and Fired, the Lights Fired while the Irish negotiated the rough going. The British column advanced up the road with the intent of exiting one battalion at least, to set them up for a clear win after the hill was taken.
American Turn 6 saw them Reforming and Firing as they held their ground.
British Turn 7, Grey rolled for 1 Action per Unit, used a point and *almost* became a statistic, or rather "posthumous medal winner". Anyway, 2 Actions is enough to keep the pressure on the Americans.
This allowed the Irish to advance into the gap between Webb's Regt and the Militia on the hill, delivering an effective volley. Unfortunately, a second Leader became a casualty as he lead them forwards. Elsewhere, Fire was brought to bear.
The Americans Fired as much as possible, causing some casualties and disorder to the British redcoats.
Fire from the Irish Routed Webb's Regt!
Fire from the Jagers Routed the Militia [they need to *stop* rolling like this!]!
The Militia run off the board, Webb's Regt, is close to 50% effectiveness, and the Pennsylvanians are not far behind due to the steady Fire of the 63rd and Jagers. With some grumbling, the Pennsylvanians withdraw over the hill while the getting is good!
Ultimately, the British were slowed by the terrain and took some casualties, but not enough to prevent them from driving off most of the Americans while maintaining a viable offensive force.
The Americans got too spread out, trying to take advantage of transitory positional advantages when it would have been better to stay close together to present a solid firing line. Overall, the American force needs to be a bit stronger, with a larger militia unit replacing the small one I used. I'd say that keeping the figure numbers equal, but giving a distinct quality edge to the British is reasonable.
The British will likely have to fight off a greater number of Americans with a portion of their force while the rest exits the board. They may need to have one less Unit to make them feel the pinch of the dual victory conditions - seizing the hill and getting units off the board. I leave that to the host's discretion. While the British units are set, one can ignore the guns like I did, and leave a couple of the Line units as non-combatants who are marching off the board.
Play balance is always tough to get *just right* when you figure out sensible victory conditions.
Historically, Gen. Grey felt the urge to get moving up Limekiln Pike so he could engage and distract the American center. He therefore needs to both push past the American ambush and clear the high ground of Waverly Heights so the Americans can't interdict the rest of the column behind him. Thus the victory conditions of 6pts for the Hill being captured, +1 Point per British Unit off the North Edge by Turn 12. British need 7 points for a win, 10 for a decisive victory. Any delay prevents the maximum opportunity for the British to engage Washington's main battle line during the short winter day.
The rules needed a bunch of tinkering, trying to get just the right "feel" for the problems of battalion command in this unusual period of small thin units fighting over rough and wild country. I am also trying to keep them pretty simple and quick playing so they are easy for new players to learn.
The Actions Mechanic I like, as it presents more choices for the player as to how and when to perform the various types of actions required to Maneuver, Fire, and get stuck in to Close Combat. However, I think instead of a random mechanic, I'd like to have a fixed number of 1, 2 and 3-Action cards, so the Brigadier has to choose how to spend his men's energy and ammunition over a 12-turn game.
Another playtest is needed, one with simpler terrain...


























































