Col Joseph Reed "Tastes Great" Gen Charles Grey "Less Filling"
An ugly scrap that should have been settled in Tyson's Tavern
All wisecrackery aside, the Battle of Whitemarsh, 5-8 DEC 1777, which ended the Philadelphia campaign, is quite an interesting "almost-battle". Gen. Howe did everything except make a final assault on the American positions. Along the way, the Patriots / Rebels made two probing attacks and two spoiling attacks against the British. Waverly Heights is the first of the two spoiling attacks. The second, Edgehill, will be handled in a future blog post here.
Historical Note: Tyson's Tavern was on the Limekiln Rd. north of this battle, and Gen. Charles "No Flints" Grey was marching in that direction on Limekiln when attacked by the Americans. Unfortunately, Tyson's Tavern itself is not known, perhaps having been demolished. None of the local history I've used says they know where the tavern is / was, unfortunately.
The details will be worked out in the future in a larger post about the Battle of Whitemarsh. But an excellent document about it is here [CLICK]. It is a driving tour of the battlefield, which is better defined as the area over which Howe maneuvered to try and outflank Gen. Washington on Militia Hill / Camp Hill [both named for location of Washington's militia and main camp, respectively].
Suffice to say, that after an initial survey of Washington's positions on the hills / ridge, Howe decided to maneuver and outflank Washington's left flank. To pin the Americans in place, he sent Gen. Grey "up the middle" straight at the center of Camp Hill [which is really a long ridge]. Meanwhile, his main effort under Knyphausen and Cornwallis went farther east.
As their march took longer than planned, Grey got impatient and decided to advance north up Limekiln Rd. His column was spotted from the westernmost portion of Edgehill [a long ridge about a mile south of Camp Hill / ridge] by Gen James Potter , Col Isaac Sherman, and Col Joseph Reed. They decided to perform a spoiling attack against the marching British [so really, an ambush] in a heavily wooded and hilly section of Limekiln Rd. And that is the basis of this skirmish. Below, I've blown up the portion that shows Waverly Heights and the Twickenham estate.
Below, a view down of the battlefield, which is based upon One-Hour Wargames scenario #26 "Triple Line". The scenario demands that the advancing Blue army attack successive lines of Red army units, in the style of "The Cowpens", altho the scenario is not based on Cowpens but the somewhat pathetic battle of Bladensburg in the war of 1812. Actually, I think The Cowpens is a better representation of this scenario than Bladensburg... but what do "I" know??
Anyway, I have taken the liberty of tilting the road 45 degrees to the right, and having all the objectives to the left of the road. Now the hill is to the top left, and the road is heading scenario North-South. As a nod to "Twickenham" the estate of Thomas Wharton Jr. [which is still partially extant today] I put some snowy walls up. Always wanted to use them! No proof that he had walled or fenced enclosures at any edge of his property, or that his property bordered the road, just an "historical flourish" at this point. I feel they can help either the attacker or the defender so are "scenario neutral" overall.
Historical Note: I'm uncertain about the bridge, but as Limekiln Pk was a major road back then [and still is today], I'm assuming that they had bridged the creek with 'something' even a minor wooden bridge. It's not a small thing to wet your feet in the cold of December...
Below, The game begins with the 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 that are available to advance 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.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.
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...
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 info, and not detailed, but still] in the excellent Whitemarsh Driving Tour by Phil-Mont Christian Academy, which is linked above.
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 info, and not detailed, but still] in the excellent Whitemarsh Driving Tour by Phil-Mont Christian Academy, which is linked above.
The rules are playing out well. There's some note-taking and some 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, which is a real feel for what a battalion and brigade commander does in these fights. There's plenty of tough decisions and some 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!
Stay tuned for part 2, the grand finale!
































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