In an interesting command problem, when the British maneuvered against the Americans they retired / retreated in some confusion. Col Reed intervened and began issuing orders much to the chagrin of Col Sherman, the commander of Webb's Additional Regt. Sherman later stated that Reed's orders caused more confusion as they contradicted his. Later, there was much acrimonious ink spilled over this. Col Reed was an Aide-de-Camp of Gen. Washington's, and not actually in the chain of command [nor was he ordered to take command]. However, it can be argued that he was intervening to bring some order to the disorder, altho this happy result doesn't seem to have happened.
In any event, 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. The British also likely 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. 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...











