Tuesday, September 25, 2012

The End of Turn #3

     Although not even a shot has been fired yet, I get the feeling that the Canadians will lose this battle.  They just seem to not have enough good units to take on so many American Regulars.
     The Canadian left flank has only the Voltigeurs as Regulars, with the Six Nations Warriors and Compagnie des Guides having to skulk in the woods, due to their being Irregulars, and dare not engage the Americans in open terrain.
     The picture below shows the Americans advancing quickly in March formation, with the artillery about to unlimber and start firing on the Canadian right flank, fielded by Select Embodied Militia and Fencibles.
     The Beauharnois Militia are about to deploy in the town, and wait it out there, hoping the hard cover will help them repel the inevitable American attack.
     Those Americans better spread out soon, or they are going to have a tough time all getting into line!
 

At the Start of Turn #1

     Well, the time has finally arrived!  The little armies are painted up and placed on the table.  Time for the Americans to advance!





Canadian Forces                                         American Forces
A - Fencibles                                                 G - US Dragoons
B - 2 Units of Select Embodied Militia          H - 2 Units of Militia
C - Beauharnois Militia                                  I - Artillery
D - Voltigeurs                                                J - 4 Units of Regulars
E - Six Nations Warriors
F - Les Compagnie des Guides

American Setup

     Here are a couple of pics of the American setup.

View From the American Side
View From the Canadian Side






     After seeing how the Canadians are deployed near Odelltown, the Americans will try to advance the artillery as quickly as possible, supported by the Dragoons and Militia, and aim their guns at the Canadian Fencibles and Select Embodied Militia, hoping to either bring them towards their own position and away from the town, or at least stall them from supporting their left flank.  The Regulars will advance on the right, towards the weaker Canadian Voltigeurs and Irregulars, in hopes to collapse that flank, and then take Odelltown.   

Thursday, September 20, 2012

Almost Battle Ready

     I am going to paint up one more unit of US Regulars, and then start the first battle.  The forces will be small, but hopefully enough units on each side to at least have a good game.

     Two Additions to be mentioned concerning the campaign:

1) Linear Tactics are being used.
 

2) Irregular Cavalry 

a) Irregular cavalry units may charge enemy units standing in 'march column' formation.

b) Irregular cavalry units must pass a 'Discipline' test to initiate the charge.

c) If routed in 'decisive combat' the irregular cavalry unit is immediately broken.

d) Can charge the flank or rear of units with only 1 disruption left (ie. an inconclusive win will break the unit being charged).


     And here are the forces involved, for the first battle:

American Forces
Major General James Wilkinson (CnC)
4 US Regulars

Lieutenant Colonel Benjamin Forsyth
1 US Dragoons
1 Militia Artillery
2 Militia Infantry

Morale: 15


Canadian Forces 

Lieutenant Colonel Charles de Salaberry (CnC)
1 Fencibles
2 Select Embodied Militia
1 Beauharnois Militia

Captain Brugière
1 Voltigeurs
1 Six Nations Warriors
1 Compagnie des Guides

Morale: 14

Wednesday, September 19, 2012

Random Events

     In light of this being a solo campaign, I wanted to randomize things even more than just using a random setup for the Americans, and have decided to introduce random events.  This idea and many of the events, were borrowed from Maurice.  I hope it works out well.



RANDOM EVENTS

     At the beginning of each turn, roll a D6.  If the result is a ‘1’ or a ‘6’, then a random event has occurred.

     If a random event has occurred, then roll a D6.  If the result is odd, then the event will affect the attacker.  If the result is even, then the event will affect the defender.

     Roll a D20, and check the corresponding event number to the die roll, to determine which event has occurred.

1)  Urgent Assistance
During the player’s activity phase, the player must move their Commander, to within 4BW of the furthest friendly unit from the Commander’s initial position.

2)  Anxious
During the player’s activity phase, the player must move one of their units (chosen randomly), their full movement allowance, or as much as can be used, forward.

3)  Hesitant
One of the player’s units (chosen randomly), may not attempt any activities during the entire turn, including recovery attempts.

4)  Retrograde
One of the player’s units (chosen randomly), performs a retrograde maneuver to its fullest movement available.  The player can perform a retrograde wheel, if they so wish.

5)  Disorganized
One of the player’s units (chosen randomly), suffers 1DISR, unless that would cause the unit to break.  The disruption occurs during the player’s reaction phase.

6)  Limited Ammo
One of the player’s artillery units (chosen randomly), cannot fire this turn.

7)  Rough Going
One of the player’s units (chosen randomly), treats open terrain as rough terrain, and rough terrain as impassable, for this turn.

8)  Bad Aim
One of the player’s artillery units (chosen randomly), suffers a -1 penalty to hit on all die rolls, for this turn.

9)  Valiant Charge
The player chooses which unit will receive a +1 to hit on all die rolls in combat, for this turn.

10) Rally to the Flag
The player rolls a D6.  If the result is odd, then add 1 to their army morale.  If the result is even, then add 2 to their army morale.

11) Well Disciplined
The player chooses which unit will receive a reduction of 1DISR.  The reduction occurs during the player’s reaction phase.  The unit cannot try for a separate recovery attempt, during this turn.

     12) Heroic Rally
The player chooses which unit gets to use two dice for a recovery attempt, this turn.

     13) Stirrups In
The player chooses which cavalry unit will receive +1 to hit on all dice, in a charge or counter charge, for this turn.

     14) Whiff of grape
The player chooses which artillery unit will receive +1 to hit on all dice using canister, for this turn.

     15) Rally to the Colours
The player chooses which unit will ignore disruptions to how many dice they use in combat, for this turn.

     16) Deadly Fire
The player chooses which infantry unit will receive +1 to hit on its dice, if it elects to fire during its reaction phase.

17) Thick Smoke
One of the player’s infantry units (chosen randomly), receives -1 to hit on its dice, if firing during its reaction phase.

18) Find the Way
The player chooses which unit will treat rough terrain as open terrain, for this turn.

19) Hold the Line
The player chooses which infantry unit will receive an extra die roll during combat, for this turn.

20) Impetuous
One of the player’s units (chosen randomly), and which is in a legal charge range, performs a charge, during its activity phase, or a counter charge during its reaction phase, which ever is applicable.

Initial Canadian Setup

     Here are a couple of pics of the Canadian setup.  It seems to be weighted more to the right than the left, and time will tell if this was a good idea.  .

     My main thoughts for this setup, is to have the Irregulars on the left, supported by the Voltigeurs, and use the woods as protection, with the remaining forces staying together and holding the right and center areas.

     It would have been nice to have some Regular cavalry and / or some artillery, but will just have to make do.  Once I do get some of the above mentioned units painted up, I am sure they will be used in future battles.

Canadian Forces as Seen From the American Side



Overhead Shot From the Canadian Side

Tuesday, September 18, 2012

British / Canadian Units

     Here are some pics of the various BNA units that I will be using.  Some are missing, such as the British Regulars, Dragoons, R.A. batteries, and Rockets, as I have not painted them up yet.

Commander, Objective Marker, and Subcommander
Select Embodied Militia








     The units that I am not very pleased with, are my Voltigeurs.  Until I find something more appropriate, they will have to do.  I used Austrian infantry, from the Seven Years War I think, and chopped off the tops of their hats, to kind of mimic the bearskin hats that the Canadian Voltigeurs wore.  I am including an historical picture, so you can compare my figures with "the real thing".
What Voltigeurs are supposed to look like


Voltigeurs







     I really like the look of the Six Nations Warriors.  I have a bunch left over, so hopefully will be able to add more of these Irregular units to my BNA army.

Six Nations Warrriors





     Now for the rest of the ones I have.  Just a couple of comments about Les Compagnie des Guides.  I could not find a picture of them, and should have probably used a more "militia' looking figure, but wanted to use up some figures I already had (they are AWI British cavalry), and with the small base size I use, could not really stagger two on a base to represent that they are Irregular cavalry, so I just put one figure per base, and hoped this would indicate their less than effective combat ability, than a Regular cavalry unit.

Les Compagnie des Guides

Beauharnois Militia
Canadian Fencibles



American Units

     Yes, I admit that I am not the best painter in the world, but as a fellow gamer told me at Cangames last year; "If they look good from three feet away, that's all that matters".

     So here are pics of the American units I will be using.  As with all my figures, they are 1/72 plastic, painted with craft paint and put on homemade bases of cardboard and corrugated vinyl, with the bases then sprinkled and glued with mulched up moss from the Dollar store.  That old coffee grinder finally came in handy!
American Regulars


     Also, just a few other comments regarding the figures... 


     In Lasalle, it is mentioned that the Commander marker have the Commander and his aide placed on it, and the Subcommander bases have just the officer (I would assume mounted).  However, due to the size of my bases (40mm lengths, square), and the size of the figures, I decided to just have the Commander bases with one mounted officer, and the Subcommander bases with one unmounted officer, which you will see below.

Commander, Objective marker, Subcommander
     I used AWI figures for both the American militia and the artillery unit, not out of ignorance, but due to lack of period appropriate figures at the moment, and because I do like the look of them.  I am sure I will have to change them up if I ever play at a club meeting, etc..

American Militia (for now)
Militia Artillery


US Dragoons

Monday, September 17, 2012

Tabletop For Odelltown

     Here are a couple of pics for the layout I will be using for the first battle.

     Although I enjoy looking at three dimensional terrain for things such as  ploughed fields and such, I don't like the way they make the figures get placed on the tabletop, and have opted for felt terrain pieces, instead.  This goes for the woods pieces as well, and when any units enter the woods, I will simply move the trees off the table, and return them when the units leave that area.

     The trees are actually the flowering buds of purple loosestrife plants, and then just glued to cardboard bases.  Not as nice as store bought trees, but certainly cheaper!

     The buildings are to represent Odelltown, which is the objective of the attacking Americans.

     I should have the final units painted in about three weeks, and can then begin the battle!

Friday, September 14, 2012

Randomizing the American's Initial Deployment

     Since I will be running this campaign solo, I want to add a bit of randomness to it.
     My first attempt at this, will be to randomize how the American forces will initially deploy on the battlefield.
     I made up ten setups, and will run a D10 at the start of the game, and then deploy the Americans based on one of the setups pictured below, based on the corresponding die roll.
     I don't know how effective this will be, but I want to give it a go.

The initial American forces will consist of:
5 American Regulars
2 Militia
1 Dragoons
1 Militia Battery


Wednesday, September 12, 2012

How the Campaign Will Be Run

It is going to be a "what if scenario" where General Wilkinson had his sights on much more than Lacolle mills at the time, and wanted to try and secure the whole Champlain area, and improve his reputation, after his dismal display during the St. Lawrence campaign.

I have the battle boxes set up like this:

BNA Chambly - St. Jean - Ille aux Noix - Lacolle

 *** Odelltown *** 
Rouses Point - Plattsburgh - Split Rock - Ticonderoga   Americans

Having Odelltown as the starting point and the Americans as the initial invaders, with the British having their home at Chambly and the Americans at Ticonderoga.

I am using a campaign idea submitted by another member in the "Maurice" section at Sam Mustafa's Honour forum, and I quote from Mark C's post (a.k.a. engmarkinus2), so you get the idea of how he suggested setting up a simple campaign:

"I'd like to keep the campaign simple to start with.  Just have a sliding scale of "Battle boxes" in a line with a "home objective" at either end. The number of boxes would depend on how long you wanted the campaign to run. Both armies start in the middle. A marginal victory moves the armies one square toward the losers "home", a decisive one moves 2 squares. 


Map Showing Relative Locations of Each Battle Area
Obviously, a side losing a battle in it's home objective loses the campaign and sues for peace.

You could also have surprise attacks (not starting in middle square), or have "set" terrain in the squares (e.g for a colonial campaign with more woods/jungle).

Perhaps the above will give some pointers for further thought, but that's what I came up with off the top of my head as it were."

Army Lists That I will Be Using



This is a fictional introduction for the Champlain Valley Campaign





The Champlain Valley Campaign – April 1814

Background:

     During the winter of 1813-1814, with American forces under the command of Major General James Wilkinson making quarters at French Mills, British Commanders worried that their lines of communication along the St. Lawrence, could be threatened.

     In an attempt to thwart the assumed American plans, General Prevost recalled Lieutenant Colonel Charles de Salaberry, who was just about to take on the role as Inspecting Field Officer of Light Troops, and instructed him to prepare for a possible American attack along Lake Champlain, during the upcoming spring.

     On the other side of the border, Wilkinson knew that he might soon be relieved of command due to the failure of the St. Lawrence campaign from the previous year, and decided to prepare to mount a successful assault, and regain his reputation.  Having been able to assemble regulars from positions such as Sackett’s Harbour, Burlington, and Ticonderoga, and finally managing to convince some militia regiments to cross the border, Wilkinson moved north from Plattsburgh, through Rouses Point, to take the first objective, Odelltown.  If successful, Wilkinson was determined to push on, through Lacolle and up the Richelieu, all the way to Chambly, effectively controlling all of the Champlain valley and be just a stone’s throw away from the coveted city of Montreal.

     When news reached de Salaberry of the American advance, he sent forces from his headquarters in Chambly, as well as from Beauharnois, and Fort Lennox at Ille aux Noix, to first reinforce the block house at Lacolle mills, and then engage the Americans at nearby Odelltown.  Knowing that his superiors had often wished to occupy Lake Champlain and then strike at New York city, essentially cutting America in two, hoping the Americans would then sue for peace, de Salaberry was given assurances that if he was able to defeat Wilkinson at Odelltown, would then be given enough men to continue to advance south all the way to Ticonderoga.
     The morning of April 1st arrived, with the sound of American fife and drum sounding through the crisp, spring air.  The battle was about to begin…