This is the first report on I'll Take Manhattan, a five map American War of Independence campaign using the Sharp Practice rules and set during the New York campaign in 1776. I will be handling the Americans and my regular opponent Dave will take the British.
The campaign kicks off with the Americans receiving reports that the British are on the move again. They must stop the King's men pushing any further up Manhattan island and if possible turn them back. At the very least they hope to light a beacon that will call the men of the district to arms and alert them to the imminent arrival of the redcoats.
What they also know, that the British don't, is that a local farm cabin is the hiding place of fugitive Jacob Johnson, a prominent landholder and supporter of the rebellion. They hope to rescue Johnson before the British have time to discover his whereabouts.
Johnson's hiding place is near one of his orchards, but more ominously it is adjacent to the main road down which the British are expected to come. With the redcoats searching for rebels, hidden arms and foraging for food it's almost inevitable they will discover him. Prompt action is called for to save the day.
This scenario is an All-Out Attack as per the Sharp Practice Dawns & Departures campaign guide. Both sides can win by driving the enemy Force Morale to 0 or if the enemy withdraws voluntarily. In addition:
- The British can win immediately if they capture the American deployment point.
- The Americans may attempt to set up and light the signal beacon, if successful they receive a bonus to their die roll for the militia reinforcements prior to scenario 2.
- Rescuing Jacob Johnson will earn the Americans +2VP, however if he is captured by the British they will instead lose -2VP.
The core American force in the area is led by Major Ezekial Morris (Status Level III).
The call for militia for this scenario is resolved by a die roll and has seen the despatch of two groups under the leadership of local merchant Nathaniel Brown (Status level II).
Despite the large proportion of militia the Americans start with a good force morale of nine, however that's no match for the British regulars who are at eleven.
Below is the view from the American side of the table. I will be aiming to reach the cabin and to light the beacon on the nearby hill. However, I'm going to play this one cautiously. While it is tempting to make a dash for the beacon and the cottage there's a danger I become over extended. I know the British have light infantry and cavalry which means they can move fast and if I'm not careful I could see the rebel force destroyed in detail. So while I'll be making efforts to rescue Jacob Johnson and light the beacon, how fast and in what order will depend much on how the British respond.
Turn 1
British Command Card drawn (British: 1, American: 0)
The first rebels to appear are the militia skirmishers under the command of Josiah Nelson.
The first sign of the redcoats is the arrival of their senior commander Major Petrie, as he leads a column of two groups of regulars directly up the road.
Turn 2
Major Petrie's column is joined by two groups of light infantry skirmishers under the command of Lieutenant Parker-Edwards. He has one group form a screen in front of Major Petrie's column and leads the second in the direction of the orchard.
Nathaniel Brown arrives with his two groups of Militia ready to face the redcoats that are advancing down the road.
Turn 3
British Command Card drawn (British: 1, American: 0)
Sergeant Burns, the second in command of the Continentals is eager to see the men committed but must wait patiently for his commander Major Morris to issue the order.
American Command Card drawn (British: 1, American: 1)
British Command Card drawn (British: 2, American: 1)
British Command Card drawn (British: 3, American: 1)
The command card draw initiates a random event but it's one that has no impact on the units in play.
The rebels are now faced with the daunting sight of the arrival of Captain Carr-Clarke with his dragoons.
Nathaniel Brown of the militia senses the urgency. He needs to set to work lighting the beacon and try, if possible, to hold off the advancing British while he does so. He orders both his groups to move as fast as they can and run up the hill.
American Command Card drawn (British: 3, American: 2)
With the British column making its way down the road Lieutenant Carroll decides to take his militia skirmishers on a wide move around the flank. He wants to reach the woods opposite and from there threaten the British flank. While Carroll thinks this is a good idea, his men seem a little more reluctant. They set off slowly, much to Carroll's annoyance (read that as mine!).
American Command Card drawn (British: 3, American: 4)
I choose to make use of those four American command cards immediately before the opportunity slips away. Lieutenant Carroll seizes the moment to continue driving not only his group of skirmishers forward but also those of Lieutenant Smith towards the woods.
Not that the rebels' intentions do much to fluster Major Petrie, who with some swagger continues to march his column up the road.
British Command Card drawn (British: 4, American: 0)
Dave decides to hold out a bit longer before using his command cards. This is always a gamble and the arrival of the Tiffin card demonstrates just that.
Tiffin card drawn. Command cards available: British: 4 American: 0
All that is left to do is for Captain Winston-Smythe to continue moving his regulars forward toward the American right flank.
Turn 4
Lieutenant Smith finds his small group of skirmishers in the open, staring a column of redcoats in the face. This is not a good place to be for men accustomed to sniping at long range from cover.
Sergeant Burns, second in command of the Continentals, is beginning to get anxious and wants to see the men on the march, but once again, until Major Morris gives him the order he must bide his time.
Meanwhile Lieutenant Carroll continues to push his skirmishers forward and they make it into the woods.
With his militia now on the hill Nathaniel Brown gives one of his men a task.
Lieutenant Parker-Edwards is keen to get his light infantry into the fight and he orders his men over the fence and into the orchard.
Captain Winston-Smythe continues to lead his regulars around the flank but they can't keep pace with Major Petrie's column on the road and they're in danger of being left out of the coming fight.
All units have been activated, so the turn ends.
Turn 5
Lieutenant Smith's skirmishers are lining the edge of the woods with their muskets trained on the British, these are the sort of conditions favoured by irregular skirmishers and they open fire at long range from cover.
American Command Card drawn (British: 0, American: 2)
British Command Card drawn (British: 1, American: 2)
The random event caused by the draw of three consecutive command cards has no effect on play.
With Major Petrie's force engaged and taking casualties Captain Winston-Smythe is eager to press on with his regulars on the flank and bring them into action.
American Command Card drawn (British: 1, American: 3)
The Continentals cannot arrive a moment too soon and the three American command cards now available make it the ideal time to have Major Morris bring his men into the fray. The first two groups deploy in line across the road facing Major Petrie's regulars, while the third group deploys behind and to their right, ready to support the militia.
British Command Card drawn (British: 2, American: 1)
This produces another Random Event which leads to only more British misery. Major Petrie is hit and wounded and his Status Level drops down to II. The wounding of their most senior leader has a knock on effect on British morale which drops down to nine. Things are going well for the rebels but I need to be careful not to become over confident. The British still present a considerable threat.
Nathaniel Brown has his militia continue preparing the beacon while he orders the second group to close up on the men on the hill.
British Command Card drawn (British: 3, American: 1)
Dave uses the three command cards to have Major Petrie try to get a grip on events along the road. He orders the two groups to form up into a closed column. I pause for a moment, could he really be thinking of forming column and charging the Continentals? They are currently unloaded but it still strikes me as a wild and crazy gamble given the British must be careful with their losses.
Tiffin card drawn. Command cards available: British: 1 American: 1
With all units activated this turn the remaining command cards cannot be used by either side.
Turn 6
Josiah Nelson realises this is a good moment to try to bring Jacob Johnson to safety and he orders the men in the farmhouse to bring him out.
American Command Card drawn (British: 1, American: 1)
The random event would have seen the farmhouse set ablaze had the skirmishers been much closer than they are but as it transpires nothing happens.
Captain Carr-Clarke then walks his dragoons to the side of the road, keeping a watchful eye for any rebels closing in on the withdrawal of Petrie's men.
- Rescuing Jacob Johnson has earned them 2VP
- Lighting the beacon successfully will add a +2 to the die roll for militia reinforcements in the next scenario
- They will receive two free barricades for the next scenario
I've still not played SP2 but given the simlilarities to CoC, again I find the camapaign doesn't feel right to me. With Americans getting VPs for rescuing a figure and lighting a beacon - both nearer to them feels unbalanced when the forces on both sides are the same. It was feeling pretty balanecd until Contientals showed up.
ReplyDeleteAll balance is totally the responsibility of Dave and I. Dave created the campaign and makes no claim to its balance. I’ve made a few tweaks and additions but we’re really just seeing how it plays out and we’re letting the narrative drive it more than anything else. I suspect we will make changes and try to balance it out once we’ve finished. Dave took the British, so he only has himself to blame. Who knows, the Dragoons are fast and powerful, more aggressive use of them could force a different result. The Continentals have only one controlled volley, after that they get a bit flakey, had there been more British at the road they could well have swept the Continentals away in a more protracted fight or with a bayonet charge.
DeleteApologies - I had thought it was a commercially produced campaign from TFL.
DeleteThe game played well, looked great! The group of militia that got lucky on the rule error was the only technical error, tactically the loss of use of the off road units by the British gave the Americans advantage more than the scenario. We enjoy the mini campaign scenarios and will do more of them soon.
ReplyDeleteWhat a great game! I love reading your reports. They certainly convey all the tension of the action. I have not played SP2 yet, but, this certainly makes me want to.
ReplyDeleteThanks Kevin, glad you enjoyed it. SP offers lots of command challenges and decisions while delivering a great narrative. It took us a little while to get to grips with making the most of the rules (our problem, not the rules!), but once things clicked we’ve been really enjoying them.
DeleteAs usual, a great report. I look forward to seeing your next report, as I am very familiar with the 1776 campaign in New York.
ReplyDeleteThanks Dennis, I hope we’ve made a reasonable attempt to capture the look of your neighbourhood! Thanks again for sending me those pictures, I’d love to visit some of those sites and walk the battlefields.
DeleteAmazing battle report. I really enjoyed reading the account and I’m very happy to follow along a campaign with SP. I kinda like SP way more than CoC but don’t tell anyone.
ReplyDeleteThe terrain and figures are really nice. 😀
Thanks Stew, I’ve been looking forward to playing a SP campaign, I think the rules really lend themselves well to this. Oh and yeah, don’t worry your secret is safe with me 😉
DeleteSo glad to see you back at the gaming table! Another great AAR. You did a great (I use that word too much!) tutorial on getting into CoC, you should do one on how to generated such great (there I go again) AARs. If ave wrote the campaign and this scenario, how did you keep him from knowing about Jacob? Did you draw scenario cards?
ReplyDeleteThanks Dick, it’s great to be back gaming again and to start a new campaign. You guessed right on Jacob. There were three possible occupants of the house - Jacob for the rebels to rescue; a loyalist family for the British to rescue, or, a doctor who would join the campaign and serve whichever force could reach him first and persuade him to their cause. These were randomly selected but only revealed to the American player on the basis the militia had good local knowledge and knew the occupants of the area. Both sides had an incentive to reach the house regardless of who occupied it, but only the Americans knew in advance who the occupants were. Dave has worked in some similar sub plots for the other scenarios to add more flavour.
DeleteAnother way may be to have one character or several characters in the house who could be described as an advantage to either side. I.e The same character is Jacob if the Americans get there first but he is a British Officer's dad if the British get there first. Both sides know that someone has to be rescued wothout having to use the cards.
DeleteGreat stuff - looking forward to more Sharpe Practice content in future! :)
ReplyDeleteThanks, I’ve been looking forward to a SP campaign and I think we’re off to a good start (well, I certainly am!).
DeleteA fine report and a fine-looking game.
ReplyDeleteI like that way of handling the randomness of who to rescue. This was, as usual, a great report. And a great game -- I commend Dave on a beautifully executed tactical withdrawal. That's something you don't see in one-off games. I really like SP2 -- though all of my games have been Redcoats on Mars (Victorian Sci Fi) -- and I was delighted to see you picking those rules for your next campaign as your AARs are the closest thing to being there. Cheers!
ReplyDeleteThanks. Dave may have been responsible for leading his men into a bad situation, but at least he extricated the survivors with style and salvaged some honour in defeat. There was no way I was going to pursue him, that was to tempt fate (not to mention the Dragoons).
ReplyDeleteLooks like you’re off to a great start! Gripping write up as ever. Not really a nail biter yet, but I’m sure there’ll be other games that’ll be.
ReplyDeleteSplendid report! Looking forward to future instalments.
ReplyDeleteCheers
Matt