In that game the Continentals assigned to guard the prisoner proved most ineffectual, but Major Morris the American commander has taken them under command and that will help bring his unit close to full strength. I suspect he will need all the help he can get. The call to arms in the district has been heard and two groups of State Line and a group of frontiersmen skirmishers have also arrived.
The British force opposing them is still in good shape and since the start of the campaign have boosted their numbers with a captured four pounder gun and the recently arrived group of loyalists. As they have throughout the campaign, their group of light dragoons will present a threat that the rebels have had difficulty countering.
This is a Sweep the Table scenario as per the main Sharp Practice rule book. Aside from forcing the rebels to withdraw the British will be searching the farms for forage and hidden arms caches. The American player will know what is hidden and where, but the British will not.
On the other hand the British will have the advantage of arriving on the table earlier than the Americans. The timing of the rebels' deployment will be uncertain. Each time the force commander's card is drawn the Americans will roll two D6. Once the accumulated total of these rolls reaches sixteen they may then start to deploy. Given the British have cavalry and light infantry a delayed American deployment could prove disastrous and so they find themselves hostages to fortune.
We start with Force Morale for both sides at nine.
Turn 1
The first redcoats to arrive are under the command of Captain Winston-Smythe. He has two groups of regulars who have lost two men killed over the course of the campaign.
The card for Major Morris, the rebel commander is drawn, giving a timely start to the dice rolls that will determine American deployment. A roll of seven takes them nearly halfway toward the total of sixteen that they need.
The arrival of Captain Carr-Clarke and his dragoons gives the British an advantage in speed that the Americans are unable to match.
The British light infantry under Lieutenant Parker-Edwards are next to arrive and they are soon joined by the four pounder gun that the British captured in Engagement 2.
American Command Card drawn (British:0 American:1)
Tiffin Card drawn (British:0 American:1)
Turn 2
Lieutenant Parker-Edwards is eager to have his light infantry push forward before the Americans appear. Both groups move off at a brisk pace on the British left.
The arrival of the British force commander Major Petrie leading his two groups of regulars sees the full contingent of redcoats now on the table.
Petrie is a man in a hurry and immediately begins urging his command forward.
He sends the four pounder to cover the road.
He then has Captain Winston-Smythe's regulars run forward. They sacrifice an orderly formation for speed, the two groups separating in their haste to move ahead.
When Major Morris's card is drawn the second time a dice roll of nine takes the accumulated total of rolls to sixteen. That is exactly that they need and it means they've reached it as quickly as the scenario will permit. It couldn't have come soon enough and the race will be on to form a cohesive fighting line before they are overrun.
The last of the British force to arrive are the loyalists who recently joined Petrie's force following his successful rescue of their leader in the last game
The first Americans to make an appearance are the militia skirmishers under the command of Lieutenant Carroll. This group is made up of the remaining men from the two groups of skirmishers that started the campaign. Carroll is joined by Lieutenant Smith the surviving leader of the other group and so this small band of skirmishers has no shortage of leaders.
British Command Card drawn (British:1 American:0)
American Command Card drawn (British:1 American:1)
Tiffin Card drawn (British:1 American:1)
Turn 3
American Command Card drawn (British:0 American:1)
American Command Card drawn (British:0 American:2)
British Command Card drawn (British:1 American:2)
Captain Carr-Clarke's dragoons canter forward working their way around toward the rear of the barn.
Meanwhile Captain Winston-Smythe has both of his groups of regulars continue making their way toward the fence.
The first group move rapidly and almost reach it.
British Command Card drawn (British:2 American:2)
With the dragoons making their way around the barn the frontiersmen skirmishers make a timely arrival. Taking full advantage of their movable deployment point they take up positions in the field on the American left.
They find good cover at the rail fence and looking between the barn and the farmhouse they can spot the dragoons.
Their opening salvo strikes true, hitting one of the dragoons and inflicting two points of shock. First blood to the rebels.
The four pounder advances into a position that dominates the road.
British Command Card drawn (British:3 American:2)
With the frontiersmen covering the left flank Lieutenant Carroll moves his militia skirmishers to the rail fence on the American right. His small group are not likely to do much damage to the British but hopefully they can slow them down until more rebel support can arrive.
On the opposite flank the loyalists follow the dragoons towards the barn.
Tiffin Card drawn (British:3 American:2)
The group of light infantry with Lieutenant Parker-Edwards move with their customary speed and soon reach the fence.
They are soon joined by the second group.
With the light infantry at the fence Major Petrie has his regulars make their way forward behind them.
Turn 4
Major Morris and his Continentals finally appear and deploy on the American right. Have they arrived in the nick of time? I'm not certain. They need to get to the rail fence quickly and before the British can be ready to receive them. The race is on.
British Command Card drawn (British:1 American:0)
British Command Card drawn (British:2 American:0)
The British make use of the two command cards to activate the four pounder, which fires round shot at the militia skirmishers.
Fortunately the skirmishers are able to make the most of the available cover and suffer only two points of shock.
American Command Card drawn (British:0 American:1)
The three consecutive command cards initiate a random event and this sees the four pounder crew push their gun forward even closer to the skirmishers.
Major Petrie is eager to bring his command to the fence and he leads his column of regulars towards it.
The light infantry are already there and Captain Winston-Smythe's regulars are fast approaching.
Once Petrie approaches within command range he orders the group with Winston-Smythe to join the light infantry at the fence.
Meanwhile the loyalists move in the direction of the farms, no doubt intending to search both properties.
British Command Card drawn (British:1 American:1)
The British continue to push forward aggressively and Lieutenant Parker-Edwards has his lights climb the fence. Something they do with ease (helped by a movement roll of 6,6!).
That puts them in close range and they fire at the militia skirmishers.
That inflicts a further two points of shock. The militia are yet to fire a shot and are already on the receiving end of cannon fire and musket balls.
Their fire is more deadly, hitting one of the rebels and inflicting further shock. It's hard to imagine the skirmishers will be able to stand much more of this.
The light infantry may be displaying their customary aggression, but it's not going all their way.
American Command Card drawn (British:1 American:2)
Captain Winston-Smythe rallies shock from one of his groups and has the two of them form up into line.
The skirmishers have done little to stall the British advance. Lieutenant Carroll rallies a point of shock and decides his men are not leaving before they give the light infantry a taste of their musketry.
They open fire at the nearest group.
This is their first fire and it's at close range. The skirmishers make their shots count and the light infantry lose one man and suffer two points of shock.
Lieutenant Smith is able to rally more shock from the skirmishers. He may have lost his command but he's able to provide Lieutenant Carroll with useful assistance encouraging the men.
American Command Card drawn (British: 1 American: 3)
Tiffin Card drawn (British:1 American:3)
Perhaps I should have used those three American command cards to deploy the State Line? Too late now, but at least I can activate the frontiersmen to continue firing on the dragoons.
There are no casualties but the dragoons suffer a further two points of shock.
For now that takes them out of sight of the skirmishers.
Turn 5
Lieutenant Parker-Edwards orders one group of light bobs to reload and move towards road.
Dave then gives some thought to what to do with the other group. He's tempted to have them charge the skirmishers but the rail fence brings the odds much more in favour of the skirmishers and he decides the risk is too great (if nothing else it confirms my assessment that the Americans best hope is a strong line at the fence). Instead Dave has the group of light infantry reload.
Once again they fire at the militia skirmishers.
And inflict a further point of shock.
The light infantry then move off in the direction of the other group but with the shock they only manage a move of 1”. I've no doubt they plan to exit the field to allow the regulars to unleash a devastating volley once they are all gathered at the fence line.
British Command Card drawn (British:1 American:0)
At long last the State Line arrive.
Petrie then orders the loyalists to move to the first farmhouse.
The frontier skirmishers want to maintain their fire on the dragoons and so move along the fence to the corner of the field.
Another of the dragoons is hit and the group's shock climbs to five. The steady fire of the skirmishers is slowly taking its toll and may even drive them off.
It's probably time for the militia skirmishers to pull back. Lieutenant Carroll rallies shock before having the skirmishers return fire on the light infantry and then withdraw.
They manage to inflict another point of shock, but only manage to fall back a short distance.
British Command Card drawn (British:2 American:0)
American Command Card drawn (British:2 American:1)
British Command Card drawn (British:3 American:1)
Tiffin Card drawn (British:3 American:1)
Captain Carr-Clarke decides there is nothing to be gained in drawing the fire of the frontiersmen and decides to pull his men back and out of musket range. He slows the horses to a walk and they turn about.
The Continentals need to prevent the British regulars crossing the fence and desperately need to form their own firing line to do that. Both groups run ahead, breaking the formation as they do.
The crew of the four pounder then reload and turn the gun back to face down the road.
Turn 6
The loyalists make their way to the door of the first farmhouse where, unbeknownst to Dave, the arms cache is concealed.
British Command Card drawn (British:1 American:0)
The four pounder moves further along the road and presents.
American Command Card drawn (British:1 American:1)
American Command Card drawn (British:1 American:2)
Lieutenant Carroll rallies another point of shock from his skirmishers and continues to pull them further back.
Lieutenant Parker-Edwards is in the ploughed field with the light infantry and Dave decides to use one of the British command cards to increase his command initiatives to three.
He takes a point of shock off the group he's attached to.
He then sends the other group to the corner of the field.
Despite the frontiersmen enjoying hard cover they lose one man and suffer two points of shock.
Lieutenant Parker-Edwards then takes his group to join the the first group of light infantry.
The State Line decide to take a gamble and try running across road in the hope that a rapid move will avoid attracting the attention of the four pounder crew.
Alas they fail to sense the danger they might be in and only cover a short distance.
British Command Card drawn (British:1 American:2)
Captain Carr-Clarke continues to lead his dragoons from danger and rallies off a point of their shock as he does so.
The dragoons may have been driven back from the right flank but Major Petrie seizes the moment to move things forward and maintain the tempo of the British advance.
Firstly he sends Lieutenant Campbell with a group of regulars across the road.
Next he crosses the fence with his second group of regulars.
British Command Card drawn (British:2 American:2)
Sergeant Burns follows Major Morris and brings the third group of Continentals forward.
The frontier skirmishers' leader rallies shock and has the men return fire at the light infantry across the road.
That fire has no effect.
American Command Card drawn (British:2 American:3)
Major Morris begins trying to get his command into order. The British have set the tempo and the rebels need to make a speedy response.
Firstly, he rallies shock from the group he is with.
He then orders both groups to the fence, but with one still carrying a point of shock they cannot form up into line just yet.
British Command Card drawn (British:3 American:3)
Dave takes the opportunity to use the three British command cards now in play to activate Captain Winston-Smythe and the two groups of regulars. They are formed up in line and he orders a controlled volley. They present and fire.
So it transpires. Despite the cover of the rail fence the Continentals lose three men and suffer four points of shock.
Tiffin Card drawn (British:0 American:3)
Turn 7
Lieutenant Carroll moves his skirmishers around to the rear of the farmhouse.
Sergeant Burns senses the crisis of the moment and has his men run to join Major Morris at the fence.
While they may be unable to form into line Morris needs all the firepower he can get and Burns group will be most welcome.
Lieutenant Smith rallies more shock from the militia skirmishers and hopefully they can return to the fray to add more weight to the rebel defence.
British Command Card drawn (British:1 American:0)
American Command Card drawn (British:1 American:1)
With the State Line crossing the road slowly and in plain sight the four pounder crew cannot resist such a tempting target. They send a round of ball careening down the road towards them.
It strikes the State Line, killing one man and they suffer two points of shock. They are lucky it was not worse.
The crew then move the gun forward to the fence and turn it in the direction of the Continentals.
Major Petrie is in the centre of the action and Dave makes the most of the opportunity by using one of the British command cards to increase his command initiative to four.
His first order is to the group of light infantry in the corner of the field. They reload and fire at the frontiersmen.
This time the frontiersman benefit from the hard cover and the fire has no effect.
The light infantry then move to face the farmhouse.
Petrie activates the second group of lights. They reload and fire at the frontiersmen, but once again that has no effect.
They then move towards the corner of the field.
The rebels don't like this at all and suffer six points of shock.
That's enough shock to force an involuntary withdrawal. American force morale doesn't suffer but that group of Continentals are moving in the wrong direction. The British have won the race to the ploughed field in no uncertain terms.
To put the Americans in no doubt that a stand at the fence might be unwise Petrie uses his final command initiative to have Winston-Smythe's line of regulars reload and present.
Lieutenant Campbell continues to move his regulars towards the barn.
The situation for the Americans is getting desperate and so I use the two command cards to increase Major Morris's command initiatives to five. The first thing he does is rally three points of shock from his group.
He then orders the two other groups of Continentals to fire at the regulars in the field. The British lose two men and suffer a point of shock. It's a start, but it's not nearly enough
British Command Card drawn (British:2 American:0)
Dave makes use of the two command cards to have Captain Winston-Smythe's line of regulars use Sharp Practice. They are loaded and presented and so will continue firing controlled volleys. The Americans are suffering a sustained battering by British musketry.
Major Morris's group see another man fall and suffer a point of shock. If it wasn't for the presence of Morris they would have been forced to withdraw yet again.
Tiffin Card drawn (British:0 American:0)
Turn 8
Captain Carr-Clarke rallies more shock off the dragoons. If there's been any highpoint for the Americans it has been the ability of the frontiersmen to drive off the British cavalry. It's a small ray of sunshine in an otherwise bleak picture.
British Command Card drawn (British:1 American:0)
Lieutenant Smith rallies the final point of shock from the militia skirmishers. I'm hoping I can bring them forward to rejoin the fight.
Sergeant Burns orders his group of Continentals to fire at the light infantry in the field.
They have a man killed and suffer a point of shock.
The light infantry are exactly where the Americans would like to be - taking full advantage of the good cover of the rail fences. I had hoped the situation would be the reverse.
British Command Card drawn (British:2 American:0)
Dave uses the two command cards for Sharp Practice and has Winston-Smythe's regulars reload. This is impressive musketry drill from the British, it's just a shame I'm on the receiving end!
Over on the other flank Lieutenant Campbell moves his men between the barn and the farmhouse.
From there they fire at the frontiersmen.
Despite the close range the fire has no effect.
The State Line commander rallies shock and leads one of the groups across the road to relative safety.
American Command Card drawn (British:0 American:1)
The leader of the frontiersmen rallies off their shock. They then load and return fire at the regulars by the barn.
Lieutenant Campbell's men lose one man and suffer two points of shock. These particular rebel skirmishers have proven to be the most effective unit for the Americans, but they can only do what skirmishers do best - harass and inflict the odd casualty. I fear that won't be enough to turn the tide today.
Captain Winston-Smythe's men are loaded and presented and he has them maintain their impressive rate of fire, unleashing yet another controlled volley at the Continentals.
Another two men are lost from the group of Continentals with Major Morris and suffering more shock they are forced into another involuntary withdrawal, this time it's 6". While American force morale remains unchanged their prospects for the outcome of this fight have clearly taken a turn for the worst.
The British volley also killed one of the group of Continentals at the fence.
American Command Card drawn (British:0 American:2)
In a vain attempt to match the volume of British fire I use the two command cards for Sharp Practice with the group under the command of Sergeant Burns. They fire at the light infantry once again but this time they benefit from the cover and it has no effect.
The loyalists enter the first farmhouse ready to begin a thorough search. I doubt I'm going to be able to prevent them finding the arms cache.
Lieutenant Carroll's skirmishers are finally ready to return to the fight.
They make their way around to the other side of the farmhouse.
From there they open fire at the light infantry in the field.
The light bobs lose another man, reducing one of the groups to three men.
The Americans are picking off the redcoats here and there but Major Morris needs to try to gets his Continentals in a position where they can put up a more determined stand. He leaves the battered group he was with and moves up to the fence where he rallies shock.
He then orders the men to fire at the regulars in the field.
The prospect of holding off the British is looking remote but it's not quite over yet.
The fire has little effect other that to inflict a point of shock.
British Command Card drawn (British:1 American:0)
American Command Card drawn (British:1 American:1)
Lieutenant Parker-Edwards has both his groups of light infantry around him and he orders the group reduced to three men to fire at Burns and his Continentals.
They suffer two points of shock.
British Command Card drawn (British:2 American:1)
American Command Card drawn (British:2 American:2)
The two command cards are an opportunity for the Continentals with Morris to use Sharp Practice. They fire on the regulars in the field.
Tiffin Card drawn (British:2 American:0)
The first British command card is used to move the regulars with Major Petrie.
Turn 9
American Command Card drawn (British:0 American:1)
American Command Card drawn (British:0 American:2)
Lieutenant Campbell's men have had enough of the frontiersmen and decide to go at them with the bayonet.
The frontiersmen would receive them unloaded but they do have the protection of the fence, nonetheless I decide skirmishers are not there to stand toe-to-toe in fisticuffs with regulars. Best to evade, which they do with remarkable speed.
British Command Card drawn (British:1 American:3)
The loyalists discipline holds good and they resist the urge to loot the farmhouse and instead they set about conducting a thorough search for weapons.
When Sergeant Burns activates I decide to use all three command cards to boost his command initiative. He rallies all the shock on his group and moves them up to the fence alongside Major Morris.
It's a last and slightly desperate attempt to form a firing line at the fence.
The State Line have been completely ineffective, but they have had few options other than to move directly down the road in the face of the four pounder (and perhaps suffer the attentions of the dragoons in the process). They move across the road to join the other group. They may be able to form a good firing line at the rail fence with the frontiersmen, unfortunately it's not on the flank where the battle will be decided.
I fear that by the time they are ready to come into action all may be lost, but they will do what they can to shore up the left flank.
Major Morris rallies the shock from his group and has them fire at the regulars.
The group with Captain Winston-Smythe suffer a further two points of shock. It appears the American fire is doing too little, too late.
Lieutenant Carroll's militia skirmishers continue firing at the light infantry.
There are no casualties but the lights suffer two points of shock.
The State Line may have crossed the road and found the protection of the fence but they have not escaped the attention of the four pounder. The crew present and fire ball in their direction.
The frontiersmen climb over the fence, turn to face the enemy and reload.
British Command Card drawn (British:2 American:1)
The two command cards are another opportunity for Dave to use Sharp Practice and the regulars with Captain Winston-Smythe reload.
British Command Card drawn (British:1 American:1)
Tiffin card drawn (British:1 American:1)
Well that was perfect timing for Sharp Practice as the turn end allows the final British command card to be used to have Winston-Smythe's regulars unleash yet another controlled volley. Sergeant Burns' group is is struck by a hail of musket balls that strike down another two Continentals.
With time running out and a clear sign the British have gained the upper hand we decide to call it a day and a British victory. Dave set a terrific tempo to the British advance with the momentum only slowing to allow the regulars to unleash a rapid series of volleys from the ploughed field. To that the Americans had little to answer. Perhaps the rebels could hold out a bit longer and the State Line might possibly be able to influence events on the other flank, but with the combination of British speed and firepower it's hard to see how the Americans can stop them. With possession of the field the British will unearth the arms cache and make away with the cows. So that sees a British victory for the game and for the campaign.
That was very enjoyable, even if in the end my Americans were ultimately roughly handled by superior British firepower or their aggressive dragoons. Despite that, when the rebels could play to their strengths they were twice able to gain the upper hand. This was our first attempt at playing a campaign and credit to Dave for doing the vast majority of the design work. I think we've learned several useful lessons on how to approach it in future. As always scenario design is the key and there are a few tweaks we can make it improve how these could play out, but overall I think the campaign worked very well.
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Great stuff as always. Will we be seeing the campaign setting in the Lard Mag sometime soon?
ReplyDeleteThanks Doug, glad you enjoyed it. I think we will give it a review and a few tweaks but yes, too late for this year obviously but we'll submit it for next year.
DeleteGreat AAR as always.
ReplyDeleteThank you, it was enjoyable to write even if it was to report on my defeat LOL. Dave played a good game and I could reflect on that as I was writing it.
DeleteCracking campaign, it’s a shame it had to come to an end.
ReplyDeleteI think you’re absolutely right about not liking the punishment but it feeling right. That game did seem to have an authentic feel to it - real life is seldom fair. This is why campaigns are the way to go, just like in the real war winning most of the battles won’t necessarily win you the war.
Thanks Rob. I thought Dave made very good use of the options available to the British and produced a series of quick volleys straight out of the drill manual. I think it's one of the things that has made SP get so much better for us, we're really learning to make the most of what the rules allow.
DeleteLoved reading these battle accounts, as always. Thank you and Merry Christmas
ReplyDeleteThank you Rich and a very merry Christmas and happy new year to you too.
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ReplyDeleteDelightful end to the campaign with overall victory hanging in the balance. I really enjoyed the SP2 reports. Thanks. Merry Christmas. 😀
Thanks Stew, it has taken us a while to really make the most of Sharp Practice and it's nuances but I really feel we've begun to make the most of what it can offer. Merry Christmas to you and the family, I'm sure you've got the excitement levels reaching fever pitch with the young ones.
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