| The field, with hill and a forest made from Peter Dennis' "crosstrees." |


Left: Turn 1: Both sides move, French guns miss at 18". Right: Turn 2: Both sides move; British infantry pivot to give their battery clearance. It misses, but the French guns score a hit and kill two Highlanders.
| British battery is at canister range, but has moved and failed to fire. |
| Turn 5: Lines not quite in long-range for musketry (3"). French gunners kill three more Highlanders. |
| British battery fires canister and kills seven of Roth's Regiment. One base of British infantry also fires and kills two more. |
It is only whilst examining this photos I realize some of the infantry bases are facing the wrong way. An occupational hazard with flats...!
| Turn 6: Canister kills 8 more Irish, reducing them under half strength. |
Would the charge go in? There aren't morale or break rules as such in Charge!, just reduced effectiveness once under half strength. Charges don't just stop, there's no "impetus" roll to push the attackers on. One possibility is if enough troops at the front are killed that the rest don't have the move to reach, but this wasn't so because they were in column. (That was deliberate, to get them through the killing-zone quicker!) I randomly decided they went in, so the guns are eliminated, but the unit must retreat next turn.
Left: Turn 6: Lots of volleys, even at half-casualties for long range, do a LOT of damage to both sides. Right: Turn 7: More carnage as the Irish retreat and Brits follow up. The Highlanders are reduced to half-strength as Roth's Regt skedaddle.Turn 8: All four regiments on the left, both sides, are now understrength. Since they'd all have to retreat, leaving two guns and shot-up Ecossais facing a near-full-strength redcoat regiment, I think both would withdraw. The armies have battered each other to a standstill, but the French (briefly) carried the guns, so they have honours.
Casualties (out of 136 men a side):
Roth: 17. Dillon: 16. Bulkeley: 18. Ecossai: 13. 64 total.
Blue: 18. Yellow: 17. White: 6. Highlanders: 22. Guns: 8. 71 total.
A very bloody game, and no one even crossed bayonets!
Quick, easy, and fun, though. I remember why I loved these rules when I first read them all those years ago.
Three takeaways:
- Play a proper scenario rather than a straight-up fight. The 1760 And All That blog suggests using One Hour Wargames by Neil Thomas.
- Reduce the possible casualties from fire. Even long-range musketry is pretty powerful. The versions on Keith Flint's blog roll one die per two- or four-man stand, and on a 5 or 6 one opponent is hit (or a 6 at long range). This seems workable. Perhaps a die for every eight-man stand, and on a 1 or 2, that many enemy are hit?
- Modify the morale rules. At the least, a general joining an understrength unit should perhaps be able to keep it in the fight. Another possibility is a method from Charles S. Grant's War Game - morale fails on a 1 on a D6, with -1 to the roll for every 10% casualties.




Your display looks good, Jennifer. I have had the same problem when playing with WoFun figures when playing from above. That is, I invariably have some stands facing the wrong way! My sharp-eyed opponent with often give me a look and turn the figures about for me. My old eyes are not as sharp as they once were.
ReplyDeletePart of the problem, as noted, is that Irish and British troops apparently carried their muskets on opposite shoulders. (The French, oddly, carry theirs on the same shoulder as the Brits.) When I remember to check I use that to make sure all infantry at least are facing the same way, but it doesn't work here.
DeleteIs it a truism of all/many older sets of rules that the effect of artillery needs reducing?!
ReplyDeleteYou have quite a collection now Jennifer. I'd love to see some more low-down, close-up photos of them 'in action'.
Regards, James
I'll try to take better ones. The collection is certainly large enough now to not fit on the table!
Delete