I recently read a Facebook review of Disaster on the Spanish Main by Craig S. Chapman, about the British attempt to capture Cartagena in 1741. I'm reading the ebook now with my Hoopla library account, and it's stoking my interest in the period. Since I haven't yet tried an "expedition" in my solo try of Over the Hills and Far Away (also set in the 1740s) I find it useful inspiration. So instead of rolling for the type of expedition, I'll choose it from the table - West Indies, Raid on an Enemy Island.
A historical point of this campaign is that it was the first large-scale deployment of American troops overseas. Some 3,600 colonials were enlisted for the campaign, and two relations of George Washington were present - his half-brother (an officer in the regiment) and his wife's uncle (captain of a ship). Because the regiment, including officers, was raised in the colonies, this could make for an interesting variant of
Over the Hills, with less wealth and position. Other expedition members of future fame included Edward Boscawen and James Murray.
An unusual tactic is mentioned I haven't heard of before - Street Firing. This seems to be a version of move-and-fire tactics designed for 18th-century formations, and was used in close ground like cities. Even for healthy, fully-trained troops it looks a bit impracticable, and the British did not have those:
The night landing assault on the Varadero and Abanicos batteries by sailors and American marines on March 19, 1741 would be interesting fodder for a scenario, perhaps using the jungle-fighting rules in my last post. The rules in Over the Hills, however, replicate the stereotype of period warfare. Another possibility for a scenario, that I think I'll try, is a delaying action:
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| According to Google Maps, there is now a Burger King at the site. |
I randomly decide when during the next six months of my "campaign" the expedition will start, and end up with the first month. That's not good. One month sea voyage each way. Let's make it two, given the actual delay. At least I haven't any improved skills to lose. In the actual campaign there was so much delay that a sizeable fraction of the force died or sickened before they made it to South America - in some cases before they even left port. The enemy is also assumed to be militia, of half to one-and-a-half the force's size, and given the actual events I'm inclined to lean towards the upper end of that range.
All four regiments go to sea. I assume that each (except mine) has improved somewhere - one each in Drill, Musketry and Effectiveness. The Drill is lost when I roll a one for retaining it after a month spent idling aboard ship. Like the original, this is not a well-planned expedition!
I haven't got any Spanish Paperboys yet - at present they're only available for 1809. But the Irish Brigade should work for antagonists in a pinch, as there was a Spanish one. Both sides were weakened by hunger and disease, but the Hispano-Irish might be dug in which should be a significant challenge for my eager rookies.
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| Left to right: Roth, Dillon and Bulkeley. |
Facing them are three British regiments, reduced to three bases (6-7 companies) by disease and detachment to the Navy. In the event, the navy commander, Vernon, seemed to regard the troops as extra sailors and Marines, and refused to land most of them!
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| 12th, 8th and 4th Regiments (4th at the right in the place of honour) |
Now, I am assuming that the men have been on land for at least a month, trying to siege the place, which means I can roll for improved Effectiveness even when not in combat. The 4th Regiment (not mine) manages to improve theirs with a roll of 6. I'll also randomize the enemy - each gets to roll 3d6 and on a 6, will improve one of their stats. Everyone, being reduced to three bases by the stress of the campaign, has six or seven companies, randomly selected:
End result: Roth (7 companies, +1 Drill), Dillon (7 companies) and Bulkeley (6 companies, +1 Drill) face off against the 4th (+1 Effectiveness), 8th and 12th (all with 7 companies). My own regiment is the 8th.
Distance and movement are handwaved in these rules; the key to battle is impetus, and even musketry doesn't do much damage - its real effect is against morale. The troops start 18" apart, and I leave out the bombardment phase for this game.
Left: The eastern approach to Cartagena. Right: A convent overlooking the beach.
The approach phase requires regiments to arrive at the opposing line in good order - their Effectiveness and Drill determine this.
Each regiment first rolls d6+Effectiveness - on all 7s we arrive at the Spanish line simultaneously for a Shock Bonus. Well, that ain't gonna happen because only one regiment even has any Effectiveness! (What were their Lordships thinking...?) Next, we roll D6+(Difference between opposing average Drill). So, D6 - .666, and we need, again, 7s. Guess we don't get a Shock bonus either. On to Close Assault!
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| The moment of decision. |
Close Assault is basically walking through opposing Musketry and cannon fire. You'd think there'd be guns on the hill, but in the actual battle the American troops to the flank carried it, so it's just there.
But the Irish have no Musketry bonuses, so my lads take no serious casualties. Next, work out overall effect of Close Assault:
4th Regiment vs. Bulkeley: D10+1 for Colonel Conspicuously Leading and +1 for difference in Effectiveness, vs. D10 +2 for field defences + 1/2 difference in Drill (.5): 4th gets 7, Dillon 3.5.
8th Regiment vs. Dillon: D10+1 for Colonel leading vs. D10+2 for defences: I get 8, Bulkeley gets 12. (Ulp!)
12th Regiment vs. Roth: D10 (I randomly decided the Colonel doesn't want to get shot today) vs D10+2: totals of 5 vs. 9.
Conspicuous Leaders roll for risk, but I'm not sure what the roll would be. I'll try a D10, with 1 meaning severe injury. Not quite death, because this is an RPG after all...
Crap. I rolled a 1!
With -4 on the Combat Results Table, the 8th and 12th are "driven off," while the 4th forces Dillon out of their entrenchments. All regiments have taken two "TP" (not sure what this stands for, but appears to be a measure of exhaustion) and the 8th and 12th one Kill apiece (half a company in casualties). The Hiberno-Spanish take 2TP apiece.
We could attack again... but would we? Sir Quartus Smith, our Brigadier, has been victorious, but two of his regiments have had a bad morning and one colonel (me!) is down. We have signally failed to take the position.
I think we'll cut our losses and return to camp, thence to catch malaria, yellow jack, and dysentery while we rail at the unsupportive Navy who could have been bombarding those Spanish trenches!
For the heck of it, I'll roll on the Dark Heresy tables for location and nature of wound. I randomly choose Impact Damage to my Head, and roll 1d5 on the Crit table. 5! I am Stunned, Staggered, Fatigued, and have lost 1 point of Intelligence (which, given the typical average and maximum in Dark Heresy, is 2-3%.) Luckily, my officers lead me stumbling away, but I imagine my troops are demoralized by their CO's temporary inability to speak or remember their names. I'll let my Lieutenant-Colonel go ahead next time!
Another month is spent loitering painfully in the swamp, before we take ship and limp home. We've got no guts ('cos we're puking them up), and no glory either.
While it was largely Free-Kriegspiel, I feel this was a fair simulation of a poorly-managed 18th-century expedition. What do you think?