No, not Trenton (though I've done that in the past, and might next week at work), but a repeat of Prestonpans. While I feel the Charge! version was a mess, there's another reason for a simpler game - more units on the table. With Stephen Simpson's rules, a regiment just needs a couple bases and one or two casualty figures, and this way I can field the number of units recommended in the Black Powder supplement and fit them on my table. I tried Simpson's '45 scenarios (from Wargames Illustrated 134) last year shortly before starting this blog, and was very pleased with them. The blog title image is from my runthrough of Culloden.
Unfortunately, Simpson's rules use D8 and D10 dice, and virtually all my RPG dice have been turned over to the Dungeons & Dragons group at work. But I found a variant of Simpson in MWAN 98, written by Prior Aelred Glidden, which uses only D6s. It was apparently inspired by a review of Simpson's rules by Wally Simon, and if anyone can tell me where that review is I'd be obliged. I like Wally's writing very much, and I'm interested to know what he thought.
The above is Simpson's simple Prestonpans scenario from WI 134 - an empty field with five regiments on each side. The British units are all "below average;" ie, they will rout after one morale failure. According to the Black Powder scenario and my successful 'Rising rolls, there will be twice as many units available:
Government:
- Five infantry battalions (White, blue, yellow, green facings and Hessians)
- Two dragoon regiments
- Three guns
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| British army, with supplemental cat butt. |
I'll count all of these, except the Hessians, as three-base units - under Glidden's rules, they will rout after one morale failure. But at least there are more of them, including guns, so it might not be as bad as it looks.
Rebels:
- Eight Highland clans (all with four bases, or average strength)
- Two dragoon squadrons (I'll count these as a single regiment with, like the British, three bases to represent its small size.)
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| Left. |
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| Center. |
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| Right. |
Two thirds of the Scots will start 14" from the British - ie, one move out of musketry range. The rest of the units will be 19" away, or two moves.
The British formation will be classic, infantry in the center interspersed with guns, cavalry on the flanks. Glidden's version of the rules includes brigade commanders, who provide bonuses to rally attempts (but can be killed in the process, so let's not have Charlie do any of this!). The Brits get one commander, Cope, and the Scots get four - Charles as CinC, Murray, Perth and Nairne.
To save table space, I started the game immediately after the first Scottish move, at which point the two left-hand brigades are in musketry range and the third will have to move again first. This will allow the British a round of shooting before the Highland charge of ten inches next turn. The Scots are advancing (hence their generals in front of the units) and the British are holding their ground (Cope next to, rather than before or behind, his line).
Turn 1: Firing
- All Scottish fire misses (Highlanders have -1, so needed sixes).
- Three Highland regiments are hit. Two, rallied by their commanders, take no effect, but one loses a base. It may continue, but one more loss and it will break.
- A British dragoon regiment charges, but fails to hit despite +2 to the roll (+1 for first round of melee, +1 for cavalry charging infantry.
Turn 2: Highland charge!
- Four of the five clans in range of Cope's line pass their rolls to charge (requiring the number of unit bases or better). The last may still move forward, but not contact.
- One dragoon regiment takes musketry and breaks off the board.
- The second continues its combat with the Highlanders, who lose a base but do not break.
- The white foot regiment loses a base and breaks.
- The rebel dragoons take casualties from a Hessian volley and break.
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| Right moves up, with cavalry flanking. |
Turn 3: Hand-to-hand struggle
- Two more clans get into the fight, which is however inconclusive until...
- General Cope is killed while trying to rally one of his regiments!
- His army checks as one and ... holds on. Boring!
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| Battle in the center. |
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| Hessians and gunners hold out on the right. |
Turn 4: The final push?
No, not really, though...
- One gun is eliminated and presumably captured.
- Two clans are decimated and driven back.
Turn 5: The grind
- One of the retreating clans reforms.
- The Hessians, after holding the British left flank all alone for ages, are overwhelmed and retreat from the board.
- One of the British guns, cleared to fire, fails to run off the increasingly unhappy clan in front of it.
- On the British right, a regiment swings into the combat on its right but despite the +2 roll, fails to hurt its opponent.
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British right flank. The battle threatens to turn into a swinging door as both rights outflank! |
Turn 6: Maneuvering for advantage
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| The Scottish right, ready to sweep down the field. |
Turn 7: Collapse imminent?
- Units on both British flanks break.
- One reduced clan does its best to keep the remaining dragoons busy, charging and retreating.
Turn 8:
- Yellow-faced regiment takes casualties and breaks.
- The Scottish right reforms into column with intent to cut off the British line of retreat.
- The dragoons turn about and charge into the Highlanders pushing back their infantry. Only the Scottish brigadier manages to keep them in the fight.
Turn 9:
- Last gun eliminated.
- The Scottish right has marched to the center.
Turn 10:
- The last two British regiments (blue-faced and dragoons) take casualties and break. End game, at last!
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| Outflanked. |
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| The scrum! |
That really should have ended earlier - like right after the Government commander was killed. Perhaps I should have repeated the army-wide morale check? There isn't a flanking rule, either, and it's pretty hard to outnumber in melee. A little free kriegspiel might have been useful here. I'm not entirely satisfied with Glidden's rules, mostly because of the morale check, which is random and a roll of 1 or 2 always keeps a unit in the fight. In Simpson's original rules, to-hit and morale are combined. I think I'll return to them for future games, but under the circumstances this still went much better (and quicker) than Charge!
Now for the Black Powder campaign recovery table. One British dragoon unit left the table without suffering casualties, while the Hessians took casualties before leaving the table and all other regiments were destroyed. Also, the Scots captured three guns.
Their recovery roll is 3. Units destroyed are lost, but those that left the table without taking casualties first (remember, as Poor units they can only take a single "casualty") are restored. That's one dragoon regiment and the Hessians who escape to join Wade south of the border.
On the Scottish side, one Highland regiment and the dragoons were destroyed, and three Highland regiments took casualties.
Scots roll a 6 on the recovery table - that allows them to restore the damaged units to full strength, get half the destroyed units back (I'll take the Highlanders), and upgrade two units. That enables me to make two of the Highland regiments elite - ie, they now get three hit points.
They also get to roll on a Jacobite Victory Table: 6 again! D3 Highland regiments join my cause - and I roll a 1. Ah, well. I now have nine Highland regiments and three guns to advance on England with. See you next time!