I swear I wasn't procrastinating. At least this time. Really. I've had vertigo for a week now, so jumping up and down from the computer and leaning over a table were pretty counterproductive. I've got some medication and exercises for it now, so let's see how long this takes me to write.
As a reminder, we used the D3 Jacobite rules from Gridbased Gaming But Not Always. My theory was that, because the rules are a page long, the game would go quickly. In practice, it took around a week. I was lucky to have a very patient opponent! Fellow Paperboys enthusiast George Bisset was even happy to take the clearly disadvantaged Jacobites. As we played remotely, I sent photos of my table and we exchanged moves on Facebook Messenger.
Each unit is represented by two infantry or cavalry bases or one artillery base; each unit has 8 hit points.
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Opening positions. Government in two lines with guns in the front rank; cavalry and a mortar on the flanks. Jacobites in three lines with cavalry to the fore and three guns to the left. |
Turn 1: George started off by charging towards my guns with his cavalry - one unit in each direction. His infantry. Once I remembered the Highlanders would outdistance the one French regiment (represented by Ecossais), he decided to hold them back as artillery guards. His guns all targeted my rightmost dragoon regiment and did a whopping five hits - George's response was "NOW THAT'S SHOOTIN!"
I held fast and swept my cavalry in from the flanks:
My infantry were still out of range (6") so my guns plinked away for a few hits on one cavalry unit, one highlander unit, and one gun.
Turn 2: Communication was a bit confused at this point - because I moved the highlanders 4.5 inches they were smack on the line between squares, which took a little explanation. In practice my photography seemed useful, and comments like "your infantry are a move and a half off, and your cav in range to charge this turn" got across well enough.
George charged my batteries and spread his infantry out a little, with his rear flank units attempting to extend the line.
The Jacobite guns managed to wipe out one of my dragoon regiments, while the cavalry charges were highly successful; between charging bonuses and the vulnerability of guns (which take double hits in CC) they knocked out my two outer guns.
My own moves in response were a bit complex. The Household Cav on my left moved forward and around the Jacobite flank - one struck George's cavalry in the flank, and one charged the infantry unit George had moved to extend his line. On the right, my dragoons did exactly the same thing. My Guards regiments fired a volley, to little effect despite having a "first volley" bonus. One charged Highlander unit broke and retreated towards the built-up areas on its start line. The other units took serious damage, but not enough to wipe them out.
The "ongoing" combats were more worrisome. The rules-as-written do not cover ongoing combats or the fighting scores of units that can't charge. After a little thought, and with George's agreement, I made two decisions:
- Units that cannot charge do their normal firing damage in melee.
- In the second and later turns of a combat, all rolls are at -1. (Remember we're rolling D3s, so this is pretty significant.)
It seemed to work, especially for the gun crews who wouldn't be very effective in melee.
Next, I realized that if units can only attack one opponent - and splitting attacks isn't that useful when you only have D3 to work with - George would have to make a choice.
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| Fight my guns but be flanked by my cavalry... |
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| Or fight the cavalry but unmask my guns. |
Fortunately for him, I then remembered it was his turn, so his infantry could simply charge the gun!
Turn 3: George's units simply moved forward, his front line charging my Guards front line. By now, as he pointed out, this was effectively a solo game, and if I'd felt healthier and run the turns faster it certainly could have been. I lost a third gun to the infantry charge, while my Guards regiments held. Morale in these rules is simply a 2d6 roll against the number of hits taken, and since at this stage my engaged units had 3 or 4 hits, it was difficult for them to roll under and thus break - though I had at least three rolls right on the number! I rallied off most of the hits on my Guard, which meant we'd both used all our "morale" rolls up - three apiece assumed to be from commanders rallying the unit, returning lost HP. In my own turn, I rolled a lot of threes on D3, but without doing enough damage to break my opponents (in part due to the -1 penalty for ongoing combat) so the fights went on.
Since only highlanders and cavalry may charge, my militia could only stand and fire rather than advance into the gaps in the line.
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Only 2 has a clear line of sight here - I assume despite the 45-degree LOS that Militia 1 and 3 can't fire into melee. |
Turn 4: George's units either moved forward or continued to battle mine, while his guns shot at their only target - my mortar on the hill. None of my units broke, but they all took enough damage that many would go away next turn. I fought back; flanking helped me destroy three of his units, though this put my victorious dragoons again in the sights of George's guns.
One of George's units broke - into the back of my cavalry, which was sweeping around his flank. Here was another grey area in the rules. Had the cavalry been facing him, I'd have ruled George's infantry destroyed; had the infantry been unbroken, it would have charged into George. Neither seemed to match the events, so instead I had the broken regiment angle around.
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The situation on my right - victorious dragoons with a battery of guns just staring at them. |
Turn 5: Despite some gleaming opportunities to hurt my cav, George decided to be characterful and retreat instead. Granted, he would then have been countercharged by my infantry, but at this point I think he was a bit worried by my Cannae-like flanking attempt.
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Half a highlander square. One useful thing that prevents easy flanking is that a charging unit may only change facing once. |
Another of my dragoon regiments was destroyed by fire. In my turn, my cavalry charged his highlanders, while my infantry lines started to move forward across the field.
Turn 6: Another thing for which there aren't rules; withdrawing from combat. I'm used to Warhammer games, where melee continues interminably unless one side or the other fails a morale test - rules for voluntary breaking are rare. In our case, we just allowed it - since only one side fights in a round, it seemed punishment enough that George's retreating units could not do damage to mine. On the other hand, his guns could still fire. At this point I turned to solo work - with George's permission, we just retreated his units, breaking and otherwise, towards the built-up-areas on his table edge. By the end of Turn 7, his survivors had made it to this line, and mine were halfway up the board. At least this is not a Culloden-like defeat for the rebels, who reasonably can wait until dark and slip away from their defensive position.
Casualties: (All units began with 8 HP, those listed are hits lost rather than remaining)
Jacobite: (Units 1-2 cavalry, unit 9 Ecossais, all other units Highlander)
- Gun 1 - 2 hit
- Unit 1 - destroyed
- Unit 2 - 6 hits
- Unit 3 - 6 hits
- Unit 4 - 7 hits
- Unit 5 - 4 hits
- Unit 6 - destroyed
- Unit 7 - 4 hits
- Unit 8 - destroyed
- Unit 9 - 3 hits
- Unit 10 - 7 hits
Government casualties:
- Gun 1 - destroyed
- Gun 2 - destroyed
- Gun 4 - destroyed
- Gun 5 - 7 hits
- Household Cav 1 - 2 hits
- Household Cav 2 - 3 hits
- Household Cav 3 - 4 hits
- Dragoon 1 - 1 hit
- Dragoon 2 - destroyed
- Dragoon 3 - routed off table.
- Guard 1 - 4 hits
- Guard 2 - 2 hits
- Guard 3 - 3 hits
So the Government actually lost more units - particularly guns, though in context the guns if not the crews would be recovered. George's side had nearly all units still alive but many had taken debilitating casualties and could have been destroyed if we continued in the open field. Of 104 hit points in his army, George lost 63, while of 176, I lost 66. My back line, except for one militia unit, never saw action.
George's reaction to the rules and the game was favorable.
Me: I think the Scots came out of it pretty well - with a little luck and a willing sacrifice at the end they could have done serious damage to the Brits. At least to the cavalry, thus avoiding a pursuit...
He: I had the impression we were starting to get the worst of it, hence the withdrawal, which worked fairly well.my original plan was to form on the buas and hope you'd attack, and also look for a weak flank. if I had to attack I was surprised to find you so forward on turn one and decided to close right away.
Me: I mostly figured the Brits would be - parading on the parade ground. I also ran quickly out of room for the units. In hindsight, I could certainly have attacked, what with outnumbering.
Issues to think about before the next time I try these short-but-sweet rules:
- Auto-destruction if breaking but trapped?
- What roll to hit during protracted combat?
- Leaving combat voluntarily?
End result - Bonnie Prince Charlie loses the Battle of Finchley Common, but manages to retreat safely with the survivors. Will he make it back to Scotland with Cumberland's and Wade's armies between him and home? Probably not, but might be an interesting skirmish down the road.
Despite the delays, George was very complimentary and offered to be my victim opponent in future remote games. Thanks to everyone who's followed this desultory little campaign.
And happy New Year!