After a bit of experimenting with possible alternates, I jotted down some brief rules notes and reset the table.
|Turn 2. One company of British skirmishers has been driven back by NY Riflemen and a chance card has halted the 104th but otherwise, things are going smoothly.|
The British were now deployed as 2 separate companies of skirmishers, 1 each of indians and sedentary militia skirmishers, a 6 pounder and the 5 company strong 104th Foot.
Each company was represented by 4 figures and could take 4 hits. For formed battalions, 1 company is removed for each 4 hits. Each company fights with 1 die except artillery which get 2. A unit taking hits equal to the number of stands left after applying hits checks morale. Isolated units need to roll to move.
|Near the end of the game. All is yet to play for but the British appear to have the upper hand.|
The Indians quickly crossed over the river and then refused to move for most of the rest of the game until finally they rushed forward, took 1 hit and fled back into the woods. Between control checks, 1 shot and a morale test they managed 10 x 1's and 2's out of 11 die rolls!
The British skirmishers eventually managed to gang up on the riflemen and see them off while the gun and militia slowly picked off the garrison until they could take no more and on turn 14 they decamped.
That left the clash of the regulars, 4 companies vs 5. At this point, I'd like to launch an official complaint. In both games I used the same dice for both sides and in both games the smaller American force outshot the British one! Hrmmph!
Anyway as the two forces battled it out the larger size of the British battalion kept it in the fight but then about turn 13, the 104th appeared to reel under a particularly heavy US volley so Col. St. George pushed forward into the ranks, took a deep breathe and was shot from the saddle. The 104th didn't retreat but they refused to move forward and occupy the empty blockhouse. Leaving General Wavey the chance to re-occupy with the brave but battered regulars on the last turn of the game thus saving the day for American honour.
Same scenario, roughly the same small forces but this time instead of a slow, 2 hour game that was over on turn 10 of 15, I had a quick paced game lasting about 45 minutes with several turns of fortune and a squeeker of a last minute win.
It was the sort of game where one forgets to stop and take pictures.
The poor Brits though! Out of 15 Initiative cards there were 6 face cards drawn. Two red jacks allowing the US to freeze the 104th twice on their approach march, 2 jokers meaning there ended up only being 13 turns instead of 15, a black King allowing an American unit to both move and fire and a black Ace with a chance of Gen Wavey being hit by stray bullet which he survived. Bloody cards are almost as biased as the dice!
When I get the scribbled notes written up I will post them but there are figures to work on too!