Wednesday, November 10, 2010

Battle of Hubleyton

An artists conception of the battle getting various details wrong of course

This is a layout for a Hearts of Tin 40mm AWI (Acadian War of Independence) scenario scheduled for Saturday. (The so called Acadian Rebellion has been raging sporadically (!?) for about 5 years in 3 scales (54mm then 1/72nd & 40mm) and after 9 or 10 games, the British have yet to claim a victory but they have not given up their attempts to reimpose tyranny on the free folk of Nova Scotia.)

The scenario in hand is based loosely (very loosely) on the Battle of Bennington in 1777. The terrain, taken from 3 conflicting maps,  has been greatly simplified, and bits shifted about to fit on table or left out and lots of pesky trees eliminated.

The orders of battle have been modified  to suit what troops are hoped to be on hand and the arrival times of Breyman's and Warner's forces advanced to make a multi-player game more interesting for all. (Both side's reinforcements had actually showed up after the 1st battle was over, leading to a 2nd engagement on the same day ). The actual OB will be adjusted to accomodate what troops and which players do show up  with a some War of 1812 militia and Indians being called on if necessary.

Initial British Forces:

On the hill defending the Dragoon Redoubt.
Col Garrie. (Army General, 1 ADC)
Royal Marines Veteran Infantry with musket (7 companies)
York Rangers: Elite Light Infantry sharpshooters with musket (2 companies)
Gun. 1 field gun.

At the ford.
Col. Martin (Brigadier, 1 ADC)
Canadian Volunteers 2 companies of Militia Light Infantry w muskets (in houses)
Loyalists: Infantry with musket (3 companies)
Umpteenth Foot Veteran Infantry with musket (7 companies) 

In the woods.
Capt. Lawrence (Brigadier, no ADC)
Indians: Irregular Light Infantry with Musket (3 bands of 2 companies each).

Reinforcments.  (Arrive when the score of 1 die is less than the turn number)
Col. George (Brigadier, 1 ADC)
Jaegers: 2 companies rifles, sharpshooters
British Grenadiers Elite Infantry with musket (4 companies)
Hessian Grenadiers: 4 companies Elite Infantry
Field Gun (1 company)

Rebel Forces
The Rebels start with 3 Brigades and must deploy at least 1 at each of their entry points.

Gen. Jefferies. (General  2 ADC)
under his direct command.
Jeff's Regiment Infantry with muskets (5 companies)
Gary's Regiment Infantry with muskets (6 companies)
Annapolis Regiment Militia Infantry with Muskets (5 companies)

Colonel Edwards (Brigadier 1ADC)
Annapolis Rifles Militia Light Infantry sharpshooters with rifles (2 companies)
Capt Morgan's Rangers Militia Light Infantry sharpshooters with rifles (2 companies)
Volunteers Militia Light Infantry with muskets (2 companies)

Colonel Roberts (Brigadier 1 ADC)
2nd Hants Regt. Infantry with musket (5 companies)
Pennsyvania Regiment Infantry with musket (5 companies)
Newport Regiment Militia Infantry with muskets (5 companies)

Reinforcements (Arrive at A when the score of 1 die is less than the turn number)
Col. Ross (Brigadier, 1 ADC)
Belmont Blues Veteran Infantry with muskets (5 companies)
2nd Canadian Infantry with muskets (5 companies)
1st Avalon Militia Infantry with musket (5 companies)

The Rebel goal is to force the British to retreat by shaking all of their brigades.
The British goal is to avoid being forced to retreat. If they can hang onto the corral full of cattle and horses as well then it is a major win.

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