Step one was to pick a period and a scenario to play. This could be as simple as two armies meeting in an empty field but I usually like to go for something more. I wanted something simple though so went with one of Neil Thomas's One Hour Wargames scenarios: "Melee". It is loosely inspired by Lundy's Lane (
which seemed appropriate for War of 1812 figures) and has two small forces clashing over a hill with reinforcements for both sides moving on.
Since I'm not using Thomas' rules, and am using a slightly larger table, I often tweak the forces to allow more figures on the table while maintaining the force ratios and ground covered. In this case I didn't feel the need to do so. I did roll on the suggested army chart but substituted light infantry for cavalry as more appropriate and I used my Square Brigadier rules.
The game begins with two British units on the objective with the US units just marching on. Both sides get reinforcements on set turns as the game progresses. It would be easy to tweak this to vary arrival times but as it turns out my normal rules handled that for me. To everyone's great surprise I chose to command the British and Canadian forces while running the Americans with the help of the dice.
Turn One. The initiative deck gave the US the first turn allowing the British to occupy the wood with light infantry. There was no firing and no need for more complex decisions.
Turn 2. The US went first again on the next turn but now they had an important choice to make: Swing left and attack the hill or move up the road and flank it? They know there are US reinforcements marching on a few turns behind them and that British reinforcements are also on the way. I decided to give each option an equal chance and the dice decided to swing left. The Canadian light troops in the wood opened fire with no appreciable effect.
Turn 3. On the next turn the initiative flipped allowing the British a double move in effect. The Canadian skirmishers scored two hits on the American riflemen and they chose to use the "Driven Back" rule to cancel one hit by falling back in disorder. I could, and maybe should, have rolled to confirm my choice but it seemed an obvious one so early in the game, especially since they were moving second and would be able to rally before the British could go again.
The first British reinforcement marched on and the American infantry deployed ready to attack the hill.
Turn 4. Once again the initiative flipped. The rest of the American forces marched on, the riflemen moved back into range and the left advanced towards the hill. Marching the column straight up the road seemed useful but a bit rash so I rolled: 5,6 full speed ahead, 1-4 deploy into line along the edge preparatory to an advance. A 6 came up and on they came! In response the British artillery deployed and opened fire while the infantry deployed in support.
On Turn 5 a Joker came up indicating that the turn was over with neither side acting this turn.
Turn 6. The initiative stayed with the Americans. The new arrivals deployed into line across the road and the riflemen took careful aim and opened fire getting a hit. Then came the big question: "
Charge up the hill or move into position for a 2:1 firefight?" The firefight was the safer option but risked having British reinforcements come up before the issue was decided. I decided that a score of 1-4 would mean play it safe while 5-6 would mean charging uphill without preparation. Up popped a 5 so it was "I'll try Sir!" as Colonel Miller said on the day.
The supporting unit helped bring the uphill charge to even odds. The British rolled low, the US rolled high, and they took the hill.
On the British half of the turn, the last British units marched on and the battle began in earnest. That, however, is for the next post.
For anyone who isn't already a solo wargamer or is just starting, I highly recommend reading through some of the comments on the previous posts by various experienced solo wargamers.