The Proving Grounds - Battle Report

Introduction
As my first post to this blog, I thought it would be best to hit the ground running with a battle report. This is a fictional engagement between American and British forces sometime in an early 19th century North American setting using a homebrew version of The Portable Napoleonic Wargame brigade-level rules by Bob Cordery. I've posted my homebrew version of the rules here. My miniatures for this battle are replacement Risk! figures procured from Amazon. I've mostly finished painting up the infantry, but the cavalry, artillery and commanders have yet to receive proper uniforms.

The Map

This is a 9x9 square grid map using 2" painted wooden tiles. The woods are store-bought miniature trees based on 1" wooden bases with clay. The hills are just additional tiles laid on top of the base layer. The cottage is from the Lilliput Lane line of miniature English cottages. I've collected quite a few of these over the years and though it is a bit large for the map, I like the look of it. 

An easy-to-read version

The actual tabletop

The Armies

The British (EP = 9)
  • Brigadier General Sir Frances Brimsey 
    • (Commander - 6 SP)
  • 34th Regiment of Foot 
    • (Line Infantry - 4 SP - Average)
  • 21st Regiment of Foot 
    • (Line Infantry - 4 SP - Average)
  • 9th (Prince's Own) Regiment of Foot 
    • (Line Infantry - 4 SP - Elite)
  • 63rd Regiment of Foot
    • (Line Infantry - 4 SP - Average)
  • Captain Musgrave's Company, Royal Artillery
    • (Artillery - 2 SP - Average)
  • 5th Regiment of Horse
    • (Cavalry - 3 SP - Average)
The Americans (EP = 9)
  • Brigadier General Elbert "The Wildcat" Leeper
    • (Commander - 8 SP)
  • 6th Infantry Regiment
    • (Line Infantry - 4 SP - Average)
  • 1st Maryland Volunteers
    • (Line Infantry - 3 SP - Average)
  • 2nd Infantry Regiment
    • (Line Infantry - 4 SP - Average)
  • Captain Baird's Kentucky Rifles
    • (Riflemen - 4 SP - Elite)
  • Bush Creek Mounted Volunteers
    • (Cavalry - 3 SP - Poor)

The Situation

The British are back to thwart the independence of the freshly formed United States of America. After sacking the capitol and heartily defeating the American army, a brigade of The King's troops under General Sir Frances Brimsey is sent to secure the ferry crossing over the Susquehanna River on the road to Baltimore in order to cut the Americans off. This is Brimsey's first campaign.

Several miles from the ferry, British scouts report to Brimsey that a brigade-sized rearguard has taken position near a farmhouse and on a small hill overlooking the road. This small rearguard is led by none other than General Elbert "The Wildcat" Leeper, a veteran of the War for Independence and a skilled leader. Leeper has been ordered to hold this position until the rest of the American army arrives at the Susquehanna ferry about 6 miles down the road.

Leeper has placed his Kentucky Rifles under Captain George Baird in the woods near the western road. In a slightly curving line from the hill over to the farmhouse is Leeper's line infantry regiments, consisting of both volunteer and veteran infantry. In reserve are the Bush Creek Mounted Volunteers, a ragtag assortment of horsemen. Leeper himself is stationed in the farmhouse.

The initial positions of Leeper's rearguard brigade

Turn 1

As there is no artillery yet on the field, we move to initiative. The Americans are first, but as there are no British yet on the field, the Americans do not act.

Captain Baird's Kentucky Rifles watch the western road closely
from the cover of the trees.

Leeper's line infantry hold a strong position on the hill
overlooking the farmhouse and northern road.

The 34th Foot arrives on the road moving north and immediately moves off the road and towards the American positions on the hill. They are immediately followed by the 21st Foot, who move north along the road.

The 34th and 21st Foot arrive on the southern edge of the field.

The 34th and 21st take the field.

Turn 2

The Americans have the initiative heading into turn 2. The 2nd Infantry Regiment levels its muskets at the approaching British column and the first volley of the battle is delivered in disciplined fashion. Several brave lads of the 34th Foot drop, and the regiment takes 1 SP damage (in this version of the rules, units lose 1 SP automatically when hit) but continues the advance.
2nd Infantry rolls 2d6 + 1 (in line) + 1 (not moved) = 13. It's a hit!

34th Foot takes 1 SP damage immediately. They roll 1d6 for result = 5. They hold!

The Kentucky Rifles hear the musketry to their rear, but Captain Baird orders his eager mountain men to hold position lest they leave the brigade's right flank exposed.

Moving on to the British command. The 34th Foot forms into line facing the 2nd Infantry and swiftly delivers a volley to avenge their fallen comrades. Despite losses, the 2nd Infantry holds onto its position on the hill.

34th Foot rolls 2d6 + 1 (in line) = 8. It's a hit!

 2nd Infantry takes 1 SP damage immediately. They roll 1d6 for result = 5. They hold!

Meanwhile, the 21st Foot continues its advance north up the road to form on the 34th's right. Following swiftly behind is Captain Musgrave's artillery.

The 2nd IR and 34th FT clash while more British units arrive on the field.

The British form a line of battle while the artillery rattles
in behind them.

Turn 3

The Americans once again have the initiative moving into turn 3. Both sides have lost 1 SP and are in no danger of losing the will to fight.

General Leeper is not the sort of general to sit behind the lines poring over maps. Upon hearing the initial volleys, he jumps on his horse and is quickly riding up and down the line, encouraging his men. 

The 2nd Infantry pours another volley into the 34th Foot. Their fire is ferocious and the 34th's losses are mounting. They withdraw south.
2nd Infantry rolls 2d6 + 1 (in line) + 1 (not moved) = 10. It's a hit!

34th Foot takes 1 SP damage immediately. They roll 1d6 for result = 2. They fall back 1 grid area.

Will Captain Baird move his Kentucky Rifles to the sound of the guns? I decide to roll 1d6 to find out. On a 1-3 he will move to support, on a 4-6 he holds. The result = 2. Captain Baird leaves a picket or two to watch the western approach but moves the bulk of his command east towards the crossroads.

Moving on to the British command. General Brimsey gallops onto the field from the road as the Royal Artillery unlimbers. He immediately moves to support the 21st and cries "Pour it into them, lads—fire!" With gusto the 21st unleashes a volley of musketry into the 2nd Infantry. The 2nd have had enough, and seeing the artillery unlimbering to their front they start to waver. To the dismay and frustration of Leeper, they withdraw to the opposite slope.

21st Foot rolls 2d6 + 1 (in line) + 1 (not moved) = 11. It's a hit!

2nd Infantry takes 1 SP damage immediately. They roll 1d6 for result = 1. They fall back 1 grid area.  

Finally, the 9th (Prince's Own) Regiment of Foot arrives on the road marching steadily to fife and drum.

The fighting intensifies. The 34th falls back after a short engagement. The 2nd Infantry retreats off
the hill after receiving several furious volleys.

The Kentucky Rifles approach through the woods towards
the battle. The 2nd Infantry is forced off the hill. The British are
bringing up more numbers and bigger guns.

Turn 4

Both sides have lost 2 SP. Now that the Royal Artillery has deployed, we now will start the turn with some artillery fire. Captain Musgrave's Company of Royal Artillery loads round shot and lets loose at the 1st Maryland Volunteers. The shot roars over the Marylanders' heads and crashes into the woods beyond.

Royal Artillery rolls 2d6 + 2 (on flank) + 1 (direct) = 6. Miss!

The Americans roll initiative once again. The Kentucky Riflemen emerge from the trees. Captain Baird orders his marksmen to take aim at the artillery crews of Captain Musgrave. The artillerymen are stunned by the precision of the riflemen and retreat into a ditch on the side of the road. 

Kentucky Rifles rolls 2d6 + 1 (in line) = 9. It's a hit!

Royal Artillery takes 1 SP damage immediately. They roll 1d6 for result = 1. They fall back 1 grid area.

General Leeper rallies the 2nd Infantry and they retake their positions on the heights. At the same time, the 1st Maryland Volunteers, along with General Leeper, wheels right off the slope to face the 21st Foot. The 6th Infantry Regiment breaks ranks to take up position in the farmyard.

Moving on to the British command. The 34th Foot moves west to engage the Kentucky Rifles. The 9th Foot moves off the road and occupies the 34th's previous position. The 5th Regiment of Horse arrives on the road and moves into the wood on the right flank of the line. They are followed closely by the 63rd Foot, which waits in reserve. 

Seeing the Marylanders moving down off the hill and into range, the 21st Foot unleashes a volley. The Marylanders take some losses, but are bolstered by the presence of "The Wildcat" and hold.

21st Foot rolls 2d6 + 1 (in line) + 1 (not moved) = 8. It's a hit!

1st Maryland takes 1 SP damage immediately. They roll 1d6 + 1 (commander) for result = 6. They hold!

The Kentucky Rifles scare the Royal Artillery. The 9th and 63rd Foot regiments arrive on the field and join the battle line. The 5th Horse arrives and moves to shore up the right flank. The 1st Maryland advances and takes fire from the 21st Foot.

The battle develops as the main lines form.

Turn 5

Moving into turn 5, both sides have lost 3 SPs out of their Exhaustion Point of 9. There's more fighting to be done. Captain Musgrave's artillery has retired behind the main line, and so will not be firing this turn.

Once again, to both mine and the British's frustration, the Americans act first. Captain Baird's Rifles open fire on the 34th Foot on the British left. The well-aimed fire wreaks havoc on the British ranks. Officers in particular are choice targets. The 34th is once again pushed back having lost 3 of 4 SPs.

Kentucky Rifles rolls 2d6 + 1 (in line) + 1 (not moved) = 8. It's a hit!

34th Foot takes 1 SP damage immediately. They roll 1d6 for result = 3. They fall back 1 grid area!

The 2nd Infantry Regiment delivers a volley into the storied ranks of the Prince's Own 9th Regiment of Foot. The gaps are filled and the 9th holds fast.

2nd Infantry rolls 2d6 + 1 (in line) + 1 (not moved) = 10. It's a hit!

9th Foot takes 1 SP damage immediately. They roll 1d6 for result = 6. They hold!

The 1st Maryland dresses their ranks after their advance under fire. They deliver a volley into the ranks of the 21st Foot. Unfortunately, their fire is ineffective. "Steady my boys! Don't waste your powder!" cries General Leeper.

1st Maryland rolls 2d6 + 1 (in line) + 1 (not moved) = 5. Miss!

To their left, the 6th Infantry fires at will towards the 21st Foot. The 21st hold fast under the encouragement of General Brimsey.

6th Infantry rolls 2d6 + 1 (not moved) = 8. It's a hit!

21st Foot takes 1 SP damage immediately. They roll 1d6 + 1 (commander) for result = 6. They hold!

Moving on to the British command. Growing weary of the stubborn Americans of the 2nd Infantry on the hill, General Brimsey orders the elite 9th Foot to take the hill with the bayonet. The 9th surges forward with a loud "Huzzah!". The 2nd Infantry stands firm and meets the 9th with its own bayonets fixed. While the 2nd Infantry takes casualties and seems about to fall, it holds on. The last companies in the line are fighting to the last. 

9th Foot rolls 2d6 + 1 (infantry vs. infantry) = 9.
2nd Infantry rolls 2d6 + 1 (infantry vs. infantry) + 1 (uphill) = 5. 
The 9th Foot prevails!
2nd Infantry takes 1 SP damage immediately. They roll 1d6 for result = 4. They hold!

The Royal Artillery takes up position behind the charging 9th and prepares to shell the farmhouse. The 63rd Foot moves to the left of the 9th to support their advance. The 21st delivers a volley at the 6th Infantry in the farmyard. The infantrymen of the 6th duck behind henhouses and fences, and the volley is largely ineffective.

21st Foot rolls 2d6 + 2 (line, not moved) - 1 (target in cover) = 6. Miss!

General Brimsey moves to support the 9th's assault on the American flank. 

The 9th (Prince's Own) Regiment of Foot assaults the 2nd Infantry on the hill, but meet stiff resistance. The fresh 63rd Foot is maneuvered to the left to deal with the Kentucky Rifles. The 1st Maryland, 6th Infantry, and 21st Foot exchange volleys near the crossroads.

The 9th Foot assaults the hill with a "Huzzah!"

Turn 6

At the start of Turn 6th, the Americans have 5 SP remaining while the British only have 3 SP. Both armies reach their Exhaustion Point when they lose 9 SP. The British are taking losses without much gain, especially the 34th Foot, which is now being held in reserve unless needed.

We start turn 6th with artillery. Captain Musgrave's Company loads solid shot and fires at the 6th Infantry in the farmyard. A henhouse explodes in a shower of feathers, but no casualties are sustained by the 6th.

Royal Artillery rolls 2d6 + 1 (direct) - 1 (cover) = 8. Miss!

The British have the initiative! Now with the presence of the gallant General Brimsey, the 9th are eager to prove their mettle. They continue to push the attack against the 2nd Infantry, who are looking very ragged indeed. But looks can be deceiving! The 2nd Infantry has proven itself a second time against the elite foot. They hold fast!

9th Foot rolls 2d6 + 1 (infantry vs. infantry) = 5.
2nd Infantry rolls 2d6 + 1 (uphill) = 9.
The 2nd Infantry prevails!
9th Foot takes 1 SP damage immediately. They roll 1d6 for result = 5. They hold!

Meanwhile, the 63rd Regiment of Foot swings around the 9th's left and hurls itself at the Kentucky Rifleman, bayonets glinted in the sunlight. The Kentucky Riflemen are no match at close range with the bayonets of the 63rd. They take casualties, but are not forced from the field.

63rd Foot rolls 2d6 + 2 (infantry vs. rifles) = 9.
Kentucky Rifles rolls 2d6 = 6.
The 63rd Foot prevails!
Kentucky Rifles takes 1 SP damage immediately. They roll 1d6 for result = 3. They hold! 

The 21st continues its fire on the 1st Maryland Volunteers, but it's volleys are largely ineffective.

21st Foot rolls 2d6 + 2 (line, not moved) = 7. Miss!

Moving on to the American command. The Kentucky Rifles immediately retires into the woods and from the shelter of the trees, continues to harass the 63rd Foot. The 63rd continues to reform after their charge, but are taking casualties from the rifle fire.

Kentucky Rifles rolls 2d6 + 1 (in line) = 11. It's a hit!
63rd Foot takes 1 SP damage immediately. They roll 1d6 for result = 6. They hold!

In support of the 2nd Infantry the 1st Maryland fire obliquely at the 9th Foot. But the brave men of the 9th continue to push up the hill for a 3rd time!

1st Maryland rolls 2d6 + 2 (in line, not moved) = 7. Miss!

The 2nd Infantry decides to pull back along the crest of the hill. The 6th continues to pour fire into the ranks of the 21st Foot. Feeling very vulnerable standing in the road, the 21st Foot decides to withdraw down the road to the south.

6th Infantry rolls 2d6 + 2 (line, not moved) = 8. It's a hit!
21st Foot takes 1 SP damage immediately. They roll 1d6 for result = 2. They fall back 1 grid area!

Despite success on the left flank, the British right begins to look precarious.

The center of the field at the end of turn 6. The 9th Foot faces a daunting task!

Conclusion

At this point, the British had taken 9 SPs of damage, which set them at their Exhaustion Point. I was also at my exhaustion point as I had been simultaneously playing, creating the digital maps, and narrating and had quite lost track of time. With daylight long having faded, I decided to call it quits. 

With the withdrawal of the 21st south along the road, the 9th Foot was left without support for its advance up the hill. General Brimsey thought it wise to call off the assault before the Americans could swing around his right and cut off his rout of retreat. With the 9th (grumbling at their lost glory), 63rd, and 5th screening the withdrawal, General Brimsey's command left the field in good order. Sir Frances Brimsey is anxious at the reception that awaits him in the army headquarters.

On the hill, General Leeper and his men are jubilant. With loud cheers and hats waving, they hold their positions to allow the British to retire from the field. The Americans have performed very well. In particular the 2nd Infantry Regiment and 1st Maryland Volunteers. "The Wildcat" has earned another  victory to carry his moniker into the pages of history. With the British pursuit halted, the main American army will be able to reach and cross the Susquehanna.

Final Thoughts

I enjoyed this battle even more than I expected to. I think the main factor in this was writing the narration as I played. It was really exciting coming up with the small narrative details that accompany the numbers being rolled. I didn't expect this to be so rewarding. The units feel much more concrete in my mind when I take the time to imagine and write out what is happening on the field. I will definitely make this my primary method of play (though I might have to abridge it more for time's sake). I would encourage anyone who is wishing for more rewarding solo wargames to try out narration!

I realized after playing that I forgot to check whether the commander gets hit when a unit in the same grid area is hit. This really could have changed the outcome and narrative if either Leeper or Brimsey had been incapacitated. Oh well. I guess it's a natural part of battle reports to forget rules and stuff. There's probably other things I've forgotten as well.

I thought the homebrew system worked well. Maybe the musketry still hits too often? I may experiment with making it hit on a 9+ like artillery. I'm not sure. There were a few moments when I wondered whether or not the SP damage a unit had taken should affect its performance in close combat, firing, etc. At the end of the day, I think the system works excellently as designed because it can account for a variety of things (losses, fatigue, morale, unit training, etc.) and its really the narrative that drives why a 1 SP average unit holds up against a 4 SP elite unit.

That's all I can think of for now. I imagine if I have more thoughts, I'll make a blog post out of it. Thanks for reading! Please feel free to leave comments!

Comments

  1. Interesting read! I liked your battle maps, too.
    Cheers,
    Ion

    ReplyDelete
    Replies
    1. I like the whole thing, design, philosophy, look, everything. I'd like to send you a copy of my work that shares the same approach, let me know how can I send it. Thanks!

      Delete
    2. Thanks Alessandro. I'd love to see what you're working on. If you are part of the Portable Wargame Facebook group, feel free to message me what you have. Looking forward to seeing it!

      Delete

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