Attack on Fort Stanwix |
British
No named commander
3 (1) Regulars
1 Artillery based in the fort
Army resolve = 3
French
Commander Drucour (A0D1)
3 (1) Regulars
3 (1) Militia
Army resolve = 7
The British forces were all deployed in Fort. The French deployed south of the fort with the intent of conducting a straight forward assault on the fort with all units.
The game was setup on a 4x4 foot space with the Mohawk River on the East flank and woods and a hill on the West flank.
Table setup with British defenders waiting in the fort |
French forces turn up ready for the assault |
British defenders open fire as French units come into range |
A milita unit is eliminated. A roll of 3 against their army resolve reminds the attackers the need to push ahead. |
A French unit scales the walls after the defending artillery unit is eliminated. British roll a 2 against their meager army resolve of 3. |
British units counterattack and eliminate the French unit - gaining control of the fort again. The French resolve is weakening. |
A second French unit scales the walls and the British surrender. |
Looks terrific! Forts seem to be taken more times than not. Your suggested change may help correct that result.
ReplyDeleteThank you. The defending forces do not seem to benefit sufficiently from the fort and the resolve rule change will hopefully address this.
DeletePeter, one thing I notice is that you count all troop grades the same towards Army Resolve. That is, a unit of militia contributes the same points to Army Resolve as does a unit of Regulars. A force of Regulars ought to exhibit more staying power than a force composed of militia, I think.
DeletePerhaps consider making Army Resolve a function of troop quality with Militia/Natives/Rangers contributing one point per base, Irregulars contributing two points per base, and Regulars contributing three points per base? Bases in forts have their point value increased to the next troop value such that militia in a fort fights as Irregular and Irregulars fight as Regulars. Regulars in a fort would fight as a regiment of Grenadiers (say, four points per base).
This increase in overall Army Resolve also might lead to regiments being eliminated in battle before Army Resolve breaks.
I currently allow militia to double the hits accumulated before elimination, but have underdone the regulars. A mistake I need to rectify. The army resolve factoring in a unit's quality would also need to take that quality in to consideration when they are eliminated. I tried to avoid that complication in my rules, but may need to consider it.
DeleteThank you for the ideas.
Agree, over a number of battles I was feeling that the forts fell rather easy.... perhaps they did!
ReplyDeleteAll being well the change to the rules will help redress the balance. Although I am not sure historically how difficult these forts were to attack.
DeletePeter- Once again the Fort has fallen - perhaps some negative factor could be applied to the Attackers when attempting to 'scale' the Fort walls...just an idea. Cheers. KEV.
ReplyDeleteAn option for me to consider. The defence presently are allowed to accumulate more hits before elimination to compensate for being behind defences.
DeleteBrilliant stuff!
ReplyDeleteThis is such an interesting period. I am really pleased to see a unit-based game. What rules are you using (apologies if you have covered this in one of the earlier posts).
Thank you kindly. I am using a variation of One Hour Wargames using D3 dice rather than D6 and a few other added rules. There is a link at the top of the page with the rules.
DeleteThanks Peter. I should have looked around better, sorry!
DeleteA nice, simple set of rules on ‘one page’ is always good.
Neil Thomas's One Hour Wargaming rules have been a big influence on my approach to rules.
Delete