Rules

Tuesday, 3 July 2018

French Indian War Campaign - Game 16

Game 16 of the French Indian War campaign has the British commanded by Wolfe pursuing Montcalm in an attempt to destroy the French force before they can reach safety. Jonathan is running the operational aspects of the campaign and his posts covering these moves are found on his blog Palouse Wargaming Journal.

Order of battle...

British
Commander Wolfe (A4D4)
3 x Regulars

French
Commander Montcalm (A4D4)
1 x Regulars
1 x Militia

The forces are being increased by a factor of two for the tabletop, and Montcalm has been allowed to deploy some hastily constructed earthworks to provide cover. Because of their commander ratings four units on each side have increased capabilities which allow them to absorb additional hits before they are eliminated.

Tabletop set up. The British are deployed with French units waiting behind earthworks and in wooded areas. The brown felt areas represent difficult terrain.

The British plan was to divert a couple of units to cover their left flank and any threat posed by French militia units, while the remaining bulk of their units move swiftly on the earthwork defences.

An early exchange of musket fire as the French militia try and disrupt the British advance. 
The British line moves up in readiness to attack the earthworks.
The defending French open fire as the British come with range.
Solid volleys from British units are slowly wearing down French militia units.
Succumbing to pressure the militia retire deeper into the woods.
British press forward their main attack.
It was at this stage it was becoming apparent that the dice Gods were not going to smile on the French. As string of 1's on the D3 dice had taken the sting out of their defensive fire. While British rolls were consistently 3's or 2's and never a 1 to be seen.

Both sides were starting to lose units.
As the British start to move up their Grenadiers Montcalm decided to retire before he lost a regiment.
A British victory with neither side losing any units from a campaign perspective.

10 comments:

  1. Montcalm slips away to perhaps fight another day!

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    1. Yes. he evaded the pursuing Wolfe. I thought it would have been a closer game, but it was not to be.

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  2. What an epic campaign. I don't know much about this war, but am enjoying the ride!

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    1. Glad you are enjoying the posts on the campaign. I am learning more about the French Indian Wars as games progress and I read up a bit more each time. Much of the enjoyment is due to Jonathan running the operational aspects of the campaign.

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  3. Yes, it is a fine co-op affair. What is the significance of a win without loss to either side? does it shift he VP track?

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    1. I am not sure of the impact to the campaign's VP track. We will have to wait for the next installment from Jonathan.

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    2. Norm, glad to see you are still following the campaign!

      A win without loss does not have that much impact unless militia is involved. Militia involved on the losing end of a field battle may disband. As you will see in the next episode, Montcalm's militia loses heart and disbands.

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    3. Unless, of course, the battle without loss is a Major Battle with 4+ units per side. Then, the VP Track is shifted in favor of the victor.

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  4. Thanks for making this such an enjoyable campaign to follow Peter - I have also just acknowledged Jonathans contribution to this "combined operation"!

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    Replies
    1. Many thanks. It has been, and still is, a really enjoyable campaign with Jonathan doing a great job setting the scene and campaign context for the games.

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