This is a report on the first game of my French and Indian War (FIW) campaign. The scenario is based on One-Hour Wargames (OHW) book scenario number 19 (A Blow from the Rear) modified to include an amphibious landing.
All the figures are used in the game are old plastic Spencer Smith miniatures. Some have been converted to wear round felt hats and bonnets, and there are also a few of their American Civil War miniatures converted. They are all simply painted with a gloss finish.
The rules used are a variation of the OHW Horse and Musket rules and the chance cards.
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Some of the troops in action. |
Background
General William Colchester has been tasked with leading an attack on Fort Orleans. His forces have been recently reinforced and he also has the support of a Royal Navy ship. He plans to advance up the coast, using naval support to conduct amphibious landings where possible and lay siege to Fort Orleans.
French General Lucien Duvall is aware of the British troop buildup to the south, but unaware of their naval support. He has positioned part of his army near the settlement of St. Paul in the hope to delay any British advance along the coast. His goal is to buy time so he can prepare Fort Robert which has fallen into disrepair.
Details on how the campaign was set up can be found here.
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The campaign map showing the British plan. |
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A close up of scenario from the campaign map. |
Order of Battle
French
Positioned at the settlement of St. Paul:
- 1 x Gun
- 3 x Indian Warriors
Positioned along the river at the two crossings:
- 5 x Line Infantry
- 3 x Militia
- 1 x Trusted Officer
- 1 x Commander
British
Landing Party:
- 1 x Gun
- 5 x Line Infantry
- 1 x Trusted Officer
Main Force:
- 2 x Line Infantry
- 4 x Militia
- 1 x Commander
Special Rules
- French reserves positioned at the settlement cannot be activated until turn 7.
- French units may not cross the river.
- British land party arrives on turn 6 and can only land 3 units per turn.
Other Notes
- A trusted officer is assigned to a unit and must remain with them for the duration of the game. They improve the unit's combat capability.
- A commander can join and leave units. When attached to a unit the unit reduces the number of hits from combat.
- When attached to a unit, any enemy combat dice rolls that have a natural 6 will remove the trusted officer or commander.
Victory Conditions
The British must control both river crossings with no French within 6 inches of them at the end of the game.
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The tabletop setup. The two river crossings are circled and the red arrows shows where the British advance and land. |
Game Report
The British main force, led by their commander, advanced toward the left-hand bridge, where they soon encountered French militia and a unit of regulars under the command of a trusted officer. Musket fire quickly erupts across the river. The French militia are holding their ground, refusing to be easily driven back.
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The main British force arrives and is soon engaged by the French defenders. |
Soon a British naval ship appeared off the coast, and its landing party quickly came ashore. This caught the French by surprise as a British force has a beachhead to the French rear. Meanwhile, the main British force was beginning to gain the upper hand against the French militia at the other upstream river crossing.
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The British begin their landings. |
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The main British force is starting to get the upper hand. |
In response to the British landing, the French forces stationed near the second river crossing downstream swiftly turned to face the new threat. At the river crossing upstream, the French had suffered heavy casualties, with some units routing. Despite this, the regular infantry, led by their trusted officer, continued to hold the main British force at bay, refusing to give ground.
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The French have about faced and move to engage the British landing party. |
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The French gallantly hold on at the river crossing. |
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The landing party is soon engaged. |
Somewhat belatedly the French reserves began to move towards the action, and their artillery was quickly positioned to target the British landing party. The gallant French unit was still holding back the main British advance at the river crossing, hoping desperately their reserves would arrive. With their primary force stalled, the British seized the opportunity to send a militia unit toward the downstream crossing in an attempt to outflank the French defenders.
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French reinforcements start to arrive. |
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The landing party is engaged. |
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A unit of British militia can be seen moving to the river crossing downstream. |
The British landing party, supported by their gun, began to gain the upper hand against the French defenders. A series of musket volleys and canister fire had struck with deadly accuracy, forcing the beleaguered French units to break and retreat into the woods for safety.
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The French defenders are struggling under some withering British volleys. |
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The lone militia units is almost at the second and undefended river crossing. |
The French reinforcements, primarily composed of Indian warriors, arrived too late to turn the tide of the battle. Despite making several brave charges and routing a few British units, the battle was lost and the remaining French units were forced to retire, leaving both river crossings firmly in British hands.
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British forces gain the upper hand at both river crossings. |
Summary
A British victory. From a campaign perspective, this will allow them to continue their march along the coast towards Fort Robert.
While the British victory was no walkover, I could have made things much more difficult for them had I concentrated the majority of the French forces on the river crossing furthest from the coastline. This approach would have delayed the British landing force involvement fas they marched to the upstream crossing, and their flank would have exposed to the French reinforcements coming from the settlement.
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