Showing posts with label AWI. Show all posts
Showing posts with label AWI. Show all posts

Friday, 5 June 2026

Battle of Guilford Courthouse - rules, scenario, and game report

A couple of months ago I bought a pair of average dice (2, 3, 3, 4, 4, 5) with the intention of using them in some One-Hour Wargames-style games instead of standard six-sided dice (1, 2, 3, 4, 5, 6). This week I finally got around to setting up a game to try them out.

It feels like it has been a long time since my American War of Independence (AWI) forces last appeared on the tabletop. The collection is not particularly large, consisting mainly of old Peter Laing miniatures, with the cavalry being the only exception. Looking back, when I purchased them way back in 1978, I wish I had got more cavalry and along with some Highland troops.  Unfortunately, it was not until 2015, when I started dabbling in historical wargaming again, the figures were finally painted and based, many years after the miniatures had disappeared from the market.

Peter Laing 15mm miniatures back on the tabletop for the first time in a while.

My original plan was to select a scenario from the One-Hour Wargames book. I had my eye on scenario 26 - Triple Line. However, after browsing through a couple of books on the period, I decided instead to recreate the Battle of Guilford Courthouse, where an American force deployed in three lines. The main challenge gaming this battle is how to set it up so that the smaller attacking force has a reasonable chance of victory. Donald Featherston discusses this issue in his book when examining how to reconstruct the battle as a wargame.

The sources of inspiration for this game from  "Seven Steps to Freedom" by C. Wesencraft and "Wargamers Handbook of the American War of Independence" by D. Featherstone.

For this game I chose to modify the One-Hour Wargames Horse and Musket rules by adding a rally mechanism and allowing infantry units to charge. With these couple of additions, I hoped, would give the attackers a fighting chance. 

Here are the rules below followed by the scenario and battle report...

AWI Rules

Introduction

These simple rules are based on the One-Hour Wargames system, with additional inspiration drawn from the classic Charge rules. They use average dice (2, 3, 3, 4, 4, 5).

The game uses the troop types:

  • Infantry – The backbone of armies, fighting in line formations. Quality ranges from elite grenadiers, British regulars, and American Continentals to less reliable provincial and militia units.
  • Cavalry – Limited in use and number due to transport difficulties and terrain.
  • Skirmishers – Light troops, including light infantry and riflemen, trained to make effective use of cover and broken ground.
  • Artillery – Mostly smaller calibre guns, but useful support for infantry.
  • Generals – Commanders who can rally nearby troops.

These rules are designed for my 15mm armies, where: Infantry and skirmisher units have a frontage of 4", cavalry 3", artillery 2", and generals are mounted on 2" × 2" bases. Any basing system may be used, provided both armies are based consistently.

Sequence of Play

Each game turn comprises two player turns, where each player follows the sequence below:

  1. Movement
  2. Shooting
  3. Melee
  4. Rout
  5. Rallying

Movement

All unit movement must be in straight lines unless following a road:

  • Infantry and Artillery: 6”  
  • Skirmishers: 9” (edit)
  • Cavalry and Generals: 12” 

Effects of terrain on movement:

  • Towns: Half movement. Impassible for artillery and cavalry except by roads.
  • Marsh/Lakes: Impassable.  
  • Rivers: Crossable only via bridges or fords. Halve movement.
  • Hills: Half movement when moving uphill.  
  • Roads: Add 3” to the movement.
  • Woods: Halve movement for infantry and skirmishers. Impassible for artillery and cavalry except by roads.

Turning - Units may pivot on their central point to change facing. A turn may be made at the start and/or end of a move.  

Moving and Shooting - Units cannot shoot if they have moved (including any pivots).

Interpenetration - Units cannot move through other units.  

Enemy Presence - Units within 6” of an enemy unit may only retire directly away from the enemy or advance directly towards them.

Charges - A charge is made by moving a unit into contact with an enemy unit. Charges are subject to the following restrictions:

  • A charging unit may make one pivot at the start of its move of up to 45 degrees.
  • An enemy unit may only be charged by one unit.
  • Melee is resolved during the Melee Phase.
  • Charging units receive no road movement bonus.

Unit Restrictions:

  • British Light Infantry may only charge enemy skirmishers. )Skirmishers who are not light infantry may not charge.) edit
  • Infantry may charge skirmishers and infantry.
  • Cavalry may charge any unit type.
  • Artillery never charge, but all the above can charge artillery (edit)

Musket Shooting

The procedure for shooting is as follows.

  • Adjudge Field of fire. Units may only target a single enemy unit within 45 degrees of their frontal arc providing there are no friendly units within 3” of the target. 
  • Measure the range. Muskets have a range of 6”.
  • Assess Casualties. All units roll an average dice (AvD) and apply the following modifiers in the order listed: 
    • -1 if the shooting unit is a skirmisher unit. 
    • +1 if the shooting unit is a British Regular unit or American Continental unit.
    • +2 if the shooting unit is a British Grenadier unit.
    • -1 if target in cover.

Artillery Shooting

The procedure for bombardment is as follows.

  • Adjudge Field of fire. Units may only target a single enemy unit within 45 degrees of their frontal arc providing there are no friendly units within 3” of the target. 
  • Check the range. Measure the range and calculate the number of 6” bounds to reach the target. For example, a unit at 20” range is at 4 bounds.
  • Assess Casualties. Roll an AvD and deduct the number of bounds. If the unit is in woods or buildings subtract 1.

Melee

The procedure for resolving melees is as follows:

  • Two Sided Combat. Both the defender and attacker roll for casualties.
  • Assess Casualties. The unit rolls an AvD and apply the following modifiers in the listed order:  
    • +1 if regular or continental unit. 
    • +2 if grenadier unit or cavalry unit
    • -1 if a skirmish unit.
    • Double the result for flank and rear attacks. 
    • Double the result if attacking  artillery.
    • -1 if charging against units in cover or uphill.
  • Melee Retreat. The unit with the most total hits (not just from the melee) must retreat directly away a full move and end up facing away from their adversary.

Rout

Infantry and Skirmisher units are routed and removed from play when they accumulate 13 or more hits. Cavalry and Artillery units are routed and removed when they accumulate 9 or more hits. 

Army Resolve - If a force loses more than half of its units, the remaining units immediately suffer 2 additional hits to represent the fatigue and reduced battlefield cohesion.

Rallying

Generals may rally their troops during the Rally Phase to remove hits. Each General may attempt one rally per turn and has a limited number of rally attempts available during the game. Artillery and cavalry may not be rallied.

The rally procedure is as follows:

  • Check Command Range – The unit to be rallied must be within 12" of the General.
  • Attempt Rally – Roll an AvD. Remove one hit from one or more units for each point scored, subject to the following limits:
    • Grenadiers, Regular Infantry, British Light Infantry, and Continental Infantry: maximum of 2 hits removed.
    • Riflemen, Cavalry, Militia, and Provincial Infantry: maximum of 1 hit removed.

A General's total number of rallies available during a game may be determined using the following guidelines:

  • +1 rally for each Grenadier, Regular Infantry, British Light Infantry, or Continental Infantry unit in the force.
  • +1 rally for an average General.
  • +2 rallies for an above-average General.
  • +3 rallies for an exceptional General.
  • −2 rallies if the force is poorly supplied or has undertaken a forced march.
  • +1 if the force is well supplied

The Scenario

This game is my take on the battle using the scenario ideas from the books "Seven Steps to Freedom" by C. Wesencraft and "Wargamers Handbook of the American War of Independence" by D. Featherstone.

Background

A British force of approximately 1900 troops commanded by Cornwallis are pursuing of the American army commanded by Nathanael Greene with an estimated 5500 troops. Greene has chosen to make a stand near Guilford Courthouse, deploying his troops in depth.

On 15 March, Cornwallis attacked the American position. The British drove back the first two lines but suffered heavy casualties in the process. Greene opted to withdraw his third line and remaining troops from the field, but the British victory came at a heavy cost. Cornwallis's army was so weakened that it would ultimately lead to his defeat later that year. A tactical British victory but a strategic American victory.

Forces

British:

1 x Grenadier unit
3 x Regular Infantry units
1 x Light Infantry unit (skirmishing)
1 x Artillery unit
1 x Cavalry unit
1 x General with 8 rally attempts during the game

American: 

2 x Continental units
4 x Militia units
3 x Riflemen units (skirmishing)
2 x Artillery units
1 x cavalry unit
1 x General with 4 rally attempts during the game

Tabletop

A 4x4 foot tabletop is used for the scenario, as this size works well for my 15mm armies.

Map of tabletop

Deployment

The American must be deployed in three lines and each line must have at least 2 infantry units of any type. The Continental units must be in the third line, and one artillery piece must be placed in the first and second line.

The British deploy their units within 6" of their table edge.

Deployment areas

Game Length and Turn Order

The scenario has 15 game turns and the American player begins.

Victory Conditions

American victory - Rout more than 50 percent of the British units.
British victory - Rout or force off the tabletop 1 of the American continental units.

Battle Report

The Americans deploy their first line of defence along the fence line, consisting of two militia units, two units of riflemen acting as skirmishers, and an artillery piece. A second line, positioned in the central wooded area, had two more militia units and another gun, leaving sufficient space for the forward troops to retire through the position should they retreat. The final and third line, consists of two Continental infantry units, cavalry and riflemen.

Both armies deployed.

The British deployed with their artillery covering the road. On the right are the Grenadiers and a unit of regular infantry, while the left has two units of regulars supported by a unit of light infantry.

The British advance on the first American line of defence.

The British advance commences without delay. Their line moves forward against the American troops lining the fence. After exchanging several volleys to wear down the defenders they charge whenever a militia unit shows any signs of disorder. Three of the four militia units gave way to charges and retreat, though one unit stubbornly maintained its ground. In the confusion of the withdrawal, the American gun is abandoned. The British left wing press on in pursuit of the retreating militia, while on the right the remaining defenders were finally routed with the support of the Grenadiers.

The first line of defense retreats.

Grenadiers help rout the last defenders of the fence line.

With the first line swept aside, British attention turns to the second American position amongst the central wooded area. This line had been strengthened by some of the retreating troops from the first line. The attack opens with the British left wing, where the light infantry work their way through the woods to threaten the American flank. 

Supported by artillery fire, two units of regulars advance once more and successfully rout several of the defending units. One unit of British regulars are lost in the process of clearing out the militia.

The British left wing advances taking losses in the process.

On the British right wing the remaining American gun finds its range, delivering accurate fire against the Grenadiers as they try to close with the second line. Determined to stop the troublesome gun, the British commander orders his cavalry forward along the road. Their charge successfully silences the gun, but they suffer heavily casualties and retire from the battle.

Cavalry charge down the road to silence the remaining gun.

As the American second line began to crumble, the Continental units and riflemen of the third line advance to meet the enemy. British units having gained possession of the wooded centre are now exhausted from the prolonged fighting. They exchanged a couple of volleys with the riflemen, but are not in a position to advance further without artillery support, which is yet to arrive.

The central wooded area is finally taken by exhausted British troops.

The Continental infantry are in good order and appeared ready to contest the field. However, with daylight fading no further assault would be attempted without the necessary artillery support. The British retain control of the central wooded area. 

The game ends in a draw with neither army achieving their victory conditions.

The British move up their artillery, but it would arrive too late to support their worn out infantry.

Wrap Up

This proved to be an enjoyable solo game, with American units focused entirely on holding their successive defensive lines for as long as possible. The game unfolded in a manner not dissimilar to the historical engagement, with the British forcing their way through the second line of defence but becoming too disorganised and exhausted to press on. Under the scenario's victory conditions, the result is recorded as a draw, which feels like a fair and fitting outcome.

From early in the game, the British commander was attempting to rallying units in order to keep them in the fight, the loss of any unit would reduce the army's firepower and slow its advance. By the time the British had secured the central wooded area, all the available rally opportunities had been used and most units were close to being eliminated.

The average dice also worked out well and I am tempted to experiment with them further with other One-Hour Wargames rules and rule variants.

Saturday, 11 September 2021

A quick AWI Game

This afternoon I was able to set up and play a quick American War of Independence game using scenario 8 (Melee) from the One Hour Wargames book. A small American force holds a hill and the British are making a surprise attack. The objective is to capture or hold the hill. Both forces have units arriving during the game.

For this game I am using two bases to represent a unit. The majority of units are made up of Peter Laing 15mm figures.

Opening moves as the British arrive.

For the rules I am using a variation of One Hour Wargames Horse and Musket rules by Neil Thomas. The rules use D3 dice to determine hits rather than D6 and minus 1 instead of halving the hits. Units are eliminated after 9 hits. I also use a simple activation system to create increasing friction as units take hits. Units have to check to activate when attempting a move or shooting. 2D6 are rolled, if the score is greater than the unit’s accumulated hits, the unit is activated to move or shoot.

Page 1

Page 2

The British plan is to move swiftly down the road to block any reserves arriving down the road and attack the hill around the woods to avoid the American artillery position on the hill.

British move down the road and are faced by American reinforcements arriving to support the hilltop position.

British light infantry have occupied the woods and are engaging the hilltop defenders. While more British troops arrive.

British artillery engage their counterparts on the hilltop.

The last arriving American units are quickly engaged in the battle. A skirmish unit makes it way to the hilltop where the units are under pressure from artillery and shooting from the woods. 

Both sides are suffering losses and the American forces are tenuously hanging on to the hilltop. 

The hilltop is cleared but the British forces are weakened and are not well positioned to take advantage.

By game's end both forces are able to get a unit to occupy the hilltop. A drawn game.

The activity check rule worked well, causing a few problems as the game progressed and units accumulated hits. I will be keeping the activation rules for another game.

Wednesday, 22 April 2020

Adding morale to OHW horse and musket for AWI

As a break from my WW2 Western Desert campaign and associated games. I decided to get out my old Peter Laing AWI armies for a game (or two) and to test out some morale rule ideas which are bolted onto One-Hour Wargaming (OHW) horse and musket rules.

As regular readers know I quite like using D3 dice and often change various OHW rules from using D6 to using D3. So rather than using D6-2, D6, or D6+2, I use D3-1, D3 and D3+1 for hits, and cover reduces the score by 1 rather than halving.

But first the tracking of hits. In the games I was tracking hits on D6 dice, but decided I would rather track units to 8 hits using counters. They are less obtrusive than dice, particularly with 15mm figures. I cut out a number of squares from MDF, painted them green, on one side numbered each edge 1 to 4, and 5 to 6 on the other side.

When tracking hits the side with the appropriate number is placed against the stand

Numbers are written on both sides of the counter
A unit with 3 hits
For the AWI games I wanted to make unit elimination less predictable than just using the normal OHW approach of accruing of hits, and have the possibility of earlier unit eliminations or forced unit retirement. The morale rule can cause early eliminations of cavalry, skirmishers and artillery, while line infantry are forced to retire.

The rules are below after a couple of photos from a recent game using the rule modifications.

Close up of the action
A game in progress
Units

  • Infantry (line infantry)
  • Grenadier
  • Skirmishers (light infantry)
  • Cavalry
  • Artillery

Sequence of Play

  1. Movement
  2. Shooting
  3. Charges
  4. Morale and Eliminating units

Movement

  • Infantry - 6”
  • Artillery - 6” (remain stationary after shooting)
  • Skirmishers - 9”
  • Cavalry - 12”

Turning: Units may pivot on their central point at the start and/or end.

Woods - Only skirmishers can enter.
Towns - only Infantry & Skirmishers may end a move in a town.
Marsh/Lake - impassable.
Rivers - Can be only crossed via bridges & fords. It takes a full move to cross.
Streams - cannot be crossed by artillery. All other units take a full move to cross.
Difficult terrain - only Infantry & Skirmishers can enter.
Hills - all units can move onto hills.

Interpenetration: only Skirmishers can pass through other units and vice-versa.

Shooting
Units that have moved cannot shoot, and cavalry cannot shoot. The procedure for shooting is as follows:

Check field of fire - units can only shoot at a single unit within 45 degree of their frontal facing side. Units in towns have a 360 degree field of fire.

Measure the range - infantry and skirmishers have a range of 12” and artillery 48”.

Assess hits - units roll a D3 dice when shooting with the following adjustments:

  • Infantry - D3
  • Grenadier  - D3, unless within 6" of target then D3+1
  • Artillery - D3-1
  • Skirmisher - D3-1

Artillery can fire over other units if positioned on a hill.

Units in towns always shoot D3-1.

Charges
Only cavalry units may charge into combat with the following restrictions:

  • Can pivot up to 45 degrees before charging.
  • Can only attack a single unit.

Cavalry units roll D3 dice with the following adjustments:

  • Minus 1 from the score if the target is uphill.
  • Double the hits if attacking the flank or rear of a unit.

After the hits are applied. If the defending unit is not eliminated or fails its morale test, then the cavalry retire 6”.

Morale and Eliminating Units
After all shooting has occurred. Any unit that has taken hits must take morale tests.

Roll 2D6 and if the combined score is greater than the unit’s number of hits, the unit carries on. Otherwise the unit fails its morale test.

Artillery, cavalry or skirmishers failing morale tests are eliminated.

Infantry and grenadiers failing morale must retire 6” away from the attacking unit(s). If their retirement path is blocked they are eliminated.

If infantry and grenadiers are charged by cavalry and fail a morale test they are eliminated.

Units are always eliminated upon taking more than 8 hits.

Whenever a unit is eliminated from shooting by infantry positioned within 6" range. One attacking infantry unit can advance into the vacated space. This represents units using the bayonet and charging in when units start to waver.

Note: If you don't like the use of D3 for hits and prefer the use of D6 for hits. Then the morale rule can work the same way by doubling the score of 2D6


Saturday, 21 September 2019

AWI Cavalry and Dragoon units

I have a reasonable collection of Peter Laing 15mm American War or Independence (AWI) miniatures. I brought them way back in the late 1970's shortly after I started work. I started painting them, but never completed the painting until I dug them out of their boxes in 2015, and finished off what I have started some 35 years earlier.

The figures in action
Most games only have 8-12 units per side so the existing armies are quite sufficient for all units types except cavalry/dragoons
Generally I have sufficient miniatures for infantry and artillery, but I am a bit light on for cavalry, with both sides only having one cavalry/dragoon unit. Each unit with a mere 5 figures. Ideally I would like to have some more cavalry so I can play all of the scenarios in the books "Seven Steps to Freedom" and "Wargamer's Handbook of the American War of Independence".

Two enjoyable war-game related books covering the period
British Units
American Units
As Peter Laing miniatures are no longer manufactured, secondhand miniatures are the only option and are unfortunately a bit of a rarity to obtain on eBay. The alternative was then to purchase some other 15mm AWI. One of the problems with other manufactures is the level of detail they have compared with Peter Laing miniatures which are of their time and are much simpler figures.

A question to the MeWe Peter Laing group of other wargamers and collectors of Peter Laing figures regarding possible alternatives helped determine my next steps. They are a helpful group and I soon discovered some of the original miniature ranges were intended to be ‘N’ gauge and are smaller 15mm. Later rangers were truer 15mm miniatures. So with that in mind I began looking at 12mm miniature producers. In the end I settled on 10mm AWI Range from Pendraken Miniatures hoping that most miniatures are a fraction larger than their stated 10mm size.

A couple of weeks ago the figures arrived. In the parcel with the cavalry were some wagons along and a couple of mortars and crew which I had also selected. Comparing the cavalry showed the miniatures to be a fraction smaller, but overall the proportions looked similar. The slight difference in height would be disguised during basing with the addition of 1mm card to the figure's base.

A comparison of cavalry miniatures. Peter Laing 15mm cavalry are painted and the unpainted are Pendraken 10mm cavalry. This shows how the Peter Laing ranges started as being undersized.
The Pendraken mortar will be a nice addition.
A comparison of artillery crew shows the difference. Fortunately I have just enough  spare AWI artillery crew to  man the two mortar units.
The artillery pieces and wagons will work out fine, but I will use my last few Peter Laing artillery crew to man the mortars. The 10mm Pendraken crew are just too smaller scale to be used. All in all a good outcome as I will add two cavalry units to both armies, a couple of mortars with neutral painted crew so they can be used by either army, and a couple of wagons.

Peter Laing miniatures on the left front unit. I chose not to mix the figures and the original cavalry will remain.
A side on comparison. Peter Laing cavalry unit at the front.
Over the next week I will be getting back to my English Civil War campaign which has been paused now for a couple of months.

Wednesday, 28 August 2019

Next project and other stuff

Now I have completed my Saxon and Norman paper armies (although I do have some Viking paper solders still to add) I am starting on my next project to paint some Fantasy units to play Dragon Rampant. I really enjoyed Lion Rampant and bought the Dragon Rampant rules quite a while ago with an aim of playing some fantasy games in the future.

I already have a number of Warhammer Orc units painted and will use the Warhammer Age of Sigma starter box to provide some opposition and add to these with one or two extra purchases to build a small army (most likely from ebay).

the next project
Having played quite a few WW2 games as part of my current WW2 campaign. I was in need of an 18th Century fix, and what better excuse to get out my old Peter Laing AWI figures. No game reports just some photos...




Finally, some more second hand books arrived. I have Ancient and Medieval Wargaming as an eBook and just wanted to get a hardcopy. The Wargamers Guide to Dark Age Britain was reasonably priced and too tempting to pass by. The Saxons and Normans will quite possibly be on the tabletop in teh near future. Finally, Battle Notes for Wargamers was purchased mostly for nostalgia, but I am very tempted to create the Raid on St Nazaire once I complete the current WW2 campaign.

Recent second hand book purchases
The next two WW2 campaign actions have been fought and will be the next post or posts.

Tuesday, 5 February 2019

A quick AWI game

In searching for various spare bits to use on my sci-fi block buildings. I came across my American War of Independence (AWI) armies and thought it would good to get them on to the table top for a game. I have been playing a few games with the digital version of Worthington Publishing's game Hold the Line by Hexwar, which appears to be quite a faithful reworking of the boardgame, and thought I would try and use the rules on the tabletop. One hex would translate to 6 inches in the wargame.

Here are a few photos of one of the games. The figures are old Peter Laing miniatures.

American forces hold the hill and the British objective is to take it.
British forces lined up
American forces push forward on their right flank.
British artillery open fire at the Americans on the hill
British units push forward 
The assault on the hill begins, but failed to achieve the objective
I ended up playing a couple of enjoyable games using these rules and will most likely use them again for this period. Although I will see how they translate to a square grid, but for the moment the armies have been packed away for another day.

Sunday, 5 February 2017

AWI Campaign Game Report - Battle of Fairfield Bridge

The latest battle game of my America War of Independence campaign occurred at a place called Fairfield Bridge, November 16th. 1776.

British forces (representing 3200 infantry, 200 cavalry and 4 guns)
1 x Artillery
2 x Light Infantry
1 x Cavalry
6 x Infantry

Note - in my previous post I have put down 11 units. A mistake on my part as there are only 10 units.

American Forces (respresenting 4000 infantry, 200 cavalry and 8 guns)
2 x Artillery
2 x Frontiersmen
1 x Skirmishers
6 x Continental Infantry
1 x Militia Infantry

The British had won the D6 roll for choice of side and went for the side with the defendable river. From the starting positions both sides occupied some buildings and consequently both increased their commander resolve by plus 1.

American command resolve started at 4 (by dividing number of units by 3 and discarding any remainder) plus 1 gave a starting resolve of 5. British resolve was 4 (10 units divided by 3 and plus 1).

Turns 1 and 2
American forces quickly moved forward to occupy the hills either side of the road. Hills are key features which when occupied give a plus 1 to resolve. American resolve by the end of turn 2 stood at 7.

The British did little other than position infantry near the bridge and have their artillery open up on the advancing american left flank inflicting a couple of casualties.

American advance
Turns 3 and 4
The British continued with their artillery fire while pushing one infantry unit across the bridge. Meanwhile American forces continued to move up and used their artillery to open up on the British left flank to good effect.

Both side prepare for the closing up and swapping volley fire

Turns 5 and 6
Somewhat surprisingly the British took the initiative and pushed a second unit across the bridge while light infantry emerged from the wood to ford the river and provide some additional support. Their cavalry and one infantry unit in reserve were moved to support the attack.

The American forces quickly responded moving a couple of units across from their right flank. Unfortunately their skirmisher and frontiersmen units were entangled in the ever ensuing assault across the bridge. Not ideal as they had no cover and were facing line infantry.

American artillery fire had been very effective and the British left flank had retired just out of range.

American resolve = 7 (no change) and British resolve = 6 (up 1 for holding the bridge).

Battle ensues on and around the bridge
Turns 7 and 8
The battle around the bridge was now the focus of the battle. The American plans to use their numerical superior numbers to advance on the British left flank were stalled, as their commander was bringing more units into the line around the bridge.

Meanwhile, the British were trying to organise their reserves and get them across the bridge as swiftly as possible.

Both commanders lost a unit a piece and reducing their resolve. (American commander resolve = 6 and British = 5.)
British artillery contributing to the attack across the bridge

Turns 9 and 10
Both commanders were rallying their units and trying shore up their lines. The British did successfully rout an American skirmish unit, but their lines were looking pretty precarious. However, the British commander did manage to bring another infantry unit across the bridge leaving their cavalry on the far side.

Commander resolve American = 5 and British = 5.

British forces continue to hold on to their bridge head
Turns 11 and 12
The battle around the bridge was at its fiercest with both sides losing units. The British lost 2 units and the Americans 1 along with some heavy casualties. The British had thrown in all their available reserves except their cavalry. Things were starting to look pretty grim for the British commander as the American second line and flank units started to join the battle.

Commander resolve American = 4 and British = 3.

The British attack was starting to lose momentum with only their cavalry in reserve
Turns 13 and 14
Both sides continued to slog it out exchanging volleys. The Americans were to lose 2 units and the British 1 unit. The British cavalry positioned itself for a charge of the guns positioned on the hilltop.

Commander resolve American = 2 and British = 2.

Turn 15 - Cavalry take the guns

Turns 15, 16 and 17
The climax of the battle saw the British cavalry in a last bid attempt try and steal victory from the American forces who were closing in on the depleted British units defending the bridge. They charged up and took the guns, giving British resolve an important boost (Commander resolve American = 1 and British = 3). Then they charged along the hill towards the American commander and a unit of continental infantry and in the process rolled very effectively in combat over two turns to clear the hill of American units. American commander resolve hit zero and the game was over.

British cavalry clear the hill of defenders
Summary
If it had not been for the final cavalry charge victory would have gone to American forces. It was a close run thing, the British had done better concentrating their forces where the spread out American line took some time (due to rallying) to move on the attack across the bridge. That said, the  British cavalry snatched victory from the jaws of defeat.

Both sides had gambled: the American's in the lead up to the battle with stacking most of their strength to enter with a numerical advantage; and the British making the first assault and holding their cavalry in reserve until the last moment.

I was rather hoping for an American victory to even up the campaign battle victories, but it was not to be. The score now stands at: British = 6 and American = 3.