Now a year after starting with this wonderful set of rules, I can give an AAR of an early game. Most of the recent one, too darn tense and happy to get proper pics and time to record the steps! But I will do more.
Installing the thing; always best before the game players are there, if you might be hard pressed with time. SP can be a smallish gem but most of the time, to be both more interesting and look right, it does need quite bit of "terrain"- detailing the table.
Well I enjoy doing it and I do want good looking tables. This is an old one on ta temporary setting.
An impromptu scenario for roughly 1777 between a Loyalist raid and a patriot/rebel militia force.
Forces choice: (done with Sharpulator) the Cl2 for ex mean class2 level leader; all abbreviations and game terms refer to Sharp practice2 rule. I assume that one miniature represents 2real men.
In the case of commanders, a batman or as they can be replaced, their seconds. It suits ok the space they take on table. See house rules and why I do this.
4 groups of 1777 militia 4x 3 12 pts
Their captain Cracker Cl2 and a Sargent cl 1 9
1 irregular skirmisher with muskets 5 5
2 x same but with rifles 2x5 10
One capt cl2 one lieutenant cl1 9
Colonel Clinton-Suss Cl 2 6
(Wealthy son of a British born entrepreneur and quacker wife;-any decent American who can shout,
read and has enough money to arm at one point, and convince 150 guys who owe him can be a colonel!)
here we have nearly 120 ; real so yes it deserves a colonel.
His drummer and his doctor 2 pts
With the support of Mary Uningals passionate exuberant patriot who can stir the troops
in case of need (as preacher/holy man in rules) 1
Ammunition in convoy 3 pts
57pts
One company of two platoons of tory regulars 6 pts
Their captain Pinball and sergeant cl2 and 1 9
3 groups of rangers 3x7 21 pts
with captain Lapman and leftenant Clarckie cl2 and 1 9 pts
Major Pommy-long and his drummer cl3 9+1 10
Moveable deployment point 2 pts
57 pts
the primary deployment point: red roundel. The secondary waiting.
A road going through farmland using my ready made mats. 190cmx 135cm.
Farms, fences a crossroad, bordered with woods and orchards.
Roll for scenario : Escort duty
Tory ambush?
Initial force morale: tory 11; patriot 10
Two militia formations up front same at end of convoy..
Two groups of rifle irreg sk trying to check the woods.
One group left flank security.
Convoy rolled 3 moves.
Actually the convoy moved one move ahead of scouts here. To fit on table.
..
Lucky tories now roll 1 for dep point. Ok in woods away from enemy. Second roll they can chose. Have mobile secondary. They put primary behind orchard on the left to use for the tory line to black the way. Mobile sec ( bought) ahead behind a house hoping can be moved in woods for the rangers.
First card. Tory boss. Deploys inf in column just behind orchard ready next go to deploy hopefully behind a fence ahead of yankee col. Good as a mob deploys one moves one house ahead towards the woods.
Moveable Deployment Point sneaked behind cover.. waiting for cards! moves a bit away with tory boss card.
Next left flanker rebel irregular skirmisher (now on =sk) risks 1 shock to run to a house in front of the convoy, just not enough but next go inside. Providing...
Next card Leader 3 tory. Already moved with deployment.
Next card Leader 1 rebel/ patriot. Will shake out militia in line on fence. One action and take off shock from sk ahead. (shouting here "you go, you there with beret don't fuss, catch up run lad!")
His second initiative to order forward the convoy.
Happy man a 6 for each. Militia company
(I play as one fig = 2 which suits ok the space they take on table...)
Goes 6 " left along fence, second action is for second platoon to form up on left.
Then Tory 2 commander of line company. Already moved.
Cards: command both sides. Now on, I will rarely write about the command cards when they show up, only when used.
Of course in the decisions to use or not to use them, in their showing up at all, lies a lot of the game and each side possibilities (which I might have missed!).
Patriot 3 already moved with convoy (column move) .
Patriot 2 militia 1st company commander, Already acted in formation.
Leader 4 reb rifles. 2 initiatives,
2 groups. First moves 6” second 8” but stays alongside the first. Hopes to go right in woods to deny tory deployment.
Reb command. Hopes for 4th to move again one group. Glutton...
But Tiffin (means stop, reshuffle cards++)
Waste. All groups have acted. Note rangers are not yet in.
Next turn
Re leader 1 tory will deploy facing left ahead.. Despite his shouting encouragements, they seems not so eager to go in front of the militia already deployed 100-120 paces away! A paltry 1, so no deploying, pushing ahead second action, another 1!!! They screw up! Still in column as not enough space to deploy and anyway not where intended;
then ranger unit deploys, then TIFFIN!
Next go.
Leader 1 rebel. Lucky!
Line first fire. Long range, most of the target seen through orchard so will count as light cover.
But 20 men plus leader 2 plus first fire, target in column, 22 dice, 4+ to hit. Then reload.
12 hits! 2 dead, (or wounded) 4 shocks.
And major Pommy-long is hit. Roll 2 knocked over, over might recover. Minus one force morale.
Tiffin
Reb have one command. Activate sk to house.
.
Reb leader one again! Fire at will! 3 hits one shock, obviously the smoke from the first volley had not cleared enough.
Leader rebel 6 fires from house; only two figs can. Nothing. (already found the liquor?)
Event
Last was firing. Fouled barrels in house.
Next activation of #6 will clean from well
(farm must have a well hey? Out of despair can use bottle of moonshine.). -1 until then. Possibly only those who already shot.
Reb has now 4 command cards!. Will reshoot will militia: 7 hits.2 killed.
Tiffin
Reb command and again then leader 6 unfouls muskets. And reloads waiting.
Leader 2 and event
Consider last firing. Remove one shock. None there so shouting enthusiastic insult to tories.
Leader 1 tory. No recovery despite brandy from drummer.(has to roll 5-6)
Cannot move second point from behind farm as would be seen from sk. I assume we could, after all it is not coming from him but the guys already moving in cover.
Tory 4: Late rangers, and not where expected. Too greedy. I have to put them behind the woods too far from the hoped for flank of the convoy.
Tiffin. Both have two cd cards.
Reb move the rifles. Low dice. Reluctant!
Leader 3 tory sergeant: off one shock.
Leader 4 reb rifles forward. Hoping for high point in woods.
Leader 4 rangers ahead in woods . Hope to chase rifles and turn the rebels. 2 init, can activate the first 2 groups.
Reb 6 reshoots from house. No hit... As usual.
Reb leader 3 rushes ahead of wagons.
Tiffin
Tiffin again, which means Chapter...
Pommy- long still incapacitated.
On pic: general situation about that time:
Far right lurking in and behind the wood, the late rangers; left engagement between tory line and 1st militia company (smoke).
The rifles are trying on the right between fences and wood; second militia company still behind convoy; late (for the ones in front; safeguarding the rear in case, for their report).
Leader 1 reb. Fires line, moves convoy. Lots of noise, obviously now smoke: paltry 3 hits one shock!
Tory command cards
Third ranger group moves ahead in woods.
Leader 3 tory sergeant is still waiting for his captain to do something, Removes 1 shock
Reb 4 rifles now thinks it is not good in close combat with the lurking rangers. Back! Run!
2 groups, 2 activations one shock each for the run.
Sk in house, leader 6. Well as usual.
Second reb militia company. To cover right flank; move.
3 on two dice. Lots of noise and confusion ahead... Maybe we can let 1st coy finish?
Both sides have 3 cd cards.
Only use for tory who finally activates capt Pinball #2.
6”! -2 shocks to go over fence and deploy! Off one shock. Second initiative spent.
Tiffin
Tory 3 off one shock. Reshapes the line.
Rebel capt looks towards colonel waiting?
Leader 4 ranger capt rushes to flank the Americans.
Leader 2 tory finally shoot! Adds one card. 3 init , present fire reload!
4+ to hit 12 dice plus his 2. 8 hits, tory vengeance. One dead 4 shocks.
Cards. Us 3 hopes for 4... But tiffin. Activated militia who returns fire. One dead.
Brit with 2 cards can move last ranger but no. As leader would stay behind?
Next go:
Reb 2: off 2 shocks.
Tory 2 plus one card desultory fire one shock.
Tory line sgt takes off one shock.
Ranger capt made it! Now shooting in the back of the rifles! Effective range! First fire 3+
12 plus capt 14 dice. 11 hits! 1 dead and double shock from rear! 8 shock. (Even in the open, considered as light cover dispersed target.)
Event. Building within 12 none.
Pommy still out.
Leader 6 sk reb: 2 guys to fire from another window on far away rangers plus front. Well you know the result.
Now both sides have 4 cd cards!
Leader 3 reb (second company). Re activated; edges forward.
Tiffin
Brit activates late ranger platoon.
Reb 1 fire. One shock off. Nothing.
Rifle capt. Off one shock each. Trying to rally them forward.
Pommy still off. Leader1 tory card.
Ranger capt fire and reloads. 3 dead one shock. 7 hits on left group, more shock than guys. Withdraws putting force morale to 9. Rifle leftenant escapes whistling bullets.
Reb house sk..Fires. Well...
Reb 2nd militia coy shakes up in line. Then event: march column. Irrelevant; just about!
Leader 2 takes off both shocks from his militia coy.
Ranger capt fires to finish the rifles! Use one card to add. 8 hits 6 shock. Rifle lt still ok.
Left rifle grp broken. Runs away 9" other withdraws ( thanks to invulnerable lt presence)
-2 force morale to 7!
Rifle lt. Moves his platoon (other one out of reach) out of the way. 8" no reduction as they are happily getting out of range!
Tory sgt: nothing to do. ( but thinks hard when will that upstart capt fire again?)
Left rifle grp broken. Runs away 9" other withdraws ( thanks to invulnerable lt presence)
-2 force morale to 7!
Rifle lt. Moves his platoon (other one out of reach) out of the way. 8" no reduction as they are happily getting out of range!
Tory sgt: nothing to do. ( but thinks hard when will that upstart capt fore again?)
7
Reb colonel looks back. Oh my god get those rifles back. Uses all 3 cards. Init 5 one to keep his line shooting, 4 to shake up the passing rifles. Only one shock on tory line.
House sk? Yes. They found something more interesting?
Tiffin. 3 card brit activates tory line. one shock.
Civilians in convoy, protest as they are now within range of rangers!
New turn
Leader 4 reb. moves to get in range of second group' One shock off
Tiffin
Leader 2 reb. Shock off.
Leader 6 reb what to expect?
Leader2 tory line: fire no hits.
Reb 4, rifle captain, 2 shocks off rifle shaken; no longer broken.
Reb 1: forward to other fence. Has to go to change the stalemate. He has19 guys vs 11, maybe.
Breaks formation and 2 shock for disorganisation crossing fence. They don’t reach the next one.
Tory sgt: shock off.
Reb 3 edges off left to reach fence.
Event
2 to dice, moving. Hello ladies. 2 militiamen are deeply convinced of the unfairness of life, that in the house nearby, the poor firing of the sk is due to their pressing activities with several amazing ladies and they rush in to have a share.
On pic you can just see them on the road going to the house; the second company shaking out in line, the first crossing the fence. : The rifles running away,
Tory ranger capt moves left to get out of the fire angle of militia line.
Tiffin.
Tory 1 Pommy-Long finally gets up. Orders a crashing volley on closest militia group.
Still long-range!.. Nothing. Costs 3 command cards!
Tory 5 moves 3 ones! Ranger lieutenant obviously very cautious.
Tiffin. 3 cards. Second rifle grp gets closer to leader.
Reb 3, second company, still edging towards fence, eying rangers.
Ranger 4 captain, left move to outflank militia
Tiffin.
Reb cards allow militia to reach fence. And lost ranger to move.
Next go
Reb 4: 2 shocks off rifles.
Reb 2 formation for militia, 1st company and reload.
Reb 2 again. Off 1 shock each group'
Tory 1 fire: only 3 hits (out of 14 dice!) with 4+ one killed.
Reb 3 change angle; forget the fence.
Rifle capt rallying one shock each.
Reb col orders crashing volley from reformed militia. Has 3 cards.
18 men plus own capt attached 20 dice; One killed and 3 then 6 shock (doubled for crashing volley).
8
Tory 5 shoots; nothing.
Tory line capt reduces 2 shock.
Ranger capt fires on second militia company Plus 2 cards.: 9 hits. 2 dead, 4 shock.
Tiffin. 3 reb cards allows leader 6 to contact the rapists and sends them back. (left pic)
Tory sgt off shock.
Event firing 6 but rangers had no shock.
Tiffin.
Left militia 1st company 2 off one shock.
Reb 4 off two shocks.
Reb 2 fire + one card. 21 dice. 12 hits! Devastating 4 killed 2 shocks.
Pommy is hit again. Killed. Minus two force morale now 8 for loyalists, 7 for reb.
Tory 2 regroups one shock off last stand? 6 men left out of 16!
Event 6 last firing? Exuberant vengeful militia off two shock.
Diehard sgt off one shock on tory stand.
Tiffin
Reb col one last salvo off +one card.
11 hits 3 dead! 5 shock both capt and srgt wounded 0 and 1 level 3 men left. Sgt well liked -1 force morale same for capt break, now force morale is down to 5.
On pic: the plight of the tory regulars
Tory 5 shoots: one shock. That won’t change things now.
Tiffin
Tory 4 shoots. 14 dice one shock only. Call it a day?
Only 3 rangers groups left, none of the Patriot groups are any close to running. Of 18 figures vs 50!
pic the convoy among the routers, trodding towards the exit.
Patriot victory!
ENCOUNTER as per the rule book.
When your brains are half fried and you cannot find an easy fast scenario for an afternoon.
To speed up I did prepare 3 different forces for the rebel enemy, as I knew he would not read nor prepare beforehand. In that way, I would not know completely what he has. Made a relatively neutral terrain, open, we rolled to see which side we deploy and then where to put the deployment points as per the rules- scenario.
Several goes before I (the Crown forces) could deploy something. He started rightly with skirmishers.
He has one unit of 3 groups of veteran militia (as in the fox scenario book) 2 musket miltia sk, 1 veteran sk with rifles, 1 unit of 2 good state troops. 7 leaders.
A few turns into the game, jockeying for positions. British lights sk on the right, Jäger detachment left (with marksman that I utterly forgot about;)
My loyalists entering in column to be able to wheel better to suit his positions. He strangely separated the groups and his rifles are foolishly rushing forward towards the house.
The Brit regulars are finally here. His militia deploys in line far away. My light infantry rushed the silly rifles who came way too close. They managed to reach the fence before me.
the Brit light captain got the name Lord Savings as he shook out flanking fire from the reb sk trying to save their rifled friends and most other during the game.
The brits shot twice and played havoc on the rifles before they got an ineffective fire out, and run away in shock.
My loyalists wait, present and stay unperturbated mostly by the far shooting of the militia who did not bother make it orderly. The Jägers sneak on the left.
Several goes later, multiples exchanges of fire between the loyalists and the militia. I had the Brit commander with them to help shake off shock. I kept them firing controlled volleys for the +1. Later the Jäger joined in. The gradual demise of the unlucky militia would have been faster if I did not forget the marksman (he as a bush on his base).
By separating the groups of state troops he fumbled their use, only one came way too late to save the rifles and got chewed up by the ever successful and lucky lights.
He also had very bad luck that all his leaders got hit in quick succession, somewhat paralysing the reactions. The house blazing from a proximity firing event.
The loyalists managed to rally, face, and even present and wait, once re-grouped by the major in two groups, shaking off shock and casualties. The sk hesitated to take them head on, no +1 at close range. The combination of 3 leaders down, two groups fleeing again and again, the lights getting after them, brought the patriots command cards to 3 then 2.
No morale loss for the Crown, ends up to 0 for the rebs. Hurray!
The militia started to break up and run, the solitary group of state troops chewed up by the regulars volleys.
31 casualties for the rebs, 10 for the crown.
ORISKANY 1777
It all started when i wanted to get all my trees out to check which ones need repair the "Terrain tutor treatment". I had to find a scenario for next WE, and we had not played Sharp Practice for too long. I also wanted to get something historical.
Ferreting on internet (besides looking at my old books to get a better idea, the atlases of the AWi) brought a good deal, including the usual aplenty of sites mostly duplicating each other. These 3 were the most useful, especially to find a proper map of the set up.
http://npshistory.com/publications/fost/stanwix-oriskany-arpa.pdf
https://www.armyupress.army.mil/portals/7/educational-services/staff-rides/staff-ride-handbook-saratoga-campaign.pdf
https://www.revolutionarywarjournal.com/battle-of-oriskany-and-siege-of-fort-stanwix-brutal-civil-war-that-helped-save-a-nation/
I used the bought wild greenish mat as it would look better with its stones, and easy material to gather road and bits than felt. 2.4m long by 160 I can do with it. My ground scale, for the 18mm miniatures can be fiddled up or down for SP2, up to a point. As here it needs as much as a system for skirmished can handle, I opted to squeeze thing down to fit and I think SP2 stuffs itself above 12-14 units (a unit can be several groups normally always in formation).
Not knowing low level details of the loyalist oob, I assumed they'd sent mostly "forest efficient" troops from St leger "army". So no close order unit. The 100-150 "whites" would be rangers/ skirmisher types.
Col Johnson in command (class2)
Lt col Butler (2) Captain Watts(1) 3 x6 ranger loyalists sk.
two may "natives" forces
J Brandt (2)+ Fast rabit (invented name)1, with one clan band of non sk 12 figs "young" warriors, 4 skirmishers. These are defined as in 2Fl scenario for Fallen Timbers.
Cornplanter(2) and Sayenqueraghta(1) with 4 skirmishers groups.
70 fig + leaders(7)
Patriots. Militia veteran (that is mostly do not count as without bayonets/ I assumed that they are not too badly fearing vs usual Indian warfare, many having been doing that in the previous war.
Gl Herkimer (2)flag+drum+doctor
1st rgt Col Cox (2) + major Clyde(1)+ capt Dunnaway ;) (1) 2x10 3x6 skHe deployed his 1st rgt first with sk ahead but on the road. then the convoy. I moved and used a mobile deployment point to put a couple of Indians on a hit and run harassment mission. they cam shot the column, made a few hit and took off. He deployed another formation that managed to shoot my raiders, he wanted to get rid of them and engaged with more skirmishers and disconnecting from the convoy. The convoy had its own card to move to help. I got the opportunity with a disconnected column and 2 skirmished moving on the road, 4 cards handy (he needed one spare to be able to activate all 3 units he sent), for the first time in a SP2 game, to launch an ambuscade! So placed the bunch of Brandt and 3D6 move plus shooting. Quite successful (column or rear shooting plus ambush =4 shock results). But the cards draw subsequently were messy and the injuns did not disengage in time not to get punished a bit by the lined up militias. I used the injuns with 1 dead =one shock too which makes them a bit reluctant to get punishment. So they need leaders. I also have special "injun" card which can only be used on them as a command card bu for non combat purpose (move and shock).
He tried to deploy facing that threat, and got too much focusing on it. The last militia rgt nearly never did anything, just like in history. He involved too much his skirmisher but without enough cards and leader supports which limited their activations. Fully using the various side deployment points, I put Johnson to help recombining (recuperating shock and reorganisation in one group) two groups one having lost 4 figure to an initial militia salvo.
I set up my loyalist against pursuing solo sk groups who got devastated. He focused on both sides hit and (sometimes;) run and pushed ahead the convoy as one of the victory conditions was to get it out. I still had Cornplanter 's 4 groups which appeared, two moves away from the convoy, not impeded by any "rebels". One group went on the destroy the convoy (took several turns) the rest managed to get in the rear of one rgt. and put it on the run. In the end too many running patriots and two leaders hit downed his force morale to losing command cards, the story was written. A lot of maneuvering and flank shooting did it, the doubled shock thing. The scenario was not bad, I think that more patience and maybe a bit more coordination by the patriot player might have done it. The Indian player cannot afford much casualties. One group in front of a full 20 or 30 militia line fire and it is often cooked. In the end the historical thing (but we did not engage in one "fisticuffs") it was, except there was less casualties (a bit more left under bushes than on the picture). If we had played a bit of the "pursuit" there might have been more. I like my way of characterising the Indians. they are not (esp. by that tile) Scottish berserkers, but cautious (yet powerful) people who only pounce on shaken opponents.
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