My last solo run of this battle
got the following comment from Jeffers,
“The Firing rules confuse a lot
of people. It is meant to represent long range fire only, basically long-range
pot shots. Close Combat is not melee or hand to hand: it includes close range
firing. It’s better to get stuck in sometimes as good quality troops will
easily shake off this nonsense; close combat has a good chance of causing
damage, even if you lose.”
It being well over a decade since
we last used Loose Files, I decided to try the battle again with this in mind.
I also put Pickens and Marion in as unit leaders (a scenario rule), and based on Novack’s OB gave
the Americans a section of light artillery. A deployment map was discovered
that showed Lee’s Legion foot deployed next to Marion’s militia, so that was
done too. A number of events interfered with the game as will be seen below.
But Jeffers’ comments were worthy of note.
Deployment and opening moves
follow.
Previously I thought Loose Files
needed a few house rules. Now I think it needs clarity. Who is in combat, especially
when units are different sizes in a game of linear formations? And when more
than one per side is involved, what are the losses? In the case below, Marion
and Lee’s Legion Foot attacked the 64th and supporting artillery. Marion’s
left was within 4” (combat range) of the Loyalists. So, I included that whole
unit, which skewed the odds heavily against Marion and Lee. The result was an
easy victory for the Crown, get 1 DP. I gave both infantry units and the
artillery section 1 DP each. The defeated loser gets 2 DPs and loses 2 casualties.
Applied to both losing units, that was 4 DPs and 4 casualties. I wonder if the
winners should get 1 DP only and the losers 2 DPS and casualties only. Hmm.
Pickens was hit but his boys
proved that they had what it takes.
Another lesson: don’t let enemy
artillery approach to within canister range. The Loyalists are about to get
hosed.
Stuart rallied off some DPs from
the Loyalists but the artillery put them right back. The Loyalists were losing
troops to the canister fire and had 5 DPs, the maximum. They went about and
headed back into the camp looking for a respite.
At the end of the 6th
turn Pickens’ boys finally threw in the towel. Both they and the 3rd Foot were a wreck, with 5 DPs and numerous casualties. If Washington’s Dragoons
had been in support instead of wandering around changing formation and such…
Williams’ Maryland Continentals were trading long range fire with Marjoribanks’
elite companies and both handing out DPs to each other. Malmedy’s NC Militia
attacked the Loyalists from the rear and were held. But later on, I realized
that the Loyalists also had two casualties that should have been part of the
combat calculation. Instead of a stand-off, it should have been a success or
even an easy victory for the militia. An easy victory would have seen the militia
pursue into the camp and very likely start looting.
I had stopped the game after turn
5 to prepare dinner, a grilled ribeye, roasted veggies, Bordeaux and my wife’s
company. During turn 6, a dear friend called, upset over the state of the nation.
It took a while to calm him. Can’t blame him.
That’s my excuse for making the
combat error. Looking at it today, I didn’t have the will to figure out what to
do about the error to continue and decided to write this up instead. The
British center is like Swiss cheese at this point. If Campbell’s Virginia
Continentals can double-time without getting too disordered, they could smash
the center wide open. Again, if Washington’s Dragoons hadn’t been fiddling
around. Would-a, could-a, should-a…
I played 6 turns in about 90
minutes or so, not counting the breaks for dinner and phone call. Crown losses
so far were 5 stands of regulars, 3 of Loyalists, about 144 troops. Continental
losses were 4 regulars, 8 militia and 2 cavalry, about 240. I really have to
have a game of this whenever we get back to face to face gaming.
Again, I now feel the game needs
fewer house rules and more house interpretations of the rules as written. Who
is engaged in combat? And how are the penalties shared among multi-unit combats?
I’ve already dispensed with orders, since they were mentioned one time and
never defined. And threw out the cavalry changing speeds. The infantry doesn’t
have to plan a turn in advance to attack, why should the cavalry? As it is,
whenever I move cavalry, they roll a 2 and pick up disorder. Nothing in the rules,
the dice gods just know.