Sunday, April 26, 2020

Alexander Hamilton at Yorktown PBEM matrix game, Turns 1 - 4

This is the Yorktown PBEM (Play By EMail) Matrix being played from various living rooms in at least two states. The scenario is here.. Will Hamilton match his historical record and take his redoubt first? The action starts below. Spelling by players is untouched, cage-free and free-range.

First turn (8 PM).

Hamilton:  Order - Move to the abatis.
Argument: The night is cloudy and the British do not see the advance.
Umpire: argument is rated weak since the garrison is aware that infantry attacks usually follow the lifting of artillery barrages. This argument clashes with both British arguments.
Die roll 2, argument fails.

Smithersby Redoubt 10: Order- Fire
Argument: in spite of their efforts, hundreds of Continentals are heard and seen approaching our abatis.
Umpire: Argument is rated very strong, since the lifting of the artillery bombardment is a pretty clear sign that the infantry attack is next. The garrison would be on a heightened alert. There normally does not need to be an argument to fire, but Smithersby is leaving nothing to chance. In this case the Americans have argued that they can approach without being fired on, the arguments will clash. Hamilton’s argument also clashes that by Smythe of Redoubt 9.
Die roll 3, argument succeeds. British fire without modifiers,

Deux-Ponts: My move is to advance to the abatis.
My argument is that my defence against attack will be increased because sunset was at 5:36pm on that day.
Umpire: Argument is rated average, No modifier to die roll is specified, default is 1.
Die roll 6, argument succeeds, British fire at -1 this turn.

Smythe Redoubt 9: Order - My troops fire at the advancing Deux-Ponts regiment.
Argument: They do so with increased accuracy (+2) because:
1- their blue uniforms make them an easier target
2- my troops’ morale is good because of the safety provided by the redoubt
3- It is a clear, moonlit night
Umpire: This is rated average, downrated to weak because of the +2 modifier. A +2 or -2 modifier on a six-sided die roll is quite powerful. This argument is directly opposed by Hamilton’s argument. I nearly rated it up because it is in formal matrix format, even if the first point is dubious.
Die roll 3, argument fails.

Hamilton’s battalion advances to the abatis. The British in Redoubt 10 fire (scoring a 3) and the Continental Light Infantry lose a morale point as bullets fly by.

Deux-Ponts advance to the abatis. The British fire (score 1, modified to zero) but aim high.

Both attacking battalions have advanced to the abatis, Hamilton’s have lost some of their elan.

Second turn (8:02 PM).

Hamilton: Order-sappeurs attack the abates. I assume that it cannot be moved through without being first destroyed, Rest of battalion fire at the English. (Note from rules: Each has an abatis, a sharpened wood tangle that must have a gap cut through with axes before it can be passed).
Argument: the smoke from the battalion firing plus it being nighttime makes the English firing less than normally accurate, minus 1 on the die roll.
Umpire: argument rated average, it is opposed by the British redoubt 10 argument.
Die roll 4, tie, roll again 6, tie, roll again 4, tie, roll again 6, argument succeeds

Redoubt 10: Order- Fire
Argument: with increased accuracy +1 because
1-         Continentals are closer
2-         They are bunched up and some exposing themselves trying to climb over and thru
3-         Some are crouched down trying to get under, so shots high and low have increased chance of a hit also.
Umpire: Argument rated average, it is opposed by Hamilton’s argument.
Die roll 5, a tie, roll again 6, tie, roll again 5, tie roll again 3, argument fails

Redoubt 9:  Move = Fire at the Deux-Ponts regiment
Argument = my troops receive a +1 modifier when doing so because:
1- the blue uniforms of the Deux-Pont regiment make them an easier target
2- my troops’ morale is good because of the safety provided by the redoubt
3- the Deux-Ponts regiment is now in closer range than they were last turn
Umpire: Argument is rated strong.
Die roll 6, argument succeeds.

Deux-Ponts: Order - While my sappers cut through the abatis, the rest of my troops fire at the british to drive them off the parapet. (Rules note: The redoubts are proof against musket fire)
Argument - Using the abatis for cover both protects the troops and allows them to steady their weapons for more careful shots.
Umpire: Argument rated weak, as a well-designed abatis would not provide cover from fire. If the argument succeeds, perhaps the abatis was poorly designed or executed.
Die roll 2, argument fails

Axes hack a gap in the abatis. Hamilton’s troops are obscured by smoke and the British in Redoubt 10 get -1 to their fire die. Die roll is 5, modified to 4. Hamilton loses another morale point.

Sappers clear a gap in the abatis in front of Redoubt 9. At close range, the British fire with +1. Die roll 5 modified to 6. A hail of bullets; Deux-Ponts lose a strength point and a morale point.

Gaps have been cleared in the abatis before both redoubts.

Turn 3 (8:04 PM)

Redoubt 10:   order: Fire  - with + 2 modifier
1- it’s a double salvo. Or rather 4 salvos of 35 each. That will give a pause to these brave Continentals.
2- my 70 troops have been divided into two platoons of 35 each. The have practiced this firing tactic.
3-due to desertions we have extra muskets that have been pre loaded and stacked near each fusilier. Platoon 1 is ordered to Fire, then they bend over and pick up another  Musket while they are doing that Platoon 2 is ordered to Fire  then the fist ones Fire again and then the final salvo is given  (It’s only an extra 70 muskets for my troops, And there were certainly more deserters than that.
4- this gives the impression that there are more defenders than there are, Which gives some pause to the attackers.
5-the Fire is also effective because of the close range.
6- at no time are my troops absent from the Parapet.
Umpire: argument is rated average, down rated to weak due to -2 modifier, conflicts with Hamilton.
Not affecting the rating, there are some issues with the order and arguments. The order should be to fire and desired modifiers part of the argument. This argument lets the enemy know how big the garrison is. There is no need for more than three argument points, therefore points 4, 5 and 6 are ignored. Please follow the format: simple order, argument and desired result, up to three points.
Die roll 6, tie as both succeed, reroll 4, fails

Hamilton:   Assuming that I have gapped the abatis, I move to the ditch.
Umpire: I neglected to explicitly state that it takes sappers one turn to gap abatis unless an argument slows them down. The abatis has been gapped. Another rules clarification is needed.

Argument: The British fire with a -1
            The night makes it difficult for the British to see the Americans
            The British are demoralized after being shot at by siege artillery
            The British colonel has had too much port and is unable to give effective orders
             as he is so sad that his redbout does not have paisley sandbags, just bring tan and brown ones
Umpire: argument is rated average, conflicts with redoubt 10. Correction: the British CO is just a captain.
Die roll 5, tie as both succeed, reroll 4, succeeds.

Deux-Ponts: Order - My troops rush the trench.
Argument - Even though we're in their "kill zone" the British have a harder time than usual hitting us because:
- Washington chose a moonless night for this attack
- Redoubt 9 is manned partially by Hessian (German) mercenaries rather than British soldiers. There's no dying to protect home and family even for the British troops. But at this point the mercenaries can really see the writing on the wall about how this war will end and lack motivation.
- The blue jackets, while they may make our soldiers easier to spot in broad daylight, in dim light where color distinction is lost, reflect even less light than the typical light gray, or the red of the British.
Umpire: Argument is rated average, conflicts with Redoubt. No modifier specified, default is 1.
Die roll 5, tie as both succeed, reroll 2, tie as both fail, reroll 4, argument succeeds.

Redoubt 9: Move for turn 3—fire at the Deux-Pont regiment
Argument—my troops shoot with a +1 modifier because:
1- the enemy is closer than last turn
2- the enemy’s movement is limited because of the relatively confined space they’re left in after hacking through the abatis and facing the ditch ahead
3- my troops still maintain positive morale because of the safety provided by the redoubt and the ditch
Umpire: Argument is rated strong, conflicts with French argument.
Die roll 4, tie as both succeed, reroll 2, tie as both fail, reroll 2, argument fails.

Hamilton’s battalion rushes into the ditch, which is placed behind the abatis in an unusual departure from military practice. The complex British firing routine breaks down under the stress of combat and they fire with a -1 modifier. The die roll is 5, modified down to 4, Hamilton’s battalion loses a morale point.

The Deux-Ponts descend into the ditch. British fire modified -1 due to the moonless night, etc. The die roll is 1, modified to zero. The shots pass harmlessly overhead.

At the end of turn 3, both battalions are in the ditch, ready to move into close combat. The defenders may fire at troops who are charging them. Once units start the turn in close combat, firing is no longer possible.

Turn 4 (8:06 PM)



Hamilton: order - My troops charge the redoubt
Argument: The morale of the battalion recovers one point
A British deserter has informed Hamilton that there are only 70 men in the redoubt and he has informed his men who are encouraged to hear how few lobster backs face them
The men in the battalion know that they face only one more volley before they close with the enemy
Hamilton is leading from the front and shouting for his men to follow
Umpire: Argument is rated average.
Die roll 2, argument fails

Redoubt 10: Order: Fire
Proposal: +1 to fire
Argument: 1 - close proximity of enemy
Umpire: argument is rated strong. As before, please follow the format: simple order, argument and desired result, up to three points.
Die roll 1, argument fails

Deux-Ponts: Orders: It's finally time! We're through the worst of it. Now is our moment of glory. Charge the parapet!
Argument: The British have -1 because...
- the British know there is no resupply and the enemy is at the door now
- the attacking soldiers call out in their native German, causing confusion and further doubt among the Hessian/German mercenaries hired by the British
- the British are still disoriented by the heavy shelling they endured up until only a few minutes ago
Umpire:  argument is rated average, directly opposes Redoubt 9 argument. I assume the modifier is to British fire rather than the melee that follows.
Die roll 6, tie as both succeed, reroll 2, tie as both fail, reroll 2, tie as both fail, reroll 2, argument fails

Redoubt 9:  Move: toss torches (see below) and fire at deux ponts regiment
Argument: +1 modifier to firing because
1-they’re even closer than last turn
2-they’re in a ditch, which impedes their mobility, thereby making them an easier target
3-immediately prior to my unit shooting, one soldier from my unit tosses two lit torches into the ditch to illuminate the deux ponts regiment, thereby making them an easier target
Umpire: argument rated strong, directly opposes Deux-Ponts argument.
Die roll 3, tie as both succeed, reroll 2, tie as both fail, reroll 1, tie as both fail, reroll 3, argument succeeds

Hamilton tells his troops the enemy is only 70 strong and leads the attack into the parapet. His voice is drowned out bymusket fire but the troops follow him. The British get no positive modifier. Their musket fire die is 3, another morale hit against Hamilton’s Light Infantry. Hamilton’s die roll for melee score is 4, the Redoubt’s die roll for melee score is 3. Odds are 2 – 1, modified to 1 – 1. Final die roll is 3. Each side loses a strength point (~10 troops) and the bayonet fight rages on at the parapet.

The Deux-Ponts charge up to the parapet through a hail of bullets. The British fire die is 5. The Deux-Ponts lose a morale point and a strength point. Deux-Ponts melee score die is 4, the Redoubt is 5. Odds are 2 – 1, modified down to 1 – 1 because the British are behind the parapet. Final die roll is 2. The British force the Deux-Ponts to recoil back into the ditch, leaving a number of dead and wounded behind (1 strength point).  

At the start of Turn 5 (8:08 PM) The Continental Light Infantry are at the parapet in a furious close combat with the British garrison. No musket fire or movement is possible.

The French are in the ditch and can charge again. The British in Redoubt 9 may fire again.

Note to players: you may argue to modify your melee score, but not the final die roll once odds have been determined. That’s up to the dice gods. Perhaps sacrificing a small animal might help…

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