Thursday, April 23, 2020

Yorktown PBEM Matrix Game Scenario and rules

All internet images removed from this post, sorry.


The Fencibles are in lockdown along with most of the rest of the world. I've taken refuge in a rural area, away from my table, troops, paints and such. Then the idea struck: run a play-by-email (PBEM) matrix game of the final assault at Yorktown. Simple, no map required, easy to run and maintain social distance. The main hitch was most of the Fencibles have not played a matrix game before. Those who have did it so long ago they have forgotten how it works. Matrix games are based on arguments. The argument says something will happen and can give up to 3 reasons why. The umpire rates the strength of the argument and rolls a die. If the score of the die is equal to or greater than the rating, the argument succeeds. This game also has an order for the troops.


Yorktown Matrix Game Rules
Colonel Alexander Hamilton and a Continental Light Infantry battalion will attack Redoubt # 10 defended by British Major Campbell.
General de Viomenil and a composite French battalion will attack Redoubt # 9 defended by British Lt. Col. McPherson.



Introduction: it is 8 PM on October 14, 1781. Cornwallis’ British army is besieged on the Virginia coast by the Continental Army of George Washington and the French Army under Rochambeau. The British Army is badly outnumbered, sheltering behind earthworks. Allies aided by excellent French engineers and siege artillery have been hemming the British in. The French Navy has managed that rarest of feats, winning a narrow victory against the Royal Navy, who have sailed to New York to repair damage. As a result, the British Army cannot be evacuated by their navy.
Engineers have determined that if redoubts 9 and 10 are taken, the British position will be at the mercy of heavy siege guns placed here. Two battalions, one American and one French have been tasked with storming these redoubts.

The American Light Infantry battalion is led by Lt. Colonel Alexander Hamilton. He has been Washington’s staff officer for much of the war. His intelligence and hard work made him invaluable to the commander. But this ambitious man of humble origins knows glory doesn’t come from efficient paperwork. Fame and glory will be a good asset for an ambitious politician after the war, and this may well be the last major engagement. He has strained his relations with Washington to get this combat assignment.

The French battalion is drawn from elements of all four regiments in the expeditionary force. One of these is the Deux-Ponts Regiment (Zweibruecken in German, Two Bridges in English). This “German” regiment wears blue coats rather than the usual French off-white.

The British hope to hold their redoubts as long as possible, at best possibly drive off the attacks.
The Allied artillery has been pounding the British lines for a while. It is dark. The artillery falls silent as the two Allied battalions move out.

Scenario rules:
Victory conditions: Hamilton or Viomenil win by capturing their respective redoubt first. The British players win by having their redoubt not be the first to fall. If they are really lucky, they might even drive off the attack. In the actual fight Hamilton stormed his redoubt faster and with fewer losses. In game terms he and the CO of Redoubt 9 were the winners.

Each turn (representing a couple minutes), each player may order one action and make one argument. Actions may be a move, cut a gap through the abatis, fire at charging enemy or enemy not in melee contact, charge into melee. Sappers need one turn to gap the abatis unless they are delayed. Movement for the attackers include moving up to the abatis, moving through the ditch, and then charging the redoubt. If they win the melee at the parapet they may advance into the redoubt interior.
A successful attack that meets no delay or setback would move to the abatis on turn 1, gap the abatis turn 2, enter the ditch turn 3, charge the parapet turn 4, if successful in melee surmount the parapet in the same turn, and enter the redoubt interior turn 5. Once in the interior, combat can continue until one side or other has their morale drop to zero or less. The game has no turn limit and continues until players agree to stop or no further combat is possible due to morale losses. If a redoubt garrison loses all morale points it surrenders. If an attacking battalion loses all morale points it will retreat and end the attack.

Arguments can be rated very strong (2+ on a die roll succeeds), strong (3+), average (4+), weak (5+), very weak (6) and impossible. Players will want to avoid the last. Arguments can have up to 3 reasons why they should succeed.

Arguments may attempt to modify die rolls, lower enemy morale or raise your own, cause disorder to the enemy or recover from your own, etc. The only limits are staying within the period – no automatic weapons. Far-fetched arguments will get low ratings. Pulling rabbits out of the hat – unusual weapons not previously mentioned, etc. – are far-fetched. Recall that Captain Aubrey often toasted to “the confusion to His Majesty’s enemies”.

Small arms fire has no effect against troops in the redoubt, including those lining the parapets. The redoubts cannot be flanked. They must be taken from the front in melee. Each has an abatis (pronounced ah bah TEE), a sharpened wooden obstacle that must have a gap cut with axes before it can be passed. Each storming battalion has sappers with axes in the front ranks. Each redoubt has a ditch after the abatis that must be crossed before the troops can fight hand to hand with the defenders. As long as the British have not recoiled from the parapet at the edge of the redoubt, they will gain a strong combat bonus in melee. The abatis and ditch are integral parts of the redoubt and are designed to offer no cover at all to attackers.

Fire: roll a die. On a score of 3+ the target loses 1 morale point. On a roll of 5+ the target loses a morale point and a strength point. A unit may fire if the enemy is not in melee contact at the start of the turn. A unit may also fire while their own sappers hack a gap in the abatis.

Melee combat: umpire adds ups scores for both sides. Scores are the totals of srength points, morale points, any points from arguments and a die roll. The umpire calculates the ratio for the table below. The attacking side needs at least 20 points to get 2 - 1 odds against 10 points, etc. If the British are lining the parapets against an attack from outside the redoubt, shift one column to the left. The umpire rolls one die which cannot be modified by argument. In the table below, attacker refers to the side currently attacking since the British may attack in a desperate attempt to regain the parapet.

Die Roll \ Odds
1 – 2 or less
1 - 1
2 - 1
3 – 1 or more
1
A1RM
A1R
A1R
A1 D1
2
A1RM
A1R
A1 D1
A1 D1
3
A1R
A1 D1
A1 D1
A1 D1R
4
A1 D1
A1 D1
A1 D1R
D1R
5
A1 D1
A1 D1R
A1 D1R
D2RM
6
A1 D1R
A1 D1R
A1 D2RM
D2RM

Explanation of results: A1RM means attacker loses 1 strength point, recoils and loses a morale point. D2RM means the defender loses 2 strength points, recoils and loses a morale point.
If the British recoil from the parapet, allies are assumed to have advanced inside the parapet and the British lose cover from the parapet unless they retake the position. If the allies recoil from attacking the parapet, they are back in the ditch. If the allies recoil from inside the parapet the British are assumed to have regained the parapet. If allies recoil from the interior of the redoubt they are assumed to be just inside the parapet. British may recoil multiple times in the interior of the redoubt. If both sides start the turn in melee contact, the Allies are assumed to be the attacker.

Aftre playing this game the first time, I am inclined to rule that if the British recoil from the interior of the redoubt, they have decided to head for the showers. It gives a faster game. If you decide to play, it's up to the umpire which option to use. You should probably tell your players.

Note the game had a ditch before the abatis. Since then we have found that there was an abatis, a ditch and then a fraise (pointed log palisade) on the the scarp rising out of the ditch. 

Order of Battle.
Player name 
Hamilton
Strength 40
Current strength 
Morale 8
Current morale 

Redoubt 10
Strength 7
Current strength 
Morale 7
Current morale

Viomenil
Strength 40
Current strength 
Morale 8
Current morale 

Redoubt 9
Strength 12
Current strength 8
Morale 7
Current morale 

These are the historical strengths. As umpire you may decide to give each redoubt 10 strength points for a more even game. Don't tell the Allied players until the game is over. You might also vary the strength of the Allied units to keep the British guessing but don't make them too much weaker (or stronger).


2 comments:

Balagan said...

Thanks for sharing. I love matrix games and see a lot of potential for these games being played remotely, particularly during the lock down.

vtsaogames said...

Thank you Steven. The game is providing me with entertainment and a break from the new abnormal. I hope it is doing the sam for the players.