Monday, August 17, 2020

Game Test Rank & File; Camden 1780

 

I decided to take the Rank & File rules for a test drive with the Camden 1780 scenario. I threw in some house rules, which was a mistake, especially since I have never played the rules before. It is a social distance game – solo. I figure given the historical deployment the game should end with a British victory. Since the rebel militia stampeded, I started them all marked as unsteady. The sheer amount of militia taxed my collection and a lot of Continentals in rifle shirts were among them, and some in proper uniform too. As for the British, I didn’t have any Loyalist regulars so various Hessians and redcoats stood in for them. For a change, I had the 33rd, 23rd, 71st Foot and Light Infantry in round hats to represent themselves on the table. My figure manufacturer (Frying Pan & Blanket) never got around to making Tarleton’s Legion so the 17th Light Dragoons stood in for them. Likewise, Washington’s Dragoons subbed for Armand’s Legion. The opening deployment is below.

The British moved first and advanced. The Continental Light Infantry wheeled to fire on the British. Shots were exchanged, some hit. The 2nd Maryland Brigade failed a morale test and became unsteady.
Turn 2 saw Webster’s brigade declare charges by the 33rd and 23rd. The Rebel Light infantry declared a charge on the 23rd which saw the British Light Infantry declare a charge on them. It seemed like the 23rd would be caught before they closed with the militia, so they wheeled and charged the Continentals too. It seemed a tad confusing. I could see this being a sticking point in a pre- or post-Covid game. Once that was sorted out, veteran shock infantry beat the Continentals in melee handily.

 

The 33rd’s charge was stopped by withering musket fire. Their losses hit 50% which meant they could no longer rally. If they had to take another morale test at end of the turn they would rout. I marked them as such and then a lengthy search through the rules PDF finally disclosed that units only take one morale test per turn no matter what. The crushing volley made them unsteady but they would not be routed that turn. The picture was taken before I found the correct rule. The 1st North Carolina Brigade stopped the charge and then routed under artillery fire. My house panic rule spread disorder among the other militia within 6”. After the picture the Crown NC Volunteers failed a morale test and became unsteady.

The 71st and 23rd declared a charge on the unsteady Virginia militia before them. The 23rd was staggered by fire that put them under 50%. The 71st closed with the militia and put them to flight. The 33rd Foot was shot down in heaps by North Carolina militia and routed, the fate they narrowly avoided the turn before. Rebel artillery routed the Crown NC Volunteers. The 1st NC militia Brigade which routed previously failed to rally, losing a base but a low movement roll kept them from escaping off the table. They would have another chance to rally. Gates joined them. I rated him poorly but had reverted to basic command rules, where all generals are equal, so he might have some effect. After the photo was taken, the Irish volunteers failed a morale test and became unsteady.
I had become a tad confused and stopped playing. This was my first attempt with the rules, and I should not have made any house rules. I stick by the scenario rule making the militia unsteady; they were in the actual fight. In another go I would merge the British Light Infantry with the 23rd. A two base infantry unit is fairly worthless, even if it is veteran shock infantry. One base off and it can’t rally. I would also make a card for each unit giving the original number of bases in the unit. That makes it easy to know when losses hit 50%. This is not a problem if all your units are the same size. But I wanted historical strengths.

 

I played 3 turns in a little over 90 minutes. A lot of that time was searching through the rules PDF. It would certainly go faster with practice. British losses were 7 bases of infantry, possibly 420 troops. If the game continued, they would have increased. The North Carolina Volunteers and the crack 33rd Foot routed, the latter nearly wiped out. Continental losses were 5 infantry bases lost, some 300, and a base fled. 3 brigades of militia had routed. One had rallied and another had a chance if the game continued. I do think if played without my house rules the British would have gotten their clock cleaned. When last played with Loose Files & American Scramble (many years ago), the British won convincingly. I aim to play this again. With what rules? We’ll see what mood I’m in next time.

 

The main reason I don’t play Loose Files is the command system. The combat and movement rules are elegantly simple. The command rules as written are complex and confusing, more so since I retired. I’ve tried I-GO-U-GO and that doesn’t seem to do the trick. Perhaps card activation by brigade, with simple brigade orders…

 

And for those who want to see the order of battle I used at 60 infantry, 40 cavalry or 2 guns per base, here it is:

US Army Horatio Gates (0,0), 3,410, army break point 10

De Kalb (2,1) commands 1st and 2nd Maryland brigades and attached artillery

Armands Legion and the Light Infantry are rated down because of the beating they took a few hours ago by Tarleton's Legion.

                 

 Units

# Troops

# Bases

Morale class

Smallwood 1st Maryland Brigade

400

7

Regular Infantry

Section artillery

2 guns

1

Regular medium artillery

Gist 2nd Maryland Brigade

+ Delaware Regiment     

400

150

9

Regular Infantry

Section artillery

2 guns

1

Regular medium artillery

NC Militia Caswell

 

 

 

1st NC Militia Brigade      

600

10

Green Infantry, unsteady

2nd NC Militia Brigade

600

10

Green Infantry, unsteady

Section artillery

2 guns

1

Regular light artillery

VA Militia Brigade Stevens

 

 

 

Right wing  

350

6

Green Infantry, unsteady

Left wing

350

6

Green Infantry, unsteady

Section artillery

2 guns

1

Regular light artillery

Light Infantry (ex. Porterfield)

400

7

Regular Infantry

Armand’s Legion

100

2

Green Cavalry

 

3,350

61

 

Armand’s Legion and the Light Infantry are down-rated 

British Army Cornwallis (2,0), 2,132, army break point 10

 Rawdon (1,0) commands his brigade

Webster (2,1) commands his brigade

Cornwallis directly commands the Reserve

 

Unit

# Troops

# Bases

Morale class

Rawdon’s Brigade

 

 

 

Hamilton’s NC Vols

+ Legion Foot

267

126

7

Regular Infantry

Bryan’s NC Vols

322

5

Green Infantry

Irish Vols

303

5

Regular Infantry

Webster’s Brigade

 

 

 

33rd Foot

238

4

Veteran Shock Infantry

23rd Foot

292

5

Veteran Shock Infantry

Light Infantry

148

2

Veteran Shock Infantry

Reserve

 

 

 

Section artillery

2 guns

1

Regular medium artillery

Sections artillery

4 guns

2

Regular light artillery

1/71st Foot

+2/71st Foot

144

110

4

Veteran Shock Infantry

Legion Dragoons

182

4

Regular Cavalry

 

2,132

39

 

 

 

4 comments:

Norm said...

Thanks, a lovely sized scenario that looks like it could be tested against a number of rule sets (I have just picked up Red Feathers & Delaware Blues, which look interesting).

Steve J. said...

A nice little action that, as Norm says, would work well with other rulesets. One of the issues with the AWI is how to replicate units fleeing the battlefield as happened historically. I think your unsteady houserule is a good attempt at this.

alanmillicheap said...

Lovely stuff - ever thought of using BBB for the AWI?

vtsaogames said...

Thanks guys. Alan, I considered it but my attempts at battalion scale Napoleonics with BBB haven't satisfied me. You know I love BBB for grand tactical games.

I've always considered Camden as a test bed for rules. years back I scrawled a set of rules on paper and tried Camden. The Brits were shot to ribbons by the militia and routed. I junked the rules. What looks good on the page doesn't always work on the table.