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Jagger200823 Jul 2009 1:29 p.m. PST

Here is a hypothetical American War of Independence battle for your testing pleasure. This is the core of the scenario. You can change whatever you want to change. You can use whatever rules you want. This is simply the OOB, deployment, map and victory conditions-a situation. A situation that you can change in any manner to make it work with your rules and troops…just make it fun.

So here you go…..

DAWN ATTACK

Background: Hypothetical Battle. The British have completed a night march and are launching a suprise dawn attack on the American armies left flank. The British objective is simply to destroy the American left and move into the rear of the American Center. The Americans are surprised and must hold their positions till reinforcements arrive. The weather is beautiful and the ground is dry as the American pickets first spot British forces approaching in masse.

Maps. There are three maps-a terrain map, deployment map and objective map. The terrain map shows terrain only. The map is gridded in a 6x4 grid representing either a 6 foot by 4 foot table or a 9 foot by 6 foot table. Each grid side is either 12 inches or 18 inches dependent on your table. The second map is a deployment map. It has troop deployment areas overlying the terrain map. The third map shows objective locations and victory conditions.

Here is the terrain map: Click for full size image. You probably can download the JPEG if you want.

picture

Here is the deployment map (Use the troop strengths listed in this post instead of what is shown on the map):

picture

Here is the objectives map:

picture

American OOB and Deployment
The Americans deploy their on-board forces first. (See Deployment map for deployment locations.) All American regiments are considered unformed and in camp except for the 9th Ma and its two 6pdrs, the Delaware regiment and the 60 riflemen forming Poor's outpost. All other regiments are considered unformed and cannot move or react until formed. At the beginning of turn 3, Poors Brigade plus Poor's artillery and Gists Brigade (1st and 3rd Maryland) plus Gist's artillery have a 50% chance of forming. Learned's Brigade (2nd and 8th Ma) has a 25% chance of forming at the beginning of turn 3. Roll once per Brigade. Either entire brigade forms or none. On turn 4, all troops are automatically formed except Learned's Brigade (2nd and 8th Ma). Those units have a 50% chance of forming on turn 4. On Turn 5 all troops are formed automatically.

General Wyane is the wing commander over all american troops except the NJ brigade. He can be placed in any brigade camp and is unformed and inactive until his particular brigade camp becomes active and formed.

1. Poor's Brigade commanded by General Enoch Poor is composed of the 1st New Hampshire (240 men), 2nd New Hampshire (240 men) and the 2nd New York (240 men) and two 6pdr guns. Starts game unformed within the Poor deployment area.
2. Poor's Riflemen (60 riflemen) is a detachment stationed as a forward outpost in the riflemen deployment area. These troops are formed and active at the beginning of the game. The riflemen can deploy anywhere within marshy woods as long as they are north of the northern branch of the stream.
3. Learned's Brigade commanded by Ebenezer Learned is composed of the 2nd Massachuetts (280 men), 8th Massachuets (280 men) and 9th Massachuetts (240 men). The 9th Ma is detached and has its own separate deployment area. Except for 9th Ma and their artillery, Learned' Brigade starts the game unformed with the Learned deployment area.
4. 9th Massachuetts plus two 6pdr guns starts the game formed in the 9th Ma deployment area.
5. Gist's Brigade commanded by General Gist is composed of the 1st Maryland (240 men), 2nd Maryland (240 men), the Delaware Regiment (240 men) and two 3pdr guns. The Delaware regiment is detached as an outpost and active. The rest of the brigade is unformed in camp in the Gist deployment area.
6. The Delaware Regiment(240 men) is active and deployed in the Delaware deployment area.
7. American Reinforcement Group 1 commanded by General Cross is composed of the three regiments of the New Jersey
Brigade-1st NJ (240 men), 2nd NJ (240 men) and 3rd NJ (240 Men). At the beginning of turn 7, the brigade has a 20 percent chance of arrival. On turn 8, 40% chance of arrival. On turn 9 till end of game, the brigade has 60% chance of arrival. The brigade will deploy in either US reinforcement area one or two at the beginning of the turn in which they successfully roll for arrival. The American commander can choose which deployment area upon arrival of reinforcements.

British OOB and Deployment
General Knyphausen is in command of the British/Brunswicker attacking forces. He can deploy with either the Mawhood or
Brunswicker forces on board forces.
1. British Mawhood Brigade commanded by General Mawhood is composed of 5th, 17th and 40th regiments with their organic light companies but without grenadiers. Each regiment composed of 300 line infantry and 30 light infantry. Light infantry may be detached from their line battalions but cannot form a converged battalion. Mawhoods brigade is accompanied by three 6pdr guns. Starts game within British deployment area one or two but cannot be deployed in the same deployment area as the Brunswicker force.
2. Brunswicker force commanded by Col Riedel is composed of 200 jagers, Von Barner's light battalion (350 men) and Riedel's Line battalion (360 men). This Brunswicker force is accompanied by two 3pdrs and two 6pdrs. Starts game within British deployment area one or two but cannot be deployed in the same deployment area as Mawhood's formation.
3. Brunswicker Reinforcement Group 1 commanded by Col Rhetz is composed of the Rhetz line regiment (360 men) and a converged Brunswicker Grenadier battalion (360 men). Beginning on Turn 4 and each following turn, there is a 30 percent chance of the arrival of this formation. The British player must designate British deployment area 1 or 2 as the arrival area for this reinforcement group prior to the start of the game.
4. British Reinforcement Group 2 commanded by Colonel Smith-Jones is composed of a converged British grenadier battalion (300 men) and two 3pdr guns. Beginning on Turn 4 and successive turn, there is a 30 percent chance of the arrival of this formation. The British player must designate British deployment area 1 or 2 as the arrival area for this reinforcement group prior to the start of the game.
5. Both the Brunswicker and British Reinforcement groups may choose the same or different arrival deployment areas. However the deployment areas must be predesignated at the beginning of the game.


Terrain Notes
1. Hills are fairly gentle slopes with approximately 6 feet in height over lower ground. Troops may not be seen or fired upon if a hill intervenes between firing troops and target. Troops on hills cannot see over trees. Artillery on hills cannot fire over troops on lower elevation. (Actually they could under the right circumstances but too complicated to explain…so easier to just say no-they cannot fire over troops-up to you if you want to allow it.)
2. Streams are small and cause minimal disruption when crossing. (30% speed reduction)
3. Marshy woods/jungle are extremely disruptive to moving units. Units in line move very slowly and suffer heavy
organizational disruption. Columns move somewhat faster and suffer moderate organizational disruption. I would suggest that all units (whether in column or line), moving through Marshy woods, roll dice upon exit to shift the exit point right or left by x inches…use your imagination. These marshy woods completely disrupt sight and control.. 20 yards visibility.
4. Woods are moderate woods. Some moderate organizational disruption and speed reduction (columns reduce impact
substantially). 40 yards visibility
5. Light woods give minimal disruption but do reduce line of sight. 80 yards visibility within light woods.
6. Roads negate adjacent terrain for units in column and allows an increase in movement speed (50% increase)
7. Feel free to add in minor terrain such as rail fences, haystacks, etc…The fields and roads could easily have minor terrain features.
8. Houses are stout wood homes. Cannot hold more than a company but good defensive feature.

Victory conditions.
Whichever side controls two of the three objective locations on the objective map wins the game by the end of turns 12-14. Roll a dice at the end of turns 12 and 13. 40% chance of scenario ending immediately. Game ends regardless at the end of turn 14. Alternatively, if the British are able to exit even one regiment off either of the two northern roads (red arrows on objective map), the British automatically win immediately.

Optional Rule
1. American regiments may detach up to a quarter of their troops as light infantry. However they cannot form converged light infantry battalions.

Bob in Edmonton23 Jul 2009 2:44 p.m. PST

Do you have a particular game system you are thinking this is appropriate for? Rules and victory conditions tied to turn numbers typically are highly dependent upon things like unit footprints and move rules/distances which vary by rule system.

Similarly the special rules all interact with the rules you/we are using and might not be appropriate. My point is that a generic scenario must be relative generic (e.g., the rules the Grant book Practical Wargames Scenarios--I might have the title wrong). This scenario is only generic in that it does not model a particular battle.

I'm playtesting some AWI rules right now so appreciate having a new scenario to try. My initial impression is, however, that this is way too complicated to be bothered with. I'm sorry this sounds so negative.

138SquadronRAF23 Jul 2009 3:28 p.m. PST

I liked this.

CS Grant's Scenarios for Wargames (1981) and Programmed Wargames Scenarios (1983) from WRG had the attack on the unsuspecting army.

You might want to have negative morale consequences for units caught by the unexpected attack.

You might like to have some for of random delay for units caught unexpectedly to form up – or form hastily and not fight with full efficiency. Forming up and moving out units takes time. Alternatively, units rushing into the field lacking some equipment may suffer penalty.

The scenario seems to owe something to the Battle of Paoli.

Jagger200823 Jul 2009 6:44 p.m. PST

Do you have a particular game system you are thinking this is appropriate for? Rules and victory conditions tied to turn numbers typically are highly dependent upon things like unit footprints and move rules/distances which vary by rule system.

I understand. That is why I suggest changing anything and everything to make it work with your system. But the idea, map and forces are there. A lot of the hard work is already done.

Myself I am using it with 10mm forces and either Piquet or "Loose Files and American Scramble"-very possibly my own conglomerate rules. Although I still need to paint up about another 7 American regiments before I can play it.

You might want to have negative morale consequences for units caught by the unexpected attack.

I will possible add some special morale rules in for surprise but I am not sure yet how balanced the fight will be… If the Americans are too strong after a playtest, I might add in some negative surprise consequences.

The scenario seems to owe something to the Battle of Paoli.

Actually the terrain, idea and deployment does owe a lot to a specific battle but not Paoli. I wasn't going to say the actual battle unless someone happen to recognize it and mention something. But since it wasn't Paolo, I am not saying yet….

codiver19 Sep 2009 8:53 a.m. PST

Jagger2008, just wanted to thank you for posting the scenario idea. We used it with our AWI rules (a homegrown combination of the Regimental F&F beta test rules, Damned Colonials, and some mods of our own). We played it twice. The first time we had to quit before we were finished with the issue very much in doubt. The second game ended on turn 12. Had the game ended, I believe the Americans would have won on points; however, the game continued and the British/Germans exited a battalion to win!

Jagger200820 Sep 2009 8:15 a.m. PST

Jagger2008, just wanted to thank you for posting the scenario idea. We used it with our AWI rules (a homegrown combination of the Regimental F&F beta test rules, Damned Colonials, and some mods of our own). We played it twice. The first time we had to quit before we were finished with the issue very much in doubt. The second game ended on turn 12. Had the game ended, I believe the Americans would have won on points; however, the game continued and the British/Germans exited a battalion to win!

Glad to hear it played out well! BTW, any photos or write-up?

The idea is based on the initial early morning attack on the Union army at Shiloh. Terrain and initial deployment areas are a pretty good match but I adjusted starting forces and reinforcements to balance out the situation.

codiver22 Sep 2009 9:40 a.m. PST

ACW/Shiloh huh? That's too funny. I've used a similar approach to generate a Napoleonics scenario for a week from Saturday (10/3). I'm not going to say more, lest any of the perspective players read this…

We have picts from the first game. I'll have to see about getting them uploaded and post a link.

Jagger200826 Sep 2009 7:35 p.m. PST

Absolutely, Shiloh…. 8>)

Do you have a blog or website?

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