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"Battle of Bushy Run - AAR" Topic


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Bushy Run Battlefield12 Jun 2014 7:38 a.m. PST

Last night we tried a couple of games to get the scenario right for our Bushy Run game we will have at the museum for our games day this upcoming Saturday.

The second game was the more interesting of the two.

The Native Americans peer through the dark woods for a sight of the British column they know is coming.

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The British moving their column through the clearing at the top of Edgehill, they look forward to making camp in about a mile.

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At the first signs of trouble the column leaves the road to move to the assistance of the rangers in the vanguard.

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The 42nd was tasked with removing the thread to the front of the column.

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Looking down from above at the road as it threads around the hill towards Pittsburgh reveals that the Native Americans have done a good job of stopping the British column.

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The Native Americans fall back from the Highlanders but launch an attack on the supply train itself. Their depredations are interrupted by a sudden rush by the 60th.

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The Mingo warriors try to hold the onrushing British soldiers but they do so in vain. Mass tells and the warriors are forced to fall back despite a heroic effort.

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The supply column is saved as the Native Americans retreat from the battlefield leaving the road to Pittsburgh littered with bodies but open.

Obviously everything is not quite finished yet but I wanted to get some pictures up so that people can see the diorama. We will have more pictures on Saturday.

(Stolen Name)12 Jun 2014 4:10 p.m. PST

Looks great do you have a copy of your rules/scenario online?

Bushy Run Battlefield13 Jun 2014 6:55 a.m. PST

I don't currently. I'm using a slightly modified version of Black Powder for the rules.

Here is a rough outline of the mods we have made:

Movement:
Pack animals: 6"
Formed British: 9" on road, 6" in woods
British rangers: 9"
Natives: 9"

Movement penalties: Outside of 6" of a commander -1 for each full 6", so 7" = -1, 13" = -2, 19" = -3
Within 6" of enemy troops -1
Pack animals only move once no matter what result is rolled.

Natives may be in either skirmish or warband formation. In skirmish formation they are at -1 to be hit, have a +1 to hit but have the lower stat line due to their dispersal. In the warband formation they suffer no penalties or bonuses to shooting but have the higher stat line indicated.
Natives in skirmish formation may choose to fall back as a charge response. If they choose to fall back they take a leadership test on the closest leader when the charge is declared. They can then move backwards a number of full pace moves as if they had passed an order. Proximity penalties apply to the natives if the charge is started from within 6". Alternately the Natives may fall back one move without taking a test.
Natives in warband formation may not do this. They must either stand and shoot or stand if charged.

Shooting:
Muskets shoot 9". At up to 3" shooting is+1, up to 6" in wooded areas it is normal, at up to 9" it is at -1.
Anyone moving through the wooded area has cover so is -1 to be hit.
If you need a 6 to hit then it does not cause disorder if you do.

Pack animals take break tests as artillery.

(Stolen Name)15 Jun 2014 4:10 p.m. PST

Thanks BRB, I an currently using M&T skirmish rules (handles up to 40-60 figs OK) but am always looking for suitable historical scenarios.
I have read accounts of the battle and have seen one other gamers scenario but cannot find it in amongst all my F*IW links and I thought it might have been yours.

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