Saturday 20 May 2023

Quick Solo War of 1812 Game

 I set up a small War of 1812 scenario on my 3 x 3 table, just to see how the Devil to Pay rules would work in this era, AND as a solo game.

I had a slightly larger but lower quality American force attacking a British defensive position, which seemed a reasonable approximation of what happened in the majority of actions in this conflict. I rolled for the leaders and the Americans got a tactical genius (I rolled a 6) whereas the Brits got the inbred third son of some minor landowner in the Home Counties (I rolled a 1). The result of this was, the three British units had two command/action tokens per turn each plus one from the officer, while the four US units had the same two each plus THREE from their leader - would this be the game changer?


Initial set up, the Brits (at bottom) are defending behind a rail fence on slightly elevated ground. To the right are elite riflemen and to the left standard Glengarry Light Infantry. Reinforcements in the shape of an experienced Line battalion are arriving to support


The American assault force - three standard battalions of line infantry with some poor-quality militia in the second line



Using the standard activation chits, I drew Red Move, then Blue Move, then Take a Break (for the first time) then Blue Charge. The Americans were not within charge range, so were unable to take advantage of that order card.


The next card out was Blue Fire, and the three leading units of American line infantry let rip at the waiting Brits. At the distance they were firing from with smooth bore muskets, and the enemy in shelter behind the rail fences, each five base unit only rolled 2 D6. Hits are as shown on the red D6 above.


After staunchly weathering the rather ineffectual fire of the advancing American lines, the more experienced British troops calmly took aim and responded with a far more effective volley of their own. The officers were busy, moving between their units, encouraging the men (the next action was Red Rally - the Brits rallied off ALL their hits, but the Americans retained a couple on each of the leading units). 


Red Fire was next out of the bag and a deadly volley rolled out from the re-energized British line. Casualties mounted and a base was removed from one of the American units. The turn came to an end with the appearance of the second Take a Break chit and all the action tokens went back in the bag and the order tokens were replaced on their respective units.


Turn two and the first action was Red Charge - the Blue Fire chit was next up and American marksmanship improved, with two hits on each British unit, despite the cover of the rail fence. However, return fire was again superior, and another American unit lost a full base.


The Carpe Diem action was next and, in a roll off, the Brits got to choose what action suited them best. With two hits on each of their three units, the Rally was selected, but results were disappointing this time. Blue then moved up and then also had a rally action, which helped remove some of the casualties they were carrying. The Brits were unable to make use of the Blue rally in their phase, as they had insufficient order tokens left (the issue with having a poor officer leading them) and preferred to hold onto them for another round of fire, which they got when the next action token was revealed. Once again, the British musketry was deadly, and another base was removed from an American unit. In response, the Americans, wavering after the devastation wrought by the enemy fire, fired high, and not a single hit was sored....however, next action was a Blue Rally, which again saw order restored to the attackers ranks, and next came Blue Charge!


All four American units surged up the slight incline to assault the depleted Brits manning the fence line.


On the American right flank, a half strength line infantry battalion and the fresh militia unit charged into the Glengarry Light Infantry. They won the melee 3 - 2 and the Canadians "skedaddled" three D6 - but miraculously only rolled 5 in total, so were still on the field!


In the second melee, the attacking Americans had two dice to four, but won 2-1 and the British line infantry skedaddled right off the table! On the British right flank, the hard-bitten veterans of the rifle unit smashed the attacking American, who skedaddled back 15 inches - almost to their original starting point.


The action, though, had been decided, and the riflemen fell back in good order, firing as they went, to cover the retreat of their colleagues, leaving the depleted Americans in control of the position and the field!


That was a fun little game that only took about an hour to play and lasted two turns. As expected, the poor British commander meant a lack of command points was available to the Brits at a couple of crucial points, so they had to choose whether to rally off hits (but forgo shooting again in the turn) or soldier on carrying 2-3 hits on each unit but retaining the ability to cause injury to the Americans. In the end, they just ran out of puff - the Americans always had more opportunities to do things than the defenders and this was particularly important in the last couple of actions in move two, when the Americans were able to rally off most of the hits the British had just put on them, and then get the charge card when they were within 6" and in a position to make the assault.

I felt the rules worked well for a solo game and I will be happy to use them again. If the leadership traits had been reversed, I suspect the result would have been a lot different - and isn't that a "realistic" reflection of the difference an experienced or inspirational commander can make to the outcome of a battle?

Thanks for stopping by and spending some time reading my report and I look forward to your comments and feedback!

37 comments:

  1. What a smashing game, I’m impressed with the rules too. Nothing offended me when I first read through them (which is a miracle) but the action you’ve described here sets them off really well. It’s really useful seeing how they actually play out. Now I’ve got C&C Tricorne, Live Free or Die and these to test on my AWI lads.

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    1. Very glad to be of service and I appreciate your turn of phrase ..."nothing offended me..."! I will be interested to read about your AWI rules experiments...soon, hopefully!

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    2. JBM, I suppose finding nothing offensive upon first reading is a step forward but is it truly a ringing endorsement? Time and more experimentation will lift the haze. Report back after more experimentation.

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    3. Not being offended is a major achievement in this day and age, don't you think, Jon? Almost everything seems to offend someone, nowadays!

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    4. Oh dear I thought of all sorts of responses to that one Jon, but although I would find them funny, they may actually cause offence, so I have decided on self censorship😇

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    5. With the game play as it was … I would say that the Americans were indeed determined to take a fence…😳
      I will get my coat… 😂

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  2. Looks like a really enjoyable game!

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    1. Thank Bill....it kept me amused, at least!

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  3. Neat little game, Keith. Is this a large enough action to push the rules through its paces? Great to see a game back on your table.

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    1. Thanks Jon....I would think so, but of course, if you played the same rules with two or three players per side ( as we have previously done at Julian's place) things become a bit more complicated!

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  4. Nice photos of the action Kieth- and I do like your timber and stone fences- they certainly add to the scene. Cheers. KEV.

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    1. Thanks Kev..your comment just popped up as I was thinking of heading off to bed! I am pleased you like my simple attempts at scratch built scenery!

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  5. Chit pull and small solo game …. Perfect marriage.

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    1. Thanks Norm, that was what I had thought prior to playing, and I felt vindicated by how things went. This system, where both sides must do the same thing at the same time, seemed particularly well suited to a solo game and reducing any impact of unconscious ( or conscious!) bias on the part of the player.

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  6. Nice game, Keith! I've been wanting to try SOLO for a long time...

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    1. Thank you Valentine. It's a relatively new departure for me,master considering it for YEARS, so, if you have room at home, I would recommend you give it a go!

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    1. Thanks Michal! The photos aren't great but I can't do much about the lighting as I am playing in our garage, and that's as good as the light gets😉

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  8. Great little game Keith. The rules seem to work well and give an interesting encounter

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  9. Good looking game and it sounds as if the incompetent British commander was the difference!
    Best Iain

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    1. Yes I think that was the determining factor, Iain.

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  10. The British were up against it from the start in that one after the poor leadership roll it seems. It certainly made things difficult, but they still gave a good account of themselves. A nice summary Keith.

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    1. Thanks Lawrence...I am never sure if people prefer a blow by blow account of how the rules work, or a narrative where the mechanics of how things happened are ignored ....so I try to aim for some sort of middle ground!

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    2. Keith, take the BatRep writing approach that appeals to you. Most often, I prefer reading a historical narrative with a hint of the rules.

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    3. Thanks Jon, it would be simpler of course if we were reporting on football (either variety) or tennis....everyone would already know the basics of the rules, whereas with wargaming, I do feel a compulsion to explain how a particular set I am using works!

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  11. Great to see you getting in another solo game Keith. The chit/card pull provides that perfect friction for solo games and is obvioulsy working well for you. Shame the British/Canadians were saddled with a chinless wonder...

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    1. Cheers Steve...yes, the underwhelming leadership did for the Brits in the end, as the Americans were just able to do more with the various action chits. I will definitely be giving these rules another outing!

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  12. Very cool solo gaming, Keith! Great looking figures too.

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    1. Thanks Dean, the Americans are all Old Glory originals, as are the Canadian Glengarry battalion. The British line are OG Second Edition and the rifles I think are Warlord metals.

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  13. Nice little solo game. I do Ike the affect of the different leader’s abilities. 😀

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    1. Thanks Stew, yes, I like rules that can reflect superior leadership from those set above! It makes a significant difference in numerous conflicts and battles throughout history, and just letting the better general go first each time, or having plus one on rolls to decide initiative doesn't really cut it for me!

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  14. Enjoyed your report Keith. Glad you enjoyed playing it.

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    1. Sounds like it was a win/win exercise Richard! Pleased you found my report enjoyable.

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  15. Excellent stuff Keith…
    I think I may get my War of 1812 toys out and have a little game as well…

    All the best. Aly

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    1. Excellent, I look forward to seeing that Aly.

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