The Battle of Stoney Creek Scenario Rules and Order of Battle
Right Flank *From Right to Left
Major Joseph LeeSmith
22nd Infantry 2 Light Co. (100 men) x12 (Line)
23rd Infantry Light Co. (50 men) x24 (Line)
2nd Artillerymen (150 men)
*As Light Infantry
25th Regiment (325 men) X 36 (Line)
25th Regiment (325 men) X 36 (Line)
Towson's 2nd Artillery (3 6 Pounders and 1 Howitzer) x2 Guns (Line)
*Facing the Roadway
Centre
Brig Gen William Winder
Leonard's Light Artillery (3 6 Pounders) x2 Guns (Line)
*Limbered, not able to be deployed during the battle
*These three regiments begin on the far left.
5th and 20th Regiments (250 men) x30 (Second Line)
16th Regiment (270 men) x30 (Line)
23rd Regiment (300 men) X30 (Second Line)
Lytte's Company of U.S. Volunteers (55 men) x12 (Line)
1st Rifles (50 men)
*an additional 10 men were captured on picket duty at the church
Rear Guard *Enter the battle turn 8
Col James Burn LD
2nd Light Dragoons 150 men) x18 (Second Line)
9th (100 men) x12 (Second Line)
At the Lakeside *Not present at the battle
13th Regiment (400 men) x42 (Second Line)
14th Regiment (350 men) x36 (Second Line)
2nd Artillery (2 6 Pounders) 2 Guns (Line)
British Order of Battle
Brigadier General John Vincent (Poor)
Major Charles Plenderleath (Average)
49th (Hertfordshire) Foot (424 men) X 40 (Veterans)
8 Companies
Major James Ogilvie (Average)
8th (224 men) X 24 (Veteran)
4 Companies
8th Light Company (56 men) X 12 (Line)
Natives *Independent Unit
8th Light Company (56 men) X 12 (Line)
Militia (30 men)
Natives *Independent Unit
John Norton
Natives (12 to 20 men) x6 (Second Line)
Reserve *On the Road back to Burlington (Not at the Battle)
Natives (12 to 20 men) x6 (Second Line)
Reserve *On the Road back to Burlington (Not at the Battle)
41st 12 Veterans
6 Pound Cannon Veterans
At Burlington Heights (Not at the Battle)
41st 36
Glengarry Light Infantry 12 regulars
Royal Newfoundland Fencibles 12 regulars
Incorporated Militia Light Infantry 18 regulars
Militia 30 irregulars
Natives 36
Night Attack Scenario Rules
1. Visibility of 12 Inches if neither unit has shot, 24 inches if unit is shooting.
2. Once shooting starts close range shooting counts as soft cover; If shooting at a new target roll a die, on a roll of a 1 the unit shoots a random friendly legal target instead, if no friendly units could be targeted the unit does not shoot.
3. Once shooting has started, long range shooting counts as being in hard cover; same targeting rules as above but on a roll of a 1 or 2.
4. The British were ordered not to shoot or make a sound or shoot. Instead they broke morale and started yelling and then shooting. To represent this, the British units take their charge leadership rule as normal, if passed all units charged count as being broken in terms of melee (unless formed) Once one unit is charged all American units count as being unformed (as they wake up and are alerted), each American unit remains unformed until passing a leadership test.
5. If there are unbroken natives on the British side ALL US leadership Tests are at -1.
6. American forces can't make any actions until the British charge or attempt to charge.
7. Before engaging, the British must take a single leadership test each turn to see if they remain silent. If this test is failed all American units can immediately attempt to form up.
Event Roll
Roll 3D6 Each Turn. For each 6 rolled roll a D6 to see which reinforcements arrive. Take half the indicated unit for each roll, for results with 2 units take the first unit listed. Reroll any results that have already been rolled twice.
On a 6; Reinforcements!
Reinforcement Rules;
1. Reinforcements appear 18 inches from the closest unbroken unit on either side. They cannot move or shoot on the turn they appear.
2. Any unit which is already partly on the table can immediately join that unit if it has not yet engaged.
British Reinforcements; West
5 or 6 41st 12, 12, 12, Royal Artillery with 6 Pounder
3 or 4 Canadian Provincial Regulars; Light Dragoons 6 plus Incorp. Mil 6, 12, Glengarry LI 12, Royal Newfoundland Fencibles 12 (Lights)
1 or 2 Mohawks 12,12 North West, Mohawks 12, 12 South
American Reinforcements
5 or 6 Light Dragoons 9,9, 9th Regulars 12
3 or 4 14th 12, 12, 12 North
1 or 2 13th 12, 12, 12 North
Lost in the Dark!
Any unit that retreats or withdraws rolls a die for each comp of the unit (6 men) and each command group within 3 inches. On a roll of a 1 the company is gone from the game. Native troops are not affected.
Glengarry Light Infantry 12 regulars
Royal Newfoundland Fencibles 12 regulars
Incorporated Militia Light Infantry 18 regulars
Militia 30 irregulars
Natives 36
Night Attack Scenario Rules
1. Visibility of 12 Inches if neither unit has shot, 24 inches if unit is shooting.
2. Once shooting starts close range shooting counts as soft cover; If shooting at a new target roll a die, on a roll of a 1 the unit shoots a random friendly legal target instead, if no friendly units could be targeted the unit does not shoot.
3. Once shooting has started, long range shooting counts as being in hard cover; same targeting rules as above but on a roll of a 1 or 2.
4. The British were ordered not to shoot or make a sound or shoot. Instead they broke morale and started yelling and then shooting. To represent this, the British units take their charge leadership rule as normal, if passed all units charged count as being broken in terms of melee (unless formed) Once one unit is charged all American units count as being unformed (as they wake up and are alerted), each American unit remains unformed until passing a leadership test.
5. If there are unbroken natives on the British side ALL US leadership Tests are at -1.
6. American forces can't make any actions until the British charge or attempt to charge.
7. Before engaging, the British must take a single leadership test each turn to see if they remain silent. If this test is failed all American units can immediately attempt to form up.
Event Roll
Roll 3D6 Each Turn. For each 6 rolled roll a D6 to see which reinforcements arrive. Take half the indicated unit for each roll, for results with 2 units take the first unit listed. Reroll any results that have already been rolled twice.
On a 6; Reinforcements!
Reinforcement Rules;
1. Reinforcements appear 18 inches from the closest unbroken unit on either side. They cannot move or shoot on the turn they appear.
2. Any unit which is already partly on the table can immediately join that unit if it has not yet engaged.
British Reinforcements; West
5 or 6 41st 12, 12, 12, Royal Artillery with 6 Pounder
3 or 4 Canadian Provincial Regulars; Light Dragoons 6 plus Incorp. Mil 6, 12, Glengarry LI 12, Royal Newfoundland Fencibles 12 (Lights)
1 or 2 Mohawks 12,12 North West, Mohawks 12, 12 South
American Reinforcements
5 or 6 Light Dragoons 9,9, 9th Regulars 12
3 or 4 14th 12, 12, 12 North
1 or 2 13th 12, 12, 12 North
Lost in the Dark!
Any unit that retreats or withdraws rolls a die for each comp of the unit (6 men) and each command group within 3 inches. On a roll of a 1 the company is gone from the game. Native troops are not affected.
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