Friday, 16 January 2015

Lundy's Lane Scenario Rules


        The Battle of Lundy’s Lane

                  July 25th, 1814






Scenario Rules

 

Victory Conditions

1. The British get one victory point for the Americans suffering 30% casualties or more.

2. The Americans get one victory point for the British suffering 25% casualties or more.

3. The Americans receive one victory point for at least one unit occupying the crest of the hill at the end of the battle.

4. The British receive one victory point if no enemy units occupy the crest of the hill at the end of the battle.

 


Twilight and Night Rules

Twilight; Turns 3 to 7

Turn 3; 48 inches visibility

Turn 4; 36 inches

Turn 5; 24 inches

Turn 6 and 7; 12 inches, also command radius reduced to 4”

-2 to shooting for infantry and artillery in twilight

 

Night; Turns 8 and Up

8 Inch weapon Range (close range is 4 inches)

8 inches visibility

Leaders have to be attached to change orders

-2 to change order rolls

-2 to shootin

 

American Army Special Rules

1. Linear Tactics; Whole brigades have to have the same formation except to go around terrain and other units.

 

2. Buck and Ball; American Regulars used “Buck and Ball”; a round shot with 3 buck shots, they get +1 to hit at close range.

 

3. Ammunition Problems; American troops carried less ammunition than their British counter parts, and had logistical problems becoming resupplied during battles. Any American infantry unit which rolls a double one for their shooting roll in any turn but their first turn is at half ammunition. A unit will be at full ammunition that does not move or fire for one turn.

 

4. Chosen Men; Up to 12 men maybe deployed as Chosen Men (Rifles). They roll 2D6 per 4 figures. They can form part of the skirmish screen or operate independently. They do not need to stay within 18 inches of close order units. This unit has a range of 17 inches.

 

British Army Special Rules

1. British Infantry Shooting Bonus; British / Canadian infantry get +1 to shooting rolls when in line. Militia and Indians do not get this bonus.

 

 

British Order of Battle
At Start;

1800; 5 guns

Reinforcements

1700; 3 guns

Total; 3500, 8 guns
Overall Command; Phineas Riall and Gordon Drummond (Average)

2nd (Light) Brigade
Pearson (Excellent)


Glengarry Light Infantry X36 (Line)
+1 to shooting

Up to 50% can deploy as skirmishers

Incorporated Militia X36 (Line)
+1 to shooting

Up to 50% can deploy as skirmishers


Royal Artillery 2 X 6 Pounders (Veteran)

*Artillery Commander Deployed

Detached Unit (Average Commander)
19th Light Dragoons / Canadian Light Dragoons X14 (Line)


Morrison's Force
Morrison (Excellent)


89th Regiment X40 (Veteran)
+1 morale

Can refuse a flank

+1 to shooting in line


Converged Light Infantry X30 (Veteran)
+1 morale

Can refuse a flank

+1 to shooting

Up to half can deploy as skirmishers


Royal Artillery 2 24 Pounders (Veteran)
*these are 12 pounders in game terms 
+1 morale


Royal Marine Artillery Rocket Section X2 Rocket Launchers (Veterans)
+1 morale

 

Rocket Rules

-Range of 48 inches, must have line of sight, may fire overhead

Roll 2 D6

12 Direct and devastating hit. Six casualties. Consult double six table

11 – 9 Target unit lose 1 casulty and falters BUA’s set alight.

8-4 Miss

3 The nearest friendly unit to the rocket battery is hit by stray rockets and loses two casulties.

2 Rockets double back and strike ammunition. Rocket battery completely destroyed. (Rout)


Militia Flank Companies / Mohawks X36 (Second Line / Count as light)
-1 morale

Round down half casualties

Can deploy up to 50% as skirmishers (2nd rate; 2D6 per 8)


Scott's Division *Enter on the Western Road on Turn 7
First Brigade


8th Regiment X30 (Veteran)

+1 morale

Can refuse a flank

+1 to shooting in line


103rd Regiment X30 (Line)
+1 to shooting


103rd Regiment X30 (Line)
+1 to shooting


Converged Light Infantry X18 (Veteran)
+1 morale

Can refuse a flank

+1 to shooting

Up to Half can deploy as skirmishers


Royal Artillery 2 6 Pounders (Veteran)

Reserve *Enter on the Western Road on Turn 7
1st Regiment X40 (Veteran)
+1 morale

Can refuse a flank

+1 to shooting


Militia Flank Companies X24 (Second Line)
-1 morale

Round down half casualties

Can deploy up to 50% as skirmishers (2nd rate; 2D6 per 8)


Mohawk Warriors X24 (Second Line)
Classed as an open order horde

Move up to half and fire

Can change direction freely

Cannot be unformed (they are already)

Move normally through difficult terrain

Can only charge the front of close order units if they are unformed or faltering

-2 open order modifier

May evade as skirmishers

Ignore brigade morale

If routed immediately disperse

0 Open order melee modifier

Fire as conscripts (-2_with just the front rank of figures

May deploy entirely as skirmishers; 2nd Rate Skirmishers (Roll 2D6 per 8 figures)


Western Warriors X24 (Conscripts; -1 morale)

Classed as an open order horde

Move up to half and fire

Can change direction freely

Cannot be unformed (they are already)

Move normally through difficult terrain

Can only charge the front of close order units if they are unformed or faltering

-2 open order modifier

May evade as skirmishers

Ignore brigade morale

If routed immediately disperse

0 Open order melee modifier

Fire as conscripts (-2_with just the front rank of figures

May deploy entirely as skirmishers; 2nd Rate Skirmishers (Roll 2D6 per 8 figures)


 

American Order of Battle

At Start;

1000 men; 3 guns

Reinforcements;

1500; 6 guns
Overall Commander; Brown

*Scott is in Overall command until the second brigade arrives

1st Brigade
Brigadier General Winfield Scott (Excellent)


9th Regiment X24 (Veteran)
+1 morale

Can refuse a flank

+1 to shooting at close range


11th Regiment X24 (Veteran)
+1 morale

Can refuse a flank

+1 to shooting at close range


22nd Regiment X24 (Veteran)
+1 morale

Can refuse a flank

+1 to shooting at close range


2nd / 3rd. Regiment of Artillery 3 X 6 Pounders (Veteran)
*Towson Battery Commander
 deployed 

+1 morale

Detached (Average Command)

25th Regiment X30 (Veteran)
+1 morale

Can refuse a flank

+1 to shooting at close range

 

Detached(Average Command)

Jessup's Rifle Company X8 (Veteran)
*Chosen Men
 (Rifles). They roll 2D6 per 4 figures. They can form part of the skirmish screen or operate independently. They do not need to stay within 18 inches of close order units. This unit has a range of 17 inches

 

Detached (Average Command

2nd Light Dragoons / New York Dragoons X8 (Line)



2nd Brigade *Enter on the South Road turn 5
Brigadier General Ripley (Average)

1st Regiment X 18 (Line)
+1 to shooting at close range


21st Regiment X 40 (Veteran)
+1 morale

Can refuse a flank

+1 to shooting at close range


23rd Regiment X 30 (Line)
+1 to shooting at close range


Detached Rifle Companies X 12 (Veteran)
+1 to shooting at close range


2nd / 3rd. Regiment of Artillery 1 X 6 Pounders (Veteran)
+1 morale


2nd / 3rd. Regiment of Artillery 2 X 12 Pounders (Veteran)
+1 morale

 


3rd Brigade
Brigadier General Porter


NY Militia / Dismounted Dragoons X36 (Second Line)

-1 morale

Round down half casualties (at long range only)

5th Pennsylvanian Volunteers / Canadian Volunteers X30 (Second Line)

-1 morale

Round down half casualties (at long range only)


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