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 X 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
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