Sunday, 19 June 2016
War of 1812 Naval Wargaming; Scales and Scenarios
Thursday, 9 June 2016
War of 1812 Naval Wagaming
Saturday, 4 June 2016
The Battle of Plattsburgh Battle Report
Saturday, 12 March 2016
New Blog; Dead Wars!
Dead Wars! A Tabletop Tactical Zombie Wargame
Dead Wars!Saturday, 27 February 2016
The Battle of Queenston Heights
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)
+1 morale
Can refuse a flank
+1 to shooting in line
*Up to half this formation can skirmish
+1 to shooting in line
+1 to shooting in line
Victory Conditions; The Americans have to keep the British from capturing the heights.
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 (inflicts half casualties). A unit will be at full ammunition that does not move or fire for one turn.
4. Reinforcements; The Americans had thousands of troops that refused to cross the river. They roll 2 dice each turn to see if more milita have crossed. New reinforcements arrive at Queenston. If there are British troops within 8 inches of the landing at Queenston reinforcements arrive at the foot of the bluff instead.
Roll 2 D6s at the end of each turn to see if more reinforcements have landed.
12; Unbroken Indians AND cannons deployed in Queenston.
10+; Unbroken Indians OR cannons deployed in Queenston.
7+; No unbroken Indians AND no cannons deployed in Queenston.
On a Successful Roll;
D6 models arrive (rounded up to the nearest base).They join an existing unit of militia. If there are enough bases, a new unit of militia can be formed. For example; Rolling 1,2,3 would be 3 or 4 models. 4,5,6 would be 6 or 8 models.
-1 morale
-1 morale
Round down half casualties (at long range only)
-1 morale
Round down half casualties (at long range only)
-1 morale
From Lewiston Heights *Can hit Queenston at Long Range
-1 morale