by Stuart Reid
This is another battle where a 1:1 scale is recommended. The main problem of surprise in the dark can be solved by Marion being informed that the loyalists are in the tavern and setting out his troops as per the map. The loyalists in the field should only be put on the table when they open fire. Marion's force was split into four groups for the attack but I could find no historical numbers for each group, I would suggest you split them evenly. I have no evidence if Ball's troops fought as one unit or was split, again this could be up to the player to decide. Also there seems to be no record of, if and when Marion's reserve was used, again this will have to be up to the player what he wishes to do with them. Any troops moving towards each other (even from the same army ) should dice to see if they fire on each other. A 5 or 6 on the dice means that they both start shooting, they will discover if the opposing troops are friendly only after one round of firing. The terrain should be heavily covered in woods and swamps, even the clear areas shown on the map should be dotted with Broom Sedge and Dog Fennel bushes. Although the Black Mingo is called a creek, it was in fact about seventy five yards wide and only crossable at the ferry and Willtown Bridge. The old field was surrounded by a rail fence which should give some advantage to troops defending it in melee but should not be difficult to cross. TROOP GRADINGS All of Marion's troops should be classed as 3rd class. Ball's men are all 4th class. Marion and Ball who seem to have done nothing once the action started are classed as Ts. Hugh Horry could be a 5, whilst Waites and Peter Horry with the cavalry are 4's. COMMAND DECISIONS There are very few decisions for Ball to make, he could try to make his escape over by the ferry but would probably be caught in the middle of the operation and be badly cut-up. He could try to mount-up and ride for Kingstree, but again time was lacking, he would more likely run into Marion's troops coming down the same road. His best bet is to do what he did historically and try to fight off Marion's men. Marion has no decisions to make, he was out to destroy Ball and that's what he must do to win the game. If any of Ball's men escape the game will be a draw, if Ball can get more than 50% of his men off the table then he scores a victory. The battle isn't so one sided as it first appears, Marion's troops will be caught off guard at first and could have problems trying to mount a cordinated attack in the dark. ORBAT-BRITISH Commander-Cpt. Cumming Ball
ORBAT-AMERICANS Commander-Col. Francis Marion: Militia=25 men 3rd class
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