British Player Notes
by Ian Turton
Introduction: You are the commander of a brigade of infantry that has been given the mission of securing the rebel arsenal at Norwich and dispersing the militia known to have gathered at that hamlet. Loyalist spies have reported that a force of rebel militia (thought to number 500), are currently arming and drilling on Norwich Green. You have been assured that the Loyalists within the region are only waiting for you arrival to flock to the colours, and that you should experience little difficulty in crushing the mutiny. As General Gage put it, " Colonial Help? Bah Humbug! My Old regiment will be sufficient to clear the colonies of rebels". The game commences with you're your force entering the table via road "C" (see map). In the distance you hear the peeling of bells and it appears that your advance has been spotted! Victory Conditions: You receive 30 victory points for capturing the arsenal at Norwich (see map). Otherwise victory points are awarded per the standard rules with the following additional unit types introduced;
Minuteman (rifle) 5pts Note: An American Officer is only worth 20 Victory points for this game (are they ever worth any more?) Following the capture of the arsenal the British player must exit the table via the road "C". The game ends when the last British element leaves the table. Order of Battle:
1/33 Regiment of Line ; Trained 400 men 2/47 Regiment of Line : Trained 400 men 1/2 Battalion Light Infantry: Trained 200 men Reinforcements: The bulk of the British Army lies off table. You may, if you feel compelled, request assistance from your commander in chief. To do this will cost you victory points and there is no guarantee that the help will arrive. Each request will be judged by the umpire, on its merits. The request must be conveyed off table by written message, with the message moving at a rate equivalent to a charge move for irregular cavalry. Spare cavalry figures should be used as couriers. Such couriers may be shot at as a clumped target by any American element within range. A hit is assumed to kill the courier! Upon receiving a request for reinforcements the Umpire rolls two dice. The sum of the dice is added to the American victory point total. "Good God Grey, 1,000 men should be sufficient to liberate all of Massachusetts!" Table of Reinforcements: British Player: The following units are potentially available as reinforcements for the English player. I note that these reinforcements represent the balance of General Grey's Division. Subordinate General(?)
1/2 Battalion Light Infantry (200 men): Trained - 200 men Troop Light Dragoons (50 men): Warrior - 50 men Troop Artillery (1 gun): Light med - 15 men Note. It will cost the British player a total of 31 victory points to bring the entire force on as reinforcements. In other words, if all the above troops are brought on, the English player must capture the Norwich arsenal to have a real chance of winning the game. On making his first request for reinforcements the British player roles a die. On anything apart from a 6 he receives the 1/2 battalion of light infantry. The first call for reinforcements is free. On making his second request for reinforcements the umpire rolls a D6. If the request is poorly written, no reinforcements are received on a 5 or 6. If the request is well written, no reinforcements are received on a 6. Assuming a second request for reinforcements is received, the British player receives 2 Regiments of Line Infantry and the gun unless other units are specifically requested. Each subsequent request is unsuccessful on a 4, 5 or 6, if poorly written, otherwise a 6 if well written. Note, should the Hull Militia arrive then the next request for reinforcements will automatically receive the balance of the division. Should the British player request a specific unit as reinforcements (as against a general request), then that unit will be received if the request for reinforcements is successful. Note, it costs the British player one victory point for each unsuccessful request for reinforcements. Also note, the American player is prohibited from blocking the entry of reinforcements by placing a Minuteman upon the entry of road "C". Any unit which attempts to do this automatically conducts an evade move prior to the entry of the British reinforcements. More Lexington
AWI Lexington: American Player Notes AWI Lexington: British Player Notes AWI Lexington: Referee Summary More American War of Independence
AWI Hessians: Hessian Recruitment and Performance AWI Hessians: German Troops in America, by Unit AWI Hessians: Wargamer Introduction AWI Hessians: Miniatures The French Army in the AWI
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