Showing posts with label Rebels and Redcoats. Show all posts
Showing posts with label Rebels and Redcoats. Show all posts

Monday, January 4, 2010

Princeton revisited -- with Rebels & Redcoats

As I've been doing lately, I did a solitaire refight of a historical battle that Young General and I played using the simpler and more abstract Hold the Line with the more detailed and traditional Rebels & Redcoats game.

In this case the R&R game game to a brutally quick decision. Leaving out some secondary maneuvers and movements that didn't affect the final outcome, the key moves were an assault at 2-3 odds with a +2 die roll modifier by Mercer and his brigade of Continentals against the British 55th Regiment which resulted in a NED0 (Attacker No Effect; unmodified Defender morale check). Both halves of the 55th promptly failed their morale checks and retreated (and eventually one half even routed off the field!). This was a low probability outcome that put the British down 8 points in disruption and eliminations.

It also left Mawhood and the British 17th Regiment adjacent to Mercer and his brigade. Rather than withdraw and risk leaving half his regiment behind if it failed to disengage, Mawhood called in the Dragoon troop to help the 17th and launched a 1-1 assault with a +1 DRM on Mercer which resulted in a NE (no effect). In retrospect this was an error.

On the 0900 turn Mawhood was swarmed by all of Mercer's and Calawalader's brigades, led by Gen. Washington himself for a 3-1 assault with no modification to the die roll as Mawhood and Washington cancelled out. A die roll of 8 resulted in a DE (defender eliminated) which brought the British army far above it's disintegration level of 16. Indeed, Mawhood and the troops with him alone counted as 15 points!

This illustrates nicely a point that's often misunderstood in wargaming circles -- more dice does not equal more luck.

In the Hold the Line version of Princeton there were a total of 36 rolls of the command die between the two sides, and nearly 100 rolls of a standard die -- providing enough rolls that there's a high likelihood that the luck generally evened out. Indeed, the only real "luck roll" in that fight involved the hit on General Greene that took him out of the fight -- but even there the luck was not extreme. Washington was missed at least twice and Mawhood dodged a bullet as well.

In contrast, the traditional hex-and-counter game Rebels & Redcoats turned in dramatic fashion on just a literal handful of die rolls. In the entire 3-turn game there were just a dozen die rolls and half of those were of minor import (mostly low-factor bombardments and force marches). Seven rolls were important rolls: three assaults and four morale checks/rally attempts. Of those seven rolls fully six went against the interests of the British side and there was simply insufficient time for the rolls to even out in any way.

So despite surface appearances, Rebels & Redcoats's Princeton was much more luck dependent than Hold the Line's version of the battle.

On the other hand, R&R was closer to the actual final result than HTL, although getting there quite differently than the historical course of the action. In the R&R playing the British brigade was destroyed, where in HTL the British actually emerged victorious.

Hold the Line is a more fair scenario than Rebels & Redcoats, but probably makes it a more even fight than the historical reality would justify. Mawhood's command was seriously outnumbered and the Ameircan force was well-led with Washington, Greene and Sullivan all on the field.

Saturday, December 26, 2009

Another look at Trenton, this time using Rebels & Redcoats


The Trenton Battlefield

After my session of Hold the Line I became curious how authentic a more traditional hex-and-counter wargame like Rebels & Redcoats might be dealing with this unusual battle, so I played a solitaire session of the game.

Of course, unlike the abstract unit treatment of Hold the Line, Rebels & Redcoats is very specific about the exact units involved and the telecsope is bumped up in magnification enough to capture even very small units. For example, the 20 dismounted dragoons of the 16th Lt. Dragoons rates a 1-factor counter in R&R.

The game begins with a fixed setup for the Hessians/British. Basically the Rall Regiment and half the Lossberg Regt. hold the north end of Trenton, the Knyphausen Regiment in deployed by the orchard on the southeast side of town and the Jagers cover the west side. Rall, himself, the dragoon detachment and the rest of the Lossberg regiment in the center. To represent surprise all the Hessian guns start the game disrupted. Each Hessian regiment has a gun section.

The battle opened with Greene leading the Philadelphia Dragoons, the Pennsylvania Rifles, the 1st and 3rd Virginia and Bauman's artillery down Pennington Road and around the northeast side of trenton as part of an effort to start cutting off the Hessian force. Washington led German's regiment, the Delaware company and the 1st Continental with Forrest's 2-section battery and Hamilton's artillery against the Rall element at the north end of town. Washington was bale to drive the Hessians back with an assault.

Meanwhile, from the West side of town came Gen. Sullivan with the balance of the Continental army. Most of the force maneuvered through the woods to set up a wide front attack, but a four-regiment task force drove back the Jaeger pickets at the bridge.

The Hessians used their half of the 0730 turn to consolidate their regiments roughly along Fourth Street. The Jaegers failed in their disengagement attempt and dispersed. The Rall Regiment was able to successfully retreat into a reserve position near the orchard on Second Street. At the end of the turn the disintegration levels were American 0, Hessian 4.

The 0800 turn saw Sullivan's wing push into Trenton on a wide front, successfully driving the Hessians back from King Street and along First Street to cut off the bridge. During the historical battle the Americans were able to set up their guns to sweep the streets, but the R&R rules don't allow that to happen because the town hexes block the line of sight, so this is a case where the more abstract game (Hold the Line) is actually more realistic on a detail than the hex-and-counter game. Instead Washington led the artillery with him to join Bauman's guns to the northeast of the town in hopes of getting a clear shot. Greene led his light troops, dragoons and one regiment to chase the British Dragoons out of the isolated house east of Trenton.

The Hessians spent their half of 0800 slowly falling back along Queen Street. At the end of the turn the disintegration score was American 2.5, Hessian 6.

The Americans were getting concerned at 0830 about the lack of progress and tried some bombardments, which had no effect because of town hexes and bad rolls. Greene continued to lead his lights and dragoons to the South of the town, completing the encirclement. meanwhile Washington created a grand battery in the northeast able to fire on the main Hessian position between Fourth and Third streets. Sullivan marshaled his forces in preparation for a massive push on the 0900 turn. One brigade's worth of Sullivan's troops launched an assault to secure the intersection of Queen and Third streets but was repulsed with some disruptions.

The Hessians, for their part of the turn concentrated their forces at the two ends of their line, leaving just half of the Lossberg Regiment to hold the open field in the center.

At the end of the turn the disintegration levels were American 4.5, Hessian still just 6.

The final turn, 0900 began with intense bombardment of the Lossberg field from both sides. Uncoordinated fire by four gun sections at the intersection of King and Second streets only netted one morale check, which Lossberg passed. A coordinated blast from Washington's grand battery on Fourth Street also only achieved a morale check -- which Lossberg again passed!

So now it was time for a massive, coordinated American assault across the length of Queen Street from hex 1705 to 1608 -- four hexes worth. A couple of regiments also launched a diversionary attack on the Rall Regiment, mostly to exert a zone of control.

General Greene's attack on the field portion of Lossberg was a 2-1 with a +2 for Greene, but the die roll was a measley 3, adjusted to a 5 for a NED0 (No Effect on attacker, Defender morale check) which Lossberg, naturally, passed!

The diversionary attack by the 1st Pennsylvania Rifle and Ward's regiment against Rall and the rest of Lossberg went very badly -- Attacker Eliminated.

The next attack was three stacks of Americans with no leader against Rall and his stack in 1706. This 3-1 attack was shifted to the left by two for the town, but brought back right by one for the American light infantry to a 2-1. Rall subtracted 1 from the die roll, but Washington added 2, for a total +1. The die roll of 6 became a 7 for a DR2. The Knyphausen Regiment lost half its strength in the retreat through zones of control, but most of Rall's force survived. Sullivan took the hex.

The Hessian retreat created an opportunity for the 1st and 3rd Virginia to attack Rall's force but this attack failed, and the two American units retreated, one disrupted. Several American units failed their rally rolls and left the field.

In the Hessian half of the turn Rall launched an assault on the Philadelphia Dragoons to open up an escape route. This attack succeeded in eliminating the horse unit. The other half of the Lossberg regiment joined its portion in the fields to launch an attack on Greene's force at 1-1 which ended up being repulsed with an AR2, although true to form the Lossberg Regiment only took one disruption form the multiple morale checks caused by retreating in a zone of control.

The 16th Dragoons sacrificed themselves making a diversionary attack against several stacks of American units to cover the withdrawal of Knyphausen and the guns.

So the game ended without the Hessian being driven to their disintegration level and even having a clear escape route along Second Street. The final disintegration score was American 15.5 and Hessian 19.

Although considerably more detailed, I can't say I was left feeling like Rebels & Redcoats did a better job of reflecting the actual battle than Hold the Line did.