Campaign Turn One: Scenario Three - Whiteman's Tavern
Campaign Turn Two: Scenario One - Freeing the Prisoners
Off we go into another Sharp Practice 2 campaign. This time out, the structure is a little different. I've been fascinated for years by the War of 1812 campaigns in the Chesapeake Bay area of the Eastern United States. These were a series of hit and run raids by the British
Campaign Turn Two: Scenario One - Freeing the Prisoners
Off we go into another Sharp Practice 2 campaign. This time out, the structure is a little different. I've been fascinated for years by the War of 1812 campaigns in the Chesapeake Bay area of the Eastern United States. These were a series of hit and run raids by the British
army in conjunction with and supported by the Royal Navy. Never designed or imagined by the British to seize and occupy enemy territory, they were instead intended to create either (or both) of two hoped-for results. One, the American government would be pressured by the states around the Chesapeake to seek peace with the British and end the terrorization of the local populations and destruction of property and goods. Second, there was a hope that the US government would be pressured to commit more troops to the area and thus not to the Northern frontier. This would serve to weaken the northern US forces and relieve the pressure on the Crown forces in Upper and Lower Canada. To achieve these goals, the British set about to execute lightning raids against communities and plantations around the Chesapeake and its innumerable waterways. They were designed to be short expeditions, never venturing too far inland (and away from Royal Navy support), and attempting to destroy public and private property and capture moveable supplies for return to the fleet. With the obvious exceptions of the larger Bladensburg to Washington and North Point to Baltimore raids, the majority of the British actions were small affairs, perfect for Sharp Practice 2.
On the American side, response to these threats and incursions was disjointed and largely ineffective; although, a few local successes did occur. For the most part, local militia commanders had to make do with inadequately trained forces, widely dispersed over a vast area of coastal waterways with poor roads and even worse communications. Occasional deployments of US regular troops to the area by the nearby Federal government in Washington proved erratic and, for the most part, no better than the local state troops.
How then to represent such a campaign in Sharp Practice and Dawns and Departures terms? Clearly, the traditional ladder or programmed campaigns would not work. The hit and run nature of the British efforts saw actions that had little direct connection to one another, geographically or in terms of material loss. But I wanted the overall cumulative effect of actions or battles to determine a campaign winner or loser. Thus, a campaign composed of a number of independent scenarios with pre-programmed orders of battle that bore no immediate relation to one another but with each scenario producing campaign-specific results (in the form of Victory Points). They could be played in any random order but the cumulative effects of all would determine the victor.
The scenarios were largely plucked from the Swamp Fox supplement available from TooFatLardies. While this supplement and its scenarios were written for the southern campaigns in the AWI, they seemed perfect for adaptation to the Chesapeake in 1814. The maps were retained but the orders of battle modified to the War of 1812 Iand our figure collections).
The scenarios were largely plucked from the Swamp Fox supplement available from TooFatLardies. While this supplement and its scenarios were written for the southern campaigns in the AWI, they seemed perfect for adaptation to the Chesapeake in 1814. The maps were retained but the orders of battle modified to the War of 1812 Iand our figure collections).
On to the rules (as short and to the point as possible and not designed to cover every eventuality... all else is decided in the moment...play the period, not the rules).
Scenario Selection: There 12 different scenarios. Roll 1d12 for each campaign turn (no repeats).
Victory Points
A sliding scale is used rather than a comparative Victory Point approach. VPs are gained in each scenario and the scale moves up and down. The campaign victor is determined by the first to 10 VPs or, in the case where all 12 scenarios are played, the side with the advantage on the sliding scale.
Victory Points (British)
scenario victory: 1 or 2 VP (scenario-specific)
major plantation/farm building burned: 1 VP
supplies captured: 1 VP/five (5) sacks
enemy force morale = 0: 1 VP
enemy force morale = 0: 1 VP
Victory Points (American)
scenario victory: 1 or 2 VP (scenario-specific)
Level III British officer captured/killed: 1 VP
enemy force morale = 0: 1 VP
enemy force morale = 0: 1 VP
Voluntary Withdrawal
A player may elect to retire from the table at any point in the game and avoid awarding the enemy one extra VP for pushing his Force Morale to zero. To achieve this, he must move all of his troops off via his friendly table edge. Once only two Groups of his troops remain on the table, the game ends.
A player may elect to retire from the table at any point in the game and avoid awarding the enemy one extra VP for pushing his Force Morale to zero. To achieve this, he must move all of his troops off via his friendly table edge. Once only two Groups of his troops remain on the table, the game ends.
US Reinforcements
As the British burn and loot, the American government may decide to dispatch more troops to the area. For every major building burned and/or five (5) sacks of supplies captured by the British, roll 1d6 to determine US reinforcements to every subsequent scenario:
1: add one group of 8 US regulars
2: add one group of 6 militia rifle skirmishers
3: add one group of 5 militia artillery with one light gun
4: add one group of 8 militia cavalry
5: add one group of 8 militia infantry
6: add one group of 8 conscript & volunteer infantry
For each Group added, roll 1d6. On a roll of 5-6, one Status I Leader is added as well.
In each scenario, the British force has spirits & tinder that may be assigned to any one (1) group in the force. The designated Group can undertake to douse a structure with spirits and set it alight when activated. Roll 2d6 for each activation. The total rolled is noted and when the tally reaches 11, the Task is complete. No other Action can be undertaken while working on this Task. Task activations must be continuous and not interrupted by other actions.
At Turn end, any building which is on fire will be too dangerous to occupy and may collapse. Roll 1d6 for each figure inside: 1‐3 = dead; 4- 6 = place the figure immediately outside the building by an entrance.
Captured Supplies
If the British win a scenario, roll on the following chart to determine if any supplies are captured:
Only infantry groups and wagons can carry supply sacks. Groups at 50% or more strength can carry 4 sacks; less than 50% strength can carry two sacks. Any group of any size can accompany/drive one wagon of supplies. Wagons can carry up to 6 sack of supplies.
Random Events
At the beginning of every campaign turn, draw one card from a standard 52-card deck before the start of each scenario (Black = US; Red = British).
A
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A friendly column of wounded arrives seeking to move across the scenario map from left to right. You must ensure the safe escort of the column across the table to any point on the opposite edge. If you are successful, you gain one (1) extra VP for this scenario. If unsuccessful, one (1) VP is deducted from your campaign total.
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2
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Enemy agents are abroad and foiling your attempts at scouting. If you have a Secondary/Moveable Deployment Point in this scenario, it is not available and is removed from the scenario.
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3
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A friendly supply column arrives seeking to move across the scenario map from right to left. You must ensure the safe escort of the column across the table to any point on the opposite edge. If you are successful, you gain one (1) extra VP for this scenario and an additional three (3) sacks of supplies. If unsuccessful, one (1) VP is deducted from your campaign total.
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4
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Political Interference! The US Secretary of War is on a ride-about and has decided your troop dispositions need tweaking. After deploying any unit (single group or formation), roll 1d6: 1 - move unit 12” left; 2 - move unit 12” right; 3 - move unit 12” forward; 4 - move unit 12” back; 5 - no deployment this turn (remove unit from table); 6 - no effect.
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5
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An enemy Staff Officer is captured. If the enemy has a Secondary/Moveable Deployment Point in this scenario, it is not available and is removed from the scenario.
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6
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Stragglers! One Group of troops has been unable to keep up on the march. Roll to see which Group this is. On a further roll of 6 on a d6, a Leader has stayed with them. If multiple Leaders are present with that Group, dice to see which. The Group and/or Leader are lost for this scenario.
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7
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Illness & Fatigue. Your force is suffering from illness, fatigue or similar. Your troops cannot move ‘at the double’ during this scenario. Also, when using two d6 for movement, if a double is rolled, they will move at half of the speed shown for that turn. Additionally, the Step Out figure for any units is increased by 1. All friendly troops in this scenario count as Weedy Coves.
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8
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A fair wind. Perfect marching conditions means that you may deploy any two groups from available Deployment points before the scenario begins.
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9
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The government has determined that all US regular forces are required in the northern theater. Any Reinforcement regular troops (and associated Big men) are removed from the campaign and no more may be added in later turns.
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10
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Your force has a water cart available for this scenario.
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JQK
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no random event this turn
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A
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Heavy Rain. All powder is wet for this scenario. One round of fire is allowed for skirmishers or troops with an ammunition cart. No other firing allowed in the battle. LoS extends only 24 inches for the entire scenario. Any spirits & tinder tasks are doubled.
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1
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Storm. All powder is wet for this scenario. One round of fire is allowed for skirmishers or troops with an ammunition cart. No other firing allowed in the battle. LoS extends only 12 inches for the entire scenario. Any spirits & tinder tasks are tripled.
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2
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A friendly group has caught up with the your force after falling behind as stragglers. They are immediately added to you force for this scenario as a new group of your core infantry type.
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3
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Torrential Rain halts all movement by wheeled vehicles (wagons, limbers, etc) for this scenario for all forces. All powder is wet for this scenario. One round of fire is allowed for skirmishers or troops with an ammunition cart. No other firing allowed in the battle. LoS extends only 18 inches for the entire scenario. Any spirits & tinder tasks are impossible.
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4
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Damsel in Distress. A Lady’s maid joins your force and begs you for assistance. The Lady has been captured by the enemy and is being held close by in a building within 18” of an enemy Deployment Point (dice for which). You must rescue the lady. If you are successful, you receive one (1) extra VP for this scenario.
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5
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Your men have been industrious! If you are defending, your force may deploy two breastworks.
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6
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Fog. LoS extends only 18 inches for the entire scenario. Any movement in woods is halved.
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7
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Gut Rot. That last bottle of claret must have been corked. Your force commander is reduced to Level I and will not add any fire or fisticuffs bonuses.
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8
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Not That Impressive! When using four command cards/chips, your force leader can make only a single group/formation activate a second time in a turn. He can still use any remaining Command Initiative to remove shock, direct fire, etc.
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9
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Guard Duty. An enemy prisoner of some value has been captured. He is being held close by in a building within 18” of a friendly Deployment Point (dice for which). You must move at least one Group of your force there to provide guards. If you escort the prisoner off any table edge, you receive one (1) extra VP for this scenario.
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10
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One skirmish group of the player’s choice has a Marksman with it for this scenario.
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JQK
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no random event this turn
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A
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A friendly column of wounded arrives seeking to move across the scenario map from left to right. You must ensure the safe escort of the column across the table to any point on the opposite edge. If you are successful, you gain one (1) extra VP for this scenario. If unsuccessful, one (1) VP is deducted from your campaign total.
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1
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Enemy agents are abroad and foiling your attempts at scouting. If you have a Secondary/Moveable Deployment Point in this scenario, it is not available and is removed from the scenario.
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2
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A friendly supply column arrives seeking to move across the scenario map from right to left. You must ensure the safe escort of the column across the table to any point on the opposite edge. If you are successful, you gain one (1) extra VP for this scenario and an additional three (3) sacks of supplies. If unsuccessful, one (1) VP is deducted from your campaign total.
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3
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Your force has a water cart available for this scenario.
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4
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An enemy Staff Officer is captured. If the enemy has a Secondary/Moveable Deployment Point in this scenario, it is not available and is removed from the scenario.
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5
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Stragglers ! One Group of troops has been unable to keep up on the march. Roll to see which Group this is. On a further roll of 6 on a d6, a Leader has stayed with them. If multiple Leaders are present with that Group, dice to see which. The Group and/or Leader are lost for this scenario.
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6
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Ruse. If the enemy force for this scenario includes cavalry, remove it from the enemy OOB for this scenario.
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7
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Illness & Fatigue. Your force is suffering from illness, fatigue or similar. Your troops cannot move ‘at the double’ during this scenario. Also, when using two d6 for movement, if a double is rolled, they will move at half of the speed shown for that turn. Additionally, the Step Out figure for any units is increased by 1. All friendly troops in this scenario count as Weedy Coves.
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8
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Rats! One sack of supplies has been eaten by the blighters! Reduce any supplies captured in this scenario by one sack.
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9
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A fair wind. Perfect marching conditions means that you may deploy any two groups from available Deployment points before the scenario begins.
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10
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Loot & Pillage! Every time a British group moves within 6” of a building, 1d3 men are tempted by possible plunder and are moved from the group into the building. They will remain there, looting and pillaging, until contacted by their own leader or the force leader. One Command Initiative is required to order the men back to the group/formation.
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JQK
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no random event this turn
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A
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One skirmish group of the player’s choice has a Marksman with it for this scenario.
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1
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Heavy Rain. All powder is wet for this scenario. One round of fire is allowed for skirmishers or troops with an ammunition cart. No other firing allowed in the battle. LoS extends only 24 inches for the entire scenario. Any spirits & tinder tasks are doubled.
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2
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Storm. All powder is wet for this scenario. One round of fire is allowed for skirmishers or troops with an ammunition cart. No other firing allowed in the battle. LoS extends only 12 inches for the entire scenario. Any spirits & tinder tasks are tripled.
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3
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A friendly group has caught up with the your force after falling behind as stragglers. They are immediately added to you force for this scenario as a new group of your core infantry type.
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4
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Torrential Rain halts all movement by wheeled vehicles (wagons, limbers, etc) for this scenario for all forces. All powder is wet for this scenario. One round of fire is allowed for skirmishers or troops with an ammunition cart. No other firing allowed in the battle. LoS extends only 18 inches for the entire scenario. Any spirits & tinder tasks are impossible.
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5
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Damsel in Distress. A Lady’s maid joins your force and begs you for assistance. The Lady has been captured by the enemy and is being held close by in a building within 18” of an enemy Deployment Point (dice for which). You must rescue the lady. If you are successful, you receive one (1) extra VP for this scenario.
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6
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Your men have been industrious! If you are defending, your force may deploy two breastworks.
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7
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Fog. LoS extends only 18 inches for the entire scenario. Any movement in woods is halved.
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8
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Gut Rot. That last bottle of claret must have been corked. Your force commander is reduced to Level I and will not add any fire or fisticuffs bonuses.
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9
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Not That Impressive! When using four command cards/chips, your force leader can make only a single group/formation activate a second time in a turn. He can still use any remaining Command Initiative to remove shock, direct fire, etc.
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10
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Guard Duty. An enemy prisoner of some value has been captured. He is being held close by in a building within 18” of a friendly Deployment Point (dice for which). You must move at least one Group of your force there to provide guards. If you escort the prisoner off any table edge, you receive one (1) extra VP for this scenario.
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JQK
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no random event this turn
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Campaign Troop Types:
What a great campaign concept! I particularly like your random events card deck system. Well done!
ReplyDeleteThe War of 1812 is an excellent period to wargame. I have been gaming it for over ten years and never tire of it.
I look forward to your reports.