Gunfire can be heard in the distance and a concerned Colonel Gardner quickly forms up his men outside Concord ready to move to Lexington. |
Meanwhile in Lexington redcoats are seen marching towards their settlement. The militia move off the green and begin to spread out. |
A daunting sight greets them as the long snaking column moves into view lead by skirmishers. |
Continued -
TURN 1
TURN 2
TURN 3
TURN 4
The survivors of the Lexington company fired a defiant volley at the advancing Grenadiers as they fell back without causing any casualties. |
TURN 5
Barrett arrives with a single activation. |
Gardner seeks to intercept the British advance and delay them for as long as possible. |
TURN 6
Barrett orders his troops onto the road to speed movement. |
TURN 7
The British Grenadiers waste no time in launching a charge at Gardner's company. Closing fire disorders them but otherwise they are unscathed. An all too brief melee destroys the militia. |
TURN 8
Arnold arrives full of religious zeal and races towards Pierce's column. |
Barrett begins to deploy around Concord. |
The way is now clear for the British to advance on Concord. A light infantry ranges out ahead of the Grenadiers. |
Interesting game, a departure from the events of the early morning. Your table setting is evocative of the " battle road " topography and contemporary maps. Wondering if the colonial units will be able to switch to the shoot and scoot tactics as the red coat column starts back.
ReplyDeleteI have been pondering the shoot and scoot tactics the militia adopted and how this works in Black Powder. Currently going through the Rebellion supplement for guidance but not clear (I may have missed something of course!). Evade is the obvious answer but that is restricted to skirmishers charged by non-skirmishers. May have to simply extend that to all the militia.
DeleteI thought you'd start with a stand-off on the green at Lexington, perhaps throwing a die to see who cracked first and opened fire. Having the Lexington militia take up defensive positions and deliberately open fire on the recoats at the first opportunity seems unfair (do I mean unfair?).
ReplyDeleteI was clearly experiencing cognitive dissonance when the first close combat went to the militia, who I thought had no bayonets and thus would be very unlikely to stand, and if they did would lose badly. The later cold-steel encounter went a long way to reviving my shattered worldview.
That said, I'm fully engaged in this one dying to see how it turns out - I have a sneaky feeling the redcoats will find it getting more difficult from here on in.
Deployed as skirmishers, the initial encounter would indeed have lead them to automatically evade had it been a formed unit charging them. But as it was skirmishers v skirmishers they had a scrap. The militia are at a clear disadvantage in h to h combat and had exceptional dice rolls v poor rolls for the Brits in that initial encounter. I read into that that they fought particularly ferociously and combined with casualties already suffered from accurate fire the light infantry were on the back foot during the melee.
Delete