Battle of Craney Island - Redux - First Session
Battle of Craney Island - Redux - First Session
11th October, 2017
Our group decided that they wanted to repeat the game with players changing sides and the host participating.
However, it was understood at the first game that the British land component player had some decidedly unfortunate dice rolls coupled coupled with the American players double six throws. Further, the American players audacious tactical emplacement of his infantry on the mainland and subsequent melee win and rout of the 2nd Royal Marines caused a very slow progress for the British. Despite this run of bad luck, the British amphibious brigade prevailed. It was readily apparent that without the string of bad British dice rolls, the British forces would have easily overrun the Americans on Craney island.
Accordingly, for this redux game we are distorting history by significantly beefing up the American reinforcements forces to make the game playable and arguably challenging for the British players. The game starts at 0600 and the first roll for reinforcements is at 0650 with further chances every subsequent four turns. A D6 roll of a 5 or 6 is required to receive the additional troops. The possible reinforcements consist of the Columbian Brigade (which will used for Bladensburg). As one can see from the revised American ORBAT the possible reinforcements are considerable.
The following photos represent the end state at 0720. We got nine ten minute turns completed in just over two hours, which is pretty good. However, after the next few turns I expect the pace will slow a bit as we start to get into melees.
A view from the Craney island redoubt. British amphibious forces suffer boat losses and casualties caused by the considerable American artillery consisting of a 24pdr, 18 pdr, and two six pdr guns. The sailors loose two and half companies, a gun-boat and boat. Most significantly, Rear-Admiral Cockburn is killed leading his sailors.
A view from the British Amphibious forces. The death of Cockburn triggers a Brigade Morale test. Fortunately, the the amphibious forces pass the test and will press on under the leadership of Captain Hanchett (seen on the left wading in the shallow water. The American player is targeting the British leadership and gun boats to good effect.
Meanwhile Colonel Beckwith's Brigade is racing towards Craney island. Fortunately, there are no American land forces impeding their progress, so far.
The left flank of Beckwith's brigade with 2nd Bn RMs in the foreground and the 102nd to their right. But what is that movement around the Craney island bridge?
A view of the 4th Virginia defending the creek side of the Craney Island redoubt.
Incredibly, Steve, the Columbian brigade commander, rolls successfully for reinforcements on his first try. That is quite the change from his disastrous rolls in the previous game as the British land force commander. The early arrival of the Columbian Brigade significantly alters the situation. Beckwith's brigade will now have to alter its plan to face this new American threat. It seems that Beckwith's artillery has adjusted quickly by causing casualties to a Georgetown Light Artillery team trying to cross the bridge.
Will British amphibious forces be able to continue their assault with mounting casualties and the loss of their commander? Will the Columbian Brigade now impede Beckwith's assault on Craney island?
Stay tuned for Session Two.
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