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R&P – Star Spangled Night Scenario.

Posted on February 22, 2024

I reached out to one of my historical gaming buddies and asked him if he could bring some SYW 28mm miniatures to use in our next Rebels and Patriots game. I am still dealing with my house renovation and cannot get to my F&I figures, so it would be a good chance to try something different.

He brought three boxes of troops and we went through them to put together both sides forces. Unfortunately, most of the figures were cavalry and even a good number of Carlist Wars figures! Well, some hunting and pecking and we got the forces together! We would have the French on one side and a mixed force of Hessians and Hanoverians on the other. Each side would have six regular troops (12 figures each), one scout unit (6 figures each) and one elite unit (12 figures each).

The terrain in the scenario is supposed to be mostly open, with limited terrain. I started with my just fields mat from Cigar Box Battles. I put out a small village in the center. I also put out some orchards (these would count as open for movement). a number of hedges (these were just aesthetic) and some scatter terrain to make the table look interesting.

The scenario was ten turns long, with random rolls after that to end the game. The first ten turns would take place at night during a full moon. This would limit visibility to twelve inches maximum and all units would get the light cover benefit to shooting. This would end at the end of turn ten.

We rolled off for each side to pick one side and corner of the table. The loosing side would set up on the opposite. The objective (short of terminating enemy troops) was to exit your force on the far corner from the set up area. This would require both sides to cross paths to make it off the table in time.

Once the sides were determined, we alternated with each side setting up one unit in their respective set up area. The French started and we went back and forth, with both sides favoring the side of their deployment area closest to the exit point.

The French plan seemed to be to go wide and engulf the allies (Hanoverians and Hessians) on both sides and then sneak some units off the table. The allied plan was to mass their troops in the center and just break on through to the other side.

With that, we got started. The allies had some early bad luck and failed a few to many command rolls, which slowed down their advance. The French had much more luck and were able to execute their double envelopment well.

The allies finally got their act together and started their thrust up the middle. The French were well spread out at this point. It was at this point, that things started to go south for the French. The allies were able to concentrate their fire in the center of the French line and blow out the two units defending the area around the town (Between the concentrated fire and some bad luck morale rolls).

The French flanking units on the right tried to make a blitz off the table, while the left flanking units tried to engage the allies in long range fire. However, if was clear they were out of position and could not help the center.

The allies kept pushing, while the French tried to rush and fill in the gap. However, the die was caste and the allies got their first unit off the table. This was followed by another. The French last chance to intervene was tried and was just enough to ensure the allies could not get another unit off the table to maximize their points.

On the flank, the French unit continued to make their run to get off the table. Unfortunately, the last two turns the commander became very unpopular with his solders and their refused to keep going! On the other side, the French left flank held the field, but too far away from home…

We totaled it up and it was an allied major victory. We went long enough, so there was not time for a second game (these games always go very fast). So we continued our time at the pub around the corner to discuss the days events!

  • Manteuffel

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