Another Solo Piquet American Revolution Game

June 14, 2019

About a month ago I tried a couple of Piquet American Revolution games solo to see how the rules would work with a small number of units, and to retry the Alternative Sequence Deck Method (see page 68 of the Piquet Master rules). The goal was to see if Piquet would work with a small number of units. It had in the past with Cowpens, but I think I was OCD and wanted to be sure. I used the Cowpens order of battle for both sides and a much larger and a bit more open battlefield. Both games worked well and made me reconsider Piquet for my American Revolution campaign – the Cornwallis/Greene Southern Campaign of 1781. I also used the optional system for having a hand of cards rather than going through them one at a time.

I honestly don’t remember much about the first game other than it worked well enough for me to immediately want to try another game. In the second game, both sides pushed their cavalry forward, which resulted in some pretty decisive cavalry melees in which both sides lost units but the Americans ended up with the surviving cavalry unit. This tended to use up a lot of the British Army Morale Chips as losing a stand, losing a melee, and routing each cost an Army Morale Chip. The lesson is to be careful and avoid losing a lot of Army Morale Chips before you main body gets into action.

The Alternative Sequence Deck Method worked very well. It helped break the “waiting for the right card” syndrome that seemed to be present in all of the Piquet Field of Battle games I had played with the local gamers over the last year. The only change I did was to make it cost 1 impetus point to draw a card and put it in your hand. I played that there was no impetus cost to discard a card or to play a card other than actions done on that card. For example, I have a Move Card in my hand, I can play the card for 0 impetus, but each command or independent unit that moves on the card still costs 1 impetus point. That worked much better than paying 1 impetus point to put the card in the hand and then another impetus point to play the card as that system burned up impetus points too quickly.

The game went so well I decided to pull out my Piquet Theatre of War campaign rules and reread them. I found that there was a very interesting campaign system in Theatre of War. I have revised it to have a roster game (that is an actual representation of units). I think I have done everything I need to play the Cornwallis/Greene Southern Campaign of 1781, but more on that in another post.

Here are some pictures of the games:

My battered copy of the Piquet Master rules:

The table used for both games:

Game 1:

The British set-up:

The American set-up:

The action commences:

Tarleton wondering why things are going so bad:

The British Legion Infantry rout unralliable:

What’s left of the Americans (where did all the militia riflemen go?):

Game 2:

The American set-up (cavalry to the front):

The British set-up (also cavalry forward):

The two sides starting hands:

The British starting hand:

The American starting hand:

The cavalry battle commences:

It looks like the cavalry battle was not productive for either side (what happened to my cavalry!):

Fritz and Ernst shelter behind the American riflemen:

Another decisive action with the 71st Highlanders against the Maryland/Delaware Light Battalion:

The 71st Highlanders and a squadron of the British Legion Cavalry routing:

Tuffy the Cat (yes, her name is really Tuffy) tells me that wargame time is over and it is time to feed the pets:

Both games went very well and played fairly quickly. I think not paying an impetus point to play or discard a card is the way to go. I also liked the card hand system much better as you could make plans ahead, which sometimes didn’t work if the circumstances changed.

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Fritz & Ernst

May 19, 2019

In all of my American Revolution miniature wargames, I include Fritz and Ernst as part of the observers of the battle. It is a bit strange, but it is now part of my wargame rituals (like baseball players who always wear the same socks if they are “hot”). The figures were part of the Blue Moon 15mm French and Indian Wars civilians. The only person who ever noted their presence was  Ian of Warflag fame. Here are a few pictures of Fritz and Ernst I found in recent photos:

 

A game AAR from a couple of Piquet: Cartouche American Revolution games will follow soon!

 


American Revolution with Piquet Field of Battle

April 14, 2019

The local gamers are into Piquet Field of Battle so I ran another American Revolution game for them last month. We had a smaller turn out than my last Piquet: FOB American Revolution game, so we ended up with probably more units than we needed. The rules played OK, but I am not sold on them. We were not able to finish the game due to some of the players needing to leave due to work commitments. My camera battery died just before the game, so I only have a few photos.

Here are the Piquet Field of Battle tables we used: AWI FOB 2 Bn QRS 6.0

Here is the basic scenario: Piquet Relief Scenario

Here is the map (note that actual game table was only 8′ x 4′ so the map got compressed a bit in terms of length):

And here are a few photos from the game:


Game Report: Camden (1780) with Johnny Reb 3 Variant

April 12, 2019

This is a bit late, but life has been very busy with lots of not so fun work related issues. Despite that, Mark and I were able to get together in February to play a game. We tried out my Johnny Reb 3 variant for the American Revolution. I’ve tried it out solo several times, but this is the first time I tried it with a live opponent. Mark had played a lot of Johnny Reb over the years and quickly (like in 1 turn) picked up the game. We did a historical scenario, Camden from 1780. It is an interesting scenario as the battlefield is mostly woods.

Here is the scenario: Camden Jan 2019

Here are my revised charts for the American Revolution using Johnny Reb 3: JR3 AWI CRT JG 10.0 ADF modifications

The map is included in the scenario but here it is for reference (each box was 8″ on the table):

We got started late as there was an accident on the highway and Mark had to take a major detour to get to my house. Overall the game went well. It was a large scenario for the rules, but everything played well. We didn’t get to the end, but I think Mark was winning when we called it. I liked the game, but I honestly didn’t have as much fun as when Mark and I played Volley & Bayonet in our last game. That has got me thinking about trying out Volley & Bayonet out again for the American Revolution.

Here are some photos of the game (taken by Mark):

The plowman seemed undetterred by the pending battle

However, the local sheep herder worked to bring in his flock

Here is the general set up (everything was light woods except for the farm area)

The British quickly advanced

The British right wing aggressively advanced

On the British left, the Americans counter-attacked

In the center, the American militia started to take casualties

The American advance on the British left slows down their attack

The British left continues to advance

Dog and cat wonder what the hell the humans are doing (actually the cat wants to sit on the game table!)

The Volunteers of Ireland (British provincials) charge the American militia

Most of the militia in the American center rout away

Here I curse my militia for routing

The British reach the American Continentals in the farm

The American counter-attack on the British left continues to pin them down

An American militia brigade commander wonders where his brigade went

This is where we called the game due to time. I still think the British still had an advantage, but we were not able to complete the game.

It did take longer than I expected to play the game, mostly due to the number of units and complexity of the Johnny Reb 3 rule (which are far more playable than the 2nd edition). I think the rule variant does a good job of portraying the American Revolution, but we might need smaller battles. It was nice to be able to move units when I wanted rather than waiting for the right card like in the various editions of Piquet. The Johnny Reb 3 variant was pretty much stretched for a battle this size with only two players, but it would probably be a great set of rules for smaller scenarios like Cowpens with just two players.


United States 4th Armored Division (September 1944) for Command Decision Test of Battle

January 8, 2019

If you click on this link: 4th armored division 1944 you will find the full divisional organization of the American 4th Armored Division for September 1944 (the encirclement of Nancy) for Command Decision Test of Battle. There are deviations from the Light Armored Division organization presented in the Command Decision Test of Battle Stars and Stripes book. These are mainly due to deeper research into the organization of American Light Armored Divisions and the unique organization of this division. If you are interested in the organization of an American Light Armored Division in some detail, I highly recommend Yves J. Bellanger’s U.S. Army Armored Division 1943-1945: Organization, Doctrine, Equipment. I got my copy from Amazon.com (see: https://www.amazon.com/U-S-Army-Armored-Division-1943-1945/dp/1445738953/ref=sr_1_2?ie=UTF8&qid=1546982677&sr=8-2&keywords=Yves+J.+Bellanger). I got my copy on sale for less than the $50 price, so keep an eye on the link as Amazon.com does seem to put things on sale now and then.