Showing posts with label Horse & Musket. Show all posts
Showing posts with label Horse & Musket. Show all posts

Friday, 9 November 2012

Battle of Hexham, 1745

Olie as Prince Charlie
The Government Lines
A 'what if' battle from the '45 Jacobite Rebellion. We re-fought this battle in October '12 and although we didn't have time to finish the whole game, it was clear that the Jacobite charge was spent and the remainder of the game turns would be the Government Army mopping up the remnants....

.... We used John's government forces and Mikey W's Jacobite figures for this bash and the scenario was moderated by Dave, who used the new 18th Century Principles of War rules.

We all enjoyed the game and decided to repeat it on 9/11/12 with a number of scenario changes :-
More Government Troops

Government Cavalry Brigade
Instead of running the game length ways down the table we'll run it width ways across the table - giving each side more room to manoeuvre.

Government Forces to be given Victory Points the encourage them to seize the Road Bridge near the Jacobite lines - preventing the Government forces just sitting and waiting for a Jacobite attack!

The Jacobite Cavalry Corps
The Lowland Brigade advances through Cow Pens 
Change the rules mechanism to allow for simultaneous movement and firing, in our opinion a fairer system.



Tuesday, 24 July 2012

Drummossie Moor – April 16, 1746



"What cutting and slicing there was" - Donald McKay of Acomnie

The Armies and their dispositions…

On 16 April 1746, an army under Prince Charles Stuart met an army of his cousin, William, Duke of Cumberland, on a moor outside Inverness. The last battle fought on British mainland soil was not, as is commonly understood, between the English and the Scots, but between the British government and Jacobite rebels. More Scots fought on the government side than fought for the 'romantic' Stuart cause. The battle proved rather one sided as the experience government troops out-thought and out-fought the tired Highland clansmen.

To make the re-fight of the battle a little more interesting each side has a number of options laid out in it’s briefing, these relate to a number of plausible what-ifs that have been well documented over the years.

Orders of Battle:

The Jacobites
Hanovarians
Front Rank:
1.   Atholl Brigade
2.   Cameron of Locheil
3.   Appin Stewarts
4.   Frasers
5.   Lady McIntosh’s Regiment
6.   Farquarsons
7.   McLeans & McLachlans
8.   John Roy Stuart’s Regiment
9.   Clan Ranald McDonalds
10. McDonalds of Keppoch
11. Glengarry McDonalds

2nd Rank:
1.   Fitzjames’ Irish Horse
2.   Gordons
3.   Ogilvey’s Regiment
4.   Drummond’s Royal Ecossais
5.   Irish Piquets
6.   Glenbucket Regiment
7.   Prince Charles’ HQ
8.   Strathallen’s Horse Guards
9.   Kilmarnock’s Horse
Front Rank:
1.   Barrell’s 4th Foot
2.   Munro’s 37th Foot
3.   Campbell’s 21st foot
4.   Price’s 14th Foot
5.   Cholmondeley’s 34th Foot
6.   St. Clair’s 2nd Battalion, Royal Regiment of Foot
7.   Pulteney’s 13th Foot
8.   Cobham’s 10th Dragoons
9.   Kingston’s 10th Horse

2nd Rank:
1.   Sempill’s 25th Foot
2.   Bligh’s 20th Foot
3.   Ligonier’s 59th Foot
4.   Fleming’s 36th Foot
5.   Howard’s 3rd Foot
6.   Battereau’s 62nd Foot

3rd Rank:
1.    Blakeney’s 27th Foot
2.    Duke of Cumberland’s HQ
3.   Coehorn Mortars
4.   Kerr’s 11th Dragoons

Flank:
1.   Wolfe’s 8th Foot
2.   Argyll & Campbell  Militias

Jacobite Officers
Hanovarian Officers
Name
Rating
Name
Rating
Prince Charles Stuart C-in-C
Colonel O’Sullivan 2-in-C

Front Rank (Right/Center/Left):
Lord George Murray
Lord John Drummond
Duke of Perth, James Drummond

2nd Rank: (Right/Left):
Lt.Col Walter Stapleton
Lord Louis Drummond

Plus One
Minus One


Plus One
Neutral
Neutral


Neutral
Neutral
Duke of Cumberland C-in-C

Front Rank:
Earl of Abermarle –

2nd Rank:
Maj-General John Husk

3rd  Rank:
Maj-General Mordaunt 

Plus One


Neutral


Neutral


Neutral


Jacobite Options

The Jacobite forces start the game with 25 Points in the bank, this is added to basis the results of the random event generator!

Points can be spent as follows:

1 point per additional Rebel Infantry Stand brought onto the field, upto max of 20.
2 points to demolish 6” of enclosure walls.
2 points per gun to convert Artillery Scratch crews to French Regulars.
2 points per additional Royal Ecossais, upto a max of 3 additional stands.
5 points to place the McDonald regiments on the right of the line, requires Murray to be 2-in-C
10 points to use Lord George Murray as 2-in-C instead of Col. O’Sullivan.

Additional Rebel Stands
To represent that fact that much of the Jacobite army was in disarray after the abortive night march on Nairn with it’s exhausted troops returning to their billets at about 6 o’clock in the morning. During the morning of the battle troops that had rested returned to the field in dribs and drabs.

Each turn throw 1d6, that number of stands may be added to any deployed Jacobite unit on the field.

Restrictions:

  1. No more stands than the total paid for may be returned to the field.
  2. No Jacobite unit may contain more than 6 stands maximum.
  3. Once battle commences (i.e. Jacobite move forward) no new stands may be added to any deployed unit.
Demolish Enclosure Walls
It was widely assumed that the Jacobite army would have demolished the enclosure walls that restricted their flank movement, preventing them from attempting to outflank the Hanoverian lines. (In fact Lord George Murray requested permission to do this from the prince but was refused).

For each 2 points spent 15cm of wall can be demolished.

Restrictions:

  1. All stretches of wall to be demolished must be done so prior to start of first Jacobite movement phase.
Convert Artillery Scratch Crews to French Crews
The Jacobite army contained a number of trained French Artillery crews to serve it’s guns, one such crew arrived late on the field of battle. Other crews had billeted in Inverness after the night march and did not make it back to the battlefield in time.

For each 2 points an additional gun can be converted to have French crews, throw 1d6 to determine the number of crews that arrive on the field, starting turn, each time a 5 or 6 is thrown a French crew arrives and immediately replaces the existing scratch crew.

Restrictions:

  1. No more crews than the total paid for may be returned to the field.
  2. Once battle commences (i.e. Jacobite move forward) no new stands may be added to any deployed unit.
Additional Royal Ecossais Stands
The Royal Ecossais were garrisoned at Ruthven barracks, but had been requested to meet with the army at Drummossie Moor, however, they failed to reach the battlefield in time.

Each turn throw 1d6, on a throw of 5 or 6 the paid for number of Royal Ecossais stands arrive immediately and join their companions.

Restrictions:

  1.  Once battle commences (i.e. Jacobite move forward) no new stands may be added to any deployed unit.


McDonalds Stand on the right of the line.
The McDonalds believed that that had earned the honour to stand on the right of the battleline, at Colluden O’Sullivan ordered that they were should be deployed on the left and felt slighted by this positioning.

If this option is selected then the McDonalds are restored to what they believe is their rightful position on the right of the line, all other units move to the left accordingly.

If placed on the left of the line the McDonalds will have a -1 dice adjustment when receiving orders through-out the game, if on the right then they have no such penalty.

Restrictions:

  1. If this option is selected then the McDonalds must be deployed on the right of the line prior to first Jacobite move of the game.
  2. To select this option then the Jacobites must also select to have Lord George Murray as 2-in-C.
Lord George Murray as 2-in-C
Lord George Murray, although deeply flawed,  was the best military mind in the Jacobite Officer Corps, he understood what the Jacobite troops could do and how they should be handled. However, he had only ever held junior rank in his prior military carer.

After the failure of the night march on Nairn, Prince Charles preferred to take the council of Colonel Cornelius O’Sullivan, an Irishman in French service, who though an excellent organiser, was used to dealing with regular troops and not the strong willed highland clansmen.

If this option is selected then the Murray retains his position as trusted advisor to Prince Charles, Colonel O’Sullivan is dropped from the list of available Jacobite Officers. The Jacobite Front line will then be split between the Drummond brothers, Murray will operate at his published Plus One command bonus.

If option is not taken then Murray will operate at a Neutral command bonus level, commanding the right flank of the Jacobite front line.

Hanovarian Options

The Hanoverian forces start the game with 25 Points in the bank, this is added to basis the results of the random event generator!

Points can be spent as follows:

1 point per stand to increase regular infantry battalion Strength from 3 to 4, to represent increased training. (e.g. A battalion of 4 stands costs 4 points, all stands mush have same strength).
2 points per additional Infantry Stand added to the 3 stand battalions to make them upto 4 stands each.
3 points per additional Horse/Dragoon Stand added to the 3 stand battalions to make them upto 4 stands each.
3 points to position a 6” wide broken ground / boggy ground template 12” from your front rank, to reflect the Hanoverian’s better choice of ground to fight over.
Increase Regular Strength from 3 to 4
To represent that fact that much of the Hanoverian army was given additional bayonet and musket training on how to deal with the Jacobite threat

Restrictions:

  1. All stands in the same unit must be increased to a strength level of 4, no unit may have a mixture of strength 3 and 4 stands.
  2. All units must be selected for training prior to the deployment of the army.
Increase number of stands in under-strength infantry units
To represent that a number of units were under-strength at Colluden but waiting for replacements from Aberdeen, the Hanoverian player has the option to bring these in early if desired.

Restrictions:

  1. No single unit ay have more than 4 stands.
  2. If unit is to be increased in strength from 3 to 4 then this has to be paid for for the additional stands separately.
Increase number of stands in under-strength horse / dragoon units
To represent that a number of units were under-strength at Colluden but waiting for replacements from Aberdeen, the Hanoverian player has the option to bring these in early if desired.

Restrictions:

  1. No single unit ay have more than 4 stands.
  2. If unit is to be increased in strength from 3 to 4 then this has to be paid for for the additional stands separately.
Boggy / Broken ground
Due to the speed at which the Hanoverian army approached Inverness, and poor scouting by the Jacobites, there was considerable areas of poor ground between the opposing armies that would impact the Jacobites’ ability to manoeuvre.

Restrictions:

  1. Each piece of boggy / broken ground must be placed working from the centre of the Jacobite line towards your right flank, only when this ground outflanks the Jacobite line can you place boggy / broken ground to the left of centre of the Jacobite line.
  2. All terrain pieces must be within contact with 10cm of their adjacent terrain piece.





The First Sikh War battles

by Dave Vallance

Here's a rough outline to the 4 battles of the first war..1845-1846

Mudki - 18th December 1845 
first battle, Sikhs under Lal Singh (remember him?)
bump into Sir Hugh Gough's advancing force (now known as the Army of the Sutlej) near the village of Mudki ..British win (huzzah!) and 3rd Light Dragoons win battle honour for charging down the Sikh gun lines





Ferozeshah - 21st - 22nd December 1845
  
Lal, having been given a bloody nose, retires to the village of Ferozeshah, where he digs in, throwing up earthworks around the village, in a horseshoe shape. He realises that his troops cannot manouevre in the open as at Mudki as well as the British, , so from now on the Sikhs develop the tactic of throwing up earthworks etc, with their heavy artillery well placed, and await the British attack..this tactic is now the norm for the remaining battles..a Sikh fortified defence attacked head on by the British and Sepoys.

Anyway, Sir Hugh Gough wants to attack straight away, but he is reined in by the Governor General, Sir, Henry Hardinge, who although acting as a subordinate. insists that Gough waits for another team to arrive, under Sir Charles Littler, who has been bottled up in the town of Ferozepore (not shah) which is on the River Sutlej, the border between us and the Sikhs, and to the north of Ferozeshah.

 Littler has been bottled up by another Sikh army, under their C in C, Tej Singh, but Littler manages to get out during the night and joins Gough.

Gough attacks on the 21st , wins with a Phyrric victory, drives the Sikhs out, but as the water in the village has been contaminated by the Sikhs, he is forced to retire to his start lines to get food, ammo, water etc.. during the night, the sneaky Sikhs retake Ferozeshah, and start bombarding the Brits again with their guns that the Brits hadnt spiked etc.

Gough, wants to attack during the night, but is again reined in by Hardinge (yes there is an 'e' at the end of his name, its not a typo)

The next morning, Gough attacks again and retakes Ferozeshah in a hard fought battle...we win again (another huzzah!!). however we are exhausted, thirsty, tired (having been shot at all night by the Sikh artillery) and down to our last rounds..when....Tej Singh's army turn up!! Oh crap, we are in deep shittings! 

Off we go again...the knackered Army of the Sutlej stand too, realising that they've got to fight again against a fresh Sikh army...however, Tej retreats when he sees British cavalry heading towards the flank....remember the plan to destroy the Khalsa from previous mails? Tej realised that he could beat the Army of the Sutlej, but the plan is to have the Khalsa beaten..."treachery, treachery", is the cry from the Sikh soldiery..The Brits and Sepoys breath a big sigh of relief.....now there comes a 'what if?' What would happen if Tej attacked?

Could this have led to a general Indian uprising?

Aliwal - 28th January 1846 - 'the battle without a mistake'
well we won't be doing this game!

Another Sikh force under a Ranjoor Singh was trying to cut off our supply lines and Gough sent Sir Harry Smith to stop him, which he did (shall we have another huzzah?) at the village of Aliwal.

16th Lancers charge and break a Sikh regular infantry square, another battle honour

 Sobraon - 10th February 1846

By now the Sikhs had retreated back to the River Sutlej, this was
their last stand..again earthworks on a semi circle, their rear on the river itself with a bridge of boats going across, artillery on far bank proving support..another frontal assault, Gough by now had some heavy seige guns which he used effectively, but when told they were running low on ammo, his famous quote of "thank god, at last I can get at them with the bayonet" came about here. Once the lines were breached, by cavalry no less, and help arrived, the Sikhs headed for the river , some swimming, some trying to cram across the bridge which collapsed...now it became a turkey shoot for the Brits..the Khalsa was effectively destoyed and the remainder surrendered..the First Sikh war was over...

All of these battles were hard fought affairs, the British being surprised and impressed by the unanticipated courage and determination of the Sikhs. Many British officers thought that Ferozeshah was ' a very desperate affair'.. the Sikhs actually claimed it as a victory. If it was a British victory, then it certainly wasnt a decisive one. General Gough also admired the martial qualities of the Sikhs . He one said "Never did a native army having so relatively slight an advantage in numbers fight a battle with the British in which the issue was so doubtful as at Ferozeshah"

Check out Dave's excellent Sikh Wars Introductory article <here>