Sunday, 16 February 2020

Saratoga’s Battle of Long’s Redoubt


the Brunswick array moving to positions towards the American log emplacements

This is a fictional and solo affair using my newly reconstituted “Saratoga Campaign” Brunswick Germans (and units of historically attached Hesse-Hanau) against American opposition.
In this case my entire German force will be assaulting the Americans behind formidable log emplacements.  I place the units almost by random, looking for natural start positions for each side THEN decide what might happen.  In most of my readings of historical battles, I don’t think the actual Generals did things much differently….

Turn 1, Brunswicker
The very first activation rolls a double-six!. So with that bonus, the Brunswick dismounted dragoons earn better discipline for the battle (spoiler: it really does not help) Next the Light Infantry advance.  Then, of course, I roll the opposite of bonus, double ones, which consulting the chart has the Rhetz Regiment commit friendly fire upon the backs of the Lights causing disorder. The other Brunswick units advance without incident however the artillery is bogged down in the rear.
The Brunswick Dismounted Dragoons 
Turn 1, Americans
The American heavy gun opens up on the advancing Germans and while causing casualties, the Germans would continue their forward progression.
The American position
The German advance
Turn 2, Brunswicker
Despite their increased discipline the dismounted dragoons were still occupied on patting themselves on the back to move this turn.  The Lights continued to advance even with their disorder and the rest of the Brunswick army continued their advance - - except for the artillery no well to the rear.  Must be a broken wheel perhaps.

Turn 2, Americans
The the Lights now in range, the American light artillery on their right end of the line fired at short range causing more casualties but again the Lights shrugged them off. The heavy gun in the middle was apparently reloading and the light gun on the far left was still out of range. But now the American militia opened fire as did the 2nd NY Regiment and this proved too much for the Lights who bolted.

Turn 3, Brunswicker
Again the Dismounted Dragoons rolled double-sixes for the activation (its either really good or really bad with these guys!) causing unknown fire upon the American right but this did not faze that militia unit (rolling 11 for morale!)
While the rest of the Brunswick force marched in steady line to the final fence to cross, the artillery again fails to move. It will be relegated to the rear for the upcoming battle as it cannot now be of any support to the assault.

Turn 3, Americans
Some of the American artillery again fires and while causing more casualties, the German morale survives.

Turn 4, Brunswicker
During this turn the majority of the army readied themselves forming up in close-order while the Hesse-Hanau unit moved to the left.
The heroic Hesse-Hanau Regiment

Turn 4, Americans
While the American artillery took advantage of the tighter German formation and causing significant casualties, Brunswick morale is high.

Turn 5, Brunswicker
All units (!) begin their advance through the open area cleared by the Americans in front of their log defences.

Turn 5, American
Militia fire forced the Dismounted Dragoons to retreat.  Now in range of the skirmish rated militia units (at only 12 inches) and the lone regular unit of the 2nd NY, the Riedesel and Rhetz Regiments were taking particular punishment and both are now under 50%. But morale continues to be good.
The large Brunswick units showing their casualties even at this early time of the battle.

Turn 6, Brunswicker
While the Rhetz unit stopped to doff its disorder (at 50% it will now ALWAYS be disordered to some degree) the Riedesel Regiment rolled double sixes (my dice in solo games always seem to be hot or cold) thus earning itself two activations so with that went at the double at the American position. Unfortunately being at half strength it failed to make much impact (only 3 dice) .  Not all was bad for the Brunswickers as the Hesse-Hanau charged and got into the American position.
Riedesel's failed assault

Turn 6, American
Not all was good for the cheering Hessians as the displaced militia responded with shooting and the light artillery pivoted in place.

Turn 7, Brunswicker
Seeing the units in his immediate area at half-strength or unwilling to move (both full strength units failed to activate) the Brunswick commander contemplated ordering a retreat while some of his army was still in tact but continued failures in activation and the lateness of the day had him/me give up on the assault.  While the main army was to retreat the Hessians took the American light gun without casualties.

Turn 7, Americans
The units around the Hessians all failed to activate and even the heavy artillery could not load a round against the retreating Germans.

Turn 8, (Darkness)
The lone fighting unit for the Germans - the heroic Hesse-Hanau finally wore out and also failed to rouse themselves to further action.  That would make seven, yes 7 failed activation rolls in a row!  I think the dice gods are telling me to go to bed.  Thus the Brunswick direct assault on Long’s Redoubt failed with heavy casualties.
The pink colours of the Hessian showing their position inside the American defences

I used the “Rebels and Patriots” rules which follow the “Rampanty” style of play including activation.  Great for solo play as the units absolutely will not follow orders and do their own thing which is great for the narrative, probably realistic in a way, and certainly does not allow favouritism for one side or the other <grin>