Tag Archives: US Regulars

Long Service Award

A bit of a late blog but with getting the game ready for Legionary I have let the update slip.
Ten days to the day from placing the order, over 25kgs of metal arrived.
Like a kid in a sweet shop I dived straight in and found the following:
 3 off American Infantry, Leather Shako March Attack
2 off American Infantry, Summer Field Dress March Attack
4 off American Command, Leather Shako
2 off American Militia
1 off Artillery Crew in Shako 
1 off 7th New York Dragoons with Command
1 off  5th Maryland Volunteers
1 off Mounted High Command incl. Jackson
2 off New Orleans Freed Men of Color
1 off Light Dragoons with Command
1 off Canadian Voltigeurs
1 off West Indian Regiments
1 off British Marines
1 off Glengarry Light Infantry Skirmishing
1 off Deployed Rocket Troop
1 off 6lb Guns
I also ordered a few packs to bolster my Scottish Wars of Independence armies. These will bulk out my schiltrons which are currently made up of EBOB and early Citadel/Ral Partha miniatures. 
2 off Scottish Spearmen
1 off Scottish Dismounted Knights
1 off Scottish Highlanders & Isle men
and
1 off English bowmen
I must say that I am very impressed with the 1812 figures, have not opened any Scottish War of Independence packs yet. The pose variations and detail is great. From the packs I have opened there seems to be about 5 poses on average, excluding command if included. Then each pose will also have a number of head variations.
While unpacking, I discovered the British rockets crews and I had to open, prime and start painting. These are very animated and I just love the faces. I will finish the rockets in the next couple of weeks hopefully, so will update when they are all based.
Old Glory Rocket Crew 28mm

Old Glory Rocket Crew 28mm

I also started to paint some of the Canadian Voltigeurs. With there being 30 in a pack and using my KGCAWO rules they will only fight in a skirmish formation. Therefore I can get 3 figures to a base and have 5 bases to a unit. Here are the first couple of bases.
Old Glory War of 1812 Canadian Voltigeurs

Old Glory War of 1812 Canadian Voltigeurs

Old Glory War of 1812 Canadian Voltigeurs

Old Glory War of 1812 Canadian Voltigeurs

Here is a picture of old glory compared against the foundry 1812 range and Knuckle Duster. I think old glory and knuckle duster are fully interchangeable. Foundry are a little smoother in style than the angled edges of Old Glory and Knuckleduster but all have great facial detail. Foundry are smaller and slimmer but I suppose the old figure intermingled would not matter or you could have whole units of them. The only issue with that is the lack of pose variation.
28mm War of 1812  Old Glory/Foundry/Knuckleduster

28mm War of 1812
Old Glory/Foundry/Knuckleduster

Here is a picture of some foundry painted.

Foundry American War of 1812 range.

Foundry American War of 1812 range.

I guess that next years demo game for Legionary 15 will be the War of 1812 and probably Crysler’s Farm.

Hope you enjoy the pictures.

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Filed under America 1812, Battle of Crysler's Farm, Demo game, Gallery, KGCAWO, Legionary Wargame Show, Napoleonics, Reviews, Scottish Wars of Independence

Bladensburg – August 24th 1814

Here is another scenario for the War of 1812, hope you enjoy it.

Back ground

The British forces were charged with creating a diversion to the invasion of New York from Canada led by Lieutenant General Sir George Prevost. Major General Robert Ross was the commander challenged with this. One of the positive points was that, following the defeat of Napoleon it allowed Wellington to release a large number of his seasoned troops to be sent to North America. The down side was that at the start of the battle many of the troops had only spent a few days ashore stretching legs etc having been cramped up on board for 3 months.

In Washington there was confusion as to where the British were intending to attack. Would they head for Washington, strategically unimportant but the Capital or Baltimore with its commercial targets including boatyards? Which to defend?

North

Bladensburg

Order of battle

British

Major General Ross – Command Rating Good

          Light Brigade – Col. Thornton – Command Rating Good

85th Light Infantry 4SP Rifle      B/C/A    may skirmish and or detach coy

Converged Lights     3SP SBM      B/C/C may skirmish and or detach coy

Royal Marines           1SP SBM     C/C/C

2nd Brigade – Col. Brooks – Command Rating Good

4th Kings Own Foot   3SP SBM   B/C/B may detach coy

44th Foot     3SP SBM          B/C/B may detach coy

3rd Brigade – Col. Patterson – Command Rating Poor

21st Foot   3SP SBM   C/C/D may detach coy

Royal Marines       3SP SBM  C/C/C

Rocket Battery      C/C/C

Artillery Battery   Med SB Cannon C/C/C

 

Americans

Major general Winder – Command rating Poor

            Maryland Militia – Brigadier Shansbury – Command rating Poor

1st Baltimore militia  4SP SBM D/D/E

2nd Baltimore militia  4SP SBM D/D/E

5th Baltimore militia  4SP SBM C/D/B

            Columbia District Militia – Brigadier Smith – Command rating Poor

US Reg Inf      3SP SBM C/D/E

US Marines     3SP SBM C/D/C

1st Columbia militia    4SP SBM D/D/E

2nd Columbia militia  4SP SBM D/D/E

3rd Columbia militia    4SP SBM D/D/E

Annapolis militia         3SP SBM D/D/E

Maryland militia          1SP SBM D/D/E

Artillery Battery 1       Heavy SB Cannon C/D/B

Artillery Battery 2       Heavy SB Cannon C/D/B

Independent Units

Naval Yard Rifles        2SP RM B/D/D

Naval Yard Rifles        1SP RM B/D/D

Dragoons                     1SP Carb D/C/C

Irish artillery               Light SB Cannon C/C/D

Baltimore artillery      Light SB Cannon C/C/D

 

Deployment

The British enter along the road marked B In any order Player wishes.

The Americans deploy

Smith’s Brigade – South of the Thornecliff’s creek.

Shansbury’s Brigade – Between the creek and the Potomac River

The independent units – Anywhere to the west of the Potomac.

 

The Potomac is fordable along its entire length although at 1/4 speed. Any unit firing or fighting while in the river is treated as if shaken. This does not apply to morale tests.

Bladensburg is a 2 square town with each square capable of holding 2 regiments of infantry for defense. See rules.

Activation Cards

To represent the better level of command each British unit and commander will have an activation card.

The Americans suffered from  Politicians interference in their deployment. This resulted in many units not sure who their field commanders were. To represent this only American commanders , Independant units and the 2 batteries of field guns in Smith’s command have activation cards.

Objectives

British have to break 50% of American Units to claim a victory with a loss of no more than 20% of their own. The British were desperate to get to Washington so they have 12 plus D6 turns to achieve. Once this number of turns is reached add a End Of Game Card to the deck. The game continues until this card is drawn. Must exit Washington road with 2 units that are not shaken and hold road.

Americans claim a victory if they can inflict 30% casualties without losing more than 50% of their units.

All others out comes are a draw.

Hope you enjoy this scenario.

 

 

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Filed under America 1812, Battle of Bladensburg, KGCAWO, Napoleonics, Scenarios, Wargame Rules

Crysler’s Farm – Nov 11th 1813

Here is a great little scenario for the American War of 1812. This will be the target for my first units in this new era. The Old Glory Figures I ordered cover all this scenario apart from the Gunboats which I will probably use the Britannia range for. It will be a while till I get them all painted but will update you as I paint them.

Background.

Following on from the American assault on Montreal about 8000 troops under Major- General Wilkinson left Sackets Harbour mid October and sailed down the St Lawrence River. They were being shadowed by a small British force originally out of Kingston. Due to the need to transport the river craft through the rapids at Long Salt the American disembarked. This was now the time to deal with the troublesome British.

Leading up to the battle the Americans had to deal with a serious outbreak of Dysentery. Quite a few senior commanders were infected including Major-General Wilkinson. In fact Major General Wilkinson was in such a poor condition that he took no part in the battle, having decided to rest in his bunk.

Rules.

The rules used were my own compilation, King George Commands and We Obey (KGCAWO).

Forces.

The Americans, due to illness have no overall commander. All the other American commanders were also ill but at least they attended the battle. They all have a poor command rating to reflect their troubles.

The British commander, Lt-Col Morrison is an Excellent commander but he has no subordinates. He will have to spread himself around the field to keep all units in command.

American

Brigadier Boyd (Poor)

12th US Regulars C/C/D SB Musket (large unit 4 strength points)

13TH US Regulars C/C/D SB Musket (large unit 4 strength points)

Brigadier Swartwout (Poor)

11th US Regulars C/C/D SB Musket (large unit 4 strength points)

14TH US Regulars C/C/D SB Musket (large unit 4 strength points)

21st US Regulars C/C/D SB Musket (large unit 4 strength points)

Brigadier Swartwout (Poor)

9th US Regulars C/C/D SB Musket

16TH US Regulars C/C/D SB Musket (large unit 4 strength points)

25TH US Regulars C/C/D SB Musket (large unit 4 strength points)

2nd US Light Dragoon D/C/C Carbine. Only one troop, so starts game with 1 Strength point

Battery of Light Artillery C/D/C Smoothbore cannon

British

Lt – Col Morrison (Excellent).

49th Foot B/B/A SB Musket

89th Foot B/B/B SB Musket (large unit 4 strength points)

Canadian Militia C/C/C SB Musket Only one coy, so starts game with 1 Strength point

Voltigeurs and Indians B/C/E ( if in open) SB Musket Skirmish formation only

Or B/B/B ( if in woods) SB Musket Skirmish formation only

1st Battery of Light Artillery B/D/C Smoothbore cannon

2nd Battery of Light Artillery B/D/C Smoothbore cannon

Gunboat 1 B/C/C Smoothbore cannon. Treat as heavy Guns. Are anchored so may only swivel to move and if so no fire that turn. If fired at treat as light defences.

Gunboat 2 B/C/C Smoothbore cannon. Treat as heavy Guns. Are anchored so may only swivel to move and if so no fire that turn. If fired at treat as light defences.

Map.

Cryslers Farm Map

Americans deploy anywhere along line A. When the brigadier’s card is turned roll a D6. If turn 1 a 1 is need to deploy, turn 2 a 1-2 need etc. all the way to turn 6 when they will automatically appear and deploy. Units may not be activated until their commander has been deployed.

British deploy to the left of line B. If Americans capture John Crysler’s Farm, all British units drop one morale level.

Fences take ½ move to cross for foot, ¼ move for skirmishers and full move Cavalry/Artillery due to need to dismantle. No benefit if shot at behind a fence but + 1 if attacking unit behind in melee.

Hope you enjoy this scenario. I will add some more soon.

 

 

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Filed under America 1812, Battle of Crysler's Farm, Napoleonics, Scenarios, Wargame Rules