The second battle in this Featherstonian trifecta is a scenario modified from the Horse & Musket scenario in Wargames, the Battle of Plattville. My version, the Battle of Platt's Vale, is set in the War of the Spanish Succession instead of the American Civil War, although I am using one of my favourite sets, the Polemos: Ruse de Guerre set, which are reasonably generically Horse & Musket, to keep in the spirit of the thing.
The Forces:
Red Force (the Anglo-Dutch):
3 Infantry Brigades, each of 3 Infantry Battalions
1 Cavalry Brigade, each of 3 Horse Regiments
1 Field Artillery Battery
Blue Force (the Franco-Jacobite):
3 Infantry Brigades, each of 3 Infantry Battalions
1 Cavalry Brigade, each of 3 Horse Regiments
1 Field Artillery Battery
Each army has an infantry brigade as an advance guard, entering on the road (south for Blue, north for Red). The balance of each army will arrive after an hour (i.e. on turn 4).
The scenario objectives are a little under-specified in the original, but it seems that a side needs to control all three hills, the bridge, the village and the church to win.
The Set-Up:
| The Franco-Jacobite advance guard: Berwick's, Dillon's & Clare's Regiments. |
| The Anglo-Dutch advance guard: Lord North's, Ferguson's & Leven's Regiments behind Moleshill. |
The Battle:
| Initial manoeuvring leads to a face-off of the Scots' Regiments on Hare Hill down onto the Irish Regiments in Crow's Creek. |
| The Scots' Brigade of the Dutch Army marches forward toward's Platt's Vale on the other flank |
| Meanwhile, the English Brigade has arrived in the nick of time to contest the hill, and the Cavalry Brigade has boldly advanced across the stream to threaten Dillon's Regiment in the flank |
| The French Brigade moves up to occupy Platt's Vale. |
| Continuing to fight brilliantly, Dillon's regiment routs the lead regiment with its musketry - this leads quickly to the panic and rout of the entire brigade! |
| The position at the culmination - the Scots' Dutch and the French Brigade are just coming to grips around Platt's Vale at this point. |
| But with two brigades routed, the Anglo-Dutch Army is fought out and withdraws. |
Game Notes:
Great fun this quick game - I just really like these rules! They rattle along but with the tempo mechanic being really easily modified for solo player. The formation morale rules put a high level of jeopardy and randomnes into the game too, but still giving a strong signal of what is likely to happen. For instance, the Franco-Jacobite advanced guard took a bit of a risk in advancing whilst Lord North's regiment was still in action: but it was a reasonable chance that it would give way without further fighting, and so it proved. In contrast to the Polemos: SPQR game I played earlier in the day, the reduced number of outcome moves and simplified play sequence make it definitely less brain taxing.
Like Neil Thomas' rules, these rules seem simpler than many but they really do produce very similar and at least equally plausible outcomes, with a lot less mechanical fuss. This game did finish relatively quickly, partly due to the exceptional combat performance (i.e. very good rolling) of several of the units; partly due to the relatively generous movement rates per turn*. but mainly due to the smoothness of play. Really enjoyed that! It is a good scenario too, lots of tactical interest as there is potentially a lot for each side to do.
Buildings mainly by Leven, figures from Baccus' WSS range.
(*An infantry unit in Ruse de Guerre moves at the rate of light cavalry in Polemos: SPQR. this isn't necessarily a problem, but it does make the game feel a lot faster. It also means that formations can defend an attack a lot of ground quickly, which changes the feel of the game a lot - reserves can 'get there'. Much of this is to do with the author, Glenn Pearce, designing his rules for big multi-player games, where you need to design speed in if you are going to get anywhere).


Another great game there John, and I too have re-purposed these classic battles for more modern rules. Frequently I find I need to make small tweaks here and there to accomodate the rules being used and how they play out compared to Featherston'es own.
ReplyDeleteThanks Steve. And very much so - some of the assumptions behind the rules are quite different, so they can have quite an effect on how the scenario plays out. Some things are fun to explore, some just need changing.
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