SPECIAL THANKS. I would like to thank Paul Watson for his sponsorship of several lead figure collections on this blog. Having decided to clear his spare/surplus figures, he generously forwarded them on with no other requirement than they deserved to be restored. I would also like to mention George S. Mills, who kindly furnished a quantity of plastic figures which greatly enhanced several collections.

Tuesday, 20 October 2020

THE ATTACK ON FORT MACAULAY (Dominion Wargame)

With this second game in the Dominion War, an American force was landed on Vancouver Island, British Columbia, during the night. Their intention being to capture by surprise Fort Macaulay, as control of this coastal battery would make the arrival of Empire reinforcements a risky business. The American force comprised a battalion of Marines, two small units of National guard, and a commander. The fort garrison comprised the commander with two companies of Royal Canadian artillerymen. However, a dice was thrown to determine whether the BC Government was aware of American plans, scored ONE, fully aware. A second dice was thrown to determine whether the garrison was aware it was to happen this night, score ONE, fully aware. Unknown to the Americans, the garrison had now been reinforced with the Royal Canadian Grenadiers. and a company of Royal Marines. In addition, the garrison could signal they were under attack by cannon fire. At the beginning of each subsequent move they would throw a dice. If scoring a SIX, a further dice would determine if armed civilians, mounted police, or Canadian Regulars would arrive to support them. Note, although the garrison had two heavy guns, they were of no value, as their arc of fire is only out to sea, but they did also possess a medium field gun, and the extra crew could serve as an infantry company.

The American force advanced on the fort, still with the intention of surprise, and for the first three moves dice throws indicated they had not been seen. Could they still take the fort by surprise? On the fourth move their luck concluded, the alarm was called and all in the garrison took up positions, their gun opened fire. The Americans approached with great determination, keen to use their numerical strength in a melee. But on move 5 some armed civilians arrived, and on move 6 they took down some of the marines, while the medium gun also inflicted a casualty on the skirmishing NG. Still they advanced, now into rifle range. Despite steady casualties for little return, the American line charged. In the subsequent melee the marines killed or scattered the RCG, but the RCA and RM were able to inflict heavy casualties on the two NG units. Both those units had suffered 50% casualties and they routed. By now the Marines had also suffered 50% casualties and could not take offensive action, but their morale held and they chose to hold their position. In truth, they were having little impact on the garrison and the armed civilians were picking off one figure on almost every move, requiring a five or six on the dice. Now down to only one third still fighting, when the RA gun crew joined their comrades firing with small arms, the marines were now surrounded, and the survivors surrendered on move 18. 

MGB

This was a solo game lasting 20 minutes, dice determined practically every decision.

Here are the game returns.

EMPIRE

Commander 1

Royal Canadian Artillery 6 (-1)

Royal Marines 4 (-2)

Royal Canadian Grenadiers 6 (-5)

Armed farmers and timber men 7

(Canadian regulars arrived on move 21, so never participated, 12 plus a mounted officer)

UNITED STATES

Commander 1

US Marines 12 (-9)

National Guard light troops 6 (-3)

National Guard 6 (-3)

(Footnote, the routing National Guard threw a dice to determine if they made it back to their row boats, scored ONE, the Mounted Police had confiscated the boats, they were later picked up in the woods and granted permission to return to American territory on parole, that they do not act against the Empire until there is an official exchange of prisoners....... I just could not believe the number of poor dice throws for the Americans in this game!)











8 comments:

  1. Replies
    1. Cheers Paul, I really have enjoyed my drift into 54mm, and the games are very quick to set up too. Still got loads of stuff to put up to record the collections. Regards,
      Michael

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  2. Beautiful figures and a splendid action ! .

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    1. Thanks Tony, the Featherstone system of three figures throwing a dice is so simple, and it was fun. It worked with both the larger battle, and this skirmish action. Loving this type of gaming, and using 54mm.
      Michael

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  3. Some days are like that dice-wise.

    Table looks just right for the troops.

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    1. Ross, to be honest, the game left little opportunity for either side to alter their tactics. The RCG skirmishing was a good move, the arrival of the armed civilians undermined the American attack, the US Marines not withdrawing when it was clear they would not advance further on the fort was a definite mistake.
      Michael

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  4. Your built up area is most effective indeed. A case of something which greatly exceeded its individual parts, if you know what I mean. Great gaming and II am glad you are enjoying it.

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    1. Yes Allan, I think it captured the appearance of a coastal battery like Macauley. I will one day paint the red building, Picked it up with a load of farm animals for £4 in a charity shop.
      Michael

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