The town of Sudbury had become a regional HQ for local Empire troops. Four small Canadian military units were based there. Unknown to them, an American commander was keen to take this position, and had five military units at his disposal. Surprise was vital to this mission, and with careful preparation, he made his move.
The American force utilised a train to within twenty miles of their objective, they then travelled by horse. Reaching their objective undiscovered, and with several hours before dawn, their commander allowed his column to rest. The Empire garrison being totally unaware of their nearby approach (D1). However, the garrison commander had the good sense to post five (D5) sentries, and they knew their duties (D6).
The garrison had occupied several mining buildings, and others served as barracks. They also had a warehouse serving as stables. The American commander decided to launch a single attack (D3), by advancing at double-time, but without noise. If they could not take the position, they were to destroy its effectiveness, and return to their train, which also had a guard of four soldiers (two dice).
MOVE ONE. American troops advanced, at twelve inches, dice were thrown to see if a sentry spotted their advance, D6, the Americans scored a D3, the sentry fired his rifle and started shouting out the alarm.
MOVE TWO. The Americans moved at full pace, while the garrison stumbles out of their accommodation.
But this was not what the attackers were hoping for, even their cavalry were several moves away from the town centre.
MOVE THREE. the Canadian artillery piece opened fire, with a hit on the approaching cavalry.
MOVE FOUR. The gallant advance by the two cavalry units had seen two taken down by the gun, and another from the Fusiliers, firing from the Miners' store. Amazingly, the 1st cavalry held their position, not advancing further, but still in the fight. This allowed the 2nd cavalry unit to charge the gun position in MOVE FIVE. The gun crew fired at point blank range, knocking them down to 50%, and their morale now broke. Two good regiments wasted!
The only positive news was the American gun had inflicted a casualty on the Fusiliers, and a light infantry unit had secured a chapel, and was now firing on the gun redoubt.
MOVE SIX saw both artillery pieces inflict a casualty on each other. The light company in the chapel suffered a casualty from the Canadian rifles, their three firing sections (8 plus two ex-sentries) gave them a dice advantage over the two firing American sections (8 figures, you need three for a firing section). I thought it right to dice to see if the American commander wished to pursue his plan, a D5, yes!
MOVE SEVEN. and EIGHT saw some reversal of fortune for the Canadians, their gun crew was taken out by artillery and rifle fire! And a fire had broken out in the Miners' store.
MOVE NINE. Some excellent marksmanship (D6 twice) inflicted two casualties on the American light troops in the chapel. But a hit on the station not only inflicted a casualty but also started a fire (D6).
MOVE TEN. The US artillery piece was repositioned. MOVE ELEVEN and TWELVE were ineffective. MOVE THIRTEEN and FOURTEEN saw some casualties but it really was time to stop this game, the Americans being now largely dependent on their artillery piece, while their light infantry were being similarly reduced.
The garrison survivors view the scene.
The surviving attackers make a hasty withdrawal.
RESULT
EMPIRE Nine casualties, two buildings destroyed.
UNITED STATES Thirteen casualties, three routing.
Both sides claimed the victory, but I think the Canadians have a better claim, having inflicted heavier casualties and maintained their position. Also, all American forces in this region retired to Sault Ste. Marie which would not have occurred if Sudbury had been neutralised.
MGB
Another very exciting game Michael with an extremely close outcome! Everything looks beautiful and it was very enjoyable! I especially liked the flame effects on the two burning buildings! Very well done!
ReplyDeleteThanks Brad, it was an enjoyable game, and the dice furnished a good scenario. When artillery hit a building, throw another dice to see if it causes a fire, D5 or 6. I'm still developing the flame/fire system for buildings,
DeleteMichael
A great game , I do like your buildings they are rather nice and match the figures well .
ReplyDeleteCheers Tony, I enjoyed the game. Going to try and have a brake from painting models, and play some wargames. Most of my buildings are actually 28mm scale, but it doesn't matter with Toy Soldier wargaming. In fact, 54mm scale would occupy too much space.
DeleteMichael
I love the ones in white bearskin hats; I have to make some of my own!
ReplyDeleteCheers Q. A fair number of American NG units adopted French-style bearskins, often white, for their ceremonial/dress uniforms. Others went for regulation British style helmets, often claiming they are German helmets, but they are definitely more British Empire in appearance, made of felt and cork. Those in the game were Californian NG in pale blue, white bearskins.
DeleteMichael
Great looking game MGB!
ReplyDeleteThank you MJT. Having completed a fair number of projects, its about time I played a few wargames!
DeleteMichael
A brisk action indeed!
ReplyDeleteCheers Ross, indeed it was. More noteworthy, it has stopped any American forces creating a new front against Toronto, and the entire loss of northern Ontario. It also allowed dice to be thrown on reactions to this raid, and they are rather exciting, lets just say the mining and logging communities are up in arms. I'm just about to fight another game, this time in Louisiana, and it involves twenty-two military units, this will be a big clash near Baton Rouge, French (some Spanish) against the main Southern army, this could radically alter the game-map.
DeleteMichael