The settlement of North Bay had been largely unaffected by the Dominion War but when contact with Toronto ceased the town mayor took the precaution of embodying the local militia. A D6 furnished eighteen armed civilians. A few days later (D5) the community was warned that an American force (D5) of fifteen was approaching.
The North Bay Militia decided to block the main route to their town. An additional dice allowed the Canadians to appoint six of their own to flank the American column. While the Americans mounted three of their number as an advanced guard.
The American Column
Canadians flank the column
Carefully positioned on a curve in the highway, the Canadians had constructed a strong redoubt, and the twelve militia were instructed to fire as soon as the enemy came into sight. MOVE ONE. A volley rang out from the redoubt and brought down one of the three American scouts.
This fire was the signal for the Canadians on the flank to open up, and they too took down one in the American column. MOVE TWO. The Scouts retired to the main column. The Canadian flank exchanged fire with the American column, both suffering a casualty. The Canadian flank militiamen were obliged to test their morale as it was their first time under fire, but it held firm (D6). MOVE THREE. The American commander ordered a charge. The Canadian flank had to test their morale again, it held, and their fire took down two Americans. The American charge was undermined by the woods but they did enter into a melee. During which, the Americans inflicted a casualty for no loss. The Canadian flank was again obliged to test their morale as loser of the melee, and they scattered. Fortunately, their distance from the Canadian redoubt obliged no similar testing of morale. MOVE FOUR. The American commander ordered his battalion to reform rather than pursue, but an immediate inspection showed that a third of his command were casualties. MOVE FIVE I decided to allow dice to determine the American commanders orders. A throwing of a D5 indicated his desire to take the redoubt. He advanced down the highway. MOVE SIX and SEVEN. They advanced with fife and drum, but taking time to load their rifles. MOVE NINE. The commander was not an idiot, he ordered his men on reaching the curve in the road to deploy as skirmishers. Both sides exchanged fire, with no casualties. MOVE TEN. An exchange of fire, a lucky shot took down a Canadian. Their morale held. MOVE ELEVEN. Skirmishers cannot charge, so they moved into melee. Regular skirmishers against militia in a redoubt sort of evened out both sides. The surviving mounted scout fled. MOVE TWELVE. Another round of melee, no casualties but the militia morale finally broke, and they scattered.
RESULT. When the Canadian militia mustered in North Bay they numbered fourteen plus their commander (the town mayor). The militia felt they had done all that honour required, and voted to stand down (D3). Unknown to them, the Americans had lost over one third of their number, and were down to nine plus their commander. On evaluating their strength (D1), they decided not to advance on the town. A CANADIAN/EMPIRE VICTORY by default.
A brisk little action.
ReplyDeleteRoss, I genuinely don't know who will win in these games. Have just fought a third action, quite a bit larger, involving the town of Saint Jean sir Richelieu. Will upload tomorrow. I think the result will impact the entire campaign.
DeleteMichael
An effective little militia skirmish delaying action.
ReplyDeleteThanks Mark, I think it worked well as a scenario. Have just fought another game today, and I am looking forward to a fourth. The games have been fun, and working out the impact on the campaign gives the whole experience added weight.
DeleteMichael
An excellent game Michael, the militia did a great job! Everything looked wonderful and it was very exciting! Thanks for sharing!
ReplyDeleteThanks Brad, have packed my paints, etc, away so as to have a spell actually using some of the collection.
DeleteMichael
Great little game MGB - I particularly like the first picture
ReplyDeleteThanks MJT. These smaller games are fun to play, but the time usually spent setting up larger games has to be redirected towards interesting scenarios. This is where campaigns are very useful. I also lost all interest in point based, perfectly balanced armies about thirty years ago. They just don't appear in history books, lol.
DeleteMichael