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 allowed me to complete another five or six military units, serving in several collections.

Saturday 23 September 2023

The Northern Assault on Toronto (Dominion Wargame)

This is the second game of three comprising the American attempt to capture Toronto, part of a fictitious war between the United States and the British Empire in about 1885. 

This second game involves the five military units designated to attack the Northern suburbs of the city. I also allowed a dice to decide which of the three games would receive off-table support from a particularly large howitzer, and the Northern assault won the prize.

The Empire garrison is severely outnumbered in this series of games, and only three military units could be spared to defend the northern approaches, and one of these is a militia unit.

THE ATTACK ON THE NORTHERN SUBURBS

MOVE ONE. A Canadian lookout spotted the approaching American troops, the artillery were instructed to fire at any enemy guns, they missed but did hit a member of the adjacent Signal Corps.

MOVE TWO. The American howitzer scored a hit on a civilian house, no casualties (see explosion below).

The American and Royal Artillery batteries fired at each other, the former over shot with two D2s hitting a clear road, the latter threw two perfect D6s, now entitled to a second dice throw, each gun confirmed a hit on the crew (had they thrown another D6 a gun would have been disabled). MOVE THREE. The American howitzer hit another empty building to the rear, no casualties. But still no movement forward from any American infantry!? The American battery did hit one of the redoubt gunners, but it wasn't fatal. But their return fire comprised a D6 and D5, and two more American gunners went down! At half strength they were obliged to test their morale, and they routed! MOVE FOUR. The joy in the redoubt came to a stop when the American howitzer scored a hit, two gunners lost (no saving throws allowed! And their own shells failed to score. MOVE FIVE. The howitzer hit a road to the rear, a nurse went down (No, I don't make this up!).

MOVE SIX and SEVEN. Occasional casualties on both sides, two Empire soldiers are hit by a howitzer shell in a building, could not be saved. MOVE EIGHT. A D6 followed by a D6 blows up the American gatling gun, a neighbouring infantry unit stands firm. MOVE NINE. The Redoubt guns score two hits on a light infantry unit. MOVE TEN. A howitzer hit on a building, one casualty on the militia, obliged to vacate as the building has caught alight. Obliged to test their morale, they obey orders! MOVE ELEVEN. An American unit routs, they had suffered 50% casualties from constant artillery fire and could take it no more! MOVE TWELVE. The entire American army withdraws and the off-table howitzer stops firing. This entire action was a ruse for stretching out the garrison's manpower! 

RESULTS

One building on fire, another five badly damaged. Garrison losses were five soldiers and one nurse. American losses totalled thirteen, with one unit neutralised.

The next and final game will cover the assault on the Eastern Suburbs.
MGB

4 comments:

  1. This is as always splendid stuff Michael…
    When ever I see your Dominion War games my butterfly flutters wildly… I already have some 54mm Americans and British in the lead mountain and you are definitely to blame… And I thank you 😁.

    All the best. Aly

    ReplyDelete
    Replies
    1. That's very kind, Aly. My drift into 54mm was to allow me to explore some fictitious wars, and some fictitious armies, too. But the US/Empire War is a product of recorded military scenarios by both sides during the period 1860 to 1920. Add to this the wonderful uniforms of the Empire and the American National Guard units, I was hooked. Actually, the campaign has been quite stimulating to run. Thanks for the support.
      Michael

      Delete
  2. An excellent artillery duel Michael, very exciting! The Signal Corps is quite unique, and I really like your explosion markers! Too bad about the nurse, but that's war! All very well done indeed!

    ReplyDelete
    Replies
    1. Cheers Brad. The main assault will be on the eastern suburbs. Yes, when I discovered the US Signals had orange horse tail helmets, I had to have them! They only used them for a few years before changing over to black. The explosion (and aflame) markers is something I have needed for a long time, it helps the imagination to appreciate an artillery bombardment, and it would involve too much storage to duplicate damaged buildings.
      Michael

      Delete