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Sunday, November 14, 2021

The Battle of Lament Hill: Part Two


The continuation of our first battle of Rebels and Patriots (Paid Link): The Battle of Lament Hill took place during the French and Indian War as both the British and the French attempt to hold Lament Hill. Lament Hill is a key piece of terrain in the Wvatucallit Valley; an ideal spot to control an invasion route to the British Colonies or a perfect spot for an advance supply depot for the British. So far, the French have held the objective for two turns; however, their Huron allies have deserted the field of battle due to the ferocity of His Majesty's Rangers resulting in a loss of 25% of their force.

Turn 4.

Fortune smiles on the French as the 2nd Marine Company rolls a double "6" when they are activated to fire. Off to the Double 6 table and . . .

. . . a "1" is rolled allowing the French to rally a unit for free. Unfortunately, there are no disordered French units (would have come in handy last turn) so nothing happens.

The 2nd Marine Company fires at the Light Company of the 42nd Highlanders and take out a figure.

Smelling blood, the 1st Marine Company also fires at the Light Company and removes another figure. (I mentioned in the previous post how I need to replace my hills. What a minute, that's limestone on the hill. At least that's the story I'm sticking with for the rest of the battle.)

The Light Infantry in kilts pass morale, but now receive a permanent morale marker for being at half strength.

The Light Company of the 42nd Highlanders were a small unit consisting of 6 figures. Now that they are at half strength, they now have a permanent disorder marker; i.e., it can never be removed and counts as one disorder but does not mean they have to rally. With the permanent marker they now shot and fight at half strength.

After firing last turn, the Canadian militia decide to take another breather and do nothing.

Now the British take action. The Highlander Light Company conducts a Skirmish move and fires at the 2nd Marine Company at half of half strength! (Yes, the British commander is crossing their fingers!)

And they got one and the French 2nd Marine Company passes morale.

Suddenly, the ultra aggressive and probably foolhardy Rangers attack the 2nd Marine Company. Tomahawks, rifle butts and knives result in the removal of 3 French Marines and 2 Rangers giving the victory to the Rangers.

Yikes! Now the Rangers are at half strength (permanent morale marker) plus they fail morale due to their casualties. This small unit idea may not have been a good plan.

The French pass their morale check (whew!) but have to retreat a half move away from the Rangers since they lost the fight.

To the sound of their bagpipes, the 42nd continues to advance in Close Order.

And the Mohegans fail their morale check by quite a bit and earn another disorder marker. They now have 3 disorder markers and rout off the battle field. The British are now at approximately 90% strength by points.

The French have now controlled the objective for 3 turns.

Turn 5.

The French Lieutenant smiled as he noticed all of the permanently disordered units that his British opponent had. This was his opportunity to put the British at 50% or below causing all units to conduct morale checks early - and hopefully end this game early.

The situation at the beginning of Turn 5. In Rebels and Patriots (Paid Link), units have a 360 degree arc of firing - with the exception of units in Close Order and artillery which have a 180 degree arc.

And another Highlander from the Light Company of the 42nd goes down!

But the tough Highlanders hold their ground by passing their morale.

Disaster strikes as the French 1st Marine Company fails to activate.

"Well, we are only militia. If the regulars aren't going to do anything at the objective, I guess it's okay for us to do nothing."

Is it possible that the French are grabbing defeat from the jaws of victory?

With bagpipes playing the 42nd Highlanders attack.  Lieutenant Deschamps orders the 1st Company of Marines to Evade, allowing them to perform a Skirmish action which only takes out one highlander. 

The 42nd just had enough movement to make contact and a furious melee erupts. As Shock Infantry the Highlander cause a casualty in Fighting for every two rolls of the die that are 5+. But, the 42nd is also Agressive (4+), Attacking (3+) and their first Fighting (2+). It's not looking good for the French.

The French lose 5 figures without only one loss (the Evade firing) for the Highlanders.

The French 1st Marine Company is now below 50% and is permanently disordered. Things go from bad to worse when the roll at -2 for morale, add 2 more disorder markers and must flee from the field of battle. 

The 42nd Highlanders are also disordered from the one casualty (more bad dice rolling!). Even though they occupy the objective, they do not control the objective since they are disordered.

"I shall return."
The French are now at 50% strength based on starting points and each remaining unit must roll for morale. The remaining units easily pass.

Meanwhile on the British right flank, the Light Infantry fails to activate but the Rangers rally (I forgot to remove the Ranger's disorder marker before the picture.

The French start to lose heart as they are grabbing defeat from the jaws of victory. 

The 2nd French Marine Company eliminates the Light Company of the 42nd Highlanders! Could the tide turn once again?

"I can now see those pesky Rangers."

The Rangers are hit by the sharpshooting Canadian militia but still pass their morale.

And the 42nd fails to rally . . . 

. . . which forces them to retreat and add another disorder marker.

The Rangers move as fast as they can for the far tree line.

Next: The unexpected conclusion to the battle.

Wednesday, November 10, 2021

Veteran's Day: 2021

November 11th is Veteran's Day in the USA and Armistice Day or Remembrance Day in other countries. It has been a bitter year for veterans in the United States and Allied Armies, but we still remember. As our World War II veterans pass on, I want to honor my father-in-law, James E. Galbraith who died earlier this year and will have his funeral tomorrow.

My amazing father-in-law Jim was a 19 year old 1st Lieutenant flying B-17 bombers with the 8th Air Force in 1944 and ended the war as a captain. A product of the depression (when he was a very young cowboy), he volunteered to be a pilot because it paid more! Jim was awarded, among other awards, the Air Medal with 3 Oak Leaf clusters. 

The Air Medal is a military decoration of the United States Armed Forces. It was created in 1942 and is awarded for single acts of heroism or meritorious achievement while participating in aerial flight.  After the war, he used the GI Bill to go to college, got his degree in Architecture, and eventually retired as the State Architect for the State of Florida.

Jim with his mother before going overseas.

Jim and his crew in England.



Newly commissioned.
Jim and his plane.

Getting his wings.

LT James Murphy, my father-in-law's copilot.


VE DAY!!!

After the War:



Happy Veteran's Day!

Sunday, November 7, 2021

The Battle of Lament Hill: Part One

Mohegan Scouts attached to His Majesty's Rangers.

The French have received reports that the British are preparing for an advance to establish a forward supply depot to support the ongoing conflict in North American between the British Empire and their Colonists against New France. The French force, under the command of Lieutenant Charles Deschamps de Boishebert et de Raffetot try to steal a march on the British and plan on getting to the key terrain of Lament Hill to spoil the British plans. The French attack in our first game of Rebels and Patriots (Paid Link).



Turn 1

 Lieutenant Deschamps orders the 1st Company of Marines (which are Light Infantry) to advance to Lament Hill.

The 1st Company easily makes it to slope of the hill . . . 

. . . while the Canadian Milita (Skirmishers who are Sharpshooters) occupy the position vacated by the 1st Company.

The Hurons (a Large, Aggressive Native force) decide the open ground in front of them looks too open with the Rangers on the other side.

The 2nd Marine Company also starts its advance toward Lament Hill.

The French position after their first turn (wow, that hill is looking rough. Time to invest in some new hills!).

Now the British, under the command of Lieutenant Coll McDougall of the 42nd Highland Regiment make their first moves.

The Rangers (a Small, Aggressive, Veteran Light Infantry unit) are ordered to move - and their activation roll is a 12!

When a double "1" or a "6" is rolled for activation, either something potentially foolish will happen or something potentially heroic. Just to clarify - the double "6" is better. The Rangers roll on the double "6" table and get a 4. This allows them to roll for another activation. The Rangers get to move twice.

We made it to the woods! (Pant, pant.)

My warriors look! The Men in Green have gotten closer to our tomahawks and scalping knives.

The Light Company advances toward the objective while screening the main body of the 42nd.

The Mohegans (Skirmishers) emerge from the woods either to cause trouble on the flanks of the Marine Company heading toward the objective or to occupy the attention of the Canadian Militia.

An overhead shot of the Mohegan and the 42nd Highlander Light Company move.

The main body of the 42nd Highland Regiment (Shock Infantry) advances with Lieutenant McDougall and with the Grenadiers in the post of honor on the right.

Well, we made it through Turn 1! (I really need to get some new hills)

Turn 2.

The Canadian Militia, instead of putting their Sharpshooter abilities to work, decide to catch a tan on the big rock instead.

 Lieutenant Deschamps and the 1st Marine Company occupy the objective.

The 2nd Marine Company advances in support keeping an eye on those sneaky Rangers.

"Oh what the heck. Let's advance too!"

And the 42nd rolls a "12"! 

With a die roll of "3" on the Double 6 table, Independent fire commences.  The British get to choose a unit and fire comes from an "off table" unit at long range causing one casualty to the the 1st Marine Company. Fortunately, Lieutenant 
Deschamps is not hit and they pass morale.

The Highlanders get serious as they prepare for the inevitable assault on the objective.

The Light Infantry were ordered to perform a Skirmish Move (move half and then shoot half or shoot half and then shot half) but they fail their activation.

The Rangers fire at long range and hit one figure in Marine Company No. 2. They easily pass their morale check.

The Mohegans perform a Skirmish Move but fail to hit any of the Canadian Militia at long range.

The French have now occupied the objective point for 1 turn without an enemy unit within 3 inches. Whoever occupies for the most turns will earn +3 Honor.

Turn 3.

"Fire at the Highland Light Infantry!"

KAPOW! They got one but they pass morale.

The Canadian Militia decides to join the fight and fires at the Mohegan Natives . . . 

. . . and two of the brave warriors fall to the guns of the Sharpshooters.

The Mohegans also fail morale and receive one disorder marker.

The Huron Warband charges the Rangers; but knowing that the Natives can't reach them, the Rangers decide not to do any reactions to being charged.

The 2nd Marine Company continues to advance.

The situation at the end of the French 3rd Turn.

The 42nd Highlander Light company performs a skirmish move by moving 3 inches and fires at half strength.

Another marine falls; but with the presence of their heroic leader, the unit easily passes morale.

The 42nd Highlanders continue their advance toward the objective in Close Order.

The Rangers roll another 12 as they activate to Fire! And once again a "4" is rolled on the Double 6 allowing them to have another new activation.

The Ranger fire is quite effective taking out three of the Native figures. Now what the Rangers do?

Attack! The Hurons decide to stand, forgetting that as Natives and Aggressive Infantry that they can counterattack.

No quarter is asked or given and the Rangers inflict 3 more casualties and lose one - winning the attack. The Hurons are forced to retreat and take a morale check.

The Hurons fail their morale check and are attacked again who follow-up their victory as Aggressive Infantry.

The Rangers hammer the Hurons again losing none of their own.

Disaster strikes as they really fail their Morale check with an adjusted total of "1" resulting in 2 more disorder markers. With 3 disorder markers, the Hurons immediately are routed and are removed from the game.

The aggressive play by the British using his Rangers has eliminated 25% of the French force in one dramatic and nail biting action!

Meanwhile, the Mohegans fail to rally, add another disorder marker, and retreat to the cover of the woods nearby.

The French have now occupied the objective point for 2 turns without an enemy unit within 3 inches. Whoever occupies for the most turns will earn +3 Honor. Other Honor points for the scenario:

+ 1 Honor if your force managed to cause at least 33% casualties on the enemy.
+2 Honor if your force has taken less than 33% casualties.
Casualties percentages are calculated by the point cost of the units.

Next during the Battle for Lament Hill:

1. Small units seem a good deal for their cost and firepower. Or are they?
2. "I can't believe we forgot that?"
3. The inevitable assault of the 42nd Highlanders.

Till next time, keep your powder dry!