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DBAWI

Page history last edited by Tony Barr 16 years, 4 months ago

DBAWI

 

DBA for the American War of Independence 1775 - 1783

 

by Chris Johnson

 

These rules are based on the Humberside Extension to DBA, which do not alter those rules in any way. The premise is that armies in formal battles usually formed up in lines, columns and mobs, and that missile ranges were relatively short, due to the nature of the weapons and/or the limiting effect on visibility of huge quantities of black powder smoke. The effects of morale and motivation have remained unchanged.

 

TROOP TYPES AND MOUNTING

Base sizes listed are for 15mm figures.  Base width = 40mm.  Optional:  20mm figures can be mounted on the same base sizes, or on bases with a slightly larger width (50mm) if desired.

MUSKETS (Ms) covers all regular, close order, volley-firing, European-type foot troops, fighting in lines and columns with smoothbore muskets, all (supposedly) having bayonets for defence against mounted troops. In close combat Muskets benefit from a rear supporting rank of Muskets. Base 4 to an element 20mm deep.

JÄGER (Jg) are foot troops, usually rifle-armed, who fought in a dispersed or loose formation, but did their skirmishing at a distance and with some accuracy. They generally lacked bayonets.  Base two to an element 20mm deep.

AUXILIA (Ax) are limited to Indians, usually British allies, armed with bows and/or mediocre muskets. They were no longer the ferocious warriors they had been during the FIW, nor would be again during the 1790's. At this stage they were more effective by their fearsome reputation than by their performance in battle. Base 3 to an element 30mm deep.

CANNONS (Cn) are crew-served gunpowder artillery weapons, relatively few in number and small in calibre.

DRAGOONS (Dr) represent men mounted on horses but trained to shoot, and so are classed as foot troops if dismounted. Dragoons shoot at a distance. Theoretically all cavalry on both sides were light dragoons, thus justifying the inclusion of this troop type, but it must be noted that few ever functioned in this manner!  Base them as normal Cv, but at the cost of 1 CP substitute a Cv base for a dragoon base, with 3 dragoon figures and a horse, with horse holder.

 

ARMY LISTS

As usual, lists produce armies of 12xelements plus Camp Guards or baggage element. They are only very basic guidelines; original OOBs, converted into DBA terms, should always be preferred as source of information on army compositions.

British and Germans, 1775-1783: 6-8x4Ms, 0-4x2Jg, 0-2x3Aux (Indians), 0-2x3Cv, 1xCn.

Americans and French,  1776-1783: 6-8x4Ms, 2-4x2Jg, 0-2x3Cv, 1xCn.

Unit Types and Quality:

British:  approximately 1/3 of all units except Cv should be German. 1d3 [d6, halved] of Ms are Loyalist militia.  If 2xCv are chosen, 1 should be Loyalist (but not militia). 1-2xMs may be Converged Grenadiers or Highlanders (elite).  British light infantry are mounted as and operate as Jagers in all respects except they are musket-armed (use musket ranges); are elite.

Americans and French:  1d6 of Ms are militia.  Jagers are Morgan's (or similar) Rifles, or Continental Lights, and are elite.  1xMs may be Delaware (or similar) Continentals and/or French Grenadiers and are also elite.

Movement (Paces) and Combat Factors (Ranges in brackets)

 
Troop Type  In Good Going  In Bad Going  On Roads  Vs Foot  Vs Mounted 
Auxilia  300  300  400  +3  +2 
Cavalry  400  200  400  +3  +3 
Cannon (1000p)  200  n/a  300  +4  +4 
Dragoons (100p)  400  300  400  +2  +2 
Jäger (300p)  300  300  400  +2  +2 
Muskets (200p)  200  200  400  +4  +4 
Camp Guards       +1  +1 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

If a single element or leading a Column; and Crossing a river: 100 paces

 

REAR SUPPORT

In close combat Ms add +2 if supported by another such element which is contiguous behind and facing in the same direction, and neither is in bad going or attacking a Camp, nor is being shot at by or has just moved into contact with Cn. Ms cannot claim support if they have just moved into contact with Cv.

 

TACTICAL FACTORS

 

+2  if Camp Guards or other foot and occupying a camp. 
+1  if the general's element and in close combat or shot at. 
+1  if in close combat and either uphill or defending a river bank, except at a ford or bridge. 
-1  if in open ground and shot at by Cannons within 300 paces or Jäger 
-1  for each flank overlapped, and/or each enemy element in contact with flank or rear, or each 2nd or 3rd element aiding a shooting enemy. A camp has no flanks.
-2  if any but Auxilia, Dragoons, or Jäger, and in, or mounted in contact with enemy in, bad going on or off road. 
-1 if Jager in contact with any except other Jager
+1 if elite
-1 if militia

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

COMBAT OUTCOME :

 

If Total Is Less Than That Of The Enemy But More Than Half:

 
Cavalry  Destroyed by Cannons or Jagers they have contacted this bound or if in bad going. If not, recoil. 
Dragoons  Destroyed by Jagers if in good going; if not, flee 600 paces. 
Jäger, Auxilia, Muskets  Recoil. 
Cannons  Destroyed by any in contact. If not, recoil. 
Camp Guards  Abandon camp defences and flee. 

 

 

 

 

 

 

 

 

 

 

 

 

 

If Total Is Half Or Less:

 
Dragoons  Destroyed by mounted, Muskets, Jagers, or Cannons, or if in bad going. If not, flee 600 paces. 
Jäger  Destroyed by Cavalry if in good going or by Auxilia, Dragoons or Jäger. If not, flee 600 paces. 
Others  Destroyed. 

 

 

 

 

 

 

 

 

INTERPENETRATION.

Mounted can pass through Dragoons or Jäger;  or Dragoons or Jäger can pass through any friends;   which are facing in the same or opposite direction if there is room beyond the first element met. Mounted can recoil through any friends except  Muskets;  or Muskets recoil through Jager;  but only if facing in the same direction.

 

Scenarios

 

Maps can be found on the Patriots and Loyalists web site - http://www.dauphinehotel.com/PAL.htm 

 

Eutaw Springs 

 

The last battle of the Southern Campaign was one of the war's bloodiest. Green's troops would have carried the day had the impoverished army not paused to loot the British camp.... 

 

British Forces: LTC Stuart's Bde (12 stands)

Converged Grenadiers - 2 x Ms, elite

3rd Foot - 2 x Ms

63rd Foot - 1 x Ms

64th Foot - 1 x Ms

84th Foot - 1 x Ms

Delancy's Foot - 1 x Ms

NY-NJ Vols - 1 x Ms

Provincial LI - 1 x Jg, militia

Light Dragoons - 1 x Cv

Royal Artillery - 1 x Cn, elite

 

American Forces: Genl Greene (12 stands) [move first]

Campbell's Bde

4th/5th VA - 1 x Ms

Malmedy's NC Regt - 1 x Ms, militia

Continental Artillery - 1 x Cn, elite

Williams's Bde

1st/2nd MD - 1 x Ms

Pickens SC Regt - 1 x Ms, militia

Sumner's Bde

1st/2nd NC - 1 x Ms

3rd NC/Marion's SC Regt - 1 x Ms, militia

Greene's Bde

1st DEL - 1 x Ms/Jg, elite

Lee's Legion - 1 x Jg, elite

1 x Cv, elite

Washington's Dragoons - 1 x Cv, elite

SC State Dragoons - 1 x Cv, militia

 

The battlefield is mostly wooded (very rough terrain), with a large clearing near a brick house (house large enough to hold 1 stand). 

Any American unit which enters the clearing or is in the clearing at the beginning of its turn must roll to determine whether the men leave the ranks: 

militia - 2 or less

regulars - 3 or less

elites - 4 or less

 

If the unit fails the test, it does nothing for the rest of the turn, and suffers a -1 tactical factor if attacked.

Other terrain particulars can be deduced from notes on the PAL site.

 

Hobkirk's Hill 

 

As before, adapted from PAL. The over-all forces were smaller, reflected in many of the regiments being represented by 2 stands. Situation: Greene's army is caught napping, but recovers well, thanks to the 1st Delaware; the Americans might have won anyway, but the 1st MD pauses, and Greene is again disappointed. All American units except the 1st Delaware and Washington's Dragoons are in camp, and not pre- pared for battle: use a -1 tactical factor to simulate this. None of the units in camp can do anything until they are fired on or the British army is spotted by the General's element. At the beginning of each turn, measure the distance between the two closest enemy units, and subtract 1 from 20 per inch. Roll 1d20 - if the result is that number or lower, the British have been spotted, and Greene's army can then move and fight (but with the -1 modifier noted above for 1d3 turns. 

 

LTC Rawdon's Bde - 12 elements

Kings Americans - 2 x Ms

NY Volunteers - 2 x Ms

Vols of Ireland - 2 x Ms

SC Royalists - 1 x Ms, militia

Convalescents - 1 x Ms, militia (reflecting health)

63rd Foot - 2 x Ms

NY Dragoons - 1 x Cv, militia

Royal Artillery - 1 x Cn, elite

 

Greene's Army - 12 elements

Hugar's Bde

4th VA - 2 x Ms

5th VA - 2 x Ms

Continental Artillery - 1 x Cn, elite

 

Williams's Bde

1st MD - 2 x Ms, elite

2nd MD - 2 x Ms

1st DEL - 1 x Ms/Jg, elite

NC Militia - 1 x Ms, militia (duh)

Continental Dragoons - 1 x Cv, elite

 

Cowpens 

 

This one is adapted from Guns of Liberty. As usual, the OOBs had to be fudged to adapt to the 12-stand limit; e.g., I omitted the 2 British guns, as they were only 3-pdrs, and I didn't want to waste an element on them. 

 

American Forces- Morgan- 12 stands

Pickens's Volunteer Bde

SC Volunteers - 2 x Ms, militia

NC/GA Volunteers - 1 x Ms, militia

Howard's Continental Bde

1st MD - 3 x Ms, elite

VA Militia - 1 x Ms, militia

Augusta Rifles - 2 x Jg

Washington's Cavalry Bde

Continental Dragoons - 2 x Cv

McCall's Mtd Volunteers - 1 x Cv, militia

 

Tarleton's Command

7th Fusiliers - 2 x Ms, elite

1/71st Frasier's Highlanders - 2 x Ms

Converged Light Infantry - 1 x Jg [musket-armed], elite

17th Light Dragoons - 1 x Cv

British Legion Infantry - 3 x Ms

British Legion Cavalry - 3 x Cv

 

Camden 

 

This is again drawn from PAL, with the usual disclaimer about fudging the OOB's. I also had to adapt PAL's rules regarding Gates' poltroonery and its effects on his army. As always, the scenario is open to suggestion! 

 

British Forces (Cornwallis)- 12 stands

Rawdon's Bde

Royal NC Foot - 1 x Ms

Vols of Ireland - 1 x Ms

NC Loyal Militia - 1 x Ms, militia

Webster's Bde

23rd Fusiliers - 2 x Ms, elite

33rd Foot - 1 x Ms

Conv Lights - 1 x Jg [musket-armed], elite

Cornwallis's Bde

1/71st Highland - 1 x Ms, elite

2/71st Highland - 1 x Ms, elite (?)

British Legion Dragoons - 2 x Cv

Royal Artillery - 1 x Cn, elite

 

American Forces (WAY fudged!) (Gates)- 12 stands

Smallwood's Bde

1st MD - 1 x Ms, elite

3rd MD - 1 x Ms

5th MD - 1 x Ms

7th MD - 1 x Ms

DeKalb's Bde

1st Del - 1 x Ms, elite

2nd MD - 1 x Ms, elite

4th/6th MD - 1 x Ms

Continental Artillery - 1 x Cn, elite

Caswell's Bde - 2 x Ms, militia

Stevens's Bde - 1 x Ms, militia

Armand's Legion Horse - 1 x Cv (militia? Sources conflict as to whether this unit was worth a pitcher of spit.)

 

Map- you'll have to go to the PAL site (sorry). The swamps on either flank are very bad terrain; you should probably declare them impassable. Gates- each time an American unit flees or is destroyed, there is a 1 in 6 chance (cumulative) of Gates seeking safer pastures. Once he is gone, all remaining brigades except DeKalb's suffer a -1 tactical factor for the rest of the game. 

Initiative - the British move first.

Victory - the side that routs his opponent's army first.

 

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