Wargaming the Battle of Eutaw Springs – September 08, 1781 & 2018

The Battle of Eutaw Springs was the last major battle in South Carolina in the American Revolution. The main battle was fought on September 8, 1781. Luckily for me, September 8 fell on a Saturday in 2018 so I was able to get some historical wargaming in!

The Battle of Eutaw Springs has two parts to the engagement. The first part is the Meeting Battle where the American army runs into the British foraging party. Historically, the “rooting party” was overrun but a few soldiers escaped and alerted the British camp. The main battle followed. The two wargames I used to refight Eutaw Springs took different approaches to the battle and the relevant events.

The first wargame I pulled out was Commands & Colors Tricorne: The American Revolution (Compass Games, 2017).  This is Compass Games’ version of venerable designer Richard Borg’s Commands & Colors-series for the American Revolution. The scenario is one of the larger ones in the base game and focuses on the main battle starting after the events of the foraging party. As with the historical situation, the Americans are deployed in two lines with the Milita forward and Regular troops behind.

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Opening setup from British perspective

In today’s game the British could just not get anything going and the American dice were hot. The turning point was the death of a British Leader (+1 VP) followed by the Rout of three units. The Morale rules in Commands & Colors Tricorne are maybe the most important to consider. In this case, all three units were forced to retreat and then conduct a Morale Check. A Morale Check is a die roll using the number of dice equal to the remaining blocks in the unit. To pass the check the roll has to have at least one Flag rolled. There are a few modifiers but that’s essentially the rule. In today’s battle, two FULL STRENGTH units that were forced to retreat outright FAILED their Morale Check and Routed away! The end result was a run-away victory for the Americans.

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Endgame – British routed away….

The second game pulled out was the American Revolution Tri Pack from GMT Games (2017). Although not listed in the subtitle (Guilford, Saratoga, Brandywine) this game actually has a fourth battle included; Eutaw Springs! This battle has two versions that can be played; a Historical Battle that starts after the events of the foraging party (around 10am in the morning) or a Campaign Game that begins at 7am before the foraging party is encountered. Depending on the result of the foraging party battle the British may be alerted or caught unawares. Having already played out the battle, I set up the Campaign Game to see what might happen differently. Alas, the battle of the foraging party resulted in a Retreat which meant the historical result, an alerted British camp, happened again.

After that though, nothing went historically for the British. Once again the American dice were hot with many Disruption results in combat. Disruption results force retreats but more importantly reduce the army Morale Track. The battle saw many British units Disrupted with few actually Eliminated. The Americans were able to continuously push the British back as they were unable to keep a solid line to stop the American advance. By noon (Turn 6) the battle was pretty much a foregone conclusion. Even with the late arrival of British reinforcements was unable to stem the tide. As with the historical situation, once the Americans got into the British camp there was some Looting (though less than historically) but it did slow down any pursuit of the British.

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Disruption after Disruption….

As with my Fourth of July Gaming, it is always fun to play a wargame battle on the anniversary of the event. Doing so brings fresh insights into the battle and the events around it. It demonstrates the real teaching power of wargames which match fun with learning.

Featured image “Battle of Eutaw Springs” by Granger courtesy fineartamerica.com

 

#WargameWednesday – A Conventional Revolution #AmericanRevolutionTriPack (GMT Games, 2017) #FirstImpressions

As much as I am an Old Grognard, I missed out on more than a few games over the past 38 years. After moving to the East Coast of the US, I took an interest in the American Revolution. So last year when I saw that GMT Games was going to publish the American Revolution Tri Pack with the battles of Saratoga, Brandywine, and Guilford I jumped on the P500. It recently delivered and I have started playing the games. My first impression of the game series is that it is a welcome conventional hex-‘n-counter wargame that is simple and fast playing.

The American Revolution Tri Pack (TriPack) is actually four battles. It updates Saratoga (first published 1998), Brandywine (first published 2000), and Guilford (first published 2002) that includes the bonus Battle of Eutaw Springs. TriPack has two 22″x34″ double-sided mounted mapboards for the four battlefields with each battle getting one counter sheet (176 chits). There is a Series rulebook and each battle gets an Exclusive rulebook and player aid card. This really is four games in one box! First impressions are important, and out-of-the-box TriPack is impressive; the high quality of the components is ready apparent.

The heart of TriPack is a good ol’fashion hex-‘n-counter wargame. Initiative, morale, movement, and fire combat mechanics will be very familiar to many veteran warmers. The Series rulebook is easy to follow and understandable. It incorporates nearly 20 years of errata making the game mechanics pretty tight. Tight, but relatively uncomplicated. GMT rates TriPack as “Medium” complexity in exactly the middle of their scale. For the Series rules alone, I would rate it a bit below center as the game mechanics are logical and very straight forward. Where it may creep up a bit in the complexity scale is the many die roll modifiers (DRM) in various combat actions, but the player aid cards have them all captured making it easy to step thru combat resolution. If anything, TriPack suffers from the lack of a Series player aid card; each battle gets a card but some of the Series-generic rules (like combat effects) are only found in the rulebook. Battlecards add tactical flavor and are a welcome additional mechanic that is layered in without harsh rules overhead.

The Exclusive rules for each battle add nice flavor, but without major rules overhead. I look forward to playing the Brandywine Intelligence rules (“Muddying the Waters of Brandywine Creek”) and I really enjoyed the Looting rules in Eutaw Springs. These battle-specific rules really bring out the distinct character of each battle. It also doesn’t hurt that each Exclusive rulebook has very good historical notes making reading about the battle more than half the fun.

At first I was worried that the mapboards were too large for the battles. For each countersheet only about 1/2 are actual combatants, split amongst the two sides (Guilford/Eutaw Springs use only a half-sheet for each game or 88 counters). Thus, each player “gets” really no more than ~20-40 units each. Even in larger battles, with up to 80 units on the board, stacking rules will allow some to occupy the same hex. For each battle, the major area of combat seemed confined to about a third of the board. I was worried that the games would devolve into a long, boring approach battle with a major action confined to a small space. Fortunately, in play I found the balance between scale of units, distance, and time work out well and the approach battle goes quickly (and interestingly) with the major battle not always where one expects it.

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Battle of Eutaw Springs

The smaller counter density enables faster playing games. I played the Battle of Eutaw Springs for my first solo/rules exploration experience partially because the counter density looked to be the smallest. From set-up to finish was less than 2.5 hours. The simple rules and handy player aid cards made stepping through turns quick and efficient. In the RockyMountainNavy household, table space is a bit limited so getting a game down, played, and put away in an afternoon (or evening) is most welcome. TriPack meets this desired requirement quite well.

Although I consider the RockyMountainNavy Boys to be gamers, I am shy to play the more “grognard” games in my collection. They are quite happy with “light” wargames like Memoir ’44 or 1775 – Rebellion. We do play Conflict of Heroes: Awakening the Bear! (second edition) but it is a medium-complexity wargame using many “modern” game mechanics making it a less-than-conventional hex-‘n-counter wargame.  TriPack, with its easy rules, lower counter density, and handy player aids may just be the hex-‘n-counter “gateway” game to move them towards the more grognard part of my collection.