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004.BattleRoad_CL - WDS American Revolutionary War

004.BattleRoad_CL Image
Black Powder Ladder

004.BattleRoad_CL

By Mike Cox
Continental Army 0 - 0 - 0 British
Rating: 0 (0)
Games Played: 0
SM: 7
Turns: 84
Type: Stock
First Side: Continental Army
Second Side: British
Date: 19 April 1775 - Scale/Size: Company Level, Small - Location: Between Lexington & Concord, Mass. about 15 miles NW of Boston.

Scenario Briefing: Historical - The British Expedition to disarm the Rebels at Concord was well underway, to little real effect. Major John Pitcairn with his light and grenadier companies had searched the town, held the bridges, and carried out their orders. After several hours at Concord, the British could see rebel activity in the surrounding hills and forests and readied for their long march home.

The American militias engaged the British at the North Bridge, who responded in kind and began to fall back on Concord itself. Riders were dispatched to Brigadier Hugh Percy, alerting him to the situation in Concord. The British headed out down the road back to Lexington, where the first exchange of fire had happened almost 7 hours prior. They would have an even longer afternoon ahead of them.

The timeline and locations of this engagement are well studied, even if accounts of some units are not clear. While, in any particular game, specifics of timing and casualties may vary, I have tried to capture the isolated feel of the long British march under fire. The British can only score points by exiting units. However, they receive units on the exit hex. The Americans win if the only British units exited are the reinforcements. (I.e. to win, the British **must exit** troops from Concord in addition to Percy's relief column. Exiting half of the flank companies should net the Crown a Minor Victory, exiting them all will earn the Crown a Major Victory. The Americans will only be getting stronger, so no time to waste. Historically, the British kept a march rate of 8 hexes/turn between noon and 1430h (on rolling terrain, under fire, averaged over 150 minutes). Unopposed, they had kept a pace of 10 hexes/turn. It's a fast pace, but attainable.

Recommended Rules: [Default]

Best played Head-to-Head but is possible as Crown against the American AI.

Further Reading: Paul Revere’s Ride by David Hackett Fischer.