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Invasion of Cuba 1762 2nd test game.

Posted: Wed Aug 07, 2024 5:23 pm
by Willz the Wargamer
Play tested for a second time today, the british got ashore with the loss of one boat and another losing a gun and crew.
The Spanish had some lucky shots but as the British got ashore they began to overwhelm the Spanish.
One British battalion attacked the fort and one attacked the spanish batteries on the tree line with the naval landing party and pioneers
in support. One British battalion routed but the second one swept away the tree line batteries and routed a Spanish infantry battalion.
The naval shore party and pioneers stormed the fort side gate and much to everyone's surprise broke the door down and got behind the
defending Spanish infantry.
I need to work out better firing mechanics for the artillery and I did not use any british fire power from offshore in this game but that's to come.
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Willz.

Re: Invasion of Cuba 1762 2nd test game.

Posted: Thu Aug 08, 2024 12:11 pm
by BaronVonWreckedoften
I'd be interested in seeing your rules on naval gunfire. Drawing on my AWI knowledge, such support (where available) was looked on as a key part of storming any defences that were near to deep enough bodies of water to allow ships to come within range. Examples of where it happened include Bunker Hill, Kip's Bay, Forts Washington and Lee, etc etc - and that was just in the first 18 months of the war. It also helped that the two British C-in-C's for the war - Howe and Clinton - both had senior relatives in The Andrew and had grown up with intimate knowledge of maritime military affairs.

(Oh, hark at me - telling a Navy man about naval support!)

Re: Invasion of Cuba 1762 2nd test game.

Posted: Thu Aug 08, 2024 2:53 pm
by Willz the Wargamer
BaronVonWreckedoften wrote: Thu Aug 08, 2024 12:11 pm I'd be interested in seeing your rules on naval gunfire.
(Oh, hark at me - telling a Navy man about naval support!)
I am using Paul Robinson rules from his game at Kenilworth 2023, modified by me. The artillery rules I have been using for forts and redoughts involved maths calculation, which slowed down the game. The new idea is easier and gives the firers a great chance of hitting.

Normal artillery fire. Firing 2 D6
Players compare the dice rolled and the loser retreats the difference in inches.
Artillery being hit in the field moves back the required number of inches and cannot fire if it has moved.
Artillery may fire 22.5 degrees left or right.
Artillery adds +1 to each dice if the target is less than six inches away.
Artillery deduct -1 from each of their dice if the target is over twelve inches.
Artillery deduct -2 from each of their dice if the target is over twenty four inches away.


I may use these firing rules as ships to shore and shore to ship.
Modified artillery fire Firing 2 D6
Artillery in redoughts and fortress artillery do not retreat but receive hits. Also as the are in hard cover its a -2 on attackers dice rolls,
lose by 2 inches = 1 damage, lose by 4 inches = 2 damage, lose by 6 inches = destroyed.
(For each damage -1 on firing D6's), Firing 1 damage -1 on firing dice, 2 damage -2 on firing dice.
Artillery does not fight in a melee and is deemed to be overrun and removed from the game.

So as you can see the attacker has to roll 12 on 2 D6 and the defender has to roll snake eyes to have a cannon destroyed with one shot.

Here are Stuarts shore to ship firing rules from his book "Against Spain". I will see if both work together.
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Willz.