Our first battle of Sharp Practice 2 was the battle of Meriam's Corner, the start of the American War of Independence.
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The battlefield. Ignore all the mess in the background, please. |
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Rebel Scum, showing the chit bag made by his Grandfather. |
Deployment points. British only have a secondary, on the road. Americans chose a moveable secondary point and put it behind the house. |
NOTE: due to some models being "nude" (not completely painted), photos of the ensuing battle have been abstracted to preserve the innocence of those wargamers reading this.
British Morale started at 10, American at 11. We limited the force support more than the basic rules. Brits got zero, Americans were able to:
- Upgrade Sgt Blood to a Leader 2
- Moveable deployment point
- Drummer
- Physic
At the start of Turn 1, British Sgt Slaughter deployed his skirmisher group on the road at max distance. Rebel militia Captain Brooks deployed his 2 groups of militia on the hill. Rebel Sgt Blood deployed his group of skirmishers in the first floor of the house (rendering the DP usable by everybody else). Major Pitcairn deployed the main body of 2 groups of grenadiers on the road behind the skirmishers. Finally, Rebel Sgt. Barrett deployed his group of skirmishers on the 2nd floor of the house.
Hmm, it's looking like the rebels are setting up for an L-shaped ambush. Major Pitcairn, (a Prig), is disdainful of their actions. Heck, the main body of militia deployed at extreme range. There's no way they can hit from that far away. He orders a fast march and passes his unit through the skirmishers. Sgt. Slaughter grumpily turns his group towards the hill. There won't be any plunder for this Rotter up there. British Lt. Brooks brings up the rear with 2 more groups of light infantry.
Still in the 2nd turn, Pitcairn's men have reached the limits of Captain Brooks' kill zone. In a loud, measured tone, he unleashes the first volley. From treason to war with one command. This first volley gets all sorts of bonuses. (He had 3 command initiatives built up, so he turned it into a crashing volley). 2 Kills (including a hit on Major Pitcairn, and 7 shock per group! With a single volley, they are pretty much pinned in the fire sack. British Force Morale takes a first, big hit.
Turn 3. Brooks' chit comes early, and he fires another volley, more shock. Pitcairn activates but can do nothing but rally his troops. American Captain Brown shows up with his 2 groups of militia and forms them in front of the house. Sgt Blood exits the house to start flanking the Brits. Sgt. Slaughter starts a measured march up the hill to remove the pesky militia.
Turn 4. Well, the slow march isn't working, so Sgt. Slaughter runs his men up the hill to flank the militia, accepting the shock it will cause. Lt. Barker moves his force to the right to avoid the kill sack. He will be reprimanded later if he survives for avoiding combat.
Captain Brown orders his militia forward and then delivers his first volley into the already reeling grenadiers. More deaths and shock, Pitcairn's unit is really hurting. All he can do is rally more shock.
Sgt. Blood moves his unit to occupy the farmyard, as Sgt. Barrett gives up on the second floor and prepares to exit the house. Captain Brooks is next, but before he can act Sgt. Slaughter uses 3 CI to interrupt. He forms up and fires a volley into the flank of the militia! This one should be more devastating than the one fired by Brooks, but not so much. Only 1 militia is killed, and 4 shock is shared by both groups. The dice do not like Sgt. Slaughter.
Captain Brooks recognizes the danger on his flank and tries to turn his men to face the new threat. But caught up in the firing, reloading, firing at the trapped British, they fail to heed his orders! More shock on the grenadiers. At the end of turn,
Turn 5: Captain Brown goes first, unleashes another volley. That is finally enough to break the grenadiers. They run all the way to the edge of the board. Force morale plummets.
Desperate to clear the hill (and to try out the fisticuffs rules), Sgt Slaughter orders the charge. Normally a small skirmish unit going into hand-to-hand with 2 militia units would be suicide, but he is able to catch them in the flank.
The first fisticuffs was fought to a draw, the second resulted in a strong victory for the British. Captain Brooks was wounded, his force required to retreat 12" and regroup. The hill is cleared! But Sgt. Slaughter is too weak to follow up. The hill could be taken in the next turn.
Turn 6: With a 1 in 16 chance, Miles pulls the Tiffin chip as the first chip! End of Chapter, not just turn. All routed troops run away. I have to roll for both grenadier groups running away, and Major Pitcairn. This leaves Sgt. Slaughter wounded holding the hill, Lt. Barker with full force facing a whole lot of rebels, and the Major high-tailing off the board.
Win to the Rebels!