I finally managed to dust off Black Powder from Warlord Games for a run through of the rules, using the Battle of Bunker Hill as a test scenario. I've been keen to try the game for some time. I chose Bunker Hill partly because it seems ideal for a solo scenario.
The battle sees the British - under siege in Boston in the summer of 1775 - moving to secure Breed's Hill because of its commanding presence overlooking Boston harbour. The American rebels - mainly New England militia units at this early stage in the war - are in the process of emplacing guns on the top of the hill.
Bunker Hill sucks as a two player game, as the American player has very little to do, except shoot at the advancing enemy. For the British there aren't a whole lot of tactical options either. This is what makes it ideal for learning the ropes with a new rules system.
So far there has been little to report. I've advanced both my two initial British brigades, under Howe and Pigot, slowly up the hill. My artillery has come up on the flank, but I had some initial trouble getting my 12 pounder cannon set up with a clear field of fire, as some of Pigot's infantry were in the way.
Breed's Hill from the perspective of Howe's brigade: Howe is the red meeple. Pigot's brigade in attack column can be seen on the right. The three regiments in front of Howe are, from L to R, Light Infantry and Grenadiers (pink) and the 52nd Foot (red).
Note that I have detached the artillery from Howe's brigade, which is advancing on the left, and given them to Pigot. I want to use the guns to start shelling the rebel redoubt as soon as possible. I do have a howitzer battery, which has begun shelling Breed's Hill already, as it can lob shells over the intervening valley.
On the left flank, Howe has ordered the 5th Foot to tackle the rebel militia in the smouldering ruins of Charles Town. This village has already been shelled by the Royal Navy but enemy (tiny) militia units have moved into it. I don't think they will make a big difference to the general advance, but the 5th have gone into the attack here.
Aerial shot of the militia on the summit of Breed's Hill. I used the plan of the fortifications from a contemporary survey made by a British engineer after the battle. The Massachusetts militia are dark blue, New Hampshire in brown, and the Connecticut boys are in light blue. The blue Risk counter marks the battery of 6 pounders. The red counter tracks some disruption from British shelling on the Massachusetts position. Pink meeple in the redoubt is Colonel William Prescott.
Also note I have Clinton's brigade in reserve ready to land on the beach. The Americans have potential reinforcements of further companies of Massachusetts militia which could approach from the north, but they are dependent on dice rolls for this. Nothing in the the first two turns for them. I guess this depends on runners sent to summon help.
I'm now on turn three, about to resolve the attack of the 5th into Charles Town. The rebels there have done some damage with their closing fire. I still have the American turn to go through. Some tempting targets are emerging for them on the slope, especially for their six pounder guns.
First impressions of the rules
So far so good. An initial steep learning curve, but that is the point of this exercise. I'm going to try out as many of the rules systems as possible. It is hard to make a final decision on Black Powder until I have had the opportunity of playing through a few more turns.
I like Bloody Big Battles as my go to system for larger battles in this period. It seems to play very well, but I wanted an alternative system for smaller engagements of under 20,000 troops in the 1700-1900 period.
I am looking for a good system to play colonial battles with too, as I'd like to get my 19th century Africa collection out on the table this summer. I'm hoping that Black Powder will fit the bill. It needs to ideally resolve a battle with around three brigades per side of 3-5 units each in about four hours. Can it do that, I wonder?
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