In the Dead of Winter
Game notes
This was our first game for the year 2010. We played this at Jay Stribling's home in Jackson Mississippi on January 2nd. Our rules were Disperse ye Damned Rebels by former Jackson Gamer Larry Brom, with a few "home brewed" modifications.
Photo by John Murdaugh
Patriot Player notes and objectives
The following are worth victory points to the Patriots:
Two of your brigades are on the battlefield at start. Each regiment is unready and may not move or fire till you roll a 10 or better on a D10 for that unit. You may test at the beginning of each turn for each unready unit. You may add the number of the turn to each roll. Example: On turn 1 you add +1 to the die so a roll of 9 or 10 will find the unit ready and able to move or fire. If the commander-in-chief is with the unit testing, an additional +1 may be added to the unit's roll for readiness.
Reinforcements - You may bring on up to two brigades each turn from the rear - beginning on the third turn. Each brigade must roll 10 or better on a D10 to enter. You may add the number of the turn to each roll. Example: On turn 3 you add +3 to the die so a roll of 7 or better will allow the brigade to enter. Designate the brigades entering and where they will enter before rolling the dice. If the commander-in-chief is with the brigade testing to enter, an additional +1 may be added to the brigade's roll
Photo by Jay Stribling
BOATS - The enemy will use boats to cross the river. Each boat may carry three stands of infantry or one stand of Cavalry, or one cannon. One mounted officer may be added to any boat.
Each boat may make one round trip per turn, to the enemy side of the river and back to your side.
If your cannons fire at the boat, they will hit it only with a result of "10". For each hit on the boat, the enemy must roll a D10 die. If the result is 10 then the boat sinks immediately, and is gone for the game. I
f you are able to fire muskets at a boat, you will only hit with die results of "10". For the purposes of fire on boats only, you will be allowed "Opportunity Fire from cannons and muskets.
Patriot Players' Event Cards
We use a deck of twelve "Event Cards" for each side, prepared specially for each game. The commander-in-chief draws six cards from his deck and may "play" one card per turn. Each card represents something unforseen that can happen to the enemy. The cards are discarded after use. The game-master may prepare special cards for one side that are not in the deck for the other side.
Firlocks get wet in the crossing for an enemy unit. No fire this turn. |
Damp powder means half-hits for one enemy infantry unit's fire this turn. |
Hard going in snow. An enemy unit may only move ½ distance this turn. May not charge! |
Firelocks get wet in the crossing for an enemy unit. No fire this turn. |
Icy weather means Prevents one enemy cannon from firing this turn. |
Hard going in snow. An enemy unit may only move ½ distance this turn. May not charge! |
Icy weather prevents half movement this turn for one enemy cavalry unit. |
Enemy unit breaks through ice on unseen stream. Must stop there. Loses ½ D6 men |
Enemy unit breaks through ice on unseen stream. Must stop there. Loses ½ D6 men |
Icy floes in river cause one delay for landing for for one enemy boat. |
Ice on ground makes footing treacherous for officers' Horses. One enemy officer thrown/out of action this turn. |
Frozen grease causes wheel to fall off an enemy gun. It cannot be moved or fired this turn |
Patriot Players' Order of Battle
Pennsylvania Brigade 1st Pennsylvania 3rd/6th Pennsylvania 9th Pennsylvania 12th Pennsylvania
Connecticut Brigade |
Massachusetts Brigade 1st Massachusetts 4th Massachusetts 13th Massachusetts 15th Massachusetts
Virginia Brigade |
New York Brigade 3rd New York Regiment 5th New York Regiment Henry's Light Battalion 1st/2nd Rhode Island
1st Continental Brigade |
Cavalry Brigade 2nd Dragoons 4th Dragoons |
Unbrigaded Troops 3 guns, each with 2 gunners . |
British Player notes and objectives
All of your units have bayonets. Most of the Rebels do not. Light troops move through wooded areas as clear terrain. All others move at ½ rate and fight as disordered while in woods.
Victory Points: The following are worth victory points to the British:
Photo by John Murdaugh
British Players' special about Boats
You have eight boats. Each boat may carry three stands of infantry or one stand of Cavalry, or one cannon. One mounted officer may be added to any boat.
You may designate two crossing points. Boats may land within 12" up or downstream of each crossing point.
Each boat may make one round trip per turn, to the enemy side of the river and back to your side.
British Players' Event Cards
We use a deck of twelve "Event Cards" for each side, prepared specially for each game. The commander-in-chief draws six cards from his deck and may "play" one card per turn. Each card represents something unforseen that can happen to the enemy. The cards are discarded after use. The game-master may prepare special cards for one side that are not in the deck for the other side.
Poor sustenance causes a rebel unit to move half move this turn. |
Poor quality powder means half-hits for one rebel infantry unit's fire this turn. |
Hard going in snow. An enemy unit may only move ½ distance this turn. May not charge! |
Poor sustenance causes a rebel unit to move half move this turn. |
Poor quality powder means half-hits for one rebel infantry unit's fire this turn. |
Hard going in snow. An enemy unit may only move ½ distance this turn. May not charge! |
Icy weather prevents flintlocks from firing this turn for one enemy unit. |
Enemy unit breaks through ice on unseen stream. Must stop there. Loses ½ D6 men |
Enemy unit breaks through ice on unseen stream. Must stop there. Loses ½ D6 men |
Icy weather prevents flintlocks from firing this turn for one enemy unit. |
Ice on ground makes footing treacherous for officers' Horses. One enemy officer thrown/out of action this turn. |
Frozen grease causes wheel to fall off an enemy gun. It cannot be moved or fired this turn |
Photo by Jay Stribling
British Players' Order of Battle
Grenadier Brigade Lieb Fusilier Regiment 1st Battalion Hessian Combined Grenadier Battalion British combined Grenadier battalion 1st Battalion New Jersey Volunteers
First Brigade |
Second Brigade 22nd Regiment of Foot 49th Regiment of Foot 54th Regiment of Foot . Third Brigade |
Fourth Brigade 1st Battalion DeLancey's Regiment 24th Regiment of Foot 35th Regiment of Foot . Non-Brigaded Troops |
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