The water movement is kept quite simple on purpose (less counting of hexes). However, Fort Carillon typically hosts a large number of defensive artillery so I wanted to verify the movement and interdiction rules in the game now. I ended up making some small tweaks but I am fairly happy with the way it works now – once you get the hang of it. Below is the extensive playthrough in detail.
The British have gathered a force of 1600 men for the attack (16 Strength Points): 1000 “ordinary” Massachusetts provincials, 800 Mass. light infantry and 800 regulars from the 60th regiment. Coming to think of it, it’s an all-American force!
In defense we have 700 Canadian militia and 200 French regulars. But they have 14 pieces of heavy artillery and one heavy mortar with them.
The provincials start by rowing towards the undefended wharf.
Due to the limited visibility in the muddy waters with tall reeds impairing navigation, the British must make a roll when entering Lake Champlain from La Chute river. The “roll for the reeds” was 9, thus all traffic is directed to the south side of the marshy islet, away from the French artillery.
Even if firing at less than optimal range (3 hexes), the forward artillery with (2x) 9-pdr heavy cannons takes a shot, rolls 9 “to hit”, which is an automatic hit. Next the French roll again “for impact”. Medium range and two pieces – roll 0, miss. Cannonballs are scattered far and wide while the provincials row swiftly past the defending guns.
They continue to the real gauntlet as the heavy cannons guarding Lotbinière’s Battery were only 400 meters away at the narrow part of the lake. Two additional interdiction attempts were made: the said two cannons at a range of two and thus in Short range for maximum effect. No artillery leaders were present for additional DRM. Six was required for a hit, but a zero was rolled – automatic miss, ignore all DRMs. Then the four heavy 12-pounders located at the Bastion Joanne fired at a range of three hexes. Six or higher was required, a one was rolled. Even the +2 DRM to hit for all French artillery in Fort Carillon was not enough and they all missed (to the degree of making an impact in the game)!
The last line of defense here were the two 18-pounders at northeastern Bastion Germaine, who fired at the range of two. Six was required and the roll was eight. The Impact roll was the maximum “9” so the siege guns’ +1 DRM was ignored. One hit was scored and as no leader was present, the leader hit roll was ignored. 1 step loss was absorbed by Colonel Preble’s 3rd Massachusetts Regiment. The attacking troops were forced to retreat back to their point of departure. No more interdictions took place along the way as all artillery had used their “one interdiction attempt per stack”. As the French hit a target on water, they could place one of the two available Interdict markers on the hex (it’s mislabeled!). This indicates their guns are now well aimed at this location and the hex gives an additional +2 DRM to hit with the six surrounding hexes gaining a +1 DRM.
Next came Partridge’s 6th Massachusetts – the only provincial light infantry regiment. They took the same path around the islet keeping their distance to the French guns aiming at them along the way. The French fire again – they can attempt to interdict each stack moving on water, once per phase. The French roll a five, but seven would have been required for a hit. Partridge’s men move on towards the undefended Lower Town next to the fort.
The guns at Lotbinière’s Battery had no line of sight, thus the cannons at Languedoc fire at three hexes. As each bastion has a limited field of fire, they waited as long as they could before the bateaux would have moved out of their sight. Then again, rolling a zero is always a miss. As the provincials moved to the next hex and were now visible to the four guns located in Bastion Joanne. They fire off at the two hex range: Short range, +2 DRM to hit, and they roll “9”. That gives again +1 DRM for impact. But the impact roll of “0” yields no hits!
As the Massachusetts regiment gets ready to land, they are now adjacent to the two guns that could not see them before. The French artillerymen turn their cannons around to face this threat and make the final attempt to fend off the attacking light infantry clad in all-green uniforms. Another zero!! The Town is lost… there is no reaction from French infantry as they all were hunkering down behind their fortifications.
The third and final “wave” comes in the form of the American-raised 60th Regiment of Foot and its 4th Battalion, commanded by Major Rutherford. However, George Augustus Howe, 3rd Viscount Howe – the tactical leader of the British expedition – had himself taken the lead of this attack.
The objective for the third “wave” is to get all the way to the rear of the French guarded only by a small detachment of Canadian militia. We go through the gauntlet routine once again: First cannons once again roll bad (2) and miss. The four heavy pieces in the fort can only fire at the range of five hexes. Yet another “0” – a miss. I need a dice tower…! Two more cannons take their shot at two hexes but only manage a “7” which is one short of a hit.
The redcoats continue rowing hugging the opposite shore keeping their distance from the artillery. The final attempt comes once again from Bastion Germaine with two cannons: at five hexes a seven is needed to hit (this is with the +2 DRM from fort). But they roll a three – miss. Now the Canadians can try to ambush the landing troops! Rolling “1” they fail miserably and actually have to retreat three hexes away from the British troops.
The British movement allowance was halved by water movement – from 12 to 6 MP – and the ambush itself cost the an additional one MP (made a small adjustment on the fly here). With their five remaining movement points, they get next to the Canadian militia unit protecting the French forward battery (and also the Canadians who vanished into the woods after their failed ambush). Howe is full of confidence as always and takes the enemy head on. You can only be ambushed once per phase so it’s time for infantry combat!
Howe leads the 60th regiment towards the French forward artillery position.
The redcoats charge uphill (-1 DRM) with Howe in the lead (+2 DRM) they have a pretty good chance of chasing the militia away (at 4:1 raw odds). There are two other militia units adjacent to the targeted Canadians, and the larger unit with 2SP sends half of their men to support the defense. The odds fall to a final 3:1 with +1 DRM. I am using the slightly more attacker-friendly version of the combat table. The roll is “4” +1 DRM thus a five. The table shows the attacker wins and both take one step loss. Backside of the British counter has only 5SP although it should be 6SP. It was a loss of 2SP so a little bit of steam was expended on the first attack.
As we are still going through the first round(s) of combat, let’s see what happens around the Lower Town where the Massachusetts light infantry landed previously – all combat resulting from the initial contact must be resolved before any additional fighting may take place. Technically, they are not forced to attack as all three parties are inside fortifications facing each other (I had removed the all-around field fort counter earlier but need one at least for the Lower Town). But they do want to attack and capture or destroy those nasty guns at Lotbinière’s Battery outside the fort.
I am still sticking with my current design where the field fortifications basically have three protected sides and the battery is not protected against an attack coming from the Lower Town. A hundred Frenchmen sally from the fort to assist the defenders so we are looking at 8SP against 3SP and -1 DRM making it an effective 2:1 attack. The roll is “5” and with -1 it’s a “4”. The attacker still wins (with a step loss) driving the French three hexes away. Now those captured French siege guns are actually threatening the fort as they are in the effective range to knock down the walls!
Back to the second round of combat and Lord Howe. His troops are adjacent to two enemy units and he decides to attack the one with artillery. Once again, the attack comes from the rear and there is no benefit from the redoubt. Well, at least right now – it’s debatable if they would actually cover 360 degrees in all cases. We have a 6:1 attack with +2 DRM. It’s an automatic win for the attacker but let’s roll the die to see how much the Canadians will suffer. My other version of the combat table would still let the defender win with a “0” but the DRMs in play would still make it an auto-win for the British. The roll was actually “6” and with DRMs it’s “8” meaning the militia is wiped out. The 60th takes another step loss so now the 5SP counter is correct. All French artillery outside the fort is now captured and if there is a second attack “later in the game”, the fort is in deep trouble!
Final dispositions.