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Author Topic: Suggested AWI mods for Valour & Fortitude  (Read 1780 times)

Offline vtsaogames

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Suggested AWI mods for Valour & Fortitude
« on: June 26, 2024, 06:37:57 PM »
Tentative AWI mods for the Valour and Fortitude rules

Untested, so far. I am open to suggestions for the leaders for each side.  In keeping with the Napoleonic army lists, no more than 3 or 4 leaders of note per side.

The Fencibles use single rank bases. Halve any mention of ranks in the rules, rounding up. Thus 3 ranks become 1.5, or two ranks of bases.

We also use 15mm figures with half the number of suggested figures. Halve all ranges and distances in the rules, but not those listed below.

No units can form attack columns – it wasn’t done except in sieges.

Infantry beaten by cavalry take a Valour test instead of automatic routs. Light dragoons in the New World weren’t that tough.

Jumpy: green militia units are Jumpy. For each friendly unit with equal or better tenacity, that routs within 6”, take a Valour test. If the routing unit has a higher tenacity than the testing unit, subtract 1 from the die roll. Some militia, such as over-mountain men, Marion’s partisans and the like had experience in combat and would not be jumpy. -3 points for jumpy troops.

Unsteady: Continental units before 1778 did not have confidence with bayonets, in fact often lacking bayonets. Militia all during the war are Unsteady, bayonet drill (and bayonets) being as rare as hen’s teeth. Unsteady units reroll 6s in assault. -2 points for Unsteady troops.
(this might be overdoing it. Treating Continentals as sate troops might be enough, and militia might be crappy enough as is.)

In some scenarios, American brigades might be the size of a regiment. In those cases, treat them as regiments and the division they belong to as a brigade. No leader is used for such small brigades.

Leaders:

Washington (10 points) may reroll one Valour test each turn for a unit within 6”

Wayne (10 points) add 1 to melee value of American units within 6”. Wayne may also move into contact with an enemy unit and lend melee support like a unit at the end of the action phase. Post melee Wayne tests and is removed if the score is less than 4. 

Arnold (20 points) as Washington and also Wayne in all respects. He may not have any of these traits after changing sides – the British don’t really trust him. He costs no points for the British.

Morgan as Washington for rifles, militia and state troops.


Cornwallis (10 points) as Washington, for Crown troops.

Rawdon (10 points) as Wayne, for Crown troops.

Tarleton (5 points) as Wayne, for British Legion troops.

Rating troops:
British regulars in 1775 (Bunker Hill) were trained but green, unable to drill properly while cooped up n Boston. Treat lines units as Loyalists, elites as regular British Line.

American militia at Bunker Hill (yes, I know it was actually fought on Breed’s Hill) should be treated as unsteady state troops, since the jumpy chaps had all run away during the naval bombardment. Those remaining were up for a fight.

Continental troops in 1776 and many of them in 1777 should be rated as state troops. Later than that, only newly raised Continentals should be rated as state troops.
And the glorious general led the advance
With a glorious swish of his sword and his lance
And a glorious clank of his tin-plated pants. - Dr. Seuss


My blog: http://corlearshookfencibles.blogspot.com/

Offline CapnJim

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Re: Suggested AWI mods for Valour & Fortitude
« Reply #1 on: June 29, 2024, 07:46:54 PM »
Very interesting.  I think I'll steal use some of that.  We're gonna play Freeman's Farm (1st Battle of Saratoga) this Friday coming using V&F...I'll post the army sheets I come up with (tailored to this battle) on my AWI thread before hand, and an AAR after...
« Last Edit: June 29, 2024, 09:17:05 PM by CapnJim »
"Remember - Incoming Fire Has the Right-of-Way"

Offline vtsaogames

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  • Posts: 1848
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Re: Suggested AWI mods for Valour & Fortitude
« Reply #2 on: June 30, 2024, 03:54:35 AM »
I'm going to try Camden with the rules as written before applying mods.

I'm thinking of toning down Jumpy to be one hit if a friend of equal value routs nearby, and two hits if a better unit routs.

Offline CapnJim

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Re: Suggested AWI mods for Valour & Fortitude
« Reply #3 on: July 03, 2024, 04:53:31 PM »
We're gonna use your suggestions for Arnold and Morgan, as we're doing Freeman's farm this coming Friday (05 July) in celebration of the US Independence Day.  But no "Jumpy" militia.  The Connecticut Militia performed fairly well at Freeman's Farm...

Offline vtsaogames

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Re: Suggested AWI mods for Valour & Fortitude
« Reply #4 on: July 04, 2024, 11:49:44 AM »
We're gonna use your suggestions for Arnold and Morgan, as we're doing Freeman's farm this coming Friday (05 July) in celebration of the US Independence Day.  But no "Jumpy" militia.  The Connecticut Militia performed fairly well at Freeman's Farm...

I'm thinking of Jumpy militia as a scenario-specific rule, like Camden. Gates marched the army through a resource-poor area. The Continentals were inured to lousy rations. The militia were not.

Note the hard-used Continentals looting the British camp at Eutaw Springs, where the British breakfast beckoned.

I look forward to a report of your Freeman's Farm game!

 

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