Okay, here is my game report, one photo at a time:

Howe and a 12# gun on Moulton's Hill - both of which stayed in place through the game, the gun did manage to get one long range casualty on its very first shot but missed all its other shots (and yours truly forgot to fire it one turn).

A mob of infantry, some guns, and would be leaders hung around most of the battle at the actual Bunker Hill.

Some of the civilians who had not yet evacuated Charlestown did so once it caught fire.

A local stashed his herd of pigs in a copse of woods - hope they were there when he went to collect them later!

The redoubt was well manned with a reserve as well as forces to either flank. The two units manning the walls were allowed to fire out as a full unit to the left and one to the right front even though only part of a unit would fit. The "whites of their eyes" and all that. One of several rules tweaks to make the game work and move towards historical results.

Walls to the left of the fort were well manned and with units in reserve. And two guns in this redoubt - a third on the far side of the fort but not in a redoubt.

Stark and Reed have taken position on the beach and built up an impromptu redoubt of their own. Both units were able to fire all stands down the beach so, when both had range, the militia got to roll 12 dice to try and score hits. Another rules mod.

This, of course, to counter Howe's standard outflanking attempt - this time with the light infantry who had to stop at each line of rocks before proceeding the following turn. This was a scenario mechanism to allow the militia to 'beat up by fire' the light infantry, same thing for the grenadiers who had to stop at each fence line. A reflection of the historical fight.

Have no idea how this model compares to what was actually there, but it was super cool to have a model to represent the brick works - and the little bit of swampy ground nearby (pond from long gone Scenic Effects).

The last troops from Boston to disembark before the battle rejoined. Essentially starting the game around 3:30 PM on the day.

The King's forces advancing on the "rebels".

An overall shot of the British making their approach. The reserve already well advanced with a couple of guns along - now with the proper sized shot.

The grenadiers making their advance through the obstacles of fences, the leading portion which started with eight stands already down to five stands - one more stand and the rules will not allow the unit any attempts to rally.

And the light infantry also working up the beach, the front unit down a stand and two more figures (the red chits indicate dead - the letter on one is meaningless, acquired that way).

Both the leading grenadiers and the leading light infantry have gone Unsteady (the green tokens) and the leading grenadiers are now at half strength - no more rallies possible.

The British are closing in on the rebels all along the line.

However, the 'patriots' were hanging tough behind their protecting walls - though getting a bit nervous at the sight of all those bayonets.

The last moments of the leading light infantry, down to the last stand - those turned sideways hors-de-combat but not picked up yet so they can fire back and take a morale test at the appropriate segment.

Given they were down to the last stand, all they left behind were bodies and bloodied ground so the last survivors routed away.

The leading grenadiers have cleared for their following compatriots - by side stepping to right in front of the guns in the redoubt. At canister range!

As you might imagine, that did not work out well for the big men.

The British are now threatening the right flank of the militia and at point blank range - already wiped out a gun crew beside the fort.

At this point, with the shining sharp pointy bits of metal so close, much of the militia decided they had better things to do and were rapidly leaving the vicinity of Breed's Hill and the redoubt. All those units with white rings failed a mandatory morale check to see if they stood or ran. Once the British got close enough, all the militia had to check. Enough stood to continue the fight - for now.

Here's a close up of a fleeing unit.

Seeing those fleeing forward troops, those still milling about back on Bunker Hill decided to return to their respective camps - and perhaps a tavern if any had a drop left by this time.

Even the troops in the redoubt decided it was time to leave - and avoid a certain slaughter.
And all of the foregoing may have you think it was a good day for the British, chasing off the militia and holding the ground. Oh, not so fast my friends.

Behold the militia casualty "collection station". Of course, there were still casualties on many units still on the table for both sides but it was the count of lost stands that mattered for the day.

And here is station one for the British.

And station two - and a couple more that were lost right at the end but not moved to these locations.
So, while the militia did leave the field, they inflicted over four times as many stand losses on the British as they took themselves. Perhaps once they sober up they may decide they didn't do so badly after all. Well, those who don't take French leave and head home.
Was a really good day. I especially liked getting to go one-on-one with a long time friend, hadn't done such a game in 30 years or more with him. Lots of multi-player games but not just the two of us.
Now I get a nice long break to get ready for Long Island next year. Well, maybe some smaller actions along the way. But nothing quite so daunting - unless you count all the painting I need to do.