Wargame Mechanics Index

Hubbell's Telescope: The Siege of Fort Stanwix Campaign

A siege boiled down to a daily menu of operations with abstract effects (desertion from parades, d6 breaches, gunpowder limits) that occasionally spill onto the tabletop.

A generic day-by-day siege campaign for the 1777 siege of Fort Stanwix, to be used with any AWI rules (Black Powder, Sharp Practice, Muskets & Tomahawks). Each day the British choose one operation (parade, skirmish, bombard, intercept a relief column, storm) and the Americans may use each of three sorties, raids or assaults once; tabletop fights are resolved with the chosen rules. Casualties carry over, relief columns arrive on set dates unless intercepted, and the British must take the fort by 23 August.

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Mechanics 10 · 0 distinctive

Scenario, Campaign & Victory

2scen
British and American optionsCampaign action menu

Players choose operations from a fixed menu with repetition limits.

How it works

British options are Parade the troops, Skirmish with defences, Bombard the walls, Intercept the relief column and Storm the fort; American options are Sortie, Raid and Assault. No option may be played on consecutive days, and each American option may be used only once. Some options depend on earlier results (Parade is barred after certain American successes).

No option may be played twice on consecutive days, and the Americans may choose each of their options only once.
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2scen

Two American relief columns arrive on set dates unless intercepted.

How it works

Relief column #1 can be intercepted on the 6th (as an ambush battle in woodland), otherwise arrives on the 7th; column #2 can be intercepted on the 20th (a pitched battle in open farmland), otherwise arrives on the 21st. Detached British troops are unavailable that day and the next. A British win removes 50% of the deployed British force (desertions) while the column retreats; an American win destroys the British force and 50% of the column reaches the fort next day.

Can be intercepted by the British on the 6th, otherwise arrives on the 7th.
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1scen
Daily siege actionsCampaign linkage

A day-by-day campaign from 2 to 22 August with persistent casualties.

How it works

Each day the British may conduct one action; the Americans stay on the defensive except for three operations over the whole game. Casualties are recorded because neither side receives reinforcements apart from the relief columns. Battles generated by actions are fought with any AWI ruleset.

Each day the British may conduct one action. The Americans may conduct three operations at once during the game; otherwise they are on the defensive.
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1scen
Winning and losingObjectives & victory points

The British must capture the fort before 23 August.

How it works

The British win by capturing the fort before 23 August; the Americans win by holding out to the 22nd, when news of Burgoyne's defeat forces a withdrawal.

The British win if they capture the fort before 23 August, and the Americans if they hold them off up to the 22nd.
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1scen
Fort Stanwix orders of battleHistorical scenarios

Historical OOBs and deployment for the 1777 siege.

How it works

Full company-level orders of battle are given for St Leger's British, loyalist, Jäger and native force (natives counting as twelve units) and for the garrison and two relief columns, with a deployment map.

This is a loose generic campaign scenario designed to be adapted to any American War of Independence rule set.
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Morale & Cohesion

2morale
Parade the troopsEvent-driven desertion

Campaign events cause a percentage of a force to desert.

How it works

If the British parade, d3% of American troops desert; the percentage accumulates and a full company is removed for every 10% reached. Parading is unavailable once the Americans have won a sortie or repulsed an assault with fewer losses than the British. British victories in an interception also cost them 50% of the deployed troops as Loyalists and natives desert.

Parade the troops – if this option is chosen, d3% of American troops will desert due to the impressive nature of the event.
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1morale

A raid on the native camps lowers their morale level for the rest of the siege.

How it works

Contingents have graded morale levels; a successful American raid against the Indian camps reduces those forces by one morale level for the remainder of the siege.

A successful raid against the Indian camps will result in their forces losing one level of morale for the duration of the siege.
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Battlefield & Environment

1env
Bombard the walls / Storm the fortFortifications & siege

Bombardment may open a breach on a 6; storming must target the breach.

How it works

Once the British artillery has arrived it is placed once and cannot move. Each bombardment rolls one die and a 6 creates a breach. A storm is near-suicidal without a breach; if one exists the assault must go there, with defenders uphill, in excellent cover and with good arcs of fire.

Roll a single die, on a '6' a breach has been created.
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Forces & Unit Definition

1force
Quality and morale ratingsTroop quality grades

Each contingent is rated separately for quality and morale.

How it works

British regulars are good quality and high morale; loyalists and mercenaries average/average; natives good quality but fragile morale; American regulars good/average; militia poor quality but high morale; Canadian labourers poor. One company of about 50 men is one unit.

The militia are of poor quality but with high morale, and the natives have both average quality and morale.
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Special Systems

2special
Limited gunpowderSupply & logistics

Powder shortage stops a skirmish from following a bombardment.

How it works

Limited gunpowder means a bombardment cannot be followed by a skirmish action, as troops must wait for new powder. A successful American sortie can capture enemy powder and food.

Limited gunpowder means that a bombardment may not be followed by a skirmish, as troops must wait for new powder supplies.
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