Victory Results:
 0 %
Record a victory for BOTTOM ARMY  0 %

Historical Background

On the night of 16 June. 1775 about 1500 colonials led by Col William Prescott threw up an earthen redoubt on top of Breeds Hill just across the harbor from Boston. As dawn broke. the colonials could be clearly seen from the British warships in the harbor below. They opened fire to little effect as the British Generals held a council of war.
Gen Howe decided to attack the upstart colonials and ferried almost 2.000 regulars to the peninsula. His plan was to launch his 400 elite Grenadiers directly at a rail fence that had been lightly fortified by the colonials along their left flank. A flying column of light infantry would jog down a thin strip of beach along the Mystic river with bayonets fixed, take the rebels in the rear, and finally crush the rebellion once and for all. 
The stage is set. The battle lines are drawn and you are in command. The rest is history?

Empty Board

MMcG04 Bunker Hill openning assault empty map

Battle Notes

Continental Army
• Commander: Putnam
• 5 Command Cards & 3 Combat Cards

British Army
• Commander: Howe
• 5 Command Cards & 3 Combat Cards
• Move first

Victory

8 Victory Banners.

Special Rules

  • The hexes marked as center of the Continental line and the low stone wall are Temporary Victory Banner Objective Hexes. The Americans start with two banners.
  • The red dashed line denotes a low bluff running along the beach. No communications exist between the beach and hill hexes so no contiguous hex orders can cross that line. The hill hexes are not hills but denote the plateau above the beach. The British heavy artillery unit IS on a hill and has unlimited range for this scenario.
  • The British light artillery unit had the wrong ammo at the start of the battle. Roll a die at the beginning of each turn. If a cannon is rolled it may fire normally.
  • Use Guards to fill out Grenadiers. Rifle units for Lt lnf
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Mark-McG replied the topic:
3 weeks 4 days ago
Couple of additional questions;

1. The openning cannonade is in effect? The British Light artillery cannot use openning cannonade.

2. Artillery that starts at 2 strength cannot increase (or rally) beyond 2 strength.

3. The Low bluffs prevent movement across the red line?
Mark-McG replied the topic:
3 weeks 4 days ago
Mike,
I've changed over the images on the website, making a VASSAL file to do so.
I had trouble with some of the Leader names, so if you could check and correct I'll update.
magooF15 replied the topic:
4 weeks 1 day ago
Here is the correct map
 
magooF15 replied the topic:
4 weeks 1 day ago
Mark, the heavy Brit artillery unit was in fact a pair of 12 pounders (thus the strength of 2) that had been rafted across from Boston and positioned not far from the beaching point of the first landings on a low promontory in the northeastern corner of the peninsula called Moulton’s Hill. There were supposedly a pair of Howitzers alongside them as well but given the range and line of sight issues and the fact that they had limited opportunity to fire given the masses of their own troops were advancing to contact in front of them, I didn’t want to give the unit too much power (with the added die for a full strength unit) so kept it at strength 2. Twelve pounders of the day had the range, though extreme, to hit anything on the board given the scale of the scenario so I gave them unlimited range. But yes, the close in grape shot capability is as you related with a strength of 2 out to 3 hexes.
magooF15 replied the topic:
4 weeks 1 day ago
You’re correct. Allessandro graciously took my scenario and was trying to make a raw map without units as well. Unfortunately his interpretation was inaccurate and is missing a few tiles. The heavy artillery unit should be on a hill. The American line from “Stark’s low stone wall” from right to left should be stone wall, fence, fence, hedge, forest, fence, forest, hedge, fence, field works (facing right representing a flèche). And yes both the light and heavy artillery units start with a strength of 2 blocks as neither was a full battery. The light unit was a pair of 6 pounders. The heavy unit on Moulton’s Hill near where the first British landing took place was a pair of heavy 12 pounders (thus the unlimited range for the scale of this scenario). There was supposedly a pair of Howitzers alongside the 12 pounders too but I didn’t want to give that unit too much power as it was well away from the Americans and firing through or over its own troops thus limiting its ability to fire at all as the redcoats came to close quarters with the colonists.
Hawkmoon replied the topic:
4 weeks 2 days ago
Hi, there are differences between the 2 maps. Seems, there are fences and hill missing.
Artillery units are reduced ?
Thanks for your answers
Mark-McG replied the topic:
1 month 1 day ago
The British heavy artillery unit IS on a hill and has unlimited range for this scenario.

Heavy Artillery normally fire [2],2,2,1,1,1
presumably anything ranges 1-3 get 2 dice, and ranges 4+ get 1 die.
I feel like this is probably supposed to be a ship.. something akin to the Lively rule in Scenario 2
alecrespi replied the topic:
1 month 1 week ago
Historical Background
On the night of 16...

MMcG04 Bunker Hill, Howe's Opening Assault, 17 June 1775