Tuesday, 29 September 2026

Sharp Practice AWI Defence in Depth Game

As the last of our AWI Sharp Practice games, for now at least, my Tuesday night gaming friend Dale and I decided to give the Defence in Depth scenario a run. 

The idea is that the attacker has to traverse the length of the table to overrun an objective point on the defender's baseline, which in this case was to be positioned behind the walls of a redoubt that Dale had purchased with his support points. 

We diced for sides; I ended up with the British in the attacking role and Dale the defending Continentals. Both sides were allotted the same number of points with no additional weighting for the attacker, something which we were both a little sceptical about and I had been hoping to be the British but on defence.

Here is the initial table layout with the British arriving from the right:











The Continentals deployed first and took up a formidable position with some good quality line adopting a defensive position behind a fence line, an artillery piece covering the redoubt objective, and a unit of militia guarding their flank:











While two groups of State Militia and a unit of skirmishers including a marksman took up a forward position on top of the sole hill. First on for the British were some Indians who attempt to scout their way around this position using a 'moveable' deployment point:





















They however take a blast from the artillery at effective range and decide to retire behind a fence. Meanwhile the remaining British in the form of three groups each of grenadiers and loyalist infantry plus a group of dragoons make their entry in the background, just in front of another lovely piece of terrain created by Mark of '1066 and All That' https://stracmark.blogspot.com/:





















The Indians take another salvo from the artillery:











While the grenadiers get the better of their firefight with the State Line and skirmishers, reducing the latter from six to two figures. Both American groups decide therefore to withdraw although the Continental Line advances to challenge the grenadiers:











The artillery meanwhile continues mauling the Indians who now decide to withdraw to the safety of the barn, another of Mark's beautiful creations, now carrying a large amount of shock and leaving their leader unconscious on the fence line:











The grenadiers advance and engage the Continental line and eventually force it to withdraw as well, while the dragoons reach the crest of the hill and prepare to charge over it and into the militia protecting the flank of redoubt:











The charge is successful and the militia are routed from the table. The dragoons are now however reduced to two figures and their leader and will soon vacate the battlefield. The grenadiers also advance over the crest of the hill and engage the artillery in the redoubt, destroying it and leaving the redoubt unoccupied. However they have suffered so much shock in doing so that they are unable to advance and secure the now vacant objective to win the game, instead retiring behind the hill to rally while the loyalists cover their flank:

 











This provides enough of a pause for the State line to turn 90 degrees and march behind the dragoons to resecure the redoubt:











The loyalist regiment meanwhile loses the firefight with the Continental line and is forced to withdraw to rally off shock, but at least the grenadiers are now ready to resume their advance. 











The Indian leader too has regained consciousness and rallied off the shock of his followers, ordering the advance to take over the position of the loyalists in an attempt to keep the Continental line occupied:











As the loyalists are now forced to withdraw:











Army morale on both sides is precarious with only five points from eleven left for the Continentals and six for the British. The grenadiers must now risk a frontal charge before all is lost:











They make contact and melee the defenders with twelve dice to the defenders' six, with 5s or 6s causing a casualty:











In spite of these odds the defenders manage to inflict three casualties to the grenadiers' two, forcing the latter to withdraw. The grenadiers manage to rally and surprisingly charge again, and this time the dice are even at six a piece, but again they fail to beat the State line suffering two casualties to the latter's one. The grenadier leader is also killed and British morale now crumbles to zero.

This was a much closer game than either of us anticipated and could have gone either way, on a knife edge to the last. We enjoyed our three games of Sharp Practice and I was especially pleased as it finally gave me a chance to get some of my Perry AWI figures on the table.

22 comments:

  1. Replies
    1. Thanks Matt. I always enjoy your AWI games so it was nice to be able to put on a few ourselves. I still intend to give Rebels and Patriots a go in the near future.

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  2. Good looking game and a pretty exciting one, bit of toing and froing there.

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    1. Thanks Donnie. I really thought the British had it won, and they certainly had enough chances.

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  3. The colonists did a great job turning back the British grenadiers! Now, did Mark make that eye-catching barn too?

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    1. He did Jonathan. That's four North American barns I have from Mark now, including a massive one that I would have loved to have put on here but will save it for later games.

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  4. Lawrence! That sounded like a magnificent, action-packed game—you can’t beat a scenario that comes down to a desperate final melee on the redoubt walls!

    All the best, Andy

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    1. Thanks Andy, much appreciated. It was one of the closest we have played and really ebbed and flowed.

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    2. Cheers, Lawrence! Those knife-edge games where neither side knows who has it until the final dice roll are always the absolute best!

      All the best, Andy

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  5. Damn - the British got so close to a surprising victory Lawrence! The table and figures looked great. This is the size of game that works well with Sharpe Practice - many more units and it becomes a bit of a mess

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    1. Exactly right Keith. The game took a while to gain pace but once it did it moved very quickly. Four to five units each side seems about right.

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  6. Replies
    1. Thanks Ray. It was an enjoyable game but it still took us ten hours to play from memory.

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  7. A close game. I enjoyed your report, Lawrence.

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    1. Thanks Richard. It was one of the closest we have had.

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  8. A close one indeed Lawrence with units reacting sensibly to losses and then the desperate, all-or-nothing charge of the grenadiers. The table looked beaut, especially 'decorated' with your figs and Mark's lovely terrain pieces!
    Best wishes, James

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    1. Thanks James. The mechanics do lead to what feels like a realistic style of game, but with a lot of uncertainty and quite a few laughs along the way.

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  9. Great looking game, lovely figures and excellent terrain, ten hours seems a long time for a game!
    Best Iain

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    1. Thanks Iain. I have read many reports where games of this size seem to only take three or four hours so I am at a loss to understand why ours take so much longer, especially as we are now quite fluent with the rules. I suspect some of it is because we are quite cautious with our approach.

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  10. A very fine looking game and a great narrative, Lawrence.
    TEN hours, though?! I've done Wagram and Borodino (albeit with 10 players, mind you), in half that time!
    Maybe you are spending a lot of time rallying?

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