Showing posts with label American Revolution. Show all posts
Showing posts with label American Revolution. Show all posts

Mount Defiance and visiting American Revolutionary War sites in upstate New York



I spent Columbus Day weekend 2020 seeing American Revolutionary War related historical sites in the upstate NY Adirondack Mountains. Mount Defiance, the one shown here, was only one of them. For those interested in seeing such historical sites, ownership of such sites in the USA can be confusing and complex.

Fort Ticonderoga is owned by a private not-for-profit who also own Mount Defiance, the nearby hilltop from which Burgoyne menaced the fort in 1777.

Crown Point, well worth seeing, is about 25km north and owned and operated by the state of New York Parks department ( signage is bilingual French/ English due to proximity to Quebec. This is not common for NY government services)

Saratoga Battleground, about three hours to the south of Ticonderoga is part of the US National Park System and run by them. Johnson Hall, the home of Sir William Johnson, about an hour west of Saratoga is again a state run historic park but Fort Johnson, Johnson's earlier home about a half hour drive south of his later home, is owned and operated by the Montgomery County Historical Society. ( Technically not an American Revolutionary War site, of course, but well worth seeing if you visit his other home. )

Many close in the October or so for the winter and Covid-19 has complicated everything. Saratoga Park visitors center is closed but the grounds are open. Crown Point is closing early this season and closes this week, but when I arrived they had a policy of only one family at a time inside the museum at a time and I had to sit outside on a bench for 15 minutes waiting ( cool, museum though)


These are photos of Mount Defiance. In 1777, when Burgoyne's army headed south from Montreal in the campaign that culimnated in the Battle of Saratoga, one of the obstacles they faced was the American controlled Fort Ticonderoga. Burgoyne put the fort under siege and sought out good places to post cannons in order to menace the fort. One of these spots was nearby Mount Defiance. 

Today, Mount Defiance offers a beautiful view of the fort and Lake Champlain. It is private property, owned by the same not-for-profit foundation that owns Fort Ticonderoga. If one wishes to drive up to the observation spots, one needs to use a gated private road. Tickets are available for purchase at the fort. However, if one wishes and is in good health, you can easily park by the gate and walk up the raod to the picnic and viewing area, 

The view of the fort and the Lake Champlain from Fort Ticonderoga. 



A New York state historical marker  on the small town road
that leads to Mount Defiance and its private road. 




Another view of the fort from Mount Defiance.














At the top of Mount Defiance there is a flag pole and a fenced in area
that is part of the local power generation system.






























As one heads up to Mount Defiance you pass a civil war monument. 

PSEUDOHISTORY: Did George Washington really say, "When government takes away citizens' right to bear arms it becomes citizens' duty to take away government's right to govern."


Did George Washington really say, "When government takes away citizens' right to bear arms it becomes citizens' duty to take away government's right to govern."








First, this is not a polemic for or against gun control. I'll save my thoughts on that for a different time and place. I'm merely asking if this common meme is true, correct, and historically sound. Did George Washington say this?

Apparently not. Let's start with the most authoritative, politically unbiased source I could find.  Mount Vernon (George Washington's home) and his Presidential library and their website, https://www.mountvernon.org/



From https://www.mountvernon.org/library/digitalhistory/digital-encyclopedia/article/spurious-quotations/  :

"When government takes away citizens' right to bear arms it becomes citizens' duty to take away government's right to govern."
The library has yet to find an explanation for this misquote or a similar quote of Washington's that was confused for this statement.

This is further supported by Snopes that began with the same source and then did their own additional research.

https://www.snopes.com/fact-check/george-washington-arms-quote/

An organization called Politifact concurred but then went on to discuss Washington's attitudes on guns in general.

https://www.politifact.com/factchecks/2015/feb/20/facebook-posts/did-george-washington-offer-support-individual-gun/

In conclusion, it appears that George Washington did not say this. There is no evidence that he did and the quote does not appear to date back to anywhere near the time he lived.
AWI –what rules do you use? Part Two. Skirmish Rules --Old West Gunfight, Sharpe's Practice, and Donnybrook. 



My collection of American Revolutionary War Jaegers, German riflemen and some of the best light infantry of the war


What rules do you use for American War of Independence gaming? Personally, I'm a fan of the "different rules for different needs" school of thought. And with that in mind, it's nice to have a usable set of skirmish rules for the period. Of course, no one wants to do skirmish gaming ALL the time, but it is fun to do sometimes. It is a nice option to have. For this reason, I always base my figures individually, placing them on movement stands for larger scale battles.

There are many different skirmish rules suitable for the period, especially if you play games without rifles

. Many French and Indian War rules would work easily. I don't claim to be an expert on them and won't pretend to be.

I've also heard many good things about a set of rules called Sharpe's Practice.  While intended specifically for the Napoleonic era, they can he used for any conflict of the "horse and musket era and are intended to be played with about 30 to 120 figures per side, with each figure representing a single man (person?) usually but not always grouped in units. There are two editions, and word is that the second actually is an improvement over the first edition, rather than mere tinkering motivated by the desire to force players to buy a new edition of their favorite rules. Alas! I must confess, however, I have not read or played these rules. Some day I hope to invest in them, but at approximately 50$ for a set, I plan to wait a bit before doing so, at least until I get tired or need a change of pace from the rules I am currently using (Songs of Drums and Tomahawks, which will be covered in more depth in the next installment in these series.)

The newest Lulu.com edition

Moving forward in history, sometimes western gunfight rules, especially those that are intended to also cover the Alamo and Texas War of Independence period.   For instance, if one is a fan of the classic "Old West Gunfight Rules, by Mike Blake, Steve Curtis, and Ian Colwill, be assured that everything one could possibly want in a set of AWI one on one skirmish rules is included. On the other hand, it definitely needs to be mentioned that these rules while much loved are considered slow and clunky by today's standards. They are highly, highly detailed and games often move very, very slowly. Each turn of the game represents about a second or so of real time, and a figure running at a full speed sprint moves four yards per turn, or in game terms four centimeters or four inches depending on the ground and figure scale the players have chosen. If a character walks, then they move only one yard, AKA one inch or centimeter. Reloading a musket in these rules takes 18 turns and reloading a flintlock rifle takes 30 turns. While a classic and much loved set of rules that brings back fond memories to many older gamers, they are rarely played these days. When I have played them, normally movement is plotted several turns at  time with players interrupting the flow of things as necessary to resolve key events one turn, one slow, single turn at a time. Are they good rules? Classics, but classics that show their age. If nothing else, the level of detail is great for providing inspiration or usable statistics for other games as in one or another of the many editions, almost anything one could wish for was included some place in the rules, be it gatling guns, steamboats, buffalo stampedes, bowie knives, bullwhips, or pretty much anything else a gamer might wish. And while none of these might be needed for an AWI game, well, what if you want to include a rattlesnake, or a drunkard, or a mounted cavalryman with a lance, or a canoe? Well, they are all in here somewhere in some edition.

Today they have been reprinted  and can by ordered at lulu.com - I am proud to own this new copy, and keep it proudly in storage near my other two copies of these rules, the early one from Lou Zocchi Gamescience and the later one from Newbury Rules.

The Lou Zocchi edition from long ago.
A welcome alternative to Boot Hill, back
in the day.

The Newbury Rules Edition, a two
volume set. Pretty much everything here is
in the Lulu.com edition






Donnybrook is another popular set of skirmish rules that, more or less, arguably, claim to cover this period. Okay, actually, they say they cover 1660-1760, but, again, if one leaves out rifles, then the rules can be used for AWI conflicts. Now . . . let me be clear here. I hate Donnybrook, hate it with a passion. These are absolutely not rules I wish to use, but I have used them to play an AWI game, and therefore include them here. Now the rules are beautifully packaged with lots of fluff, lots of pretty pictures, and lots of bells and whistles and brief descriptions of all kinds of real and imaginary groups and coalitions and special characters who can wander across the table and so on and so on. And, yes, a lot of people have a lot of fun with them, and, yes, if they are having fun and hurting no one who am I to suddenly pronounce that they are having fun the wrong way, but having said all that I must say, I really hate these rules.

The advertisements say: "Besides leading government troops into battle, you can choose mobs of armed peasants, murderous brigands, religious fanatics, sinister cultists, ferocious highlanders, or tribal natives. The book includes the rules, faction lists, weapons primer, random events, seven scenarios, a thrilling battle report, a period and theater guide, and a double sided playsheet. The finished book is 112 pages and contains more than 150 awesome photographs by Mr Hilton!" 

While these claims are true, they are padding, all padding. The rules are mostly very pretty, very brightly colored packaging wrapped around a very, very thin set of rules. Second, and this is my real complaint, they cannot accurately recreate the style of warfare of the period or recreate historical battles.
Some Iroquois marching down a road in a game of Songs of Drums and Tomahawks
First, unit sizes are determined by the quality of the unit, not by any actual historic number of troops present. Which means good luck trying to use the rules as written without modification to represent a historical battle.

Second, and more importantly, the rules do not allow one to use historical tactics and plans that would work in real life during the period depicted, do not work in these rules.

Therefore I remember in the game we played, I had a unit or two of Butler's Rangers and a couple more of Mohawk warriors and we were supposed to raid and attack a village somewhere in the Mohawk Valley of western or central New York. Each unit had a number of regular combatants. (I remember a minor verbal squabble with my opponent when he saw that my "indian shaman / spiritual leader" was a figure of a Catholic priest but he let it stand,)

An obvious strategy would be to march down the road, units in a column muskets loaded and ready to fire. The opponents was to more or less meet them and defend the village.

So, off I went, trying to move a group of three or so units down a road. Alas! Screeching halt. Units activate one by one in these rules. When a unit is activated it could choose between a few different actions, the two most common being move or fire. Which mean I could not march my units down the road in a column. They had to leap frog one over another, moving ahead as activated, the rules do allow units to pass through one another fortunately.

Inevitably one of my units got to the head of this strangely leap frogging group of units (I was reminded of the 1980s US standard infantry tactic of bounding overwatch where one unit advances while another covers it, then they reverse roles, and move forward, one after another. HOWEVER, this is NOT an eighteenth century style of combat.)

Now naturally, when the opponent's units got their chance, they opened fire on the nearest unit, the one closest to them on the road. Of course, I asked, "Can I return fire?" and was told that I could not do that until my unit was next activated. Which put me in the awkward position of having to decide whether to stop all movement down the road (the strange leap frogging movement) and leave them out of range or have the rear movements move up where they could then take fire but not return fire.

Which is an interesting dilemma but one that does not resemble eighteenth century warfare as I understand it at all. If I recall correctly the game ended with a pair of giant melees as my forces and his wound up in hand to hand combat. I forget who won, but if someone asks, tell them I did.

After the game, I whined and complained about how the rules did not resemble 18th C warfare at all and was told "that's because they are a skirmish game. And look at them, see the rules for Scotsmen in Panama and Satanic cults? Isn't that cool?" Yeah, whatever. People have told me over the years that sometimes I am too negative and when other people are having fun, I should not criticize what they are doing if it doesn't hurt anybody.

So, in conclusion, a lot of people think Donnybrook is fun, and when they are using it to have fun, they aren't hurting anybody.

There . . . wasn't that much nicer than reminding people with how much I hate these rules?

I'm a good boy, it seems. 


Donnybrook Rules, while not able to recreate historical combat,
they don't actually hurt anybody and some people like them even if they shouldn't




Another shot of my 28mm Jaeger collection

Next time, more on this set of rules.

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GENERAL MILITARY ASPECTS OF THE WAR






 SPECIALIZED SUBJECTS 

  




OSPREY ARMY BOOKS






OSPREY BATTLE BOOKS



      




WARGAME RULES





Finally, my books . . . 

Yeah, I've written books. Please check them out and see if they interest you.



  







Wargaming --AWI –what rules do you use? Part One -Philosophical Musings






AWI –what rules do you use? Part One

Philosophy of Choosing Wargame Rules

          Previous posts have shown photos American War of Independence, sometimes referred to as "AWI," tabletop games where miniature figures and model scenery were used to recreate real or imaginary battles from this historical conflict. Since posting I’ve received a couple queries asking about what rules I use. Here I’ll prevent a survey on theory and practice on rules for the period, followed by a communication from Marvin Vedder, historian, wargamer, and author of “Crucible of War,”  a not-quite-as-yet-but-coming-soon set of rules for the period.

Pete’s Personal Theories and Philosophies on Wargaming Rules

          First some personal opinions on wargaming rules.  

  •  If you’re going to build up a pair of armies (minimum) to fight battles and play games in a given historical period, it’s a good to have at least one set of rules for that period that will work with the figures you own. This sounds like common sense, but a surprising number of people I know do not follow this and have beautiful figures for gaming but no rules that work with them.


A section of my British forces proudly ready for tabletop battle.
  •  It usually takes some time, effort, and money to find a good set of wargaming rules. And I say “good” intentionally because there is no perfect set of wargaming rules. Expect to read a few, look them over, and try more than one before finding one that you can settle on. And if you are able to play with a few set of rules, remember, flexibility is a virtue.






OK, a Jacobite force that a friend painted up. Not really an AWI force
(Er . . . Moore's Creek anyone? Only this time the bridge could be intact?)
But still a wonderful looking 18th C army. 
  • But sometimes you don’t really need to know the rules to play a good game. A good set of rules, simulates historical reality (or at least approximates it in a recognizable fashion). If one player knows the rules well, and all present understand the way the troops fought and moved, when they tended to break and run, and the different weapons and their approximate effects and ranges, then the player who knows the rules should be able to guide the others who don’t through the game, assuming that a degree of trust exists between the player who knows the rules and those who don’t. Personally, I think it’s fine for the player who knows the rules to participate, but others would disagree and think they should be neutral and merely referee. I can understand this. However, I also think that if you don’t trust someone not to cheat at a wargame, it’s best not to invite them. (Yeah, sometimes it’s just not that easy. Why, why, why do some people cheat that these games? I mean, who, exactly, is it that they impress with their ill-gotten victories? Historical miniature gaming groupies?)
Iroquois at a game based on Oriskany



  • Different rules are good for different things. With that said, I think ideally one would have a few different sets of rules for a few different styles of games. I think that a perfect combination would be one set of rules that provide a smooth, quick battle game that was fun to play, a second set of rules that would provide a more detailed simulation with greater historical detail as opposed to a game, and a third set of rules that would provide a fun skirmish game where instead of a large battle each figure represents a single individual and the scale of the table top conflict is much, much smaller.


Tryon County Militia at Oriskany




  • Finally, it is my belief that once a set of rules for a wargaming period achieves a certain, unspecified level of popularity, if you are interested in the period and wish to game it, then it's worth familiarizing yourself with that particular set of rules just so that you can participate if the opportunity to join in a game using those rules occurs. 
SO, my two cents. Personal opinions only. What do you think? Please leave your thoughts in the comments section. 



More Tryon County Mililtia at the Oriskany Game


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GENERAL MILITARY ASPECTS OF THE WAR






 SPECIALIZED SUBJECTS 

  




OSPREY ARMY BOOKS






OSPREY BATTLE BOOKS







WARGAME RULES





Finally, my books . . . 

Yeah, I've written books. Please check them out and see if they interest you.



  



A project in progress. An imaginary 18th C Regiment and artillery crew composed of beautiful women.
Figures from Eureka miniatures.




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