The Battle of Lake Erie, 1813

“We have met the enemy, and they are ours.”

Happy Birthday, America! Having recently returned from a quick trip up to Erie, PA and eventually up into Canada, I was hankering to do some War of 1812 Naval Gaming, more specifically, hankering to refight the Battle of Lake Erie, a pivotal engagement of the War of 1812 in the northern theater of operations. I asked Alex if he would be available to command the American fleet (Oliver Hazard Perry’s flotilla) and he accepted, if for no other reason than to say “Dont Give Up the Ship” during the heat of battle). I played the British and commanded the Royal Navy Squadron under Commander Robert Barclay.

I feel like you’d be hard-pressed to find a better time to refight the battle of Lake Erie than America’s birthday – the 250th! So here we are – with a rag-tag fleet of upstarts and ne’er-do-wells fighting (yet again) against the world’s most powerful Navy, this time for control of Lake Erie. (and if you have not heard of the herculean American ship-building effort the previous year on Lake Erie – it is an incredible story of perserverance against long odds and probably worth a blog post in its own right).

I won’t review the history leading up to the battle but you can check out the well-done wikipedia page here.

We used John Armatys’ “1 Hour Age of Sail Naval Wargames” rules found in the files section of the Groups.io “AMW” site. These are based off, and very much done in the ethos of, Neil Thomas’ One Hour Wargames. Most readers of my blogs (past and present) know my penchant for Neil Thomas’ rules and so the opportunity to fight a battle from the Age of Fighting Sail was just too good an opportunity to pass up. We made some very slight modifications as I’ll discuss as the battle unfolds.

British Fleet in the foreground, American fleet top-right. The wind is at the Americans’ stern and so the Royal Navy has the “Weather Gauge”.
We used the historical dispositions so leading the Royal Navy is the HMS (sloop) Chippewa, followed by the HMS Detroit (Barclay’s flagship), the HMS (schooner) Hunter, HMS Queen Charlotte, HMS Lady Prevost, and HMS Little Belt.

We treated the largest ships as 1st Rate (the British large ships seem to be a little larger than American brigs) with the American brigs as 2nd Rate, and the Schooners and Sloops as 3rd Rate ships. This nicely captured their (lack of) firepower. The British have the 2 x heavy 1st rates, but the Americans have more ships.

The American fleet – in the lead is the USS Scorpion (Schooner – 3rd rate), followed by the Sloop Ariel, then the USS Lawrence (Perry’s flagship, 2nd rate), the USS Caledonia (Schooner – 3rd rate), the USS Niagara (Brig, 2nd rate), the USS Porcupine (Schooner – 3rd rate), and the USS Tigress (Schooner – 3rd rate).

The first few turns were spent coming up into position – nothing fancy. My intention was to bring my ships up alongside the enemy – in proper Royal Navy fashion… As our lead ships came into range of our guns, we opened fire. In this instance, I won the initiative roll (which we instituted) and so I moved first. This allowed Alex to move second, close the range and fire. The rules are very generous about shooting – which is allowed anytime during your move. The USS Scorpion opens the ball…

Scorpion fires on HMS Chippewa.

As we close, the intention is to bring as much of my firepower to bear as is possible. Eventually I want to turn into the American fleet to the extent that the wind will allow me to. Alex is thinking the same thing!

By turn 4 I am able to get some great shots off at the American upstarts, crippling the USS Scorpion (her war is not yet over…) but they give it right back as half of the American line has turned to offer their broadsides. Damage and solid shot are flying back and forth over the choppy waters of Lake Erie.
Americans returning fire! Caledonia and Niagara score 4 hits on Lady Prevost

By turn 5 lots of markers start appearing on the table. USS Scorpion is already crippled (she can still fight, but each new hit over 10 and we roll for her to strike her colors) as is the Ariel. USS Scorpion does NOT strike this turn amidst all her hits! The Queen Charlotte is also making her guns heard and spreading more damage amongst the American fleet. I move the HMS CHipewa in but with some fancy seamanship, Alex makes use of Scorpion’s great mobility and sets up a raking shot on the Chippewa! The USS Ariel moves in between 2 x Royal Navy ships and gives BOTH a taste of her broadsides! (okay okay she’s a sloop but it’s not any less dramatic)

The crippled USS Ariel (center) rakes the Chipewa and fires on the HMS Detroit at once! It’s inconclusive – (1 and a 3 rolled) but that doesn’t make it any less cool – or heroic!

As all of this intense small-ship action is occuring in the van of the line, the USS Lawrence and the HMS Detroit are fighting their own little war, both Captains glaring at each other from their decks. USS Lawrence rolls an incredible “6” and the HMS Detroit, long suffering from hit after hit, is crippled but does NOT strike her colors! Along the line, ships from both sides are taking hits with some damaged and some crippled already.

Around Turn 6, the British fleet attempt to turn into the American fleet and isolate some of their lead ships. Poor HMS Chippewa (right side, yellow marker) is cut off behind the American fleet! Seeing no other alternative, the Captain of the Chipewa decides to attempt to BOARD the crippled American schooner, USS Scorpion and TAKES HER! (5+ rolled so they grapple. Both ships only have 1 deck)
Note the HMS Detroit is crippled.
The HMS Chipewa boards and takes the USS Scorpion!

We instituted a few new rules to John A’s set – including rolling each turn for the wind direction to slightly change 1 45 degree point on the compass. Also, each time a ship takes a new tier of damage, we rolled for the Captain’s health if she was the flagship. I’ll note neither Perry nor Barclay were killed. They both survived the battle.

On Turn 7, the wind changes direction, more heavily favoring the Americans! The British are in irons / close hauled and their movement is significantly reduced until they can adjust their positions. Chippewa captures the USS Scorpion, giving a point to the British, however the Chippewa is crippled. Things start to really move now and in a very unexpected turn of events, the HMS Detroit, Barclay’s flagship, is hit with a whopping 6 points of damage. She does NOT strike and sinks instead!

The HMS Detroit on her side and going down fast! Abandon ship! Barclay somehow lives and swims over to the Queen Charlotte… This is 3 VPs to Alex now!

Turn 8 rolls around and the Queen Charlotte, enraged by the loss of their flagship, fires a broadsides into the USS Lawrence – rolling a 6! 8 points of damage scored! Revenge! The Lawrence strikes! Both flagships are down! (but also Perry lives and makes his way to the USS Niagara)

During the American portion of Turn 8, the American schooner Caledonia cripples the HMS Queen CHarlotte and she strikes! Both British 1st rates are gone, either at the bottom of the lake or struck. To add insult to injury, the USS Niagara sinks the HMS Chipewa! This is now 7 American points to 3 British points). The British only have schooners (3rd rates) left but they sink the Ariel as they attempt to disengage.

Amazingly the British have 1 ship that is still unharmed at battles’ end – the HMS Hunter. The Americans end up also striking the HMS Little Belt as well, bringing their total victory points to a whopping 8! This battle was a clear American victory.

We both tremendously enjoyed this engagement! The rules really capture the ebb and flow of Age of Sail gaming – really not bad considering they’re one single page! We used rosters to capture damage points and markers to capture “damaged” and “crippled” ships. we also made some determinations with the movement rules in terms of “interpenetration” speed after turning and maneuvering allowances for more nimbler ships.

We were able to add a little chrome too, which added a nice touch (the Perry touch?) to the day’s proceedings. If a ship reached a new level of damage we rolled for the Captain as a casualty. (needing snake-eyes).

In retrospect for this engagement, I probably should have focused my firepower and ganged up on American ships instead of spreading it out like I did. Capturing the USS Scorpion was fun too – and I imagined a swirling below-decks melee with grenades, knives clenched in teeth, swashbuckling and pistols! Probably from watching “Master & Commander” too many times 🙂

Alex offered his expertise and was great fun to play against – and truth be told we’d both been wanting to play an Age of Sail game for awhile now. Alex very skillfully handled the American fleet and we both rolled some devastating broadsides when we needed to! (The USS Lawrence destroying the Detroit, followed by the Queen Charlotte striking the Lawrence was much fun and supported a great narrative).

The zany reversals of fortune were also perfectly woven into this new narrative of the battle. Honestly, I cannot think of a more perfect way to spend the 250th than wargaming one of our most important naval battles from our infancy as a nation. If you want to fight Trafalgar (see Martin Rapier’s excellent 1 Hour Trafalgar blog post) with as little rules overhead as possible, then these are the rules with which you can do it! Alex and I are already talking about refighting Lake Erie and I’ll make sure to have the ships labeled and proper colors flying for the next round. I also want to come up with some cooler damage markers, as well as some proper markers for when a ship is taken as a prize or strikes its colors.

FIRST BULL RUN PART II

Alex of “Commission & Regiment” and “Up the Blue” blogs returned to finish our First Bull Run / First Manassas game yesterday and I can’t think of a better time to post about it than the birthday of the US Army. If you have not read the first installment, click on the link above and check it out. So far, the battle has progressed very historically, with the Rebels falling back and dishing out punishment onto the Union Regiments who are pursuing them.

Sherman’s Brigade crossing the Warrenton Turnpike!

Alex has a huge allotment of reinforcements but his lead brigades are badly chewed up (particularly Burnside’s Brigade and Keyes’ Brigade, who Alex pulls back onto Buck Hill to rally and slowly regain their combat power. We re-join the battle around noon when Sherman’s Brigade arrives onto the field and is attempting a crossing under fire of the Warrenton Turnpike by elements of Cocke’s Brigade, while in the woods below Henry House Hill, Wilcox and Porter’s Brigades supported by Franklin’s Brigade move aggressively against Stonewall Jackson’s Brigade who has deplolyed on the heights oriented towards the threat in the woods.

Union Regiments from Porter and Wilcox’s Brigades move into the woods next to Henry House Hill, making their way towards the road as Virginia Regiments under Stonewall Jackson orient themselves to meet them.

Alex skirmishes with these troops and moves his artillery around to the flank, expanding the battle to the furthest southern point on my table. Stonewall complies and moves a Regiment across the road into the woods, as well as into the orchard on the Union flank – moving units into the woods on the Confederate left, below Henry House Hill seems to be the best way to stall or blunt the Yankee attack.

Heavy fighting in the orchard as the 33rd VIrginia moves against Zouaves under Wilcox. Note the 2 artillery batteries in the background hammering the treeline to their front with cannister.

By now, the Yanks have also occupied the Warrenton Turnpike. Alex has brought up his copious artillery and is inches from the first objective – the crossroads!

Union Infantry crossing the road in the center and capturing the first objective! The units in the foregound are finishing up rallying (you roll a morale check and lose 1 hit for each “success” at or over your target number. So if your quality is a “4” (average or seasoned) and you roll a “6” you rally off 3 hits. If an officer is present you get a plus 1 and the 6 would become a 7.

The fighting on the flanks is heating up now with vicious firefights erupting on both flanks. Sherman’s Brigade is under heavy fire as he gains a lodgement on the Confederate side of the turnpike and Porter masses along the road on the slope of Henry House Hill! Not much close combat yet – but that will change soon!

We proceed through the afternoon and Howard’s Brigade – the last reinforcements of the Republic – move down the road and onto the battlefield. Kershaw’s Brigade also occupies the battlefield and the Rebels move Kershaw straight towards Sherman’s attack in order to blunt it. The Confederate right is very strong.

The arrival of Howard’s Brigade allows Alex to rotate units out and continue the advance with fresh regiments. Cocke’s Brigade is shooting “full volleys” which is 2D6 per base against the advancing yanks! Making them pay for every inch of ground! The yellow marker is a reminder for them to make a morale check. The red die indicates a base loss and the cotton indicates a full volley has been fired.

Alex begins solidifying the Union line against Henry House Hill and can boast an almost uninterrupted line of troops from the Warrenton Turnpike exit all the way in front of and around to the right side of Henry House Hill! Kershaw’s troops are coming up but the fighting on the Confederate left – the Stonewall Brigade – is fighting for its life. Porter’s “fire zuoaves” and Sykes’ Regulars are getting the upper hand in a firefight against the tough Virginia regiments.

Heavy fighting along the line now as the Yanks close up the distance to the hill.

There are some noteworthy things that begin happening in the afternoon. Burnside is out of action (rolls a 1 during rallying) and is on timeout. Followed by Sherman. The same thing happens to Bartow and General Beauregard! Lots of officers become casualties while rallying. Units are also starting to get used up but I dont have alot of leftovers to plug the holes that are starting to develop in my line as stand losses force morale checks and fall-back actions.

The Union juggernaut slowly approaches Henry House Hill along the road as Bartow’s last remaining regiment is pushed back. Stonewall’s guns are red-hot and firing double-cannister from the hill as Union units swarm the treeline, preparing the launch their assaults against the hill!

Stonewall’s Artillery is hammering away at the Yanks as they start to emerge from the treeline.

Alex decides the time is right to begin assaulting the Stonewall Brigade, weakened from about 3 hours of continuous fighting with barely any rallying. After one more turn of shooting, Alex forces back 2 x Virginia regiments guarding the “grand battery” on Henry House Hill, leaving the redlegs to die by their guns.

2 x lonely batteries as the infantry is driven off with heavy casualties!

Alex launches assaults up and down the road now against the remnants of the Stonewall Brigade. In these Civil War rules, much like Alex’s Franco-Prussian War rules, both sides exchange a volley at close-deadly range (hit on 3+s, 2D6 per base!). Any base losses result in an instant morale check for both sides. Assuming both sides pass, you then fight a melee. Alex has really beat up my forward infantry units. So while Jubal Early slowly marches to the sound of the fighting, Stonewall Jackson’s Brigade is being picked apart by determined Yankee assaults!

A Confederate unit falls back after a Union close-assault which did not yet get to melee. Units that have considerable base losses or hits will probably not fare well in a direct assault. The initial close-deadly volleys will favor a strong, fresher unit. Here, a regiment of the Stonewall Brigade fails their post-close shooting morale check due to a base loss and falls back.

So that about wraps it up. With 2 of 5 Regiments pulled back involuntarily and the loss of the guns, Stonewall cannot defend his objective on Henry House Hill, giving a very different ending to First Bull Run! (and perhaps the war??)

I have a bunch of changes to make to the ACW rules now that we’ve played hours worth of fighting at Bull Run, but these rules give a very fun game with very little in the way of rules overhead. Once I’ve written them down, I want to recreate the fighting at Barlow’s Knoll at Gettysburg, which is roughly a division per side. That will be a nice capper on “Civil War Month” …which has actually lasted about TWO months 😀 !

So what did I learn?

First and foremost – I’ve learned it’s a mistake to think that the American commanders in the Civil War used “Napoleonic” tactics. Humbug. The tactics, from what I’ve read, are more akin to an undisciplined Seven Years War fight than a Napoleonic fight, the latter of which demonstrated more in the way of actual combined arms fighting. The close terrain, undisciplined and hastily raised soldiers, and the lack of a professional officer corps really mean that the men are fighting altogether differently from their European counterparts – which is a byproduct of America’s evolution as a nation to that point. For that matter, the previous wars in North America were fought in a similar way, too. Neil Thomas certainly agrees and his ACW rules in Wargaming: An Introduction speak to the unique characteristics of Americans fighting in our Civil War. “He who learns to run away, lives to fight another day“.

I really have enjoyed the growth of the rules I’m using, which I think give a very fun and very historical-feeling American Civil War game. Advancing is deadly work. Advancing against fresh troops is even deadlier and fresh troops introduced at the right time can swing the battle as evidenced above by the arrival of Howard’s Brigade at First Bull Run in this game. Scenario design should really feature interesting arrival of reinforcements as that makes the games so much more interesting and tense. Advancing against fresh, rifle-armed troops ends very predictably.

I also like ahving 3 distinct range-bands – Close/Deadly, Distance and Extreme, hitting on 3, 4 and 5 or better respectively. The artillery has the same named bands but with different ranges (and receive differing numbers of dice per range-band, all hitting on 4+.

So far we’ve found it’s been better to wait until the enemy has lost a base or 2 to launch an assault as the close-deadly firing is – well – deadly and units go down fast during close combat shooting. This is incredibly historical as units would rarely stand if they’ve been subject to long bouts of rifle-musket fire, are tired and low on ammo and are suddenly charged by fresh troops. More likely that they get off a volley (and in fact charging troops routinely stopped and volleyed – with Union and Confederate officers warning their troops NOT to volley during assaults as that would sap the momentum). It’s more likely they’ll run if you charge them (there are exceptions, though) and that certainly happened in the game above.

In fact, the only actual close assault that turned into a melee was Alex’s assault on Imboden’s Battery – in which the Battery stood and took the assault (artillery are only a single base, and so they get 1 die in close combat! the assaulting infantry were full strength and so they received 3 dice in close combat. You roll your quality to score a hit. The Yanks were ‘seasoned’ so needed a 4 or better. Imboden’s gunners were green and needed a ‘5’ to hit! Needless to say, the Yanks clobbered them and Imboden’s men died by their guns!

If you can mass fires and include artillery support, you can whittle an enemy down and assault him with a fresh regiment. This is hard to achieve, though, because the enemy gets a vote!

Recreating Bull Run was exhausting but arguably this was a roughly Corps-sized action with about 25 regiments per side. This stretched the boundaries of my 6×4 table and collection. Next battle, Barlow’s Knoll, will feature about 13 units per side on about a 4 x 4 area, and so I’m looking forward to that game giving a more sensible game in terms of time played and units. This game took quite a long time and multiple sessions to bring to a conclusion!

Wrapping Up ACW Month?

I think I can safely say ACW Month(s) was successful. I am wrapping up a home-brewed, fan produced rewrite of Neil Thomas’ ACW rules from Wargaming: An Introduction, played scores of ACW games with 15mm ACW troopers, and rebased all of the troops – in many cases repainting them as well. It’s been a busy 2 x months but all in all it was GREAT to get them onto the table as my ACW troops have been in garrison for way too long. My next step is to clean up the ACW rules and link to them here for anyone to peruse.

While I will still put on Barlow’s Knoll with the new rules this summer, I really need to get painting other units! We’re halfway through June and I’ve yet to play any D-Day themed games! Right now I’m painting up the rest of Andy’s 1/72 Italeri WWII US Paratroopers to play a Brecourt Manor game using Bolt Action and July is going to feature a good Kursk Battle – just not sure of the scale yet! (MicroArmor, 15mm or 20mm!)

The year is only half over and there is plenty of good wargaming action to come! WWII will be making a comeback on the Angry Dachshund’s wargame table as we re-create the “Day of Days” with my 9 year old Son and the Bolt Action rules in GLORIOUS 1/72 scale!

Stay tuned!

Napoleonics Month Coming to a Close!

It was a lucrative month in terms of historical wargaming. I was able to play a large refight of the battle of Eylau, along with a few “pick up” games of “Valour & Fortitude” with my 10mm Napoleonic figures. I plan on posting some photos from the Eylau game and a battle-report from the V&F game soon.

According to my 2026 Wargaming Schedule, next month (March, 2026) is “Cold War” month and I am going to run some experiments with the US Army’s old “Dunn-Kempf” rules and see if I can bring them ever-so-gently into the 21st century with some standardization and streamlining. I may post some ramblings about that soon and a Quick Reference Sheet for future games. March will culminate in a large “Fulda Gap” styled battle with the old US Army H or J-Series MTOE (Modified Table of Organization and Equipment).

Here are some pictures from recent games:

The Emperor at Eylau
Old Bennigsen.
Heavy Combat!!
Soult and Augereau’s attack go in! Davout’s Corps is in the right-middle of the pic, still a long ways from Serpallen!
Russian and French units trade volleys across the snowy landscape!
Murat’s Cavalry go up the slope! Just like in the real battle, the French infantry corps’ exhaust themselves against the stalwart Russians. Murat’s hard-charging cavalry are desperately needed to punch through the Russian lines and secure victory!

So while I’ve been playing mostly Napoleonic games this month, I’ve also been continuing on with re-building my 20mm force once my son expressed interest in playing “Bolt Action”. Since Santa got my son his first pack of 1/72 scale toy soldiers this past Christmas (Italeri American Paratroopers) and 20mm was my first-ever scale going back to when I was 12, I decided we would play BA in 20mm / 1/72 scale and I’ve started building a German PanzerGrenadier platoon next to Andy’s 101st Airborne troopers. Here are some pictures so far of the progress:

I really like the way these Italeri troops came out! Only about 30 more to do!
Armourfast M4A3 sherman. I used a large paint-brush bristle for the whip-aerial and chopped up an MG34 to look like a .50 caliber machine gun!
German HMG Team before finishing their basing. Also Platoon Leader and Platoon Sergeant for the German PanzerGrenadier platoon are above.
My 9 year old son painting US M1 steel helmets

Anyways that is all for now. Stay tuned as a Battle Report is coming soon. I may also post a Napoleonic Scenario (Lindenau, 1813) for Valour and Fortitude next.

-DF

Are We Back?

Sigh. It seems that way, doesn’t it? After deleting my old SOUND OFFICERS CALL blog back in August, 2025, I’d been thinking about different mediums and platforms to continue documenting and logging my hobby adventures.

Remembering how nauseating the bugs on the blogger platform were, I toyed with the idea of creating a youtube channel, a podcast or at the very least, publishing some kind of a newsletter on my hobby adventures. The jury is still out on those options, but there was positively too much action going on atop my gaming table for me to just forego sharing.

I still may move forward with publishing a monthly newsletter or e-zine, but for now, I’ll log all of my ideas and thoughts on this new blog. This will not be a re-hashing of SOUND OFFICERS CALL – that blog is gone (well – sort of – is anything on the internet ever really gone?)

This blog will be a bit more disciplined in terms of history, topics, posts and objectives. More to come in the coming days but I think some start-up posts would be appropriate to chart our course and develop some interim objectives for where we’re trying to go.

Until then. Attack! Always! And roll 6’s!

-DF