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.

The Winter Battle: Valour & Fortitude 1807

I recently played a decent-sized solo game of Valour & Fortitude (2nd ed, v3.1) with my 10mm Napoleonic troops, snow mat and 6mm buildings. The action-packed game did not disappoint!

The scenario played was “Set Piece Battle” and after selecting about 360 points each of French and Russians from the V&F 3.1 list, I diced for the attacker (per scenario instructions) and the Russians rolled highest meaning they were the attackers. The Battlefield was already set up for my Eylau Scenario for “Eagles Cheaper than Brain Cells” and I kept it including the hills and villages. The Russians selected 2 x villages. The French selected the large town on their baseline (the “defensible terrain” town of Eylau) and the large woods on their right.

Turns 1-4

Looking from the French Baseline. 2 Brigades of Troops – the left is 1st BDE (with attached Hussars) and the right is 2nd BDE (with attached Light troops). The large town in the center is Eylau, presumably.
Russian baseline – also in 2 large Brigades. The Brigade on your left (Russian right) is 1st BDE with attached Dragoons. The Russians heavily weighted their left flank because they intend to attack the woods on the French right (the weaker target than attacking directly into the town).
Note the woods on the French right. The Russian target for the day’s battle.
French light troops holding the objective in the woods. The woods are treated as “rough” in this game and are not defendable terrain.
Lots of French combat power around the woods!

The rules suggest when playing with 10mm troops to halve all measurements, which I did but it felt a little fiddly and next battle I might try 2/3 measurements intstead.

Elements from 1st BDE garrison the town
The French division forms a battle-line against the oncoming Russians!
Another view of the French Battle Lines from 1st Brigade in the foreground and 2nd Brigade in the background.
Russian units come off their perch as teh Russian attack begins! Note the casualty markers on the lead french unit! a result of constant bombardment from Russian guns!
Russian “flank guard” infantry battalion fires against prowling French Hussars!

Turns 5-8

The fight for the forest objective begins! The Russians assault the light troops in the woodline. French battalions on either side of the woods are prepared to support as are the Russian units approaching!

The gallery above shows the Russian attack against the French right taking shape. It’s important to note here that Valour and Fortitude handled the attack easily with little to no questions so far as the Russians shelled French units across the field and the French responded in kind!

view from the woods as the French descend upon the forest! Combat ensues!
The French win the combat but neither side has to test yet. While the lights are shaken, they have not taken any casualties above their tenacity level. The combat could continue another round but the French commander decides “discretion is the better part of valor” and withdraws the lights while moving up a fresh Battalion into the woods! A Battle Hand-Over which was planned the entire time!
Meanwhile in front of the large town, the Russians are demonstrating and trading volleys. The French cannister is doing its deadly work!

Turns 9-12

A swirling cavalry battle taking place on the French left. The Dragoons end up getting the worst of it!
French reinforcements assault the Russians at the woodline! The Russian attack breaks down as this unit loses the combat and fails its valour check!

The Russians have experienced a setback to their plan but they still have the combat power to shift some units around. There is an intense firefight going on in between the woods and the town and also more Russian units are demonstrating in front of the town. A cavalry battle is occurring on the extreme left of the French line as supported Hussars charge full in against thte Russian dragoons.

Meanwhile in front of the Woods, the Russians, already suffering from 1 “defeat” prepare for another push this time against Les Grognards to the left of the wooded area.
Meanwhile the units in front of the town are suffering from the repeated cannister and small arms firing!

The Russians attempt to gather up their forces for one final push into the woods but trading fire with the French sees the French come out on top!

On Turn 10, the Russians pull back to try and consolidate their inner lines. They have 2 turns left to take a French held objective. Note in the pper right how the French line is starting to look refused. Meanwhile the French near the town have actually started to advance! More shooting and melee ensue but the Russians concede on turn 11. The game is over and the French have won, 6-2 (captured 2 objectives and inflicted 4 defeats on the Russians. The Russians captured 2 objectives.

So what did we learn?

For starters, the attacking force has a tough job in Valour & Fortitude. Attacking units must be properly supported and preferably with no hits on them. An enemy should be softened up and close to being shaken when you assault them. This is easy to say, but if the dice aren’t with you and you’re on a tight schedule, you should have a “Plan B” lined up!

The terrain rules are still a little hazy to me but for the most part the game flowed really well. Basing the units on 2×1 stands, with 3 stands to a battalion was no problem and I think this will be my basing scheme moving forward.

Obviously, V&F plays better with lots of units, as units dry up pretty quickly. Once committed to a course of action, you have to see it through. In this battle, the Russian “Brigades” should have cooperated with each other and both supported each other to seize the wooded area. Imagine if an entire brigade would ahve assaulted the woods, instead of one single battalion! The rules are clever and pack alot of punch into a few pages. I like that and I can completely see the “Black Powder” DNA evident in these rules, but they are just so much more streamlined and efficient.

Anwyays that about wraps up “Napoleonic Month” here. I still want to get the Battle of Lindenau, 1813 on the table, but I am furiously cranking out 20mm WWII units for an upcoming game at a friend’s house. More to follow so 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

The Battle of Eylau – A Scenario for ECBC-Divisions

On this anniversary of the Battle of Eylau, I thought it would be appropriate to post a scenario for the battle using the old “Eagles Cheaper than Brain Cells” rules but heavily modified for even larger battles with Divisions as the maneuver elements (and eventually placed onto 4×6 inch rectangles for a more pleasing sense of mass within the unit footprints)

This allows for a large battle to take place in a reasonable space and also within a reasonable amount of time. I have heavily modified the map from “Absolute Emperor” to include new towns and also indicate the entry point for Ney and L’Estocq’s elements respectively.

Posting the link here for everyone’s use: Eylau ECBC-D Link

Here is a link to the “Divisions” rules in their current form: Eagles Cheaper than Brain Cells – Divisions Link

-DF