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 I

I linked up with Alex of “Commission & Regiment” and “Up the Blue” fame to game First Bull Run with my draft ACW rules (themselves a variant of NT’s ACW rules from his “Wargaming: An Introduction” book.). Ive always liked Bull Run due to the huge variation of units that fought there as well as the strange reinforcement schedule that favors the Union in the first half of the battle and then favors the Confederacy in the latter half. Using the scenario from “Forward the Colours” on Wargame Vault, I pieced together a scenario using my 20 x units per side (so brigade strengths are a little fudged).

The resulting game has so far been alot of fun. Much like the armies of both sides coming to grips with “modern” warfare, our recent battle saw us coming to grips with Neil Thomas’ ACW rules, as well as NT’s 19th Century rules – both of which were heavily discussed.

The turns are 20 minutes each. Units are regiments. The Union (Army of Northern Virginia) much seize the crossroads and the multiple portions of Henry House Hill by the end of Turn 23. The Confederates (Army of the Potomac and the Army of the Shenandoah) must prevent them from doing so.

We stopped around Turn 10 – there are still a bunch of Rebel reinforcements and yet ANOTHER Union Brigade scheduled to come on the table. I will let the pictures tell the story from here.

Burnside and Porter’s Brigades fanned out, assaulting Bee’s Brigade and cutting the Warrenton Turnpike (running across the pic). Franklin and Wilcox’s Brigades are coming up to continue the attack up Henry House Hill in the background. Bee is putting up stubborn resistance on his hill and the veteran Louisiana troopers are giving ground grudgingly.

Alex’s attack against Buck Hill is textbook and he forms a beautiful line across the battlefield. More importantly, the full firepower of his formations is being brought to bear and Alex is using the “Full Volley” rule to good effect. Bee eventually loses an Alabama regiment atop Buck Hill while his veterans slowly withdraw from their position

Bee facing combined elements of Burnside, Franklin and Wilcox’s Brigades

The view from the Rebel side looking at Buck Hill and teh Warrenton Turnpike. Henry House Hill is to your right off-camera. Porter’s Brigade has crossed the Warrenton Turnpike in the foreground and is advancing towards the woods while elements of Franklin and Wilcox’s brigade relieve him along the fenceline. Note the Rebels (Bartow’s Brigade) have refused their left flank and are taking what meager cover they can. The Rebels are attempting to stave off the Union Army as best they can while Cocke’s Brigade and Jackson’s Brigade deploy.
Burnside’s 2nd Rhode Island push Bee’s / Evans
Louisiana Troops continue to move out of the woods on the hill. Bee’s men at the bottom to the left continue to make an orderly withdrawal to the fenceline along the Warrenton Turnpike (left). Bee will take up Bartow’s positions, while Bartow shifts left to handle the attack into the woods. The Union troops are right at the Confederates’ doorstep!

Alex’s line continues to strengthen and he continues to move his artillery up with him. Meanwhile, Rebel reinforcements are pouring in from Manassas as Cocke’s Brigade advances through the woods up Henry House Hill and Jackson’s Brigade moves up Henry House Hill moving around the woods. There is lots of combat power massing on Henry House Hill now but the Confederates need time to establish a second line. Alex does not intend to give me time to leisurely set up my defense!

Cocke’s Brigade moves into position by Henry House. They’re tagged to relieve Bartow so he can shift his Brigade along the Warrenton Turnpike Fenceline position. So far the battle is turning out eerily similar to history.
Jackson’s men arrive up the backside of Henry House Hill. They will be instrumental in trying to blunt the Union attack materializing in the woodline to the southwest.
The fight along the Warrenton Turnpike is tough. Heavy shooting from Union muskets and artillery has shredded a number of units from Bee and Bartow’s Brigades. Cocke’s reinforcements are deploying to your left (off camera) and Bartow is trying to shift up in the picture as Alex’s Union sledge-hammer comes down on the Confederate positions.
Confederate Troops of Bee’s Brigade have given up the woods atop Buck Hill as Burnside’s men occupy their old positions. Note the horde of Rebel columns atop Henry House Hill upper-center. You can see Cocke’s Brigade next to the Henry House model moving at speed to support Bartow. Ominously, there is a horde of troops to the upper right attempting an assault on Henry House Hill from the west.
Porter’s Brigade moving through the woods as Jackson’s Brigade moves to deploy to cover the objective (red bead)
1st Minnesota taking cover at a stone wall at the base of Henry House Hill. Alex is fighting to gain a foothold on the south bank of the creek! There was a rebel regiment here a few turns ago who were driven back and fled the field.
Sherman’s Brigade arrives onto the field now, further complicating my plan!
The entire field at the bottom on turn 10 (1230pm roughly). A major attack is setting up from the woods and Sherman’s Brigade has arrived to continue the attack on my right. Jackson and Cocke’s Brigade are deploying to meet them both while Bartow and Bee trade more lives to buy time for the defense of the hill. I still have more reinforcements coming on in the form of JEB Stuart’s Cavalry, Kershaw and Early’s brigades in the afternoon portion of the battle.

Lessons Learned So Far

I am enjoying the rules but there are some kinks to work out still. The saves provided in my previous download version were much too generous, prolonging the game more than was necessary and so the saves have been reduced to 6 and 5 in cover (being dug-in allows a save 1 better than the terrain). The retreat rules brought up some questions such as what happens when a unit retreats through another unit that itself had 3 hits on it – if that unit loses a base, does it have to test to retreat now? I do like the retreat rules as units were driven off frequently from shooting, but came back just as frequently.

Additionally, Alex suggested that since units consist of 3 bases (vrs 4 in the NT rules) I should play the units with 3 bases (meaning they are done at 12 hits). Much to ponder there. We have not been physically removing any of the bases but rather using red dice as counters to track base loss and casualty figures as individual hits).

Otherwise, I think the game has certainly kept the spirit of NT’s ACW rules alive and well (buliding upon them with more chrome) I have really been enjoying the game so far and watching Alex’s attacks materialize brings about a sense of excitement and dread 🙂

If I can more intelligently deploy Cocke and Jackson’s brigade, perhaps I’ll have the opportunity to say “THERE STANDS JACKSON LIKE A STONE WALL! RALLY BEHIND THE VIRGINIANS!” but so far my deployment has been a bit foppish.

Future Plans

Concluding Bull Run may bring about the end of “ACW Month” (April) but since it’s still May and I’m still painting ACW stuff and playing ACW games, I’m not sure “ACW Month” will actually conclude… It has been immensely satisfying getting my 15mm ACW troopers on the table for some hard campaigning especially after repainting and rebasing so many of the troops.

They needed to stretch their legs out and it has been too long since an ACW game graced my table! So I kind of fouled up the schedule taking way too long to get ACW stuff onto the table and I completely missed May which was supposed to be 10mm Fantasy and 15mm Vietnam stuff. But since ACW has been on the table, the boys have fought in some tough brawls (including a 1st Manassas scenario fought with Ken using Valour & Fortitude and a bunch of test NT ACW games using the One Hour Wargame scenarios)

All this being said, it’s almost June and D-Day beckons! I plan on playing Bolt Action with Andy and his 20mm 101st Airborne and possibly more Kursk action using Bolt Action, preparing to reap a “bitter harvest” in July for Kursk month. Still have about 20 US paratroopers to finish painting and some German howitzers.

I’ve also been reminded that it’s going to be America’s 250th birthday soon, and so I should probably get an AWI game in. To be honest, that was not part of the 2026 agenda, but it just seems like the right thing to do 😀

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