Instead of the standard M&T objectives I went for Victory points. As there was no end point other than the capture of the fort I also decided to recycle destroyed units.
The Terrain
The game was played on a 4x4 foot table.
Along the southern edge of the table from the eastern corner I placed 2 foot of sea, a large hill and then another foot of sea. The large hill, representing Dyce's Head, had 2 small woods. A cabin, the Beach House, was placed on the beach section of the 2 foot sea feature.
3 small hills, running lengthwise into the centre, were placed along the western edge.
The open edges between the fort and the sea and the fort and the western hills were filled in with impassable woods.
A ruined cabin was placed half-way between the fort and the the western hills and another was placed at the northern foot of Dyce's Head.
The British
3 Regular Officers
3 Highlander units - 10 x Regulars with Muskets - Elite, Firing Line
2 Garrison units - 10 x Regulars with Muskets - Firing Line
2 Light guns - 4 x Regulars
1 Ship with 1 Light gun
Deployment & Special rules
The Ship deploys in the 2 foot stretch of sea and can only move to aim its Light gun
1 unit of Highlanders can start hidden in the woods on Dyce's Head
All other units start in the fort
The garrison and fort guns can never leave the fort
Highland units can, for 2 AP, deploy 12 inches out from the fort's trench line
1 VP per turn for holding the fort
1 VP per turn for holding the ruined cabin
1 VP per turn for holding the Beach house
1 VP per turn for holding Dyce's head
-1 VP per unit or officer killed or gun spiked
-1 VP to bring back a destroyed Highland unit - garrison, gun and officers can never be brought back
The Massachusetts Militia
2 Provincial Officers
3 Provincial Units - 12 x Provincials with Muskets - Firing Line
3 Light guns - 4 x Provincials
1 Indian unit - 5 Indians with muskets - Scouts & Natives
Deployment & Special rules
A tent is placed between the 2 northern-most hills on the western edge to represent the camp
Two guns are deployed on the 2 northern-most hills. Each is protected by earthworks - heavy cover
The infantry can be placed anywhere on the 2 northern-most hills
The 3rd gun plus earthworks is deployed on Dyce's Head when it is captured by the Militia
Recycled units appear at the tent
Victory Points
20 VP for capturing the fort
1 VP per turn for holding the ruined cabin
1 VP per turn for holding Dyce's head
-1 VP per unit or officer killed or gun spiked
-1 VP to bring back a destroyed Provincial unit - guns and officers can never be brought back
The Continental Marines
3 Regular Officers
3 Marine units - 12 x Regulars with Muskets - Scouts, Firing Line
3 Landing boats
Deployment & Special rules
The Marines always enter from the sea edge
If the British ship is in play they can not enter that sea area
Each landing boat can carry 1 unit plus 1 officer and moves at 6" per AP
Victory Points
20 VP for capturing the fort
1 VP per turn for holding the Beach House
1 VP per turn for holding Dyce's head
-1 VP per unit or officer killed
-1 VP to bring back a destroyed Marine unit - officers can never be brought back
-1 VP per turn to attempt to remove the British Ship - roll 10+ on 2 D6 Points to remove
The Marines and the Militia both get VPs for Dyce's Head - only one force can claim the points.
If the Militia have deployed their 3rd gun on Dyce's Head then the Marines can never claim VPs for it
Artillery can not shoot at other artillery - this stops the game from becoming a counter-battery battle
Artillery LOS is not blocked by cabins
The British ship can not elevate it's gun to fire on Dyce's Head
With the exception of the Indians and gun crews, a unit is immediately removed when it is reduced to 3 figures
A lot went on during the game as units were destroyed and recycled. Therefore I'll just mention high and low points
Overall I was pleased with how the scenario went although I think it needs some tweaks
My intention was have an open-ended game unless of course the Americans captured the fort which would be game over. Using the recycled unit mechanism allowed for this and made the players a bit more gung-ho about chucking units into the fray.
I'll change the Victory Points so that VPs are awarded for killing the enemy rather than being penalised for having troops destroyed
Force-wise I think the Marine player needs a unit or two of Militia Sailors just to up the card spread as they only had the American Regulars card to activate on.
Finally I'll add in some terrain features,ie cabins ,in the centre of the table to provide more VP objectives
The Toys
Most of the figures are from Peter Pig's 15mm AWI range with the exception of the British garrison units which are Essex SYW
Two of the Marine landing boats are 25mm Viking rowing boats from Shaun at Dreamholme Scenics
All of the buildings are by 4Ground