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Battle of New Orleans: GM Commentary
by Frank Luberti, Jr.

For information on the computer moderated rule system played go to the games we play forum Carnage and Glory II
For a review of Carnage and Glory

Dear Charley a/k/a General Pakenham: 1) Excellent dispatch from the front. Your brother in law couldn't have done any better, either with the sword or with the pen. 2) You had a solid plan (which showed a keen knowledge of C&G II tactics) that came very close to success. As you point out, you are always going to have players/subordinates who think they know more/better than "the Old Man."

Let that be a lesson to the Russians--a good plan can come apart even under the most able of officers/players. Something to remember as you allocate forces for Borodino. Also, mistakes in your initial placement are hard to rectify. 3) I agree that the American redoubt would have fallen if it had received more attention. Something for the commanders of the Great Redoubt and the Flechettes to consider. 4) Good point about off table reserves--you can never have too many. The Americans had some, the Brits didn't. Russian leaders should remember that even troops which are not on the table doing something are in the computer doing something, namely, keeping Army morale from falling apart. (When in doubt, remember the old saying "don't just do something--stand there!")

As a player in Carnag and Glory II, I always try to fight "two up, one back," i.e., with at least 1/3 of my forces in reserve. It works in real life so it's not surprising that it works in Carnage and Glory II also. It also saves wear and tear on the logistics train--one Brit battery ran out of ammo & several American batteries were so fatigued as to be almost useless at the end. 5) Thanks for the kind words about the GMs. Bart (who was terrific) and I had a great time. We couldn't have asked for a better group (about 20 by my count) of players or for a better Brit CINC. Now that you've traded your red uniform for a green one, Mother Russia is in good hands.

Best regards,
Frank Carnage and Glory II GM at the Battle of New Orleans

The Battle of New Orleans: the British Point of View
by Sir Charles Packenham (aka Charles Elsden)

As Packenham, I was given the choice of attacking at dawn to reduce visibility and American fire or waiting for either our commando force to land on the far bank or the unit with the ladders and fascines to come to up from the rear. Given what I knew about the power of the US artillery from walking the battlefield recently, the order given was "Everybody goes--maximum effort!"

The most aggressive enemy unit turned out to be the Choctaw Indians, who counterattacked us in the swamp and fired at officers (Really old boy--Marquis of Queensbury, don't you think?). Our 95th Rifles walked right up to the enemy line (the canal really) in skirmish order and traded fire with a maximum number of units, killed a few in each. (+2 for Daniel Hagman?) One problem was that all the Colonials looked alike in Buckskin--you couldn't tell an elite from a militia! Our infantry regiment with the bridging equipment finally rushed up, and rushed back almost as fast, leaving the stuff uselessly behind in a ditch! (Now, boss? Can I shoot that Colonel now? In real life the drunken fool was actually courtmartialed, which they hardly did to anybody, no matter how idiotic!) I was happy to see the British reach the cotton bails (editor: US defensive line in the center), before being stopped by American fire. While our own troops fell back, the Americans were very shaky, and it got very quiet as their morale states were announced by Frank. Fighting on past the announced game limit at midnight, Frank encouraged us to keep plugging if we had a British unit which would still charge--he should get the "Iron GM Award"--but by then no one was very keen, as not a single gap had appeared in the US defense line.

It turned out later that they had a reserve unit or two to plug a gap if it had appeared! Egad! Nigel (editor: rule system designer for Carnage & Glory II) now came over from running a nearby game to give the strategic conclusion as calculated by our friend Mr. Lap Top. We did much more damage to the Americans than historically occurred, although they recovered well the next day. Oddly enough, our most effective weapons were the usually unreliable Congreve Rockets, which managed to register on the target every time!!! Yikes! Truly the world turned upside down!

On the West bank, our "Pointe De Hoc" commando force of converged lights, sailors, and marines were held off by a Kentucky rifle unit which suddenly appeared far forward of the defensive line, and that just wouldn't quit. Since Thornton's brave commando force landed late, they never got near the guns which were getting maximum bounce through fire on the flank of our main attack by firing across the river. Even with British marine re-enactors visiting and toasting to our success with Gin and Tonic, we were unable to make headway. But it was glorious, and a true honor to British arms--whatever else you might have heard about it in the American reports.

I will not give my comments about the scenario here, since they have less to do with Carnage and Glory II mechanics. However, the GM has to be very kind to the British if they are to have a chance at the Battle of New Orleans. Frank was in fact reasonable. Given too rigid constraints on the Brits, it might be more fun to game out the campaign or the previous "Battle In The Dark--the Osprey book, which I bought AFTER forming these conclusions, concurs with this opinion. As for my own plan, which was NOT followed on the East Bank--I'm not talking; I'll save it for next time!

Carnage and Glory II LESSONS LEARNED:
1) Higher officers (editor: in the chain of command) who can't rally a unit can rush from one of their subordinate units to another until they are successful with somebody. The way we were running around, it was amazing that we didn't get killed ourselves (as they did historically)!
2) Players who say they know the rules well and get higher command assignments as a result, are more likely to totally ignore their leader's Divinely Brilliant Directions, and--ahem--et Up On Their Own. Hmmm...how bloody historical! One poor player who I had carefully coached to attack along the levee road against the enemy redoubt, possibly the weakest point in the US line (it had a rear bridge across the canal), went off for a moment to register for another event, and found his troops instead way on the other flank in the swamp! Of course, by then it was too late to change anything. (Where are the Cossacks when you need them?)
3) The GM running both the game and the computer has a lot of work on his hands. Luckily, Frank Luberti was ably assisted by Bart Carney, our old JODICON pal from days gone by. Its too much to ask of one person, though, with ten players on a side!
4) Carnage and Glory II is a lot of fun :)

Charley Packenham/Kutuzov, The Old Man



The Battle of New Orleans: How the U.S. Won
By Andrew Jackson (aka Andy Zartolas)

First of all, I would like to thank Frank for his very historical scenario, and Nigel P. Marsh for an excellent upgrade of an already fine system (Carnage & Glory II). Kudos to two friends of many years.

As the U.S. Commander ( Andy Jackson ), I had both strong advantages and serious disadvantages in this particular engagement. Historically, the British swept the U.S. forces from the other side of the Mississippi...a complete rout. Accordingly, my first action was to reinforce the small U.S. force on the other side of the river with a strong contingent of Kentucky riflemen. I felt that if used properly, they would tip the issue in favor of the U.S. side.

Also, the American commander on that side was Tom Cusa (CGC member), a veteran Carnage and Glory player who understands my philosophy and discipline of defense; consequently, I felt we were about as stable as we could be. On the other side of the river we were firmly entrenched, though with many troops of dubious quality. Our units ranged from the very large, 1200 Tennessee dismounted rifles to militia units of 40 and 60 men. The troops varied in quality from B- to D- combat rating. We had 2 units in reserve including 300 mounted dragoons who would attempt a counterattack if the British forces penetrated the perimeter.

Facing us was a veteran force of British regulars with some elite units which would persevere mightily attempting to bring us to the point of the bayonet, at which point most of my forces would dissipate like a summer snow flurry. The only hope of stopping the British advance would be to practice strict fire discipline and to preserve the artillery across the river to harass the British flank.

When making a plan, as stressed by both Charley and Frank, so much relies on one's subordinates. If a person plays the game just to push lead with no thought of the ultimate objective, he does a dis-service to his fellow players. A large game, especially a campaign game is very much a team sport. Like any other game three things are essential...1) A Plan; 2) Knowledge of the rules ( In this case G&G Game system); 3) A willingness to do your part as set forth in the Plan. Lucky for me...I had subordinate players who, when properly briefed, were willing to sacrifice the part for the whole.

Our plan was as follows; re-enforce the opposite bank (the riflemen), hold our Artillery fire until the sound of the bagpipes was in our bones, hold our rifle fire until the enemy was at 125 paces, hold our musket fire until those troops were a target of charge and constantly monitor morale and rally, rally, rally.

The Battle opened on our left...we had stationed a Choctaw indian unit between the lines in the swampy area. They were to harass the advancing British, but most of all to serve as an early warning system. They were chosen mostly because I didn't really trust them to stand in the firing line. We didn't need any warning for the center and the right, we saw them coming 1,200 paces off. We took some hits early on from both Artillery and Rockets...the Rockets played havoc with our morale. Luckily the shots fell on one of our units of regular U.S. infantry...there were only two of them. I shudder to think what might have happened had they struck the militia.

We didn't open up with the artillery on our side of the river until the British were within 350 paces. For the size and types of guns that we had, that was point blank range. The advancing British had been bloodied already by the guns on the opposite shore. They hadn't done much damage, but the flanking fire had chipped away at the British morale. (Hey, every little bit helps). Holding our fire paid off...we tore substantial holes in the advancing British forces. The proximity of range insured that multiple units were affected by each blast.

I knew we had a limited amount of shots before the guns were exhausted, therefore every shot had to tell. True to their leadership and training, the British kept advancing...their officers time and again rallied their troops and survived amid blasts of cannister. When they reached the canal fronting our abatis on the left, the Tennessee Riflemen shredded their ranks with accurate rifle fire at 125 paces.

They never came close there. In the center, where we had been weakened by the loss of the riflemen which had been sent to the other side of the river, the British attempted to close three times. Three times exhausted American and pirate gunners stood to the charge and fired their guns...the militia fired at the closing redcoats at ranges from 25 to 75 paces...the U.S. units wavered, but not one unit ran...amply encouraged by the liberal attachment of the U.S. leaders, they stood their ground. Even Andy Jackson had a few bullet holes in his coat and hat. Finally the British halted, next they ran. All of the units fronting the abatis either retired or routed.

Although there were some units further back who could continue the contest...they were not in immediate position to continue the assault. It was over, and was a near run thing. My compliments to Charley Elsden, a worthy opponent. Also, many thanks to Bart for the long and thankless job of measuring ranges and umpiring on our side of the battlefield.

All in all, when the results were in the day after...the U.S. had lost 40 casualties (historically 9); the British losses were also near historical. The most significant change was that we lost neither side of the river, nor was the abatis breached in any spot whatsoever. (Historically the British took the opposite side of the river and fought hand to hand with the forces in the center before being repulsed.)

Thank You for a fine game, and for honoring me with the Command.
Andy Zartolas (Andy Jackson)

A Letter to the GM
By Andy

Hi Frank,

I just wanted to express my appreciation for choosing me to play Andy Jackson in the New Orleans game. I think the set-up was magnificent and I thoroughly enjoyed playing the game. I am pleased and complimented in the faith which you have in me that I will do my very best to attempt to play the game in a manner which is both fun and appropriate and will use the units under my command to the best of my ability to effect a result which closely approximates the Historical. I realize the American forces had to wait a long time before being engaged, and fire discipline was essential to victory, but that was the only chance we really had to pull it off.

In the Salamanca game (editor: replayed at Historicon 2002 using Carnage and Glory II, Andy was the CinC for the British, again hosted by Frank), everyone had their orders and executed the plan 90% to the original pre-game orders. The only commander who strayed from the original strategy paid for it with the loss of the 60th Rifles. I had told them, no open order except to screen the French Battery.Also the British left was to be refused. I liked your interpretation of the Battle and would like to try the challenge from the French side some day.

Meanwhile, if you ever need a board umpire...I would be happy to volunteer at the CGC or at Crusades 2002. It's a shame Pete Panzieri doesn't think the CT players are worth a fiddlers fiddle, but I think we as a group are more than a match for him and his boys...perhaps there is a future convention challenge idea in there someplace. Anyways, thanks for the great games...I know from many years of GM-ing how much work it was for you.

Warmest Regards,
Andy

Parting Shots Dept.,

"Elevate those guns a little lower."

Andrew Jackson

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