Table for One: End of Empire (Compass Games) After-Action Report Part Three

End of Empire (Compass Games, 2014)
American Revolutionary War Campaign Report (1775 Start)
Part Three: Turns Thirteen through Seventeen (Spring 1777 to Winter I 1777)

Overview

Please see Part One and Part Two of the Campaign Report for a detailed breakdown of Turns One through Six and Turns Seven through Twelve, respectively, in my playthrough of the American Revolutionary War campaign in Compass GamesEnd of Empire.

The British start in control of Georgia, South Carolina, and North Carolina, with the remaining colonies faithful to the American flag. Howe’s forces in and around New York City remain quite formidable, though they are harried by Washington at every turn.

The Americans have eliminated only 7 of the 20 British Regular steps needed to convince the French to intervene. The attritional strategy thus far has not brought about sufficient losses, but the Americans can see little way forward otherwise. Washington’s considerable army seems more like a fire brigade than a spearhead, having to blunt British conflagrations wherever they spark into being. There are too many ports to guard against naval predations, and the fear remains that the British will scoop up enough of them to shake the fledgling economy, sending the fragile American army home, unpaid and demoralized. But if the Americans can weather the storm, surely they will gain the initiative, as British losses can but mount.

(Leader ratings given as combat modifier/rank/initiative. Combat results are attacker losses/defender losses. Phases with no significant actions are omitted.)


Turn 13 (Spring, 1777)

Naval Phase:

The British fleet sails north along the coast, taking position in the Gulf of Maine.

Reinforcements:

Howe [1/5/4] sees seven regiments of Loyalist and Provincial troops raised in New York City, with citizens in Georgia and South Carolina also rallying to the crown.

Their enthusiasm cannot match that of the Americans, however, who bring seven regiments into being in Philadelphia alone, with five appearing in Boston and a score more throughout the colonies. Also entering, a namesake of, if not match for, Howe in Howe (Am) [0/14/3].

End of Empire, Turn 13, Howe vs. Howe
End of Empire, Turn 13, Howe vs. Howe

The Spring recruitments refill the ranks of both American and Loyalist/Provincial troops, with supplies captured from Nova Scotia in 1776 going to re-arm the 1st New Jersey Regiment, whose homes are invested by Riedesel [1/12/2]. Ominously, though, British conquests prevent the replacement of thirteen regiments, a hefty sum indeed.

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Table for One: End of Empire (Compass Games) After-Action Report Part Two

End of Empire (Compass Games, 2014)
American Revolutionary War Campaign Report (1775 Start)
Part Two: Turns Seven through Twelve (Spring 1776 to Winter II 1777)

Overview

Please see Part One of the Campaign Report for a detailed breakdown of Turns One through Six in my playthrough of the American Revolutionary War campaign in Compass GamesEnd of Empire.

The British start in control of Georgia and South Carolina; the remaining colonies hew to the American cause. Their position in the southern colonies looks strong, and they anticipate building northward.

The Americans have eliminated only 4 of the 20 British Regular steps needed to bring the French into play. Continued attritional attacks to whittle down British Regulars before large numbers of German and Loyalist troops arrive seems paramount, and with the British fleet about to arrive, attention must be paid to vulnerable ports as well. The British amphibious invasions can strike at will, perhaps their greatest strength in the war.

(Leader ratings given as combat modifier/rank/initiative. Combat results are attacker losses/defender losses. Phases with no significant actions are omitted.)


Turn 7 (Spring, 1776)

Naval Phase:

The British fleet arrives over the horizon, sails lit by the rising sun, and takes up position in the North Atlantic, menacing large swaths of the coast. [The British fleet automatically enters each Naval Phase until the French enter play.]

Reinforcements:

The captured Schuyler [0/4/3] and Carleton [1/4/5] are swapped, a fair trade given their co-equal ranks. Virginia, Pennsylvania, and North Carolina send large numbers of men to the colors, with Maryland and New York also sending troops to the Continental Army. Replacements flock to American units, bringing them all back to full except for the troops from South Carolina, currently under the royal thumb.

Howe [1/5/4] makes good his threat to invade and embarks from Halifax, leaving a small force in garrison. New York City soon sees the tall ships, and Lee [0/3/3] decides to stand, having brought his meager force into fortified positions. The NY militia turns out, but a neighboring regiment from New Jersey fails to respond to the calls for help.

Howe’s forces swarm off the longboats carrying them in. [32 attack strength against 16 defense strength for 2:1 odds. Mods are +1 Howe, -1 fort, +1 US reforms for net +1. Combat dr=1; final dr=2 for 1:0. 1 British regular step lost; 5 total lost.] The cannon Lee kept in New York pay off, but Howe pushes the attack, unwilling to return to Nova Scotia in defeat. [29 attack strength against 16 defense yields 1:1 odds. Mods are still net +1. Combat dr=6; final dr=7 for 0/2.] The militia panics, and Lee decides to pull out of the shambles of his base with the cannon, at least.

End of Empire, Turn 7, Situation after Howe's landing in New York City
End of Empire, Turn 7, Situation after Howe’s landing in New York City

Howe immediately calls out the loyalist New York militia, and in Philadelphia, Thomas [0/6/3] does the same, mustering the Pennsylvania militia, though there’s some grumbling about having to leave Philly to defend the New Yorkers, of all people. Meanwhile, in South Carolina, the Marion Militia appears just outside Charleston. Though not overwhelmingly strong, they represent a threat to the rear of Clinton’s advance.

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Table for One: End of Empire (Compass Games) After-Action Report Part One

End of Empire (Compass Games, 2014)
American Revolutionary War Campaign Report (1775 Start)
Part One: Turns One through Six (Spring 1775 to Winter II 1776)

Overview

The full American Revolutionary War campaign in Compass GamesEnd of Empire stretches some 41 turns at two months to the turn. Both maps (68″ x 22″) are in play, stretching from Nova Scotia to New Orleans and the Atlantic seaboard to the Great Lakes.

To win, the Americans have a seemingly simple victory condition: eliminate at least 35 steps of British Regular units from the map; two-step units that have flipped do not count until they are completely eliminated. Failing that, simply surviving to the last turn having secured 20 eliminated steps without suffering economic collapse will also see victory.

The British, conversely, seem to have the harder row to hoe, needing either to reclaim all thirteen colonies (plus Vermont and Maine) by securing all supply locations within each simultaneously; or to control and/or raid enough port locations to collapse the American economy via die roll, the number of ports raided/controlled acting as modifier. Rolls close to the needed number will withdraw a large number of American troops.

The French enter play on the American side once the Americans have eliminated 20 British Regular steps, as counted above, and the Spanish enter nine turns after that, also opposed to the British.

If the Americans secure fewer than 20 eliminated British Regular steps but keep the British from their victory conditions, then the game ends in a draw.

Initial Siege of Boston in End of Empire
Siege of Boston, Turn 1

Initial Thoughts

For the Americans, the initial strategy focuses entirely on inflicting enough losses per combat that the British must fulfill them using Regular steps. As the defender picks the first step lost, the presence of any Loyalist or Provincial units will ensure a buffer for the Regulars, so when they’ve been removed, the Americans must continue to strike before they’re reconstituted. British troops hunkered down behind walls, afraid of step losses, are almost as good as eliminated in terms of keeping friendly control of American ports and supply locations.

The British, on the other hand, need to begin to mop up the locations whence the American reinforcements and replacements surge forth—as long as the Americans know they can replace all their losses, they will not hesitate to make poor odds attacks in hopes of picking off a Regular step. The longer term goal of controlling/raiding port locations to trigger economic collapse follows from this initial objective. Force preservation remains paramount, but a death by a thousand cuts awaits if the American manpower advantage cannot be tamed.

(Leader ratings given as combat modifier/rank/initiative. Combat results are attacker losses/defender losses. Phases with no significant actions are omitted.)


Turn 1 (Spring, 1775)

Reinforcements:

The lone British reinforcement, the Second Marine Regiment, only has four real options: Nova Scotia, Quebec, Boston, or St. Augustine. Spring Break in Florida sounds lovely, so down they go to Prevost’s command, where the plan is to march up the coast towards Savannah, Georgia, rolling up the rebellious subjects of King George as they go.

For the Americans, the Catawba rally to the cause of the fledgling nation, appearing near Augusta, Georgia. Ward, west of Boston, preemptively calls out the Massachusetts militia.

British Phase:

Prevost [0/17/3] thinks about how long the walk to Savannah will be and delays it for the time being [Initiative dr=5 fails].

Meanwhile, in Boston, Gage [0/2/3] contemplates the forces arrayed against him: potentially 25 regiments in two stacks that could react, plus rumors of a significant rabble of armed peasantry. No, the “Americans” will need to come to him.

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Table for One: End of Empire (Compass Games) Review

Daring amphibious assaults, bitter city sieges, near-run coastal evacuations, major offensives cut short by poor winter planning, massive armies made up of multi-national forces fighting side-by-side, and…George Washington?

Compass GamesEnd of Empire: 1744-1782, a grand-operational level wargame covering the various British conflicts in North America, takes gamers beyond the traditional understanding of these wars. Far from a series of skirmishes and set-piece battles, the fight for North America was as much one of maneuver as manpower, of politics as powder, and William M. Marsh manages to bring it all home in an accessible, engaging, and well-mannered monster game.

Dedicated readers of this site will note that I have previously reviewed End of Empire, but with my recent ability to get larger games on my table, combined with a very solitaire-friendly game mechanic, I thought it a fine choice to revisit for the next review in the Table for One project.

Overview

End of Empire: 1744-1782
Compass Games, 2014
CPA 1024
Designed by William M. Marsh

End of Empire, Compass Games, 2014

End of Empire originally saw life as a magazine game in Command Issue 46 back in 1997. The Compass Games edition some seventeen years later builds on the original’s solid bones, coming boxed with four and a half countersheets (5/8″ counters), two standard-sized maps (running lengthwise, for 68″ x 22″ total dimensions), two black-and-white printed rules booklets, a few glossy charts, and a nondescript d6.

Of note, other than informational markers, each of the three main conflicts depicted—King George’s War, the French and Indian War, and the American Revolutionary War— has a separate counter set, with the ARW getting the lion’s share of the counters. There’s a lot of game here, fifteen scenarios in all, though many just provide a shorter version of the main three conflicts by moving the starting date back a year or so or tweaking some variables.

Counter examples from End of Empire

The counters themselves pack in a lot of information, all efficiently presented in the style one has come to expect from Brien J. Miller. The counter color scheme, though, leaves much to be desired. Crucial gameplay elements hinge on differentiating between British regular (burgundy) and provincial (russet brown) units. American forces suffer the same closeness between Continental Army (“darker” blue) and State (“medium” blue) units, with a similar need during play to tell them apart.

To make matters worse, the German mercenaries have three schemes that are close to each other and the Americans as well (navy blue, medium blue, medium green). Even in good light, these counter colors are not readily discernible at a glance, and some variations in printing lead to moments of second-guessing. I understand the desire to theme the units via color; context clues, plus some printed notes, make most of the units’ affiliations decipherable, but some other mnemonic needed to be employed, just for ease of use.

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