Week 2 December 1775 to Week 2 January 1776
It’s the middle of winter and guess who pops up out of nowhere? Chief Thayendaga. Yep, my favourite Indian has come back to haunt me. He, along with his partner in crime, Chief Halfking, are camped outside Albany. Nobody is answering the phone at Fort Dayton so I can only assume they razed it to the ground on their way down the Mohawk Valley. It’s become increasingly apparent that the Iroquois confederation of tribes regard my presence as a slur on their manhood.
If I was in their shoes I probably wouldn’t react well either to a bunch of smelly white folk marching up into their homeland with extermination uppermost in their thoughts. But I’m trying to win a revolution here and as much as I’d like to extend the hand of friendship I don’t have any means of doing so. [Note from the author: It’s pretty hard to write this, make it politically correct and still entertaining so I’m not going to try. However no offence is intended to anyone. Take it for granted that I’ll insult everybody.]
A small party of Green Mountain Boys round me up a couple of lazy braves who, with a little light encouragement, inform me that Chief Halfking’s braves are at 52% readiness & 90% supply. I’m tempted to sortie out of the safety of Albany. Looking at the map there is no way the Indians can be in supply while adjacent to Albany so instead I’ll wait them out until their supply runs short.
As one snowfall blurs into another (It’s pretty bad in Canada, luckily I’m not there) I contemplate the overall strategic plan. I figure that there won’t be any plan to play with if I can’t get some reasonably trained up troops before the British reinforcement convoys arrive in the coming spring.
I already have quite a few regiments being prepped at present. All have training qualified commanders to accelerate the process. By late December I’ve accumulated 30 influence points. Checking I find that I can boost training across the board at ten influence points a turn.
In order to get the most bang for my buck I raise a fourth army in Richmond. I thought long and hard where to place them and Richmond eventually won the guernsey. It’s more to the south of my three other new armies and better positioned to react to any British incursion into Chesapeake Bay. It’s a 300 Victory point city and produces 20 horses a month (one of my best stud towns). This gave it the edge over Yorktown which is nearby but coastal and vulnerable to naval bombardment.
I maxed out my middle theatre manpower allowance by raising six regiments of New Jersey and Maryland infantry and 4 artillery batteries.
I scored a General (randomly allocated – refer to home rules above) which was a pleasant surprise. A rather ephemeral one as it turned out. Who should step forward to lead this mighty army? None other than Arthur St. Clair. Arthur, come on down! Having already fired him once after a sole week of active duty I’m now in a bind. I have no other training Generals, Brigadiers or even Colonels available in the pool.
Arthur, when I broached the delicate subject of ‘alternative careers’ cursed and started muttering mutinous threats. Reluctantly, I may have to live with him, warts and all. Never-the-less I check Arthur’s resume and find that he’s a Scotsman of dubious ancestry and somebody who, in real life, abandoned Fort Triconderoga for no good reason.
I decide that, unfortunately, when it comes to Arthur the rivers aren’t running in the right direction. Sadly he’ll have to go.
I spend ten influence points on ‘effective training’ for each of the next three turns giving each unit under training a net +3 XP gain. I’m making Arthur look good is what I'm doing.
A lackey taps me on the shoulder and reminds me that there is a certain Colonel Elbert (who?) commanding the militia detachment in Salisbury. He has the trainer trait. Great news! I immediately send a messenger with a replacement and orders for him to report to Richmond at the earliest opportunity. This burns up a couple of influence points.
With Colonel Elbert on hand, I march into Arthur’s office and ask him, man to man, face to face, to name his price. Eight influence points, says he (Arthur has lots of friends in all the wrong places). Damn him! I don’t have that much. Swearing, I kick the door shut behind me and stomp off into the snow in order to cool down.
It doesn’t add up. It’ll cost 8 Influence to give Arthur the flick and in return I’ll have Colonel Elbert who’ll train one unit +1 XP per turn versus spending 10 influence points on ‘Effective Training’ and having
every new unit gain +1 XP. I grudgingly tell Colonel Elbert that his services won’t be required.
The New Year starts with another hilarious hanging party by psycho Colonel Sumter down in Charlestown. Where do they get their supply of people to hang? Slaves? Best not to ask.
Chief Thayendaga is still encamped on the outskirts of Albany. I send the Green Mountain Boys out for another boys only adventure and they come back with the news that supply levels have dropped from 90 to 74%. I need it down below 50 before I think of attacking.
Cheers,
Lancer