However, after a bunch of BOR/AJE and an abortive run as Brits in the 1775 full scenario, I’d been away from any AGEOD gaming for maybe a year or so. When the urge hit to play some more, I started toying with ROP to finally learn the army organization and supply systems there, but I found myself worrying about making basic mistakes due to my time away. So, while I usually play the major campaigns, I decided to try a smaller one as a re-orientation, and I went back to my favorite AGEOD game, WIA, to do it.
This AAR, my first, covers the time I spent getting back up to speed as an AGEOD player. It deals with one of the smaller scenarios, and perhaps not the most dramatic, but it’s one that I think has only been described once before in a Spanish-language AAR. I found it a fun reintroduction to the game, I hope my experience makes for an interesting read.
Going through the choices, the “Florida for the Spanish” scenario caught my eye. It’s short, 28 turns covering August 1779 to December 1781, and the scale is small. Also, I knew nothing about the conflict along the Gulf Coast, so the chance to learn a little something is an added bonus.

These are the historical notes…

… and these are the scenario stats and objectives at start:

Looking around the map, this is the starting situation, showing my target objectives of (northwest to southeast) Natchez, Baton Rouge, Nouvelle Orleans, Mobile, Pensacola and St. Augustine.

Additionally, I must hold St. Louis far up the Mississippi:

I have a couple of other settlements midway between St. Louis and Nouvelle Orleans, though I doubt they’ll be significant. On the coast and around the Caribbean, I have San Antonio in Texas, Habana in Cuba, and Saint-Domingue in the French West Indies

To take my objectives I have Gobernador Don Bernardo Galvez and his Ejercito de Luisiana at Nouvelle Orleans. I’m delighted with the Don, 6-4-4 stats plus Fast Mover, Ranger and Defensive Engineer, very impressive compared to the English I played last time out. He’s got just 1720 men, 80 horses and 4 cannon, but I suspect that’s a significant force in this scenario. Also at NO are the Luisiana Defensores force, 2180 men, 8 cannon and supplies that will unlock after a year, and a strong permanently locked garrison. I have a bateaux and a sea-going transport, plus the light warship… Morris? Which shows as being a US ship, I’m guessing a loan from the rebelling colonists away north? In the interest of good taste we shall think of it as the Saint Morris.

Additionally, my various Luisiana settlements have small garrisons, St Louis’ including a battery and 610 militia and native troops that should unlock in a year. Habana and Saint-Domingue have strong, permanently locked garrisons, and Habana also has the Ejercito de Cuba under Juan Manuel de Cagigal y Montserrat, over 4600 men, nearly 500 horse, and 16 cannon that are due to unlock after 2 years. Presumably, I’ll need that transport at Nouvelle Orelans to get them as I have no other naval forces in the Caribbean. Given the scenario’s only 28 turns long, I doubt they’ll play much of a role.
The British appear to have a flotilla at Natchez, plus another at Dartmouth as well as a sea-going vessel of some kind. Mobile looks very poorly garrisoned, but Pensacola appears stronger than my Galvez’s force and has transport. St Augustine looks weak.
Time to get started.
August 1779 Orders
What I want to do is skip up the river and nab Natchez and Baton Rouge, perhaps even the nearby non-objective settlements out of pure completism. Natchez and Dartmouth lack forts and so are easy pickings, the others might take a bit. The concern is that force at Pensacola; there’s no reason to believe they’ve anything else to do but move against Nouvelle Orleans.
On the plus side, I needn’t worry about overland interference with anything I take upriver, I don’t think, given the terrain and typical state of movement in this game. In theory, a Pensacola-NO move comes by sea and stops there while I romp about upriver. I have hope NO could resist a siege, the local forces look good and the city has 3 water exits. Plus, I’m hopeful the British commanders are as bad as is typical for the era and may not move at all.
There, I’ve talked myself into doing what I wanted to do. Let’s see how it goes.
I load Galvez and all free troops into the bateaux and send them to disembark at Natchez. I’d just as soon take the city and be done with it, moving back south when it’s in hand.

There’s really something to be said for these smaller scenarios, I’m basically done now. I’ve no diplomatic options, no replacements (hope some show up though), no military options. Hit next turn and see how it goes.