Round: 1
River Coa - 006
Game: 1
Allies: J. R. Tracy
French: Ben Turner
Winner: Allies
Score: Allies: 6, French 1
I had the Allies in our first round, immediately sending my Portuguese home while British infantry manned the fieldworks. Ben responded by pushing in the center to challenge my exit and inflict losses. However, a killer combination of great cards and smoking-hot dice were too much for the French to overcome. I was hitting on every roll and always had the cards available to move and shoot effectively.
Down four banners to one with another British unit ready to exit, Ben pressed his attack on the fieldworks. He took heavy losses but killed a line unit; I exited for my fifth banner. Ben then sent his heavies forward against a full strength British light infantry unit. I opted not to go into square as I was within range of exiting. Ben rolled a devastating four hits, but that fifth block proved the difference and I was able to skedaddle away for a 6-1 win.
River Coa - 006
Game: 2
Allies: Ben Turner
French: J. R. Tracy
Winner: Allies
Score: Allies: 4, French 6
We swapped sides but not fortune - I continued to get the cards and dice I needed as I pushed forward with a Center Assault. A very effective Fire and Hold card staggered my momentum but I was still set up for an effective Cavalry Charge. Aided by a Cavalry Leader Tactician card, I killed a Cacadores unit in the center and a Rifle unit on the right, and put two Line formations into Square, cramping Ben's hand.
Deft play of Counterattack claimed one of my Light Cav units but I was in position to inflict further damage with my heavies; one unit killed a full Line unit, a leader, and a full Light Cav all in one sequence. Like I said, my dice were insane.
My heavies roamed the center in search of my sixth banner but came up short, while accurate British cannon fire claimed another French Line unit. Finally, I used Force March to bring up my remaining center infantry, planning to use Call Forward Reserves to zoom my Grenadiers to the point of attack. However, my Light Infantry managed to eliminate the second Rifle unit with a ranged attack for the final banner.
Interesting scenario, but not very fun for Ben - with the four-card hands, it doesn't take much of a luck imbalance to quickly send this one off the rails. I enjoyed playing Ben for the first time, and appreciate his help with the Tactician cards. Love the counter-charge card, which caught me by surprise, twice! I just hope my dice luck hasn't been expended all in one morning.
We had one rules question, re Force March - the card says you may move one hex and battle, move two hexes and *not* battle, but it says nothing about what a holding unit may do. Give Them The Cold Steel explicitly prohibits ranged combat, so the lack of that prohibition made me think ranged fire was okay for a holding unit ordered by Force March. Afterward, Ben wondered if we played it correctly and I think he has a point. Thoughts?
JR