Intercontinental Tournament 2023

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1 year 1 month ago #8406 by Mark-McG
Commands and Colors Napoleonics 
Intercontinental Tournament: 2023
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Intercontinental Tournament 2023

Glory is fleeting, but obscurity is forever.
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1 year 1 month ago - 1 year 1 month ago #8415 by Burnabybob
CCN IT 2023

Round 1 Matchups- April

River Coa - 006 (British)
www.commandsandcolors.net/napoleonics/ma...oa-24-july-1810.html

 
Last edit: 1 year 1 month ago by Burnabybob. Reason: Realized I shouldn't include personal e-mails on a public site.

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1 year 1 month ago #8433 by theimann
Round:1

River Coa - 006

French: Jim Fardette

Allies: Thomas Heimann

Winner: Allies

Score: Allies 6, French 5

The Allies managed to hang on forcing the hard charging French to cycle forward some reserves to finish the job. With some luck the Allies managed to exit the battlefield with five of their units taking one French light cav with them. very close game. (I'd attach the vlog but it looks like there are no attachments here)

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1 year 1 month ago #8445 by GomJabbar
Round: 1
River Coa - 006
Game: 1
Allies: Brad Jessup
French: Rob Stai
Winner: Allies
Score: Allies: 6, French 2

The British shuffled units around on their right flank to put the British LT in the field works and moving the Portuguese toward the bridge. The French then played a Grande Manoeuvre and pushed their left flank right up to the river. It looked bad for the British right. But Craufurd and Sydney with LN and LT stood their ground and did some damage to the French before the LN fell. Then a British Fire and Hold wiped out 3 French units and the French left was looking shaky. The British then decided to start heading for the bridge. A very fortunate 2 flags roll on the 1 block British RL allowed them to nicely retreat toward the bridge and get off for the win. The French had some very unlucky dice rolls.

Game: 2
Allies: Rob Stai
French: Brad Jessup
Winner: French
Score: French 6, Allies 3

Again the French played a Grande Manoeuver on their first turn, but this time they decided to move the HCs and GR forward. It was a very wise choice in the end since the HCs won the game for the French. The GR were reduced to 1 block and beat a hasty retreat while the HCs assaulted the British right flank making them go into square and stopping their run to the bridge. With 2 units in square the British only had 2 command cards to work with. The British did better in the center and left flank taking out a LN and LC and exiting their LC before it was killed by the French HC. In the end the French were able to move up LN and LT troops to fire on Sydney and LN in square, eliminating the LN. In the center the RL with Craufurd was surrounded by HC and LT and both were wiped out. Ansun and the British HC tried to take out the French HC but a timely Charge if Charged by the French sealed the fate of Ansun's HC. Again Rob had unlucky dice.

Rob, thanks for the games. Sorry for the dice. I look forward to playing some C&C Medieval with you soon.

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1 year 1 month ago #8471 by JohnSpicer
Round: 1
River Coa - 006
Game: 1
Allies: John Spicer
French: Mike Stanley
Winner: Allies
Score: Allies: 6, French 4

A fun first game, with Mark nearly pulling it back after a fast Allied start.
The Allies retreated their left flank, worried about the French cavalry. Mark responded by advancing his left, and then getting two long range hits on the British light infantry with a bombard. At which point they scurried off the board along with a Portuguese, while the lines held the fortifications.
The light rifles then came into play, one destroying a French line, the other being reduced to a 1, at which point it too scurried away as a French heavy cavalry came forward (taking hits from the line in the fortifications). 4-0 to the Allies, but three units exited.
At which point Mark produced successive cavalry charge cards. The Portuguese lights in the fortification went into a square, but the other got the weakened heavy cavalry on the counter.
Better luck on the French right for Mark, as the light cavalry destroyed a line and reduced the light rifles to a 1 (it fled into the farm/ village). 5-1.

In the 2nd charge the lines were forced into square to avoid being destroyed by the heavies who had moved behind them, while the French lights took on the British cavalry. With a quick success, destroying their light counterparts for 5-2. However the British heavy cavalry counter charged, despite losing Anson, and reduced a French light cavalry to a 1: 5-3
At which point the Allies had 4 dice against the trapped light cavalry 1 for a win - and missed…
Mike then produced Elan and rolled a couple of flags, allowing the cavalry to attack again, along with some light infantry in the centre. The British heavies went down: 5-4, and the Portuguese lost a step.
But they could now get out of square, and attacked the French lights hiding in the woods at the British edge of the map, and rolled the hit needed (a 50:50 chance). Had it failed it may well have been Mike’s game, as the British were in a poor position if the cavalry could have moved again.

Some good cards on both sides – the Allies had a co-ordinated advance, as well as a couple of forced marches (ideal for getting units off the map). But the hand limit is tough – no centre cards for the Allies, a right flank where there were no units, and a leader take command on the left after the leader killed. Sure it was the same for Mike.

Overall a different and scenario, and looking forward to the re-match next Monday.

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1 year 1 month ago - 1 year 1 month ago #8473 by jrtracy
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1 year 1 month ago - 1 year 1 month ago #8474 by jrtracy
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1 year 1 month ago - 1 year 1 month ago #8476 by jrtracy
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
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1 year 1 month ago #8478 by jrtracy
apologies for the multiple posting - not sure how that happened but it seems tied to my inability to get around the guest login.

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1 year 4 weeks ago #8510 by rjvonline
1st game game - rjvonline French 1 VP, gonzo Allies 6 VPs

The Brits started by moving 4 inf to the bridge or adjacent, the French charged against the center-right, and scored 3 HA hits and 1 flag, but failed to score against the LN. The Br played Elan but were unlucky (1 ART die and 3 XSW), still they scored 2 hits for 1 hit and 1 flag on the BB. The French persisted in the center and got the first kill against a HA and reduced the other to 1 block. The Brits attacked the French in the center with cavalry and rifles, forcing the French in squares and killing 1 unit with the rifles. The French then moved on the left and Brits then started exiting units and managed to put 2 hits on the British lights, but then the Brits got 4 units out with FM, and their Lights on the bridge. A last hurrah (light infantry skirmish tactics) allowed the French to reduce the British lights to 1 block, but the latter exited next turn for a 6-1 Allied victory.

2nd game – rjvonline Allies 6 VPs Gonzo French

The Allies started by 1 moving 3 inf units and 1 LC, but 1 of the infantry units (RL) was moved to a field work vacated by the Portuguese LT, and that eventually proved a fatal decision, but not as much as the other RL standing their ground against the French LC that moved on the right as part of a coordinated cavalry advance (supplemented by call forward reserves). The LC got 4 hits (need only 3) and boom the French went up 1 VP. The allies used a probe on their right to pull their LN and LT back, and played Short Supply on the most forward French HC under Loison. Then the French put up a killer move by playing FM supplemented by Infantry Forward Leader. That brought 1 French LN 3 hexes in contact with that first RL unit I mentioned earlier, and it killed it in one attack ☹ Eventually the Allies got 5 units out (3 LT, 1 LN, 1 LC), but an attempt to get 1 of their HA in reach of the bridge failed due the French LC moving to cut its path out and then killing it in successive attack with shooting from a forward French LT. Meanwhile the situation on the Allied left was pretty dire as yet another attempt to stand by a full strength LN on a hill against a LC attack was met by the LC scoring 3 hits.. and the other HA was reduced to 1. The Allied reduced to 3 and then 2 squares found themselves unable to play for 2 turns (discarding only). Fortunately a 2 die roll Fire and Hold attack by the 1 block HA reduced the French HC to 2 blocks, and while the French scored their 4th VP with a 3 hit attack against the 1-block British LN in square, the Brits finally pulled a Forward card that allowed them to do a combined attack by the British HC and reduced HA against the 2-block French HC for the win. The Allies were close to losing River Coa which is not a common occurrence as the French were able to move a lot of units forward and scored some fortuitous 1-attack kills (to square or not, that is the question when you only have 4 cards and 1 of them is a FM card…), but still prevailed 6-4.

Congrats to joe for his combined win.

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