MT02 Southern campaign

 

Scenarios

008 Camden (16 August 1780)
009 Cowpens (17 January 1781)
010 Guilford Courthouse (15 March 1781)
011 Hobkirk’s Hill (25 April 1781)
012 Eutaw Springs (8 September 1781)
106 Savannah (9 October 1779)
108 King’s Mountain (7 October 1780)
012 Eutaw Springs (8 September 1781)
K02 Stono Ferry (20 June  1779)

Players

 Player ID TZ (GMT)
mirkobruner 0
jrtracy -5
Mark McG +11
EZPickins -8
gotigerssc  -5
rjvonline -5
gottoman -7
toganalper  +3
Gonzo -5
Boredbeyondbelief -6
rfdoane  -5
JimDauphinais -6

 Results

British Banners Won Blocks Lost
Player# Player ID R1 R2 R3 R4 R5 R6 Total R1 R2 R3 R4 R5 R6 Total
1 gottoman 9 8 6 5 5 7 40 3 28 12 25 29 3 100
2 toganalper  7 8 6 4 9 7 41 28 23 12 28 32 7 130
3 Gonzo 9 8 1 3 10   31 21 38 21 26 22   128
4 Boredbeyondbelief 7 5 1   8 5 26 33 34 18   31 24 140
5 rfdoane  7 8 6 7 7 7 42 26 12 6 31 32 8 115
6 JimDauphinais 6 8 3 5   3 25 32 21 18 26   29 126
 updated 11/4/21
Continental Banners Won Blocks Lost
Player# Player ID R1 R2 R3 R4 R5 R6 Total R1 R2 R3 R4 R5 R6 Total
7 mirkobruner 0 4 2   8 1 15 32 35 27   47 21 162
8 jrtracy 9 6 6 6 10   37 36 17 31  32 30   146
9 Mark McG 4 3 3 7 10 7 34 34 33 27 26 36 20 176
10 EZPickins 9 4 3 7   1 24 42 27 26 16   29 140
11 gotigerssc  9 8 6 7 10 7 47 32 31 5 17 25 17 127
12 rjvonline 9 0 6 7 10 1 33 27 39 14 14 45 30 169

 Tournament Draw

Schedule of Games
This table shows the match-ups and scenarios for each round. 
The 1st Player will play the British and the 2nd Player will play the Continentals.

There is no requirement to play the Rounds in order. Please contact your opponents and set up a convenient time to play the match.

Preliminary Rounds – Deadline for completion  30-Apr-21
Preliminary Rounds Scenario: 
Round 1 gottoman 1v7 mirkobruner 106 Savannah (9 October 1779)
toganalper 2v8 jrtracy
Gonzo 3v9 Mark McG
Boredbeyondbelief 4v10 EZPickins
rfdoane  5v11 gotigerssc 
JimDauphinais 6v12 rjvonline
Round 2 gottoman 1v8 jrtracy 008 Camden (16 August 1780)
toganalper 2v9 Mark McG
Gonzo 3v10 EZPickins
Boredbeyondbelief 4v11 gotigerssc 
rfdoane  5v12 rjvonline
JimDauphinais 6v7 mirkobruner
Round 3 gottoman 1v9 Mark McG 108 King’s Mountain (7 October 1780)
toganalper 2v10 EZPickins
Gonzo 3v11 gotigerssc 
Boredbeyondbelief 4v12 rjvonline
rfdoane  5v7 mirkobruner
JimDauphinais 6v8 jrtracy
Round 4 gottoman 1v10 EZPickins 009 Cowpens (17 January 1781)
toganalper 2v11 gotigerssc 
Gonzo 3v12 rjvonline
Boredbeyondbelief 4v7 mirkobruner
rfdoane  5v8 jrtracy
JimDauphinais 6v9 Mark McG
Round 5 gottoman 1v11 gotigerssc  010 Guilford Courthouse (15 March 1781)
toganalper 2v12 rjvonline
Gonzo 3v7 mirkobruner
Boredbeyondbelief 4v8 jrtracy
rfdoane  5v9 Mark McG
JimDauphinais 6v10 EZPickins
Round 6 gottoman 1v12 rjvonline 011 Hobkirk’s Hill (25 April 1781)
toganalper 2v7 mirkobruner
Gonzo 3v8 jrtracy
Boredbeyondbelief 4v9 Mark McG
rfdoane  5v10 EZPickins
JimDauphinais 6v11 gotigerssc 

 

SEMI-FINALS

Scenario: 012 Eutaw Springs (8 September 1781)

Semi-finals  Banners Won Banners Lost/Blocks Lost
British Match Game 1 Game 2 Total Game 1 Game 2 Total
rfdoane  5 7 12 27 27 54
toganalper 7 4 11 22 22 44
Continental Match            
gotigerssc  3 6 9 38 39 77
jrtracy 7 7 14 15 27 42

 

 

 

 

 

 

 

 

FINALS

Final Round Scenario
Final Match rfdoane  British winner vs. Continental winner jrtracy K02 Stono Ferry (20 June  1779)

 

 

Finals  Banners Won Banners Lost/Blocks Lost
Players Game 1 Game 2 Total Game 1 Game 2 Total
rfdoane 1 5 6 18 18 36
jrtracy 5 3 8 7 21 28
Log in to comment

rfdoane replied the topic:
3 years 5 months ago
I was a little surprised that we ended up with two American victories after seeing the setup for this scenario. You wouldn't think that a bunch of militia facing entrenched regulars and Highlanders would be a recipe for success! The absence of time pressure does give the American the opportunity to maneuver and bring up some of his better units, though.

In the first game I was initially planning to sit tight as the British and trade shots at range, but I drew bayonet charge and infantry melee right off the bat which seemed to dictate otherwise. I tried to get into position to launch the bayonet charge, but JR did a good job of blasting my units that ventured out from behind the fences and earthworks. The second game was actually more interesting, even though the overall result was decided pretty early on as soon as I lost my second unit.

Congrats to JR and thank you again Mark for running this!
jrtracy replied the topic:
3 years 5 months ago
No worries, Mark - the utility of the prepared scenarios far outstrips the occasional oversight. The missing leader didn't matter for us since we were playing the 'home and away' format.  

Dave Goldman, the organizer of the Chicago ASL Open, heroically did VASL setups for all the scenarios for this year's virtual event. Again, a couple errors, but overall it was a massive time-saver that everyone appreciated. Same goes here - thanks for getting them all into the module.
Mark-McG replied the topic:
3 years 5 months ago
Congrats JR

my bad on the leaders.. will fix that up for new version.
I've been sporadically working on adding Warriors into the module, and I'm actually waiting for the FIW scenarios to do the scenario setups.
boardgamegeek.com/thread/browse/boardgam...e=Nezran&sort=recent

I'm thinking next tournament we can give those scenarios a go.
jrtracy replied the topic:
3 years 5 months ago
Final, Stono Ferry 1779

Round 1

Rob, British, 1 banner scored, 18 blocks lost
JR, Continentals, 5 banners scored, 7 blocks lost

Round 2

Rob, Continentals, 5 banners scored, 18 blocks lost
JR, British, 3 banners scored, 21 blocks lost

Rob and I faced off in Stono Ferry, a Kickstarter scenario, with the Continentals on the attack with a horde of Militia stiffened by Regulars, against an outnumbered British force of Regulars, Highlanders, and Provincials defending a fence-and-redoubt line.  Both sides have Artillery (three Continental batteries to two British) but the Continentals have a substantial 4:1 leadership advantage (apparently the British should have two but the scenario setup only includes one).  The numbers are heavily in favor of the Continentals, but in addition to their fixed defenses the British right is screened by a large marsh.  However, they have an impassable river just two hexes to their rear for an artificial board-edge effect, an important feature in both games. 

The dice gave me the Continentals in the first round, and I immediately broke out into hives at the prospect of attacking with Militia.  However, my opening hand gave me some good options.  I pressed forward with Line Command, bringing Militia into range on my right and using Call Forward Reserves to get my third Artillery unit on the line and into action.  This left me with 80% of my force in a continuous single formation.   

Rob surprised me by responding with Out Flanked, pushing Highlanders forward on the right and Regulars on the left, leaving the protection of his fortifications.  I suspected he had Bayonet Charge lurking in his hand and was looking to chase off my citizen soldiers.  My farmboys had other ideas, however, as a Line Volley killed two Regular units on the British left, with their leader drowning in the Stono, while the Highlanders hiked up their skirts and hopped back into their redoubt on the British right. 

Rob again pushed the Highlanders forward, but I used Light Infantry Skirmish to dash up and send them packing on a failed Rally roll, before scampering back to my line.  This enraged the second Highlander unit, which surged forward, making contact with my Continentals thanks to the Bayonet Attack Rob had been saving. The Scots killed a weakened Militia and then made a Bonus Attack against a full strength unit.  Boosted by Infantry Melee Bonus, Rob threw five dice, scoring a sabre and a flag – the Militia squeaked through their two-dice Rally check to remain in the game. 

I then used Assault Center to put these Highlanders out of my misery.  A Militia unit opened up from the baseline, but missed – Rob replied with Return Fire but fortunately failed to score a flag.  A Regular unit then engaged, but Rob had still more tricks up his sleeve, beating me to the punch with Ambush, sending me packing.  An Artillery shot clipped two Highlander steps, but scored no flags.  Finally a leader-led Militia unit scored three flags – the Highlanders fell back and then fled the field on a failed Rally roll.   

That was a very fast game, but closer than it looked – those Highlanders killed one unit but had a very real chance of eliminating four.  Good Rally rolls saved my bacon and put me in a good position for the second game.  


Our approach to the second round was quite different – I was determined to remain within my comfy defenses, and Rob didn’t trust his Militia anywhere near the action.  He pulled most back and left the heavy lifting to his Lights and Regulars, with support from the Artillery.  He scored first blood, pushing a Regular from the fence line to melt on the banks of the Stono.  I evened the score with For King or Country, killing a Regular but missing its accompanying leader.   

Rob pressed on his left, but couldn’t land a blow.  My own Artillery killed its counterpart in the center, as I took a brief banner lead, which I extended when a full strength Continental Regular failed a five-dice Rally roll.  That was my high water mark, however, as the Continentals’ dander was up and they surged forward with Bayonet Attack.  Stretch Armstrong led the way with a rampaging Light unit, chasing off the Highlanders on my right.  The Regulars on that flank charged through the swamp without a worry and engaged my line, killing an Artillery unit and weakening my remaining Highlanders. 

I managed to reduce a Continental Cavalry unit to a single step, but Summer was in position to roll up my line from my right.  For King or Country killed off my Highlanders, so I gambled with Bayonet Attack, hoping to pick off two weakened Regulars.  I came up short, and Rob’s battle-back eliminated a unit of Provincials to seal a Continental win. 

So, two Continental victories but I took the match thanks to an edge in banners.  This is a very asymmetric scenario, that plays closer than our results indicate.  With a five-banner victory threshold, anything can happen and a couple big rolls can break it open either way.  I had the edge in cards across both games, with something useful always available.  Rob had particular trouble in the second game, with a couple dry spells as he searched for something to do with meager options.  However, once good cards finally showed up he finished me off with righteous fury.  Fun finale, and a great tournament overall. I really enjoyed playing Rob and I like the overall structure.  Thanks again, Mark, for organizing.   
rfdoane replied the topic:
3 years 5 months ago
Semi Finals
Game 1
Rob (Continentals) 5 banners, 27 blocks lost
Samim (British) 7 banners, 22 blocks lost


The Continentals began by moving regulars up on both flanks to support the militia in the center. While this opened up some retreat paths for the militia that theoretically gave them a chance to survive, that hope dissipated when the British responded with two successive line volleys that vaporized all four militia units and killed Pickens, given them a 5-0 lead just a few card plays into the game. For the Continentals, it was already time to focus on losing by as little as possible.

Williams got a little revenge by leading a charge on the American left that killed the Grenadier unit. He survived the ensuing counter charge in decent shape and took advantage of Liberty or Death to kill another British regular on the next card. At this point the British ran out of cards to activate in that section, leaving them critically exposed. Still, their comrades in the center kept up a good supporting fire and eliminated the American light cav, putting the score at 6-2. Williams and his regular tried to chase off a Provincial but whiffed on the dice. The nearby British Light Infantry activated next and had 4 dice to score 1 hit on the regular which would have ended the game, but it too failed. The next American card was Outflanked which finally got some units on the right into action and killed a British cav. Williams and his 1-block regulars succeeded on their second attempt at the Provincials. The British, having had enough of him, sent a Provincial and a Regular in to finish him off, but Williams wasn't done yet. Thanks to Whites of their Eyes, he scored three hits on the Provincial and got another banner before the Regular finally finished him off, giving the Brits the 7-5 win.

Game 2
Rob (British) 7 banners, 27 blocks lost
Samim (British) 4 banners, 22 blocks lost


Similar to the first game, the Continental Militia did not budge on the opening card, but rather stayed put while the regular moved up to support them. The British initially moved up on the left and right while staying put in the center. The Americans used a line command to form a solid front, then began whittling away the British line. They got a fair number of hits, but weren't able to retreat anyone. The British responded with a line volley that scored the first two banners of the game, routing a Militia and a Regular. Both sides were content to sit and shoot at range for a while, but the British sent the Grenadiers and Light Infantry into melee coupled with an Elite Battle Bonus card. It wasn't enough as the Americans played Whites of their Eyes to get in the first lick at the Light Infantry which sent them routing off the board. The Grenadiers scored two hits on the Militia but no flags, and eventually retreated back to friendly lines with no banners to show for it.

The ensuing American line volley got a few more hits and retreats that disrupted the British line, and at this point it looked like they might have momentum on their side. The British were able to fill the gaps, though, and re-established their line at 3 hex range from the Americans. A British line volley paired with a Regulars Battle Bonus netted two kills thanks to some luck when an American Regular failed a 5d rally check. At this point the score was 3-2 Brits. The Americans responded with Advance in the Center that took one British Regular down to 1 block. Just as in the first game, the British got back to back Line Volleys that ended up swinging the advantage to their side. This second line volley didn't result in any banners, but it did take a Regular and a Militia down to 1 and 2 blocks, respectively.

Having seen most of the action in the center up to this point, play finally shifted to the American right when the Continentals used At the Quick Step to move within 2 hexes of the opposing Brits. Their fire was ineffective, though. The next British card proved to be the turning point as some hot dice eliminated a Regular and killed Sumner, putting the score at 5-2. The Americans were now getting desperate and facing a solid Redcoat line that stretched into all three sections. What better time to play For King or Country? The American artillery zeroed in on a Regular and eliminated it (score now 5-3). On the other side, Campbell led a solo charge into the center of the British line that got two hits on Cruger's Regular while taking one hit in return. The British next played Bayonet Attack, looking to close out the game. Stewart rushed out to kill a Regular with one block remaining and did so. Cruger and a Provincial moved up to Campbell's wounded Regular, but the Americans played First Strike which took Cruger's Regular down to one block. Together they landed only one hit on Campbell. The British were now in danger of losing the two game series, since the score of the first game meant that they could only afford to lose one more unit even in a win. Indeed, they very nearly blew it as the Americans activated three units in the center which killed a Provincial (score 6-4) and had 3 dice to get 1 hit on Cruger's Regular. It was fortunate for the British that they escaped this card play alive. Making the most of this opportunity, they finished off the Americans on their next card and got away with a 7-5 victory.

Many thanks to Samim for two good games. The second one in particular was very tense and could easily have seen him advance to the finals with some better dice at the end.
rfdoane replied the topic:
3 years 6 months ago
Samim and I have had a couple delays but our second game is scheduled for Monday. His British won the first game 7-5. We'll include a full writeup of both games when we're finished.
jrtracy replied the topic:
3 years 6 months ago
Semi Finals Eutaw Springs 1781 Justin vs JR

Game 1

Justin Continentals 3 Banners 15 Blocks

JR British 
7 Banners 38 Blocks

Game 2

Justin British 6 Banners 27 Blocks

JR Continentals 7 Banners 39 Blocks
 

Justin and I played back to back games of Eutaw Springs this week, packed with weirdness and excitement.

In our first, Justin had the Continentals, who are burdened with a host of Militia in the center just begging to be shot to pieces by the opposing British regulars.  After the opening cannonade (which retreated some Redcoats) he backed the Militia off and went to work on the flanks.

I responded in kind on the flanks but lacked much in the center beyond Probe cards.  However, these Probes proved quite useful - I ended up playing five in all, activating both artillery units each time.  The artillery picked up at least one or two infantry hits every shot, and the Probe-generated combat cards helped my cause immensely. 

Though Justin was getting picked apart in the center he actually grabbed the lead in banners thanks to Williams on the Continental left.  First he sent my Light Infantry running off the map on a failed five-die rally roll, and then used Sharpshooters to pick off Marjoribanks.  My Grenadiers moved up to restore the natural order of things, killed a Continental Regular before Williams backed off.

On the British left, I pushed forward to engage the Militia milling about on the Continental back line.  Long range fire took its toll as a Militia burned down to a single block on a retreat to the board edge, but pulled off the single flag needed to save itself.  We had a similar situation in the center, with Picken and a Militia running to the edge needing to make a three-die rally check with units all around.  Justin passed it easily, averting a potential early disaster.

With the Militia relatively safe, it was a matter of grinding away at the center with repeated artillery attacks focusing on individual units.  One Continental artillery unit fled the field, and one by one Justin’s line units followed.  With the count at six banners to two in favor of the British, Justin went head-hunting to increase his count with a view to the overall semifinal score.  He killed off one more British Regular, but thanks to clutch rally rolls and some timely cards, I preserved the rest of the force.  I closed out the game by inflicting a retreat on a weakened cavalry unit, which failed its rally for my sixth banner.

Our return match was much more exciting, thanks to crazy Continental dice.  Again the opening cannonade retreated a British regular, but the forward Continental artillery unit lost a block in return.  I opened by pulling most of my Militia back with Continental Leadership, followed by Line Command which activated nearly my entire force.  My Regulars moved up and my Militia dropped further back to bake cookies and offer words of encouragement.

Justin hammered my remaining forward Militia unit with artillery, scoring multiple flags – it basically melted on the main line of resistance with no retreat path available.  He followed up with an attack on the British right – thanks to Melee Bonus his Grenadiers abused a Continental Regular unit.  The survivors unsurprisingly failed their one-die rally roll.

A Continental Line Volley then scored my first banner, killing outright the Provincial in the center of the British line.  We traded shots for a couple turns as I edged up on my right.  Justin responded with an attack against a Regular on the hill on that flank.  His attack netted zero hits while my battlebacks killed a full unit and left another with a single block.  It seemed like every Continental die roll had at least one Infantry hit if not two or three.

Playing Outflanked, I killed the Grenadier on my left and the one-block unit on my right.  I was up four banners to two but Justin came storming back.  First he killed off a Continental artillery unit and then a Regular to even the score.  He followed up with a unit of leader-led Light Infantry moving to kill off Williams and his wounded Regulars on the Continental left.  He reduced them to one block, but I responded with For King or Country, and the Lights soon fled the field.

I was up six to four, as Justin continued to attack my right flank.  His leader-led cavalry rode down a unit of Regulars before being stopped by Summer atop the hill.  He moved up his Provincials but they failed to draw blood.  Meanwhile, Williams, commanding a single block of Regulars on my left, continued to dodge shot and shell.

Summer killed off the menacing Cavalry, drawing me to within a banner of victory.  Justin evened the score with his Provincials, eliminating Summer’s Regulars.  A play of Scout added Continental Rally to my hand – Williams sweated through another hailstorm of bullets before I was able to restore him to full strength.  Feeling saucy, I sent him forward with Bayonet Attack to finish off a two-step Provincial.  I reduced it to a single block but its support kept it from retreating, and it inflicted two losses on my Regulars.  Justin replied with British Bayonet Attack, slipping two units behind Williams to cut his retreat path.  His first attack generated a hit and two flags, but I finally played the Hold the Line card I’d been holding since the opening draw.  My battleback generated two flags, and Justin’s Redcoats whiffed their five-die rally roll.

Crazy game colored by Continental dice and timely cards.  I think the Continentals need a bit of luck in this one and I had an abundance of it.  I was able to hide the bulk of my Militia and make the most of the rest of my force, and had absolutely lethal fire attacks whenever it really mattered.  Kudos to Justin for weathering it all in good humor.  He has bigger things to worry about with a new baby due to arrive next week!  Thank you Justin for a pair of fun games and good luck with the adventures to come.       
rfdoane replied the topic:
3 years 6 months ago
Huh....I just downloaded the module again and reinstalled, same version 1.33. Now I see the units where they should be. Well, problem fixed!
rjvonline replied the topic:
3 years 6 months ago
FWIW, I also see these units in my module v1.33
Mark-McG replied the topic:
3 years 6 months ago
rather odd.. can somebody else check and confirm this error? I can't replicate the problem, and ergo, can't fix it
rfdoane replied the topic:
3 years 6 months ago
I'm using v1.33. The attached screenshot shows what I see when I open the scenario. The red circle is where the missing units should be.
 
Mark-McG replied the topic:
3 years 6 months ago
I've just checked the v1.33 Module, and those units are present.
what module version do you have?

Latest module is here
www.vassalengine.org/wiki/Module:Command..._American_Revolution
 
rfdoane replied the topic:
3 years 6 months ago
Samim and I played our first game of the semis yesterday. We'll compile everything into one post when we finish the second game, but I wanted to mention that there is an error in the Eutaw Springs setup on VASSAL. The American regular and light cav that should start next to Sumner on the American right are missing.
Mark-McG replied the topic:
3 years 6 months ago
46 blocks to 5 blocks lost is the highest ratio of blocks lost I've ever seen. a 9:1 ratio
I start bitching on about the 2:1 ratio
JimDauphinais replied the topic:
3 years 6 months ago
Round 5, Guilford Courthouse -- An Unwarranted Continental Disaster

JimDauphinais, British, Scored 10 banners, Lost 5 blocks

EZPickens, Continental, Scored 3 banners, Lost 46 blocks

Sometimes, even when you play at your best and make no significant mistakes, an utterly horrible outcome can befall you due to the cards and dice going terribly against you.  Unfortunately for EZ, this was one of those games.  All I can claim is that I took advantage of all of the situations presented to me and made no mistakes.  My lopsided victory was solely a function of the cards and dice.  I appreciate EZ's good attitude during this horrible experience for him.  We have certainly played much more even games in the past and will in the future.


Opening Carronade

EZ's Militia and Artillery were able to wear two of my Regulars down by a block each.   My carronade by my Artillery unit was ineffective.  EZ chose not to retire because he was sitting on a Militia Combat Card.


Turn 1

Right from the start I got lucky as my starting hand included an At the Quick Step card.  I played it for my opening and had a block of 1 Light, 2 Regulars (one down one block, but with the Leader Webster) backed by a Grenadier and a Guard plow into the right side of his front Militia line.  I had a Training card to help my wounded Regular.  One Militia took a loss and another retreated with a successful rally.  The third held with no losses.

EZ came back with Probe Center enhanced by a Militia Combat Card.  He hit my weakened the Regular that was with Webster, but I had an Ambush Combat Card

The net impact off all of this was one of his two remaining front right Militia units retreated and failed to rally and the other fell in strength to 1 block.  However, he knocked my Regular that was with Webster down to 1 block.


Turn 2

I come back with Advance Center.  I separately activated Webster and the 1 block Regular that was with him.  I also activated the Guard just behind Webster.  I moved the 1 block Regular back and moved the Guard into Webster's hex.  The Guard with Webster in melee eliminated the remaining 1 block Militia unit in EZ's front center and caused his Artillery to its left to retreat a hex.

All EZ had left to do anything in the Center was to play a Scout card.  He used it to have his Artillery unit melee the Guard unit and Webster.  However, it went very badly as the Guard took no hits and the Artillery in battle back was forced to retreat three hexes and then failed its rally attempt.


Turn 3

I play Forward - another lucky draw for me.  Webster and the Guard now move  to attack EZ's second line of Militia on EZ's right.  In the center, I also move my 1 block Regular off the road by backing up a hex.  My Highlander unit makes 2 hex charge into the remaining Militia unit on EZ's front left center. My other Guard unit on my right also advanced a hex.   On my left, my Light Infantry and Grenadier units advanced.

Webster and his Guard unit caused two losses to one of the EZ's right-side 2nd line Militia units.

The Highlander rocked and between initial melee and bonus melee knocked out of the game both EZ's last front line Militia unit and an adjacent Rifle unit through a combination of hits, retreats and rally failures.

EZ did not have any cards he could use in the center.  So, he played an Advance Right card enhanced by the playing of an Infantry Skirmish combat card on his right-side Rifle unit.  He pulled the remainder of his front right line back except for sending his Rifle unit on a special mission to try to knock out my 1 block Regular.  It almost succeeded as he got a retreat result on me.  However, my luck continued to be amazing and on a single die I successfully rallied.


Turn 4

Now things start to get quite unfair to EZ.  I had drawn and now play For King or Country.  I roll a flag, 1 artillery, 2 cavalry and 1 sword.  Good thing I had earlier moved that 1 block Regular off of the road!

Webster and the Guard unit with him continued their attack on the remainder of EZ's right-side 2nd line of Militia.  I had my Artillery unit move forward off the road.  Tarleton and the Cavalry Unit with him then moved four hexes forward on the road and my other cavalry unit moved forward two hexes onto the road.

Only Webster and the Guard unit with him could attack.  They took out the wounded Militia unit on EZ's right and on bonus melee cause the one remaining Militia unit on EZ's right to retreat to EZ's baseline.

EZ comes back with Line Volley.  He has his 3rd line of Regulars on the hill  all fire on Webster and the Guard unit that is with him.  However, Webster is in a Woods hex and I play a Return Fire combat card.  EZ has no luck with his ranged fire and neither do I with the one return fire I was allowed by my combat card play.


Turn 5

Now, unfortunately, it gets downright cruel for EZ.  I had redrawn For King and Country on the reshuffle and Command Card draw following my previous play of it.  I now played it.  I once again rolled a flag, 1 artillery, 2 cavalry and 1 sword.  So, the Webster and the Guard unit with him and Tarleton and the Cavalry unit were able to attack.  My other Cavalry unit moved up the road and adjacent to Tarleton.

Webster and the Guard with him finished off the last Militia unit on EZ's right.  Tarleton and the Cavalry unit with him eliminated one of the two Militia units remaining on EZ's left.  However, Tarleton was thrown back and forced to retreat by the other remaining Militia unit on EZ's left.

At this point, I will not continue the narrative in detail as it just continued downward for EZ from here and he really no longer had a chance to win.   However, essentially, I was able to follow up later with a Line Command that allowed my Highlander unit and my two Cavalry units to continue their attacks and finish off the Continental front left.

To add to my embarrassment of outrageous luck in my favor and against EZ in this game, I was also holding a Steal a March card in my hand that I never played.

I have to believe lady luck is going to seek her revenge on me in several future games to make me pay for my outrageously good luck in this game.  

File Attachment:

File Name: JohnJim.vlog
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jrtracy replied the topic:
3 years 6 months ago
Round Five, Guilford Courthouse

Eric, British, 8 Banners, 31 blocks lost

JR, Continentals, 10 Banners, 30 blocks lost

Eric and I enjoyed a very close game of Guilford Courthouse this morning.  As the Continentals, I didn't accomplish much with my Militia's 'opening cannonade' but decided not to retire.  I had Line Command in hand and figured that plus the fence made it worth standing strong.  Eric opened with a fast move to the fore, but failed to drive me off the fence.  In return, my mighty eight-unit activation...whiffed.  That proved to be the story of the day as we each repeatedly missed with roundhouse swings, and when we did land a punch our rally rolls generally were successful.

Eric drove me back on his left flank but I returned the favor on the right, with the Highlanders being the first British unit to die.  While the flanks churned, we traded shots in the center, without much effect.  However, I gradually gained the upper hand in banners thanks to the three for the hills and the gradual disintegration of the British right.  A couple Militia predictably fled the field but Rob just couldn't roll the flags he needed to chase off the rest.

Washington had a scare as his riflemen escort was shot out from under him but he survived the leader check to scamper back to the safety of the reserve Regulars.  We then enjoyed a rare C&C:T sight:  back to back cavalry charges!  The Butcher of Waxhaws led his dragoons against the center of the Continental line, eliminating a Militia unit before riding down a lonely Lee.  I replied with Counterattack - on my right, I killed a step of Grenadiers and two steps of Guardsmen, but on my left a timely play of Hold the Line likely saved Leslie from a follow-on attack.

Behind in banners, Eric pressured the center, while I tried to whittle away at weakened British units.  Fortunately for the cause of freedom, my point Militia unit withstood everythign Eric threw at it for several turns, burning British actions while I continued to edge up in the banner count.  However, Tarleton wasn't done yet - he continued his tri-state killing spree with the elimination of a Militia and a Rifle unit in a single turn.  

Luck finally ran out for the Bastard, or at least for his men, as they were trapped without a retreat path and eliminated.  Tarleton himself slipped through Continental lines to safety but his busy day was thankfully over.  Eric used Line Command to finally eliminate my forward Militia, and stood two banners short of victory.  I played Scout in hopes of finding something useful, and Eric had one last shot at a win.  A play of Line Volley targetted Stevens and a full strength Militia unit - a few hits and a couple flags and the British might snatch a win.  Eric got a hit and some flags, but the Militia passed their rally roll.  Playing Dress Ranks in return, my stalwart farmers took down a weakened Grenadier to close out a hard-fought victory.

Interesting scenario, with the Continentals enjoying a three-banner lead but burdened with a horde of Militia.  I love the asymmetry, and it proved to be a tough and tense match.  Very enjoyable - looking forward to trying it as the British!

 
jrtracy replied the topic:
3 years 6 months ago
Thanks for the write-up, Rob - this was a great game, with a very tense conclusion. We were each on the cusp of victory and trading blows with very real chances of closing it out. Rob finally landed the clincher for a well-earned win. What a hoot!
rfdoane replied the topic:
3 years 6 months ago
Round 6 Hobkirk's Hill
rfdoane (British) 7 banners, 8 blocks lost
EZPickins (Continentals) 1 banners, 29 blocks lost

The British set the tone for this game right off the bat when they forced a Continental regular to rout off the board in the opening cannonade. The Americans established a nice line on the front edge of the hill, but the dice and cards seemed to combine to limit the damage they did. The Brits on the other hand were blessed with multiple line commands and line volleys that allowed them to pick off units one at a time. They advanced mostly on the right, and for a while both sides traded ineffective shots in that section. Finally they made use of a bayonet charge to take a couple hill hexes. The ensuing melee against the American militia resulted in both of them routing and ending the game.
rfdoane replied the topic:
3 years 7 months ago
Round 4 Cowpens
rfdoane (British) 7 banners, 31 blocks lost
jrtracy (Continentals) 6 banners, 32 blocks lost

This was a classic C&C game that saw one side jump out to an early lead, only to have the other side catch up and send the game to a nail-biting conclusion.

The Americans began by sending the militia back to the main line while keeping the rifles within 4 hexes of the British line to keep up long range fire. They knocked out one British regular, but lost a rifle as well as a Continental regular that had moved forward to help. With one rifle hiding in the trees on the left, the rest of the Americans formed up on the hill/tree line at the top of the board and awaited the British advance. I played a few cards to form up a solid British line before advancing. Just as I did, JR launched a cavalry charge against my right that knocked out one of my light infantry, but ultimately cost him one of his two cav units. At this point banners stood at 4-2 in favor of the Brits.

Led by Newmarsh, the British left next advanced to take on the lone American rifle unit hiding in the woods. Good British dice knocked the rifle down to 1 block even as it retired and rallied. Newmarsh and his full strength regular were now way out in front of friendly lines and chased the rifle all the way to the American baseline. With no room left to retreat, the rifle succumbed to the next attack.

While I was distracted with that action, JR moved a group of regulars, provincials, and a rifle stacked with Washington out to engage my main body which had been severely disrupted by the cavalry charge and subsequent pursuit. The Washington/rifle combo would hound me the rest of the game and almost won it for the Americans. Their first order of business was to kill a Highlander and a regular with ranged fire. Banners now stood at 5-5.

The endgame saw the Americans using a group of regulars and militia on the left to fire away at Newmarsh's regular and extract some revenge for the eliminated rifle unit. In the center and right, the main bodies stood 3 hexes apart with the British line looking especially weak. JR played light infantry skirmish to move the Washington/rifle combo (still at full strength) out for a close range shot at an understrength cav. It worked, the cav died, and the Americans were 1 banner away from the win. The surviving British replied with a line volley that knocked out one of the Provincials, tying the game at 6. The next American card play after that was For King or Country which gave JR a great chance to end the game, but he couldn't get any hits or non-ignorable flags on the 2-block regular in the middle of my line. With that piece of luck, I now thought I had a great chance to win when I sent Newmarsh's regulars into melee against some exposed militia. But they escaped with a timely retire and reform card. The Americans returned to pinging away at that 2-block regular in the center, and this time they scored two flags to force a retreat and a rally check. That unit continued its charmed existence and got a flag rollling just two dice, extending the game yet another card play. Feeling like a cat burning through its nine lives, I used a bombardment card to target a provincial and landed 2 hits plus a flag. JR had amassed quite a collection of combat cards by this point, and he played rally check bonus to give himself three dice to stay in the game. And stay in the game he did with a flag coming up on the third die.

We both played cards to readjust our lines before the final sequence. On his last card, JR shot at my 2-strength light unit and scored 1 hit, but fortunately no retreats. Knowing that his next card would almost certainly end the game, I played one final line volley targeting the lone surviving provincial. The barely-alive light infantry made the most of their opportunity and scored a hit and a flag. The provincials had only 1 die for their rally check and failed, giving the Brits a razor thin 7-6 victory.

Thanks to JR for one of the most exciting games I've played in a while!
Mark-McG replied the topic:
3 years 7 months ago
d'oh.. will fix
toganalper replied the topic:
3 years 7 months ago
Dear Mark,
I think the second round result of jrtracy is put as Round4 result into the results table. Just a friendly reminder :))
rfdoane replied the topic:
3 years 7 months ago
Round 3 King's Mountain
rfdoane (British) 6 banner, 6 blocks lost
mirkobruner (Continentals) 2 banners, 27 blocks lost

Things got hot pretty quickly in this fight. The Continentals began by advancing from the north and traded ranged fire with the British provincials. After inflicting a couple losses on the militia, the British switched over to an active defence and played a bayonet charge which eliminated one militia and Williams. The Continentals then switched their attack and advanced with the militia in the south, briefly taking one of the hill hexes near the British camp. They were chased off on the next card play, and the combination of poor Continental dice and another British bayonet charge brought the game to an end.
gotigerssc replied the topic:
3 years 7 months ago
Hobkirk's Hill
JimDauphinais (British) 3 banner 29 blocks lost
gotigerssc (Continentals) 7 banners 17 blocks lost

We started out by dancing around ranged attacks with little results. The action really started when the British played Quick Step and advanced into my lines. On my following turn I played a Line Command and Leader Initiative to claim 5 medals on the turn (3 regs, 1 light, 1 leader), which ultimately determined the outcome of the battle. The British quickly regrouped into a defensive formation in their center and the Americans then advanced to claim the final medal needed. 

 

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JimDauphinais replied the topic:
3 years 8 months ago
1 die. The floor of 1 die is applied after all modifiers, including the one for a leader. So, 1 Block -1 for Provincial +1 for Leader, leaves you at 1 die.
gotigerssc replied the topic:
3 years 8 months ago
Round 3 King's Mountain
Gonzo (British) 1 banner 21 blocks lost
gotigerssc (Continentals) 6 banners 5 blocks lost

This may have been one of the fastest Tricorne games I have ever played. The British were hemmed in on the hill with no cards and I had a hand full of really good cards - both command and combat. I advanced cautiously and took ranged shots where possible. On my first turn the British lost a full strength provincial to the rally check. I then pushed on my right and took out a unit and their leader and claimed a medal for the center section. Two more full strength British units eventually failed rally checks to end the match. Really not much Joe could do with my hand of cards and the dice not cooperating for him in either direction. His medal was from time pressure with scout card. 

Quick rules question for the future. If a 1 figure provincial w/leader does a rally check, will it get 1 or 2 dice for the check?
 

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