MT02 Southern campaign

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3 years 1 month ago #584 by gotigerssc
Replied by gotigerssc on topic MT02 Southern campaign
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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3 years 1 month ago #585 by rfdoane
Replied by rfdoane on topic MT02 Southern campaign
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.
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3 years 1 month ago #586 by toganalper
Replied by toganalper on topic MT02 Southern campaign
Dear Mark,
I think the second round result of jrtracy is put as Round4 result into the results table. Just a friendly reminder :))

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3 years 1 month ago #587 by Mark-McG
Replied by Mark-McG on topic MT02 Southern campaign
d'oh.. will fix

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3 years 2 weeks ago #593 by rfdoane
Replied by rfdoane on topic MT02 Southern campaign
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!
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3 years 1 week ago #594 by rfdoane
Replied by rfdoane on topic MT02 Southern campaign
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.
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3 years 1 week ago #595 by jrtracy
Replied by jrtracy on topic MT02 Southern campaign
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!

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3 years 1 week ago - 3 years 1 week ago #596 by jrtracy
Replied by jrtracy on topic MT02 Southern campaign
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!

 
Last edit: 3 years 1 week ago by jrtracy.

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3 years 1 week ago - 3 years 1 week ago #597 by JimDauphinais
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.  

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3 years 1 week ago #598 by Mark-McG
Replied by Mark-McG on topic MT02 Southern campaign
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

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