MT03 The '45

More
2 years 2 months ago - 2 years 2 months ago #658 by Mark-McG
Replied by Mark-McG on topic MT03 The '45
Round 1 Prestonpans
Mark McG (Jacobites): 6 banners, 8 blocks lost
Gonzo (Government): 1 banner, 18 blocks lost

Scenario is a bit of a dog really, very pro-Jacobite. Probably means all the Jacobite players will score 6 for this round.

I struggled a bit with getting Command cards that suited my position, but the first step was chasing off the Militia on the Govt right. I was prepared to lose that highlander, but in the event he got away and even reformed.

Thereafter it was on the Jacobite right, and this started inauspiciously with the cavalry standing, and rebuffing a highland charge, who promptly routed (5d). It was then a hard grind of melee with no routs I recall. The McDonald leader called out a Campbell and chased him off the map, scoring 1 banner for the regular destroyed and 2 for breaking through.

In the end, the Jacobites had to reform a line and their musketry was enough to eliminate a regular in the huddled masses of government troops. Not really how I expected to win, but I'll take what I can get.
 

File Attachment:

File Name: JR07vsJoe.vlog
File Size:53 KB
Last edit: 2 years 2 months ago by Mark-McG.

Please Log in or Create an account to join the conversation.

More
2 years 2 months ago - 2 years 2 months ago #659 by Mark-McG
Replied by Mark-McG on topic MT03 The '45
Round 5 Falkirk (Stage 2)
Mark McG (Jacobites): 6 banners, 8 blocks lost
Greg (Government): 2 banners, 24 blocks lost

My opening hand looked very unpromising, lot of dud cards like Line Volley, Bombard and Cavalry Strike Combat card that were near to useless for moving, and virtually nothing on the right.
My best card was a Quickstep that at least got my Centre and right up close enough to fight. (The Lowlanders on the Left did absolutely nothing).
From there it all developed into 3 Highland units charging into battle with Murray and rolling well, with a strong assist from the two Regulars who each made 1 good shot each. I'd already accepted the loss, so I was just happy to gather some banners where I could, and I was as surprised as anyone to win this.
 

File Attachment:

File Name: JR11vsGreg.vlog
File Size:46 KB
Last edit: 2 years 2 months ago by Mark-McG. Reason: adding logfile

Please Log in or Create an account to join the conversation.

More
2 years 2 months ago #660 by Mark-McG
Replied by Mark-McG on topic MT03 The '45
I dare say I should have looked closer at the scenarios for the tournament, but for Falkirk (Stage 2) I'm inclined to use the actual banner counts at the end of the match rather than the automatic 6 for the Government if the Jacobites run out of cards. That could mean quite a diverse set of scores. What are your opinions on this?

Please Log in or Create an account to join the conversation.

More
2 years 2 months ago - 2 years 2 months ago #661 by Mark-McG
Replied by Mark-McG on topic MT03 The '45
Round 2 Clifton
Mark McG (Jacobites): 5 banners, 2 blocks lost
EZPickens (Government): 0 banners, 22 blocks lost

3 card game, the first card being Highland Charge. 4 Highlanders charging the unsupported flanks of lines, and those Government troops turned and bolted. 2 banners down in the first turn, and the Highlanders without a scratch. Government came forward with 3 troops and 3 leaders attaching themselves. One walked into an ambush and took 1 hit and was repulsed but rallied. A second didn't land a hit and took 2 hits and 2 flags in reply. Unit failed to rally, but leader stayed on board. The third landed 2 hits and got 1 back. Net effect was Government lost another banner.

3rd Command card, Infantry attack, which moved 3 full strength Highlanders which was enough to take two banners from the depleted Lowlanders in the centre.

Very short scenario.. good Jacobite cards and hot dice determined this in 30 minutes. Just the Highlanders moved for the Jacobites.
 

File Attachment:

File Name: JR08vsJohn.vlog
File Size:33 KB
Last edit: 2 years 2 months ago by Mark-McG.

Please Log in or Create an account to join the conversation.

More
2 years 2 months ago - 2 years 2 months ago #662 by Mark-McG
Replied by Mark-McG on topic MT03 The '45
Round 3 Inverurie
Mark McG (Jacobites): 5 banners, 2 blocks lost
Eric (Government): 0 banners, 15 blocks lost

another Jacobite blow out, though it seemed at the time I was working hard. Essentially the whole Jacobite active force was 2 Highlanders, 2 Regulars and 2 leaders, ably assisted by Eric's rally rolls. The Highlanders pushed the Government back, and the Regulars made a significant contribution occupying a house and firing off a volley that routed a Lowlander and MacLeod was swept away as well. Lewis Gordon and a Highlander chased off two Lowlanders and that was it. All done in 30 mins and 7 Command Cards.

Having the government men ready to get the withdraw objective (assembled on their baseline) seems like the best option for them.
 

File Attachment:

File Name: JR09vsEric.vlog
File Size:34 KB

Bit of an odd scenario really.
Last edit: 2 years 2 months ago by Mark-McG.

Please Log in or Create an account to join the conversation.

More
2 years 2 months ago #663 by JimDauphinais
Replied by JimDauphinais on topic MT03 The '45
I'll report on the details this evening, but the Round 4 (JR10 Falkirk (Stage 1)) of Gonzo (Government) and myself (Jacobites) went incredibly long (just over 4 hours, with a 7 Jacobite and 5 Government result). Not all playings will be short.

Please Log in or Create an account to join the conversation.

More
2 years 2 months ago - 2 years 2 months ago #664 by JimDauphinais
Replied by JimDauphinais on topic MT03 The '45
Round 4 Falkirk (Phase 1)

Jim Dauphinais (Jacobite): 7 banners, 31 blocks lost

Gonzo (Government): 5 banners, 39 blocks lost

For Gonzo and I this scenario turned into a marathon that took over four hours to play.


PART 1: Highlanders Charge into the Government Left

Gonzo (Government) opened with a Forward Card, which he used reposition some of its infantry and leaders to improve its infantry line. I suspect he did not have a Cavalry Charge card for he was setup on the left by the scenario to use it if he had one.

For good or bad, I (Jacobite) played a Counterattack Card combined with a Unit Initiative Combat Card to send my three front right wing Highlanders into a charge against the three cavalry units on his left. He stood with one unit with a leader, but retired and reformed with the other two cavalry units. We each lost a block.

He hit back with a Line Command bolstered by a Leader Initiative Combat card. This allowed him to have two of his left wing cavalry units, each with an attached leader, counterattack two of my front right wing Highlanders. It was ineffective other than causing one of my Highlanders to retreat a space thanks to me blocking a three flag result with a Clan Resolve Combat Card.

I came back with a Probe Right bolstered by yet another Unit Initiative Combat Card to have all three of my front right wing Highlanders once again attack. They broke through Gonzo's left wing line between his cavalry and his infantry ultimately causing Gonzo to lose one block each of cavalry, regulars and Militia in exchange for 2 of my Highlander blocks.

Gonzo then played a Rally Command Card with a great dice roll giving him back three infantry blocks and one player's choice block. With the associated orders that was granted for each rallied unit, he was then able to eliminate one of my front right wing highlanders and cause the other two highlanders to lose a block and retreat. Thus, he was able to fully restore his losses, eliminate one of my Highlanders, leave my other two front right wing Highlanders each down by a block and essentially drive me back. That was critical play that reversed the initial outcome on his left.

Given the foregoing, I started slowly moving my two remaining right wing highlanders back toward my lines. However it was too late. Gonzo played an Advance Left bolstered by a Cavalry Strike & Run Combat Card. With that, he sent two of his left wing cavalry units, each with an attached leader, to attack by two remaining wounded front right wing Highlanders. He ended up eliminating another one of my Highlanders and caused the other to retreat back further. In hindsight, I should kept my Highlanders engaged rather than pulling them back since it is very hard for them to get away from cavalry.

At this point, my remaining front right wing Highlander continued to fall back as it was now very close to my back right wing infantry line.

With a Scout Card, Gonzo then tried to run down the Duke of Perth, in my back line between my right and center, with one of his cavalry units that had an attached leader. The gamble failed leaving this cavalry unit alone just two hexes from back right and center infantry lines.

I jumped on this by playing a Leadership Combat Card on the nearby Nairn which ordered Nairn, the Duke, a regular (the token French expeditionary force to Scotland), a Lowlander and two Highlanders (the one that had survived the earlier part of the battle and a new one that was in my back right wing). It looked like the cavalry unit was going to safely get away with a retreat of two spaces without a loss, but then a HORROR OF HORRORS STRUCK. The full strength cavalry unit with an attached leader FAILED A SIX DICE RALLY ATTEMPT! To add salt to the wound, GONZO'S LEADER THEN ALSO FAILED HIS FOLLOW UP RALLY ATTEMPT! In an instant, a full strength cavalry unit with an attached leader was transformed into two Jacobite victory banners.

With that tragedy, he pulled his other front left wing cavalry unit back to his rear ending the first, and most exciting, part of the battle with the banner count tied at 2:2.


PART 2: Positioning and a Highland Charge in the Center

During the ensuing short lull in the battle, he stretched his lines toward his left, while I shifted my center and left front Highlander line to my right to setup a charge path clear of the ravine for the future play of a Highland Charge Combat Card that was in my hand.

I then played the card announcing that they [the Highlanders] were screaming now! Four of my front center Highlanders then went charging with a right slip three hexes into Gonzo's center line of regulars (with a Battle and Pursuit Combat Card sitting in my hand ready to go). However, Gonzo played an Ambush card against my strongest attack (by Clan Chief MacPherson) spoiling my most likely future chance of using my Battle & Pursuit Combat Card. When all was done with the initial charge, Gonzo had lost a regular unit and plus six regular blocks to my loss of just one Highlander block. Score: 3:2 Jacobite.

Gonzo came back hard with an Assault Center Command Card assisted by the play of two Reform Combat Cards. In the ensuing combat, he caused three of my Highlanders to retreat and I also lost three Highlander blocks at the cost of only one regular block to Gonzo. This said, I got lucky and passed all of Highlander Rally rolls.

I then played Infantry Attack Command Card to then pull back one of my two wounded Highlander units while continuing the attack the Government Center/Right with the two Highlanders that were still at full strength. Gonzo was able to safely pull out a weakened unit with a Infantry Retire & Reform Combat Card. As a result, my attacks failed with one of the two attacking Highlanders losing two blocks and retreating with no losses for Gonzo.

Gonzo then played a For King or Country Command Card with a fantastic dice roll of three player's choice, one infantry and one cavalry. I was able to play a First Strike Card, but he nevertheless was able to cause the last of my attacking Highlander that was at full strength to lose two blocks, retreat and then be eliminated for failure to Rally.

Thanks to the play of his For King or Country Card, I drew a Move Back & Reform Combat Card. I immediately played it to rapidly pull back my three surviving Highlander units that had attacked in the center. This concluded the second part of the battle with the banner score tied 3:3.


PART 3: The Great Lull

At this point, both sides were quite spent. We both took quite a bit of time to reposition our units.

I established a strong line near my baseline with three fresh Highlanders in the left center of my front line ready to strike and Lowlanders boosted by leaders making up most of the rest of my front line. I also refused by left flank with my Lowlanders. Finally, I kept my wounded Highlanders behind my front lines hoping for a Rally Command Card to bring them back into the game.

Gonzo refused his left flank with his remaining cavalry and tried to position his regulars and single Highlander for an eventual move on my line.

Note that the opposing lines remained four hexes apart -- outside the range of infantry fire, but close enough for a Highland Charge card to hit the Government line hard.

Many, many cards were spent by both sides for the above repositioning and to try to build a good hand to resume an attack.

The banner score remained tied at 3:3.


PART 4: The Highlanders Charge Again!

I finally drew the Higland Charge Combat Card again and sent three full strength Highlanders (including one with an attached Leader) into the center of his line again just to the left of the ravine. Note I was still holding a Battle and Pursuit Combat Card from earlier in my hand ready to go. I also had in my hand a Move Back & Reform Combat Card. Other than only being able to get three Highlanders rather than four going, I was in nearly an ideal position to launch a Highland Charge.

Gonzo was able to make a good play of a Hold the Line Combat Card. Nevertheless, the initial charge cost Gonzo six Regulars blocks in exchange for me only losing three Highlander blocks.

Gonzo struck back with an Infantry Attack Command Card. In response to his counterattacks, I was able to play a First Strike Card. He hit me with a Infantry Melee Bonus Card, but I was able to cancel the three resulting flags with a Clan Resolve Card. I lost one Highlander Unit in exchange for Gonzo losing only a single Regular block.

Given the outcome, I decided to play my Move Back & Reform Combat Card to rapidly pull my two remaining Highlanders back to my lines and out of trouble.

This concluded the fourth part of the battle with the banner score at 4:3 Government.


PART 5: The Government Advances

At this point, Gonzo decide to start playing Line Command Cards to close the range between the lines to three hexes so he could start bringing ranged fire to bear. Unfortunately for him, I was sitting on both a Counterattack Command Card and a Line Command Card of my own as well as an Infantry Training Combat Card. After several card exchanges, I got the better of him in the attrition that resulted from the fire fight and I was able to pull the right side of my line, which included a couple of Highlanders, a Regular with a leader and a Lowlander with a leader, forward to begin to envelope the left side of his front line. However, ultimately, the banner score remained 4:3 Government.


PART 6: A Desperate Gamble

At this point, Gonzo was desperate to try to translate his victory banner advantage into a victory before I wore him down further with attrition. So, he played yet For King or Country Card yet again. Unfortunately, his dice roll was very poor -- three cavalry and one infantry with only one of his two remaining cavalry units close enough to my line to use the dice roll. He nevertheless decided to go through with what he got and had a leader led cavalry unit and his one Highlander (also with an attached leader) hit my one Regular, which also had an attached leader. This also left him with the possibility to hit my leader boosted Lowlanders through subsequent Bonus Melee. The attack failed with him losing two cavalry blocks and a Highlander block to my loss of only two Lowlander blocks. More importantly, his advance had left open paths for me to eventually get to his other wounded units if I could make the right card plays. This said, the banner score at this point remained at 4:3 Government.


PART 7: The Final Charge

Once again, his play of the For King or Country Command Card gave me a gift. I once again drew a Highland Charge Combat Card. I immediately played it.

He was able to play a Rally Check Bonus to save one Regular, but I was able to play a Bonus Melle Combat Card. The net result of the initial charge was he lost a cavalry unit and several blocks from other units in exchange for my loss of a couple of blocks. The banner score was now tied at 4:4.

Gonzo had a Counterattack Command Card, but he couldn't use it since I played a Combat Card (Highland Charge) in lieu of a Command Card. Counterattack may not be used on such Combat Card plays (see page 22 of the rules). As a result, the best card he had to play was a Recon in Force Card. With it, he attempted some ranged fire and one melee. The melee eliminated one of my wounded Highlander units. The banner score was now 5:4 Government.

I came back with a Forward Command Card supported by an Infantry Movement Bonus Combat Card that I played on one of my Highlanders. With these two card plays and the current position of my Highlander units, I could now strike at several of his lone leaders and units that were down to one block. This was enough as I eliminated one of his Regulars and a leader. Game over, 7:5 Jacobite.


While it took an incredibly long amount of time to play, it was nevertheless a great game.

Gonzo played well despite his loss as it was very close until then end.

This scenario is a bit tough on the Government due to the lack of Artillery units and Volley Fire coupled with Jacobite abundance with respect to Highlanders and leaders. The only advantage the Government has is with respect to leader supported cavalry, which can cause problems for wounded Jacobite Highlanders if the Jacobite player does not have a Move Back & Reform Combat Card in his hand.
Attachments:
Last edit: 2 years 2 months ago by JimDauphinais.
The following user(s) said Thank You: jrtracy

Please Log in or Create an account to join the conversation.

More
2 years 2 months ago - 2 years 2 months ago #665 by rjvonline
Replied by rjvonline on topic MT03 The '45
Round 2 

Renaud (Jacobites) 5 VPs
vs
Gonzo (Government) 1 VP

A quick game. The Jacobites started by repositioning their highlanders to be out of range or sight. The Government moved forward in the center, grabbing some of the enclosures. Then the Jacobites launched a 3-hex highland charge on both flanks. Between that, the follow-up, and a Scout card they netted 5 VPs (including Bland) at the loss of 1 Highland unit that routed after losing 2 blocks and its leader McDonald. I had also cleared the enemy right flank. Another tough one for the Government.
 
Last edit: 2 years 2 months ago by rjvonline.

Please Log in or Create an account to join the conversation.

More
2 years 2 months ago #666 by toganalper
Replied by toganalper on topic MT03 The '45
Round 5
Togan Alper (jacobites) :6 banners won  10 units lost
boredbeyondbelief (gov.) 3 banners won ( 22 units lost)


The Government started wşth a Scout gaining 1 vp right out of the bat.
The Jacobites pushed fast with quick step and then  line command. Finally the King and Country (only 2 units got activated) was just enough to get the 6 banners. The Stadleton meanwhile got killed in action, together with his regular troops for a result of 6:3

Thanks to Eric for the good time and welcome to the hobby.

 

File Attachment:

File Name: toganbored...ief.vlog
File Size:40 KB
 

Please Log in or Create an account to join the conversation.

More
2 years 2 months ago #667 by Mark-McG
Replied by Mark-McG on topic MT03 The '45
Round 4 Falkirk (Phase 1)
Mark McG (Jacobite): 7 banners, 12 blocks lost
gotigerssc (Government): 2 banners, 31 blocks lost

No 4 hour match for us, bit of Highland jogging at the quickstep to the centre to get into charge range, the Regulars let fly a volley that did a bit of damage, and then it was straight up the guts. Essentially it was 6 Highlander units that did all the work with Murray providing his usual valuable service. However, man of the match was the MacPherson, who resolutely weathered every flag, an ambush and 3 hits to not only break the line of Regulars (which pretty much sealed the victory), took multiple banners and was there as the last resort. In the event the last resort wasn't needed as Ligonier fell from his horse as he retired.

Fairly clear Justin had no centre cards, and did the best he could with Line Volleys and reinforcements from his left, but once the line broke, the only thing Regular about the Regulars was their routing. 
 

File Attachment:

File Name: JR10vsJustin.vlog
File Size:48 KB


Maybe an hour to play, and the Highlanders swept away the Government again. 
 

Please Log in or Create an account to join the conversation.

Time to create page: 1.269 seconds
Powered by Kunena Forum