010 Guilford Courthouse (15 March 1781)

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6 years 7 months ago #59 by alecrespi
Historical Background
On March 14, 1781, while...

010 Guilford Courthouse (15 March 1781)

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5 years 1 month ago #229 by Mark-McG
This c
scenario seems one of the best of the Tricorne base set. Each side has all 3 arms, and the American quantity is a decent match for the British quality. Recommended.
The following user(s) said Thank You: Achtung Panzer

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3 years 8 months ago #352 by NightOwl3
This was my first game of Guildford Courthouse. I had not played in some time and was rusty. The British got some good hits in early against the militia, but three times a one block militia unit held on its rally check. The Americans kept pulling back towards their base line. Once I realized that the British would not be able to take the hills with the fresh American regulars, I shifted the British line to its right flank to hit the weaker militia and spent rifle/regulars there. It was still very close at 9-9 and could have gone either way. However, a British unity with a leader was able to take out a spent artty and militia unit to win the day. A great scenario. I need to learn how to play the British better.

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3 years 5 months ago #457 by rjvonline
First game, playing the Continentals. I chose to keep the militia in the center where they were. By the end of the game, I still had 7 militia units (lost 1). My center held. My right under Washington took casualties. My right did ok. I was up by several flags, but a late surge by the Brits netted 3-4 units from failed rally rolls (even one unit at FS). However, I closed the deal with my artillery firing at his grenadiers in the center, who failed their rally roll. 10-6 final score.

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3 years 4 months ago - 3 years 4 months ago #504 by mirkobruner
Militia can retreat 2 hexes after cannonading, but actually for the center units (there are 2 militia and 1 artillery), two of them (including the artillery) cannot go anywhere. There aren't simply enough free hexes.What to do? Suggestions?


Please Luck, Be Gentle With Me Dice. Forward!
Mi®ko.
Last edit: 3 years 4 months ago by mirkobruner.

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1 year 1 week ago #744 by ozzie
As the Americans, I decided to hold the fenceline and not retire. Routed the Hessians, repulsed the Highlanders and inflicted some shooting casualties, routing the British Light Infantry. Looking good with an 8-4 American advantage, including the 3 Victory Tokens for the hills! Unfortunately, the Grenadiers, Guards and the Highlanders all came storming through, aided by Generals who bayoneted their way to hill line and took the win 10-6, when the Amerians lost the hills and the British took a couple of hill hexes. Still, a close run thing.

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1 year 1 week ago #745 by ozzie
A stonking 10-1 British win with me leading the Brits this time. The Americans fired in the opening cannonade and inflicted zero damage and pulled back. I forced back the American left, with firepower from the Highlanders and Hessians destroying a couple of units. The Americans pulled back to secure this flank and support the centre. I then unleashed my all-out left flank attack with the Lights, Grenadiers and Guards with generals and a supporting Regular Unit. With a good stock of Left Flank and Line Command cards and highly useful Combat cards, the British assault drove all before it, eventually taking 2 hill hexes and only losing 2 blocks of Grenadiers. To my opponent's chagrin, I rallied both blocks back with a Combat card and proceeded to mash the line of units on the hills for only the loss of the supporting Regular unit. A great British victory (from my side of the table!).

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6 months 1 week ago #764 by Charge-Bayonet!
This is GREAT Battle!
Success in this one really depends on your skill as a commander and luck of the draw and die.
For two evenly match players you will enjoy this one.

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5 months 3 weeks ago #765 by ozzie
Ummm... outshoot them and hope to survive and pull back next turn. There's no free ride in the Militia!

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