MT01 Philadelphia campaign

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4 years 1 month ago - 4 years 1 month ago #406 by rjvonline
Re: 105 game vs Gonzo. This was my first look at this scenario, and, man, it seems tough on the Brits. I even had reasonably good cards, but the Continentals had as good or better. A couple of dimwitted mistakes maybe cost me one unit, but still... A quick game, it sure was. It'll be interesting to see the stats for this scenario.
Last edit: 4 years 1 month ago by rjvonline.

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4 years 1 month ago #407 by rjvonline
Round 3: Knyphausen's Attack
rjvonline / Brits (7 VP, 23 enemy blocks eliminated) wins vs.
gottoman / Continentals (6 VP, 7 enemy blocks eliminated)

While the Continentals mostly focused on exiting (with the occasional counter-blow), the Brits engaged in hot pursuit in the center and the left. After eliminating the Rangers (VP#4) who had pursued them near the exit with a strong battleback, the Continentals were 1 point away from victory. For the win, Armstrong and Wayne each took command of a Regular unit (CV3 and CV4) and fired at a CV4 Regular British unit on the road. Despite benefiting from Infantry Ranged bonus, they couldn't wound it, let alone kill it, and while it retreated, it rallied. Just before that, though British General Grant had taken command of a unit of Regulars and moved up the road , blazing right, and then climbed the hills on the left of the road, from where they shot at one of three Continental units near the exit. One exited (VP#6), but the other two were still lining up, so Grant used an Inspired action to charge one, force it to retreat into oblivion, then took ground, and bonus charged the other, killing it outright, and took control of the BUA, effectively netting the Brits 3 VP (1 VP for the BUA being won in the next Brit turn). The last play of the game saw British guards ineffectively firing at Sullivan and his weakened Regulars on the Continental baseline on the British right, but then a full-strength British Grenadier unit charged them, killing the troops and their leader (1), and so netting the last 2 VP needed for victory!

Not an easy one for the Brits, but it worked out OK in the end. Suspenseful. Thanks to Greg who was a great sport.

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4 years 1 month ago #408 by Mark-McG
Replied by Mark-McG on topic MT01 Philadelphia campaign
Round 3: Knyphausen's Attack
rjvonline / Brits (7 VP, 23 enemy blocks eliminated) wins vs.
gottoman / Continentals (6 VP, 7 enemy blocks eliminated)

- quick query on correct reading of this result report.
23 Continental blocks lost and 7 British blocks lost?

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4 years 1 month ago #409 by Mark-McG
Replied by Mark-McG on topic MT01 Philadelphia campaign

Gonzo wrote: 105 Brandywine - Greene’s Rear Guard (11 September 1777)
rjvonline (British) 2 banners 5 blocks lost
Gonzo (Continentals) 7 banners 9 blocks lost
Rather quick game. Race on British right as Continentals fless down road, leaving militia to their fate. Quick march and bombard got 6 Continentals off the board. A British Lt on other flank routed after 1 hit and flag for final banner. Thanks to rjv for the game.


hmmm.. I should check here that people remember the Exit Banner rule correctly

Breakthrough / Withdraw Victory Banner Objective
When a player’s victory objective requires his forces to exit the battlefield, each unit, that exits the battlefield from an opponent’s baseline hex (Breakthrough) or from his own baseline (Withdraw), gains the player one Permanent Victory Banner. To breakthrough or withdraw, the unit must be ordered and the unit must already be on the opponent’s or his own baseline hex and move off the battlefield. Moving from a baseline hex off the battlefield, counts as one hex of movement to exit.

Page link: www.commandsandcolors.net/tricorne/the-g...e-banners-exp-1.html

so whilst I suppose of a unit is ON the Baseline and not on the road hex it could move to the road and then exit in one move would be legal, racing down the road to exit isn't.

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4 years 1 month ago #410 by rjvonline
Mark asked:
quick query on correct reading of this result report.
23 Continental blocks lost and 7 British blocks lost?

Correct!

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4 years 1 month ago - 4 years 1 month ago #411 by rjvonline
Re: Mark's statement about exit requirements.

Well, if I understand you correctly, that’s not how it was played by Gonzo yesterday, and he did get a few units out with 2 hex moves. I didn’t know myself at the time; however, Gottoman played it straight today.
Last edit: 4 years 1 month ago by rjvonline.

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4 years 1 month ago - 4 years 1 month ago #412 by JimDauphinais
You MUST start the unit's move on the Baseline to exit. Road Movement doesn't change this. The last sentence of the rule is strange. It is not clear why it is there. It could potentially be an artifact as my recollection is that in C&C originally there wasn't a requirement for an exiting unit to start on the baseline.

I would not necessarily say that last sentence allows a unit that starts on the baseline to move to the exit hex and then exit the map in a single move in scenarios where their is a single exit hex. This said, it is likely a good question to put to Richard Borg.
Last edit: 4 years 1 month ago by JimDauphinais.
The following user(s) said Thank You: jrtracy

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4 years 1 month ago #413 by JimDauphinais
I have sent off an e-mail to Richard Borg with a cc to Mark McG.

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4 years 3 weeks ago - 4 years 3 weeks ago #415 by mirkobruner
105 Brandywine - Greene’s Rear Guard

MichalK - Continental - 22 Blocks Lost - 6 Victory Banners.
MirkoBruner - British - 7 Blocks Lost - 7 Victory Banners.


Incredible win by the British Army with this tough scenario for them. Said that neither me nor Michal enjoy exit scenarios much, the game was fun beautiful and full of twists. Routs are "A" thing on Tricorne and they render games completely unpredictable. This game completely proved it. We enjoyed the game.

For the first time, I will try to report every move of each turn. Let me know in your comments if this is helpful or that you like or it is something completely wasteful since we have the vlog file. Thanks again to Michal (I am a big fan of his articles) and hope to battle him again soon.

——
1st Turn
The British start to chase the fugitives along the main road with a "Quick Step". The attack is disastrous and the Militia led by Armstrong repel with a battle back the first unit of British Infantry and then they kill with a Double Sabre Gen. Grant!
Gen. Stirm and his Hessian Infantry drive away a unit of Light Infantry.

With a Line Command the Continentals start to move towards the Exit.
1 Infantry Unit scores a Hit on a Regular English Infantry and furthermore they fail their Rally Test.
The 1st turn of the Redcoats is just disastrous. 2 - 0 in an already hard scenario.

——
2nd Turn
The Redcoats play an Advance Right. 3 Units are ordered but only one will fire. Stirn routes a Continetal Infantry led by Gen Wayne and sequently he will also fail his rally Test. The General will be forced to abandon the battlefield swept away alongside his men.

Continentals play an Assault Left.
More units get close to the exit hexagon. Militia again try to fire at the incoming British on the main road but their unsteady aim makes nothing to happen. Luckily for the British the game at the end of this second turn has become "even" again.

——
3rd Turn
The British play a Forward card 2-2-2
On the left flank Gen. Sullivan is targeted by a Light Infantry unit but in vain, the attack in the center is carried on by the Hessian Heavy Artillery and the volleys of British Elite Grenadiers. 1 Light Continental infantry is routed and the patriot artillery is hit. On the right flank Commander Stirn routs a Militia Unit and the other one is wounded and forced to retreats.

The Continentals play a Forward Card 2-2-2
The attack on their right flank is temporarily stopped by an ambush played by the British but Sullivan is so determined that he annihilates the Hessian lied in ambush on the hills.

——
4th Turn
The British again attack on the right with an Advance. They eliminates the Militia unit and Gen. Armstrong is forced to abandon the Battlefield retreating for good.

Continentals play an Assault Center, another unit exits and then the main frontal attack is carried by the line of men hidden in the forests. Luckily enough for the British, not even a single roll goes through to wound them.

—-
5th Turn
Then British gain a Temporary Victory Banner on the Right Side of the Battle Field because no Continentals Units are in sight on that side. With an Advance Left, 1 British Light Infantry and 2 Regulars Infantry lead an attack towards Commander Sullivan and his attached Light Infantry.
British Commander Grey order his men to loose a volley of lead and smoke. 2 Flags are rolled for this attack and the American Rebels are forced to retreat. They will fail their final Rally Test and the Game is won by the British of King George.

File Attachment:

File Name: BrandyWyne...alK.vlog
File Size:40 KB


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

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    4 years 3 weeks ago #416 by Mark-McG
    Replied by Mark-McG on topic MT01 Philadelphia Campaign
    of all the C&C games, I think Tricorne has done the best with Exit scenarios, and I wish Napoleonics had the same rules for Exit.
    That being said.. I don't like exit scenarios much either

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