MT01 Round 3 Brandywine Knyphausen's Attack 6v9 Joe vs JR
Player 1: JR (British) 7 banners scored, 6 blocks lost
Player 2: Joe (Continentals) 6 banners scored, 26 blocks lost
Another fun, tight match. Well, fun for me, anyway, because I had all the cards, but Joe made the most of what he got and nearly pulled off a win despite the luck of the draw.
Joe used the opening cannonade to retire two of his light batteries, one of which had the insolence to pick off a piece of my heavies. After that, my British opened with Inspired Leadership in the center, to get Knyphausen and friends moving over the Brandywine. A flurry of Brown Bess fire summoned four Infantry hits in seven dice, seeing off a full unit of Continentals.
Joe continued to fall back on the exit, but I had the cards to keep pace. I played Steal a March to bring my center and right into contact, following with a Line Command to hammer the Rebel front line. I didn't score any banners but the Continentals were taking hits everywhere and his Militia were vulnerable.
Continental musketry sent a unit of Redcoats packing as they failed a five-dice rally roll, but British pressure was building. I'd suffered several hits myself but a timely Rally card and a great roll recovered four British Infantry steps and added a step to a Light arty unit on the verge of elimination.
Stirn assumed personal command of my newly-rejuvenated Highlanders and went on a right flank rampage. Armstrong and Wayne held him off as best they could while their compatriots continued to slip away.
Joe exited another two units, and with control of the hills he was now at six banners, as was I, thanks to holding a building hex. Sensing an opportunity to put me away, Wayne led a pair of Continental Regulars forward against my bloodied Highlanders, still commanded by Stirn. I played Ambush and inflicted two flags on a Regular pinned against the board edge, but Joe replied with Hold the Line. However, despite the benefit of leadership and Inspired Command, Joe's troops could only manage one hit and no flags, and Stirn escaped unscathed.
I wrapped up the affair with Scout, ordering Knyphausen to direct a unit of Redcoat Regulars against a one-step Militia unit on the board edge. I threw four dice with the help of Infantry Ranged Bonus, scoring the hit I needed for my seventh banner.
Joe played a great, focused game. He had a solid exit-oriented plan from the get-go, with the artillery leading the way (he managed to exit two of his three batteries). However, I had ridiculous cards, allowing me to create and then maintain relentless pressure on the right flank the entire game. I always had command options where I needed them, supplemented with very useful combat cards. Despite all that, Joe had a good shot at a win right at the wire. Very enjoyable scenario.