Round Three King's Mountain
Jim, British, 3 Banners, 18 Blocks Lost
JR, Continentals, 6 Banners, 17 Blocks Lost
Wow, what a weird and interesing scenario! This looks like it has a huge Continental advantage at the outset, with the numerical disparity and the small British opening hand, but a Militia-based attack has a way of evening things up nicely.
I opened with a Bayonet Charge by Cleveland and company against the British right, near their camp. This didn't achieve too much but it started the process of steadily chipping away at Jim's defenders. I really missed the ability to hit on sabers, which Jim's Provincials enjoyed. Over the first couple turns I got about four units adjacent to the hill, right where Jim wanted them. He proceeded to send them all packing, killing two units in the process. One intrepid Loyalist Provincial scampered down from the hill, inflicted three saber hits on a full-strength Militia unit, took a flag in return, and deftly retreated to camp and pass its Rally roll with literal flying colors.
This sort of back and forth continued as it developed into a race between Militia running off the map and Jim's troops running out of bodies. Cleveland fought his way into the camp itself before being ejected. He then abandoned his now-depleted Militia unit and proceeded to lead Provincials in repeated assautls against the right flank hill while De Peyster commanded a spirited defense. I used Line Command and Leader Initiative* to stitch together the best-led brigade in North America, two Militia and a Provincial all with leaders attached, all full strength. Jim immediately sent one Militia unit reeling in retreat, but Cleveland held and inflicted havoc on Jim's own Provincials.
Cleveland clawed his way onto the hill for a precarious 4-3 Continental lead. Ferguson arrived from the opposite flank to lead a unit of Lights in a counterattack - they whiffed completely. This proved fatal, as Cleveland then turned on a two-step Loyalist Provinicial, inflicting a loss and a retreat. They fell back to De Peyster in camp, but failled their Rally roll, De Peyster then failed his own, and fell for the sixth and decisive banner.
This was a very fast game - we wrapped up in an hour. It could have gone either way, as Ferguson's counterattack could well have broken the back of the Continental attack. I found it very interesting with the unusual retreat rules and the 'surrounding' Continentals, and despite my frustration I really like the situations where shaky troops dominate the action. I was mildly confused most of the game, however, thinking my right flank was my left (since there are Continentals at the bottom of the map) but it had no game impact as I never saw a command card for either flank.
We had two questions - one was related to Leader Initiative asterisked above - I used it to peel Cleveland off a damaged unit. Normally you need an extra order to separate an attached leader but in this case the card just says 'leader' as well as 'unit with an attached leader' so we assumed this was legal.
Second question proved moot give Jim's dice, but could De Peyster have retreated 'off the map' (not counting for a banner) from the British camp? I am guessing the answer is 'no' but it's not entirely clear.
Anyway, fun, fast, and furious scenario, and as always an enjoyable game with Jim.
JR