MT02 Southern campaign

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3 years 6 months ago #595 by jrtracy
Replied by jrtracy on topic MT02 Southern campaign
Thanks for the write-up, Rob - this was a great game, with a very tense conclusion. We were each on the cusp of victory and trading blows with very real chances of closing it out. Rob finally landed the clincher for a well-earned win. What a hoot!

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3 years 6 months ago - 3 years 6 months ago #596 by jrtracy
Replied by jrtracy on topic MT02 Southern campaign
Round Five, Guilford Courthouse

Eric, British, 8 Banners, 31 blocks lost

JR, Continentals, 10 Banners, 30 blocks lost

Eric and I enjoyed a very close game of Guilford Courthouse this morning.  As the Continentals, I didn't accomplish much with my Militia's 'opening cannonade' but decided not to retire.  I had Line Command in hand and figured that plus the fence made it worth standing strong.  Eric opened with a fast move to the fore, but failed to drive me off the fence.  In return, my mighty eight-unit activation...whiffed.  That proved to be the story of the day as we each repeatedly missed with roundhouse swings, and when we did land a punch our rally rolls generally were successful.

Eric drove me back on his left flank but I returned the favor on the right, with the Highlanders being the first British unit to die.  While the flanks churned, we traded shots in the center, without much effect.  However, I gradually gained the upper hand in banners thanks to the three for the hills and the gradual disintegration of the British right.  A couple Militia predictably fled the field but Rob just couldn't roll the flags he needed to chase off the rest.

Washington had a scare as his riflemen escort was shot out from under him but he survived the leader check to scamper back to the safety of the reserve Regulars.  We then enjoyed a rare C&C:T sight:  back to back cavalry charges!  The Butcher of Waxhaws led his dragoons against the center of the Continental line, eliminating a Militia unit before riding down a lonely Lee.  I replied with Counterattack - on my right, I killed a step of Grenadiers and two steps of Guardsmen, but on my left a timely play of Hold the Line likely saved Leslie from a follow-on attack.

Behind in banners, Eric pressured the center, while I tried to whittle away at weakened British units.  Fortunately for the cause of freedom, my point Militia unit withstood everythign Eric threw at it for several turns, burning British actions while I continued to edge up in the banner count.  However, Tarleton wasn't done yet - he continued his tri-state killing spree with the elimination of a Militia and a Rifle unit in a single turn.  

Luck finally ran out for the Bastard, or at least for his men, as they were trapped without a retreat path and eliminated.  Tarleton himself slipped through Continental lines to safety but his busy day was thankfully over.  Eric used Line Command to finally eliminate my forward Militia, and stood two banners short of victory.  I played Scout in hopes of finding something useful, and Eric had one last shot at a win.  A play of Line Volley targetted Stevens and a full strength Militia unit - a few hits and a couple flags and the British might snatch a win.  Eric got a hit and some flags, but the Militia passed their rally roll.  Playing Dress Ranks in return, my stalwart farmers took down a weakened Grenadier to close out a hard-fought victory.

Interesting scenario, with the Continentals enjoying a three-banner lead but burdened with a horde of Militia.  I love the asymmetry, and it proved to be a tough and tense match.  Very enjoyable - looking forward to trying it as the British!

 
Last edit: 3 years 6 months ago by jrtracy.

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3 years 6 months ago - 3 years 6 months ago #597 by JimDauphinais
Round 5, Guilford Courthouse -- An Unwarranted Continental Disaster

JimDauphinais, British, Scored 10 banners, Lost 5 blocks

EZPickens, Continental, Scored 3 banners, Lost 46 blocks

Sometimes, even when you play at your best and make no significant mistakes, an utterly horrible outcome can befall you due to the cards and dice going terribly against you.  Unfortunately for EZ, this was one of those games.  All I can claim is that I took advantage of all of the situations presented to me and made no mistakes.  My lopsided victory was solely a function of the cards and dice.  I appreciate EZ's good attitude during this horrible experience for him.  We have certainly played much more even games in the past and will in the future.


Opening Carronade

EZ's Militia and Artillery were able to wear two of my Regulars down by a block each.   My carronade by my Artillery unit was ineffective.  EZ chose not to retire because he was sitting on a Militia Combat Card.


Turn 1

Right from the start I got lucky as my starting hand included an At the Quick Step card.  I played it for my opening and had a block of 1 Light, 2 Regulars (one down one block, but with the Leader Webster) backed by a Grenadier and a Guard plow into the right side of his front Militia line.  I had a Training card to help my wounded Regular.  One Militia took a loss and another retreated with a successful rally.  The third held with no losses.

EZ came back with Probe Center enhanced by a Militia Combat Card.  He hit my weakened the Regular that was with Webster, but I had an Ambush Combat Card

The net impact off all of this was one of his two remaining front right Militia units retreated and failed to rally and the other fell in strength to 1 block.  However, he knocked my Regular that was with Webster down to 1 block.


Turn 2

I come back with Advance Center.  I separately activated Webster and the 1 block Regular that was with him.  I also activated the Guard just behind Webster.  I moved the 1 block Regular back and moved the Guard into Webster's hex.  The Guard with Webster in melee eliminated the remaining 1 block Militia unit in EZ's front center and caused his Artillery to its left to retreat a hex.

All EZ had left to do anything in the Center was to play a Scout card.  He used it to have his Artillery unit melee the Guard unit and Webster.  However, it went very badly as the Guard took no hits and the Artillery in battle back was forced to retreat three hexes and then failed its rally attempt.


Turn 3

I play Forward - another lucky draw for me.  Webster and the Guard now move  to attack EZ's second line of Militia on EZ's right.  In the center, I also move my 1 block Regular off the road by backing up a hex.  My Highlander unit makes 2 hex charge into the remaining Militia unit on EZ's front left center. My other Guard unit on my right also advanced a hex.   On my left, my Light Infantry and Grenadier units advanced.

Webster and his Guard unit caused two losses to one of the EZ's right-side 2nd line Militia units.

The Highlander rocked and between initial melee and bonus melee knocked out of the game both EZ's last front line Militia unit and an adjacent Rifle unit through a combination of hits, retreats and rally failures.

EZ did not have any cards he could use in the center.  So, he played an Advance Right card enhanced by the playing of an Infantry Skirmish combat card on his right-side Rifle unit.  He pulled the remainder of his front right line back except for sending his Rifle unit on a special mission to try to knock out my 1 block Regular.  It almost succeeded as he got a retreat result on me.  However, my luck continued to be amazing and on a single die I successfully rallied.


Turn 4

Now things start to get quite unfair to EZ.  I had drawn and now play For King or Country.  I roll a flag, 1 artillery, 2 cavalry and 1 sword.  Good thing I had earlier moved that 1 block Regular off of the road!

Webster and the Guard unit with him continued their attack on the remainder of EZ's right-side 2nd line of Militia.  I had my Artillery unit move forward off the road.  Tarleton and the Cavalry Unit with him then moved four hexes forward on the road and my other cavalry unit moved forward two hexes onto the road.

Only Webster and the Guard unit with him could attack.  They took out the wounded Militia unit on EZ's right and on bonus melee cause the one remaining Militia unit on EZ's right to retreat to EZ's baseline.

EZ comes back with Line Volley.  He has his 3rd line of Regulars on the hill  all fire on Webster and the Guard unit that is with him.  However, Webster is in a Woods hex and I play a Return Fire combat card.  EZ has no luck with his ranged fire and neither do I with the one return fire I was allowed by my combat card play.


Turn 5

Now, unfortunately, it gets downright cruel for EZ.  I had redrawn For King and Country on the reshuffle and Command Card draw following my previous play of it.  I now played it.  I once again rolled a flag, 1 artillery, 2 cavalry and 1 sword.  So, the Webster and the Guard unit with him and Tarleton and the Cavalry unit were able to attack.  My other Cavalry unit moved up the road and adjacent to Tarleton.

Webster and the Guard with him finished off the last Militia unit on EZ's right.  Tarleton and the Cavalry unit with him eliminated one of the two Militia units remaining on EZ's left.  However, Tarleton was thrown back and forced to retreat by the other remaining Militia unit on EZ's left.

At this point, I will not continue the narrative in detail as it just continued downward for EZ from here and he really no longer had a chance to win.   However, essentially, I was able to follow up later with a Line Command that allowed my Highlander unit and my two Cavalry units to continue their attacks and finish off the Continental front left.

To add to my embarrassment of outrageous luck in my favor and against EZ in this game, I was also holding a Steal a March card in my hand that I never played.

I have to believe lady luck is going to seek her revenge on me in several future games to make me pay for my outrageously good luck in this game.  

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  • Last edit: 3 years 6 months ago by JimDauphinais.

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    3 years 6 months ago #598 by Mark-McG
    Replied by Mark-McG on topic MT02 Southern campaign
    46 blocks to 5 blocks lost is the highest ratio of blocks lost I've ever seen. a 9:1 ratio
    I start bitching on about the 2:1 ratio

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    3 years 6 months ago #601 by rfdoane
    Replied by rfdoane on topic MT02 Southern campaign
    Samim and I played our first game of the semis yesterday. We'll compile everything into one post when we finish the second game, but I wanted to mention that there is an error in the Eutaw Springs setup on VASSAL. The American regular and light cav that should start next to Sumner on the American right are missing.

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    3 years 6 months ago #602 by Mark-McG
    Replied by Mark-McG on topic MT02 Southern campaign
    I've just checked the v1.33 Module, and those units are present.
    what module version do you have?

    Latest module is here
    www.vassalengine.org/wiki/Module:Command..._American_Revolution
     

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    3 years 6 months ago #603 by rfdoane
    Replied by rfdoane on topic MT02 Southern campaign
    I'm using v1.33. The attached screenshot shows what I see when I open the scenario. The red circle is where the missing units should be.
     
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    3 years 6 months ago #604 by Mark-McG
    Replied by Mark-McG on topic MT02 Southern campaign
    rather odd.. can somebody else check and confirm this error? I can't replicate the problem, and ergo, can't fix it

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    3 years 6 months ago #605 by rjvonline
    Replied by rjvonline on topic MT02 Southern campaign
    FWIW, I also see these units in my module v1.33

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    3 years 6 months ago #606 by rfdoane
    Replied by rfdoane on topic MT02 Southern campaign
    Huh....I just downloaded the module again and reinstalled, same version 1.33. Now I see the units where they should be. Well, problem fixed!
    The following user(s) said Thank You: jrtracy

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