Final, Stono Ferry 1779
Round 1
Rob, British, 1 banner scored, 18 blocks lost
JR, Continentals, 5 banners scored, 7 blocks lost
Round 2
Rob, Continentals, 5 banners scored, 18 blocks lost
JR, British, 3 banners scored, 21 blocks lost
Rob and I faced off in Stono Ferry, a Kickstarter scenario, with the Continentals on the attack with a horde of Militia stiffened by Regulars, against an outnumbered British force of Regulars, Highlanders, and Provincials defending a fence-and-redoubt line. Both sides have Artillery (three Continental batteries to two British) but the Continentals have a substantial 4:1 leadership advantage (apparently the British should have two but the scenario setup only includes one). The numbers are heavily in favor of the Continentals, but in addition to their fixed defenses the British right is screened by a large marsh. However, they have an impassable river just two hexes to their rear for an artificial board-edge effect, an important feature in both games.
The dice gave me the Continentals in the first round, and I immediately broke out into hives at the prospect of attacking with Militia. However, my opening hand gave me some good options. I pressed forward with Line Command, bringing Militia into range on my right and using Call Forward Reserves to get my third Artillery unit on the line and into action. This left me with 80% of my force in a continuous single formation.
Rob surprised me by responding with Out Flanked, pushing Highlanders forward on the right and Regulars on the left, leaving the protection of his fortifications. I suspected he had Bayonet Charge lurking in his hand and was looking to chase off my citizen soldiers. My farmboys had other ideas, however, as a Line Volley killed two Regular units on the British left, with their leader drowning in the Stono, while the Highlanders hiked up their skirts and hopped back into their redoubt on the British right.
Rob again pushed the Highlanders forward, but I used Light Infantry Skirmish to dash up and send them packing on a failed Rally roll, before scampering back to my line. This enraged the second Highlander unit, which surged forward, making contact with my Continentals thanks to the Bayonet Attack Rob had been saving. The Scots killed a weakened Militia and then made a Bonus Attack against a full strength unit. Boosted by Infantry Melee Bonus, Rob threw five dice, scoring a sabre and a flag – the Militia squeaked through their two-dice Rally check to remain in the game.
I then used Assault Center to put these Highlanders out of my misery. A Militia unit opened up from the baseline, but missed – Rob replied with Return Fire but fortunately failed to score a flag. A Regular unit then engaged, but Rob had still more tricks up his sleeve, beating me to the punch with Ambush, sending me packing. An Artillery shot clipped two Highlander steps, but scored no flags. Finally a leader-led Militia unit scored three flags – the Highlanders fell back and then fled the field on a failed Rally roll.
That was a very fast game, but closer than it looked – those Highlanders killed one unit but had a very real chance of eliminating four. Good Rally rolls saved my bacon and put me in a good position for the second game.
Our approach to the second round was quite different – I was determined to remain within my comfy defenses, and Rob didn’t trust his Militia anywhere near the action. He pulled most back and left the heavy lifting to his Lights and Regulars, with support from the Artillery. He scored first blood, pushing a Regular from the fence line to melt on the banks of the Stono. I evened the score with For King or Country, killing a Regular but missing its accompanying leader.
Rob pressed on his left, but couldn’t land a blow. My own Artillery killed its counterpart in the center, as I took a brief banner lead, which I extended when a full strength Continental Regular failed a five-dice Rally roll. That was my high water mark, however, as the Continentals’ dander was up and they surged forward with Bayonet Attack. Stretch Armstrong led the way with a rampaging Light unit, chasing off the Highlanders on my right. The Regulars on that flank charged through the swamp without a worry and engaged my line, killing an Artillery unit and weakening my remaining Highlanders.
I managed to reduce a Continental Cavalry unit to a single step, but Summer was in position to roll up my line from my right. For King or Country killed off my Highlanders, so I gambled with Bayonet Attack, hoping to pick off two weakened Regulars. I came up short, and Rob’s battle-back eliminated a unit of Provincials to seal a Continental win.
So, two Continental victories but I took the match thanks to an edge in banners. This is a very asymmetric scenario, that plays closer than our results indicate. With a five-banner victory threshold, anything can happen and a couple big rolls can break it open either way. I had the edge in cards across both games, with something useful always available. Rob had particular trouble in the second game, with a couple dry spells as he searched for something to do with meager options. However, once good cards finally showed up he finished me off with righteous fury. Fun finale, and a great tournament overall. I really enjoyed playing Rob and I like the overall structure. Thanks again, Mark, for organizing.