First result is in, and it is not good for the Continentals in Round 1 (Bunker Hill)
toganalper (British} 6 banners and 14 blocks lost
gdnuke (Continentals) 2 banners and 27 blocks lost
The British were patient and gathered good cards and good strength across from Breed's Hill despite taking some losses from Continental ranged fire. The Continentals aimed to severely weaken the British before the assault up Breed's Hill. The British were quick to strike with a bayonet charge which was not too effective at first, but as the Continentals and British fought over the hill and the fieldworks to the right of the hill, British morale and skill in melee overcame the militia. One full strength militia unit with a leader failed to find a flag to rally 'round, and despite the leader's stubbornness, the militia in the area had seen enough.
The scenario ended with the Continentals keeping Breed's Hill temporarily free of British troops, but with 6 militia units either destroyed or run off the map.
toganalper was, as always, a skilled and friendly opponent. We did have to "scrape a little rust off" since neither had played Tricorne in some time, but our only rules question that we did not have a fast answer to was this:
A British Light Infantry unit was one of several units ordered with a "Forward" command card. The British also played a Combat Card granting all Elite and Light units an extra die for the turn. The British played another Combat card granting a unit 2 more dice in a ranged attack and used it on that Light Infantry unit. We allowed it to have 3 more dice than it would usually get using both Combat Cards. We know that a given unit or leader cannot have 2 Combat Cards played on it in a single turn, but this seemed like a case where one card modified the command card in general and only the other Combat Card was applying to a single unit. What is your read on this?