MT05 1775-77

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1 month 3 weeks ago #862 by jrtracy
Replied by jrtracy on topic MT05 1775-76
I'm interested!

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1 month 3 weeks ago #863 by gdnuke
Replied by gdnuke on topic MT05 1775-76
Please sign me up. Central Time USA - (GMT -6).

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1 month 3 weeks ago #864 by Mark-McG
Replied by Mark-McG on topic MT05 1775-76
aiming to kick this off early in Jaanuary..  we currently have 11 players, so if you know anyone else you think would be interested to make a round dozen, all the better.

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1 month 2 weeks ago #871 by sduke12
Replied by sduke12 on topic MT05 1775-76
Count me in ! Central USA time here.

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1 month 1 week ago #872 by stephent
Replied by stephent on topic MT05 1775-76
Count me in. Sydney Australia GMT+11
Thanks

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1 month 2 days ago #882 by gdnuke
Replied by gdnuke on topic MT05 1775-76
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? 

 

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1 month 2 days ago #883 by rjvonline
Replied by rjvonline on topic MT05 1775-76
I’d not allow it. It doesn’t matter that the first card concerns more than the Light Unit it still benefits from it. Also, and perhaps more importantly, I’m recalling incorrectly that it’s one card per player-turn in Tricorne, not one per unit as in C&C:N?

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1 month 2 days ago #884 by gdnuke
Replied by gdnuke on topic MT05 1775-76
Found a Borg response dated January 2021 to a gotigerssc (hey Justin!) query on this topic on BGG in a thread on the C&C Tricorne forums. He said that a regular unit benefiting from a Regular troops get an extra die Combat card cannot also benefit from a more specific card like Training gives a moving unit the ability to ignore the die roll reduction for moving this turn. Only one Combat Card benefit per unit in a given turn. That means we did it wrong. No impact on the game but a good reminder for us all. I’d have cut and pasted or linked the Borg response here if I were better at computer stuff. Not my strong suit.

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4 weeks 2 days ago - 4 weeks 2 days ago #886 by Mark-McG
Replied by Mark-McG on topic MT05 1775-76
Round 6   K01 White Plains - 28 October 1776
Steve T (Continentals 5 banners, 21 blocks lost
Mark McG (British) 4 banners, 24 blocks lost

Difficult job for the Brits assaulting a ridge, not made easier by losing 2 full strength units to poor rally rolls. 

broken log due to connection loss and time factors

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4 weeks 22 hours ago - 4 weeks 22 hours ago #887 by jrtracy
Replied by jrtracy on topic MT05 1775-77
Round 1 BG02 Bunker Hill 17 June 1775

Eric (Continentals, 3 banners, 23 blocks lost)

JR (British, 6 banners, 20 blocks lost)


An inauspicious start for the young nation as Eric's Riflemen defending Charlestown retreat and then flee the field on their Rally roll, despite being full strength. The main action was on the British right, as Abercrombie leads his Grenadiers forward and carries the fence line. A Rebel Rifle unit played First Strike to no avail, and was overrun. Stark falls back with a Militia unit, riding three flags to Bunker Hill before playing Rally Check Bonus to cling to the board edge.

At that point the British were up 5-1, but Eric hung on to take two more banners before Abercrombie poked Stark's remaining militiamen full of holes to close out the game.

A lot of fun. Neither of us have played Tricorne since the pandemic-era tournaments, but it came back to us in fits and starts. Looking forward to the rest of the rounds.

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Last edit: 4 weeks 22 hours ago by jrtracy. Reason: formatting

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