Round 4
101 Pell's Point (18 October 1776)
Mirko (Continentals) 1 banners, 12 blocks lost
Mark McG (British) 5 banners, 8 blocks lost
Very aware this as an uphill battle for the Brits, so I took minimal chances and tried to keep most of my forces out of range. Not very helped by the cards, my starting hand had Cavalry charge (no cavalry), and Scout. Generally I pulled back, and Mirko came forward with his rear line using Steal a March.
Without any cards to go right, or swiftly up the centre, the only option was a flanking attack on the left by the Hessans. Lost a unit going in, but the Hessan Grenadiers made an impact. Mirko then rolled a 5d Rally with every die result effective, essentially restoring all the hits I'd done.
The Hessan grenadiers pressed on through the woods, and an American bayonet charge tried to kill them, but the combat dice did not smile on Mirko, with the Grenadiers taking just 1 loss, and doing 4 hits over 2 units, and killing Baldwin on a lucky double swords.
This opened up a rules question.
Leader Eliminated: When a leader is hit and eliminated, remove the leader block from the battlefield and collect a Victory Banner.
However, before the leader block is removed, a unit in the same hex as the leader and all friendly units on adjacent hexes to the eliminated leader must make a rally check.
Q, Does the leader bonus apply to the rally check.. in a way it seems nonsensical that it should because the reason for the rally check is the leader elimination, yet the sequence of events seems to allow it.
The American bayonet charge allowed me to Counterattack, which meant the Hessans could charge, which chased off the Americans and Heister and his grenadiers ended up behind the stone wall towards the back. Heister called up reserves, moving an artillery from my baseline to the road adjacent to the victory exit. Ultimately this move was the game winner, worth 2 Victory banners.
Seeing this, the American started dropping back, and in my next turn, the American artillery rode 3 successive attacks and flag results from mid board to adjacent the Brit artillery. 3 successful rally checks, one with a card bonus.
Fortunately the Brit artillery took a hit, but no retreat.. wiffed the battle back, but it was all over then.
One question that has come up before, but was not resolve. Does the Bayonet charge bonus of a unit not losing a die for moving carry through to any subsequent bonus attacks?
www.commandsandcolors.net/tricorne/the-g.../bayonet-attack.html
There are a number of intricacies of the Tricorne rules I have forgotten.. completely forgot Hessan regulars get +1d on bayonet charges.
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