This scenario continues to surprise. It looks one-sided but it just doesn't play that way. Two more games played with a 8-4 win to the British followed by an 8-5 win to the Americans.
In the British win everything played out for them with a steady stream of American casualties being inflicted with fire power before a bayonet charge cleared Beford Pass and both Wyllys' and Chester's commands destroyed and both generals removed. After that it was mopping up fire from the Germans that weakened Sullivan's command and saw his Provincial infantry give way. The British Guards and Grenadiers bore the brunt of the fighting and both were destroyed - a common theme for these units two units in this scenario. The dragoons finally eanred their keep by riding down the American general Wyllys who had fled from his routed units and stood all alone and forlorn on the American base edge.
The second game went poorly for the British with the two Regular Infantry on the flan k march routing (General Miles again!) and then the full-strength artillery routing. Despite Wyllys and Chester's American commands being destroyed and the Hessians advancing through Battle Pass, the Americans formed an effective last-ditch stand at the crossroads. The British player was very surprised when his full-strength artillery unit routed but even more so when a full-strength Light Infantry unit routed and took General Clinton with it. The Hessians took Battle Pass and advanced on to the crossroads shooting down several units but the loss of a single Hessian fusilier regiment whose bayonet attack against a pinned American Rifle unit was an absolute and disgraceful failure saw the British break. An unexpected result as the British had looked in complete control.
What's the secret to this scenario? Well in all 3 games so far, the command of the American General Miles has performed spectacularly whilst Cornwallis has been poor (just appalling dice rolling for Cornwallis). Miles has become something of a hoodoo to the British.
The temptation for the British is to get the flank attack of Cornwallis in straight away and whilst this clears the Beford pass quickly it usually ends in the loss of the Grenadiers and Guards and at least one Light Infantry and the whole command fragmenting. Heister's and Luke's commands are too far away to help. Perhaps the British need a more cautious initial attack allowing Clinton's troops with the Light Infantry to the fore to deploy an effective long-range battle line with plenty of fire power and allow Generals' Heister and Luke to advance into effective musket range and apply pressure from all sides. Heister's line of Light Infantry Jaegars, Artillery and Grenadiers can apply real pressure, especially with a Line Volley Command Card or an Infantry Ranged Bonus Combat Card. Leaving the Hessian Regular Infantry (musketeer and fusilier regiments) behind is a bad call. As a block they are pretty tough. Also, General Luke's command can advance through the left-flank wood and apply shooting pressure on Sullivan's right most Provincial Infantry unit. My conclusion is the British need to be patient for a few turns and bring everything into effective range. In all 3 games the British eyes light up at the sight of all those high quality units in the flank march and experience is showing that for the British, the game cannot be won using just these units.
As for the Americans, just hold the line and shoot whenever you can. Play any bonus Combat cards that help as soon as you can as you may not get a second chance. Use the Rifle infantry to move and shoot before they get whittled away. The two rear-most units of Provincials and Militia must get into the wood by the crossroads as the Provincials can effect serious fire power down the road from here. Consolidate your units around Battle Pass and abandon Beford Pass if you can. And, especially, trust in General Miles. This man is a hero and his 2 units have continually caused the British no end of trouble.
This scenario is more balanced (or just plain weird) than we realised. Play it out several times, it really is balanced on a knife-edge and greatly affected by the choices the players make and the successful playing of the hands they are dealt.