Victory Results:
 42 %
Record a victory for BOTTOM ARMY  58 %
Total plays 19 - Last reported by Hawkmoon on 2024-07-14 21:37:46

Historical Background

With knowledge of the British whereabouts, it was late August when Greene marched his army towards Stewart’s British camp at Eutaw Springs. Stewart, unaware of Greene’s approach, by chance was alerted when a British foraging party ran into the Continental front line. Stewart quickly deployed his forces and attacked. Greene had his militia in the front line hoping they would wear down the British attack before he sent in his regulars. The militia, this day, gave a good showing before falling back. Greene then ordered forward his best troops, which went toe-to-toe with the British and finally drove them back. The chance for a decisive pursuit was lost, when Greene’s troops saw the chance to raid the enemy camp.
A counterattack by the British drove back the Continental looters.
His army now completely disorganized, Greene broke off the fight and withdrew. 
The stage is set. The battle lines are drawn and you are in command. The rest is history?

Empty Board

Battle Notes

Continental Army

• Commander: Greene
• 6 Command Cards & 3 Combat Cards
• Move First

British Army

• Commander: Stewart
• 5 Command Cards & 3 Combat Cards

Victory

7 Victory Banners

Special Rules

• Opening Cannonade rules are in effect.
• The Continental player gains 1 Temporary Victory Banner at the start of his turn for each camp hex occupied.
• The stream is fordable.

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Hawkmoon replied the topic:
1 week 5 days ago
The shortest (and very weird) game I ever player in the C&C series (including M44, Battle Cry, Battlelore and other features) :
2 rounds with the British side winning 7-0. I'm gonna tell you the story of this weird game.
Opening Canonnade : The central Militia wiped out after 2 shots of the artilleries (1 block loss, then 2 flags) : Rally failed. 1-0
1st Continental turn : Advance center to reinforce and procure support to the weakened first line.
1st British Turn : Recon + Leader Initiative + Inf Range Bonus. Grenadiers activated on right wing fired at Cav which failed its rally. 2-0
2nd Continental turn : Line Volley on a Militia and the Artillery. It made a Regular Inf and a Provincial one to retreat. (+1 block lost for the RI).
2nd British Turn : Counter-Attack : I hesitate : Dominoes or Butterfly effect ?
2 Militia, the Art, one RI + Picken were wiped out. 7-0
My comrade Guillaume wasn't able to rally his units and this made the end of the 1st round.
We play the 2nd game and I won 7-3 (despite one of my complete artillery failed its rally). Once again, the Rally checks rolls were very poor from the Guillaume's side.
14-3 for the entire match, not very fun for both sides (especially for Guillaume, as you may suppose) but very quick to play.
rjvonline replied the topic:
3 years 8 months ago
My first play of the scenario. I had the Continentals. I had as good a start you may want with a line command card, the combat card that gives militia +1d, and several hits and flags. It was all that downhill from there. All these militia units are just to close to the British Line to survive and there’s not much room for them to get out of the way. I wonder why the victory conditions include awarding a banner to the Continentals for occupying the British camp. It seems like it’s an impossible task.