Some notes from the first section: In the narrative I confused Sgt Barrett's skirmishers with Sgt. Blood's. This has been corrected in the new slides. Quite by accident, all my rebel leader names began with B. Never do this!
I also forgot to add a small hut on the board. It plays a part today as it blocks some firing.
Turn 6:
Sgt. Barrett's militia is up first. They are blocking Capt. Brooks, so he initiates a wheel to the rear. This is a tough move for militia to attempt, but they do well.
Capt. Brooks comes up next, but he is still blocked.
Sgt. Blood slowly moves up the hill.
British Lt. Barker makes a bold move, he moves from open column into line and advances towards Capt. Brown!
Tiffin card. Pitcairn's group moves forward and comes to the Present! Tension mounts even higher.
Sgt. Slaughter passes his loot test and moves out of the barn.
Turn 7:
Sgt. Barrett acts first again. He backs his men up into the cowpen, but breaks formation crossing the low fence.
Sgt. Blood finally gets a good advance and moves along the hill into a good firing position.
The Shot Heard Round the World
Major Pitcairn activates. Not enough command cards, so no crashing volley or thin red line. But he does spend a command flag to direct all fire on Sgt. Barrett's skirmishers, as they are the only group in close range. 19 dice, 2+ to hit. 1st group takes 2 kills, 3 shock. 2nd takes 2 kills, 4 shock. His group reloads. As he started the war, he rolls on the bad things happen table. No morale loss!
(we forgot to roll on the bad things happen table, corrected later)
Lt. Barker activates next. He states he is going to begin firing, so Capt. Brown burns 2 flags and interrupts!.
22 dice, 15 hits, 1 kill, 7 shock across Lt Barker’s groups.
Lt Barker fires back. He spends a flag to boost. 13 dice, 10 hits, 3 total kills, 6 total shock. Capt. Brown is hit! Light wound, reduce status by 1. No morale loss for rebels.
And the Tiffin card!
Turn 8:
First up is Sgt. Brown, the extra leader added to Capt. Brown’s force. He rallies 1 shock.
After a couple flags, Capt Brown is up. He uses the flags to increase his command, rallies 2 shock, and activates his unit. Fire and load, boys!
19 dice, 8 hits, 1 group gets 1 kill, 2 shock. Other group 3 shock. The group Lt. Barker is attached to does an involuntary withdrawal and backs up 2”.
British force morale takes a hit. We’re falling back from rebels?
Sgt. Blood’s skirmishers are up next. Lt. Barker’s men are shielded by a small outbuilding, but Sgt. Slaughter’s group is in the open at effective range! Time for some skirmishing, with first fire bonus and good shots. 9 shots, 5 hits, 3 kills and 1 shock! Missed Sgt. Slaughter, though.
Tiffin!
1 red flag on the table. Major Pitcairn’s formation presents and fires. As they are not directed this turn, all hits will be shared among the skirmishers and Capt. Brooks’ militia.
1 kill, 2 shock on the skirmish group with Sgt. Barrett. They withdraw. 2 shock on the other skirmish group. They withdraw. Both skirmish groups are now out of the arc of fire for Pitcairn. The fire on the militia is ineffective.
Americans roll 2 times on the morale table. Both times no effect.
Turn 9:
One blue flag then Captain Brooks is up! First fire on Pitcairn’s men. 22 shots, only 6 hits! Obviously that prig spent more time drilling his troops on pretty marching than musketry.
Major Pitcairn next. He has his men load and present.
Capt Brown rallies 1 shock and keeps his men firing (oops, forgot he was reduced to status 1). Lt. Barker’s group gets 1 kill, 2 shock. The other group gets 1 kill, no shock. Lt. Barker’s group Breaks! The other group involuntarily withdraws. British morale drops 2 points. Redcoats are running from rebels!
Sgt. Barrett activates. He uses some flags to increase his status, the rallies some shock and forms his men back up.
Lt. Barker activates. He chooses to stay with his routing group, rallying shock.
Sgt. Brown rallies 1 shock.
Tiffin!
Sgt. Slaughter moves his men into the field. Sgt. Blood fires on them again. 3 hits, 1 shock.
The farmworker runs away from Sgt. Slaughter.
Turn 10:
A red flag, then Tiffin!
Major Pitcairn’s group fires a controlled volley and reloads.
1 shock, 1 kill. (This is when we realized we had been doing muskets as effective range, not long range. Hits should go down now…)
Turn 11: (in which it all goes to hell)
Sgt Brown rallies the last point of shock off his group. Already paid for himself.
Sgt. Barrett and his skirmishers go next. He still has a lot of shock on his unit, but could rally some or start firing on Pitcairn. Maybe a lucky shot would take the Major down? He skips the rally and starts shooting. Only 5 dice, but they are skirmishers at long range.
One kill on the Major’s group. The Major rolls a 1!
And then another 1! Major Pitcairn is d-e-d dead. That sure changes history!
British morale reduced to 3, command cards removed.
Sgt. Barrett’s desperate gambit paid off in spades!
Captain Brooks goes next. He rallies the last shock and his men keep firing, but only inflict 1 shock.
Captain Brown is up next. With only 2 cards on the board he can’t order a crashing volley. But he still has skirmishers at close range, so the men keep firing. Only 5 hits, but 2 kills and 1 shock. That’s now 7 shock on 3 guys, so they break and run.
Sgt. Blood continues firing on Sgt. Slaughter. 3 shock. Sgt. Slaughter is forced to withdraw, and British morale drops to 1.
Aftermath:
The British concede. They roll to see if they still win. They captured 2 sets of supplies, but roll a 2. If only Sgt. Slaughter had searched the field and found the muskets hidden there. A loss for the British!
Rest In Peace, Major. Way to go, start a war and then get killed 5 minutes later! |