The shirts, being in the open, are more cautious (rolling 1 die each). First 2 don’t activate. 3rd sneaks 1 short to maintain mob distance. Last figure rolls all 3. Double failure, and he is detected! Only the guard by the house is still clueless. Sleeping on guard duty?
Redcoat first move: Roll D6. No guard change yet. Guard in the woods fails. Guard on the dock fails. Guard in the fight for his life risks all 3. 1 activation. He’s knocked down!
Rebels: skins #3 gets 2 activation's, attempts to finish off the down redcoat. Even with all the advantages, he doesn't! He uses his second activation to move closer to the group, hoping his buddy will finish off the redcoat. Skins #4 finally finishes off the redcoat. Unfortunately, he lets out a bloodcurdling scream as he dies! The guard force is now active. Giving up on the mob bonus, the whole group plus leader now start moving through the cornfield.
The shirts hear the scream and decide to start moving. At a Q3 for activation, they’ll try 2 dice each. And they force a turnover without getting far.
Redcoats: The relief guards start boiling out of the house, with their Sergeant. Sleepy guard wakes up and heads towards the scream. Guard on the docks, now with his Sergeant in sight, ruins it for the rest of the team.
Rebels: The skins try to keep moving through the cornfield. Oh wait, no they don’t!
Redcoats: Sleepy guard charges in and knocks his opponent down. Another moves up to assist. Two more move into the cornfield. The rest make it out of the house. The sole poor guard on the other side of the board freezes, seeing multiple shadowy figures advancing on him through the woods. Finally the Sergeant wants to move forward, but realizes his is the position of command, and holds his ground. (Otherwise the 3 at the house would lose leadership bonus). Looks like a donnybrook in the cornfield is coming!
Rebels: Knocked-down guy pops up and fights back. He gets knocked back, but avoids the free hack. Everybody else charges (slowly) through the cornfield. On the far side, perhaps making up for their earlier timidity, the whole shirts mob gets great activation's and suddenly surround the poor lone sentry.
Redcoats: The 2 that were battling the knocked-down guy follow up. #1 is only able to close to combat, but #2 wounds him! First rebel out of the fight. #3 in the cornfield tangles up with a rebel, as does #4. Some of the soldiers near the house start heading for the docks, while one stays by the door. The Sergeant moves into the cornfield and confronts Samuals! The luckless sentry on the other edge of the board has an inconclusive fight. Pretty good for 3 on 1.
Rebels: The only un-engaged rebel in the cornfield moves to protect Samuals, and gets a power blow on the Sergeant! He’s knocked down. Risking it all, Samuals levels a power blow at the downed Sergeant. It must be hard to swing a halberd in the corn. The Sergeant is out, triggering a morale check. Two run all the way off the board, Most everybody else runs once or twice. 1 in combat runs away, but dodges the free hack. The last in the cornfield doesn't dodge the free hack and is knocked down. And lonely private Jones over on the other side of the board decides he likes colonial life better than being a dead soldier, and deserts to the rebel side! There is still just 50% on the board, so no second check.
Redcoats: Moving cautiously, the remaining guards attempt to regroup near the house. Knocked-down guy pops back up, angry as hell, and knocks his opponent down.
Rebels: And the rebels blow their chance
Redcoats: Giving up on the cornfield, they continue to rally nearer to the dock.
Rebels: Back to their timid selves (it’s hard to keep Q4/3 close together when some are in terrain), the shirts mob tries to clear the woods. Hoping to scare away the rest of the redcoats, Adam Samuals has his men move through the cornfield to attack the nearest soldier.
Redcoats: At Q4 now, they move slowly to assist. The one in H2H gets knocked back.
Rebels: With a whoop the rebels charge out of the cornfield. The first hit knocks a redcoat down, the second finishes him off. Time for another morale check! One runs off the board, two run once, and the last stands fast. But with the outcome looking more and more certain, the redcoat player concedes.