Good to see you guys playing Sharp Practice again. I think you missed something in the video. I saw a Blue 4 Chip for Montross come up and then next thing you were doing Ramsbottom's Fisticuffs with the artillery. I still think you guys could use your Command Flags better with a Sharp Practice, Crashing Volley or a Thin Red Line. Regarding Cav after the melee, there's nothing in the rules for reforming or continuing. Just think of it as the cavalry coming to a stop while they slashed the artillerists to pieces. Rich would say its just a moment in time. What happens next depends on the card draw.
So the Americans won their independence due the incompetence of a British Officer. Good game, with the better end for Travis. You might should do a counter on how often you win or loose against Andre.
@@tabletopcp I always thought warlord looked a bit too stocky but these look really good. I'm doing a wargaming thing with some mates and its going to be british foreign wars from crusades to now, we're calling it "the redcoat campaign"
Where did you get these models from? They look awesome! I am looking to get a small force for each side and get into it with my friend, he is grabbing some napoleonic armies so we can try different time periods
Good stuff. We had a similar question on cavalry winning a melee from a game we played yesterday. Three dragoon groups punched through some Russian line at the gallop. The Russians ran back 18" with one group broken and the dragoons seemed to come to a stop. The following turn the dragoons took some fire and forced then back 1" but they were at the gallop last turn so do they have to continue at a canter or are they forced to a walk? Some questions there for Rich I think. On the question of whether to use smaller formations - the main advantage I find is that bad results on the random events table like fouled barrels or low on ammo doesn't take out half your force.....
Steve Philp I am interested to find out about the cav question. Seems they should get to keep moving somehow. Just stopping where the fight took place doesn’t seem right
@@tabletopcp there is a similar example in the Q&A download from the lardies Q What happens if my cavalry charge into Fisticuffs with (in this example) a Group of infantry who are only 6" away. I roll 18" of movement, I defeat the infantry and they withdraw 8". do I continue my movement to fight them again? (While you wiped out or forced the gun crew to withdraw 18" off the table it poses the same question as to what the cavalry do) A No you have ridden into contact and fought them, if you win you remain stationary. Whether you are able to continue your charge and contact them again will depw=end on the run of the cards and your use of Command Cards Therefore it seems your cavalry is stopped unless there is a tiffin break and your cavalry get to act before anything else can happen to them or you have enough Command Cards to activate them a second time.. This seems to be the Lardies answer to your similar situation.
Question When Driscoll activated on the flags Wouldn’t the canister shot hits be allocated to the entire unit , not just those 2 groups Or is it based on range?
Steve Gusky we based it on range. They were the only two within 18”. Technically they should of all went on the send group over as the other group was out of LOS but we compromised.
Well played. Showed now much its not a good idea combining into a big unit is. You loose so much control by basically taking the lower officers out of play. Even if you had them lined up a inch or more apart you can still use the lower commander for his unit and the big commander can still give both units orders depending on card draw.
but big units let you share the pain of any casualties and shock. the lower commanders are also still good for removing shock even in these larger groups.
Good to see you guys playing Sharp Practice again. I think you missed something in the video. I saw a Blue 4 Chip for Montross come up and then next thing you were doing Ramsbottom's Fisticuffs with the artillery. I still think you guys could use your Command Flags better with a Sharp Practice, Crashing Volley or a Thin Red Line. Regarding Cav after the melee, there's nothing in the rules for reforming or continuing. Just think of it as the cavalry coming to a stop while they slashed the artillerists to pieces. Rich would say its just a moment in time. What happens next depends on the card draw.
So the Americans won their independence due the incompetence of a British Officer. Good game, with the better end for Travis. You might should do a counter on how often you win or loose against Andre.
Great game by great guys. thank you for the show stay safe
You’re welcome my friend
Awesome game! Where did you get the unit
bases from?
Matt Ram I made the movement trays. Out of some bass wood
Tabletop CP Thanks, they look spectacular!
I'd love to know where did you get the skirmishers? I'm guessing the rest are perry's
They are all warlord minis. Except for the dismounted dragoons who are Perry
@@tabletopcp I always thought warlord looked a bit too stocky but these look really good. I'm doing a wargaming thing with some mates and its going to be british foreign wars from crusades to now, we're calling it "the redcoat campaign"
I think I missed when Andre separated the unit
I say !!! If he's British he is a " Lef-tenant" not a " Loo-tenanat " lol
Where did you get these models from? They look awesome! I am looking to get a small force for each side and get into it with my friend, he is grabbing some napoleonic armies so we can try different time periods
Thanks! These models are by Warlord Games, all except for the dragoons and civilians which are by Perry.
Good stuff. We had a similar question on cavalry winning a melee from a game we played yesterday. Three dragoon groups punched through some Russian line at the gallop. The Russians ran back 18" with one group broken and the dragoons seemed to come to a stop. The following turn the dragoons took some fire and forced then back 1" but they were at the gallop last turn so do they have to continue at a canter or are they forced to a walk? Some questions there for Rich I think. On the question of whether to use smaller formations - the main advantage I find is that bad results on the random events table like fouled barrels or low on ammo doesn't take out half your force.....
Steve Philp I am interested to find out about the cav question. Seems they should get to keep moving somehow. Just stopping where the fight took place doesn’t seem right
@@tabletopcp there is a similar example in the Q&A download from the lardies
Q What happens if my cavalry charge into Fisticuffs with (in this example) a Group of infantry who are only 6" away. I roll 18" of movement, I defeat the infantry and they withdraw 8". do I continue my movement to fight them again? (While you wiped out or forced the gun crew to withdraw 18" off the table it poses the same question as to what the cavalry do)
A No you have ridden into contact and fought them, if you win you remain stationary. Whether you are able to continue your charge and contact them again will depw=end on the run of the cards and your use of Command Cards Therefore it seems your cavalry is stopped unless there is a tiffin break and your cavalry get to act before anything else can happen to them or you have enough Command Cards to activate them a second time..
This seems to be the Lardies answer to your similar situation.
Question
When Driscoll activated on the flags
Wouldn’t the canister shot hits be allocated to the entire unit , not just those 2 groups
Or is it based on range?
Steve Gusky we based it on range. They were the only two within 18”. Technically they should of all went on the send group over as the other group was out of LOS but we compromised.
Tabletop CP nice
Well played sir!!!
Nice game
Where are the counters from?
JudexDirus I got them from Charlie Foxtrot models
@@tabletopcp Thx
Well played. Showed now much its not a good idea combining into a big unit is. You loose so much control by basically taking the lower officers out of play. Even if you had them lined up a inch or more apart you can still use the lower commander for his unit and the big commander can still give both units orders depending on card draw.
but big units let you share the pain of any casualties and shock. the lower commanders are also still good for removing shock even in these larger groups.
Yup all good but if you don't get to move and shoot with all of them one or two + turns in a battle really hurts.
Really should see Tory Units instead of Indians