Very good game as always guys. Sad for Andre, those chips did not work in his favour today. Plus while his strategy was interesting, I think getting his formation into line early and firing back and putting pressure upon the continentals would have been much better than just marching back and forth like the grand old duke of York. And a few points: 1. Officers who retreat off table are treated as their starting status. So a level 3 Leader reduced to 1 by wounds and falls off table is still treated as a level 3 officer retreating. 2. Love the joke about a musket ball through the wig, but your not to far off the actual truth. British officers at the time had quite the fun game they would bet and chuckle about. Due to many of them flowing about the battlefield quite exposed it wasn’t uncommon for muskets to hit and fire at them. So at the end of a battle, the officers present in it would usually meet and count the number of holes through their hats and jackets, and the person with the most would win. And a good example of this would be of The Duke of Wellington and his command staff. Throughout his career in India and the Peninsular war he would always partake in such humours gambles and games, being someone who found it interesting to be close to the battle. Edit doe point 2. And yep me and a friend done this during a game of Sharp Practice before counting the number of close calls for our officers to be hit - every time a volley or skirmish hit our units we would roll to see if an officer was hit - even if no one died. And for every close calls (the number just above the required hit result, I.e if we lost one man to Skirmishers, a 2 would count as a “close call”) we’d mark down beside the officer how many he had and at the end of the game pay the other balance between the two highest officer of our command (got £3 out of it). Was just a humorous bet we had - also note sergeant cant take part, only Officers, so Ensign and up can compete.
I think Andre, being a true American patriot, couldn't stomach the loberster backs beating those valiant continentials so he pulled the blue chips. Great report.
Good game for for Gen.Travis and the rebs, very frustrating for Gen.Andre and the Brits. Napoleon said he would rather have a lucky general than a good one and the luck of the draw certainly played a part in the British withdraw as the militia were the pick of the units for me with their relentless pounding of the Brits right flank . Andre's plan seemed sound enough but he never got the luck of the draw or dice as half his force did not fire a shot......Well done the both of you keep up the great work cheers from the UK....LOL
Great to see you doing Sharp Practice again. I really enjoy these reports. Andre needs to learn how to use British correctly. Throw your skirmishers in front of the Line Troops and go at them with Cold Steel. Militia are at a definite disadvantage in melee. There was one glaring error with Andre's Artillery. Here's what the rule book says on Shock and Artillery: "Artillery crews suffering more Shock points than men remaining will see their effectiveness reduce due to fewer firing dice, but they will hold their ground until the number of Shock points is twice their strength, at which point they will break and withdraw 2D6 + 6”, abandoning their gun. They ignore all terrain penalties when retiring broken." Also Groups and Leaders are also considered to have Routed if they are pushed off the table during the game. Andre also needs to remember the Brits can use two flags for Sharp Practice. This will give them an extra firing Action which doesn't count as an Activation. Can be very powerful if used at the right time.
Nice looking forces for both sides...great work Travis! Yeah being lucky is a factor, but....placing your troops and having a plan also is a factor. The one thing I've see on both sides is placing the artillery gun pieces on the flanks...not very effective...as Andre didn't shoot his and his crew was ran off. Travis 's gun was pretty much shielded with the small patch of trees, but was able to fire. Those guns are typically placed in the middle. Thus having a better view of the whole field, and able to spread the hits amongst other troops around them. Next is using the Indians. Their whole role in SP2 is close combat...not shooting. Its unfortunate Andre couldn't exploit Travis's gun on the flank...that would have been pretty critical. I think Travis mentioned that. Getting that fire power on line is always critical...the Rebels did that pretty effective. I'm rooting for ya Andre...run them rebels off the field and make them pay their taxes! Take care guys.
redmist1122 Andre actually was going to try and rush the gun very early but changed his mind. It could have worked but it also could of just meant magua died at the very begging leaving the entire flank open for my skirmishers. It piled have been risky. Ultimately though it was so early in the game I thought losing mafia in a failed long range charge would have made it too one sided.
@@tabletopcp I hear ya...maybe some ol school covering fire for the assault...maybe next time...It could have been your good die roles which may have made Andre reconsider the attack.
redmist1122 well I pretty much talked him out of it. I thought it was too early and too far away. I was afraid Magua would stop right in front of the cannon and take a canister to the face at point blank.
another great game report found. a pity for Andre he just didn't really get a chance to deploy properly and when he di the dastardly rebels were waiting ready to shoot him up
I like that the friction becomes more .... apparent with the activation mechanics in SP2. You might not get to activate a unit for 2 turns cray cray but the game gives you all the tools to combat that. I love TFL. Also, i think it was in the fan supplement for Moscow where subordinate NCOs activate with their unit officer to reduce the number chips in the bag. Idk if it would have made a difference. But it’s an idea. Great stuff as always 👍
I disagree strongly that there was slight advantage - Travis’ chit draws and tiffin combination swung the battle very early on, coupled with the sheer number of fire dice.
PanzerschreckDS Travis had a firepower advantage because he CREATED a firepower advantage. That’s not luck. By contrast Andre’s deployment created stack ups and limited ability to reply in kind. But hey, it’s your prerogative to disagree strongly or weakly. Thanks for your input 👍🏻
Any Initial firepower advantage was exacerbated by the middle turns where Andre had almost no units able to activate (I think there were at least two occasions where the chits resulted in Travis firing without Andre even possessing a flag.) and the double unit activations, Double activations are only possible via chit draws not caused by a player. Nice line in passive-agrresiveness by the way. A real beacon of the hobby,
PanzerschreckDS Ummm,.. passive aggressive? Sorry. I don’t do passive aggressive. Just aggressive aggressive. If I thought you were a dickhead I’d say “ hey, you’re a dickhead”! That aside, if you deploy in such a way that you don’t have an isolated unit getting shot to shreds then the occasional ‘chit choke’ won’t be catastrophic. But hey, you’re entitled to your opinion.
For me I thought it was far too easy for militia line troops to reform when traversing woods. I think it should take an action to reform after moving through non open ground before they can perform a fire action
enjoyed the game. Cover terrain fields that a firing unit is firing out of (weat, high grass,trees etc) has never had any effect to shooting in any game I have played in 40 years. Now if both units were in cover of the same field then it gives the target cover
Very good game as always guys. Sad for Andre, those chips did not work in his favour today. Plus while his strategy was interesting, I think getting his formation into line early and firing back and putting pressure upon the continentals would have been much better than just marching back and forth like the grand old duke of York.
And a few points:
1. Officers who retreat off table are treated as their starting status. So a level 3 Leader reduced to 1 by wounds and falls off table is still treated as a level 3 officer retreating.
2. Love the joke about a musket ball through the wig, but your not to far off the actual truth. British officers at the time had quite the fun game they would bet and chuckle about. Due to many of them flowing about the battlefield quite exposed it wasn’t uncommon for muskets to hit and fire at them. So at the end of a battle, the officers present in it would usually meet and count the number of holes through their hats and jackets, and the person with the most would win.
And a good example of this would be of The Duke of Wellington and his command staff. Throughout his career in India and the Peninsular war he would always partake in such humours gambles and games, being someone who found it interesting to be close to the battle.
Edit doe point 2. And yep me and a friend done this during a game of Sharp Practice before counting the number of close calls for our officers to be hit - every time a volley or skirmish hit our units we would roll to see if an officer was hit - even if no one died. And for every close calls (the number just above the required hit result, I.e if we lost one man to Skirmishers, a 2 would count as a “close call”) we’d mark down beside the officer how many he had and at the end of the game pay the other balance between the two highest officer of our command (got £3 out of it). Was just a humorous bet we had - also note sergeant cant take part, only Officers, so Ensign and up can compete.
I think Andre, being a true American patriot, couldn't stomach the loberster backs beating those valiant continentials so he pulled the blue chips. Great report.
Bloodysword's Vids lol. A patriot to the end! He regrets only losing one game for his country 😄
Really enjoy watching your Battle Reps and looking forward to many more!
Good game for for Gen.Travis and the rebs, very frustrating for Gen.Andre and the Brits.
Napoleon said he would rather have a lucky general than a good one and the luck of the
draw certainly played a part in the British withdraw as the militia were the pick of the
units for me with their relentless pounding of the Brits right flank . Andre's plan seemed
sound enough but he never got the luck of the draw or dice as half his force did not
fire a shot......Well done the both of you keep up the great work cheers from the UK....LOL
It’s always better to be lucky than good!
Great to see you doing Sharp Practice again. I really enjoy these reports. Andre needs to learn how to use British correctly. Throw your skirmishers in front of the Line Troops and go at them with Cold Steel. Militia are at a definite disadvantage in melee. There was one glaring error with Andre's Artillery. Here's what the rule book says on Shock and Artillery: "Artillery crews suffering more Shock points than men remaining will see their effectiveness reduce due to fewer firing dice, but they will hold their ground until the number of
Shock points is twice their strength, at which point they will break and withdraw 2D6 + 6”, abandoning their gun. They ignore all terrain penalties when retiring broken."
Also Groups and Leaders are also considered to have Routed if they are pushed off the table during the game. Andre also needs to remember the Brits can use two flags for Sharp Practice. This will give them an extra firing Action which doesn't count as an Activation. Can be very powerful if used at the right time.
Nice looking forces for both sides...great work Travis! Yeah being lucky is a factor, but....placing your troops and having a plan also is a factor. The one thing I've see on both sides is placing the artillery gun pieces on the flanks...not very effective...as Andre didn't shoot his and his crew was ran off. Travis 's gun was pretty much shielded with the small patch of trees, but was able to fire. Those guns are typically placed in the middle. Thus having a better view of the whole field, and able to spread the hits amongst other troops around them. Next is using the Indians. Their whole role in SP2 is close combat...not shooting. Its unfortunate Andre couldn't exploit Travis's gun on the flank...that would have been pretty critical. I think Travis mentioned that. Getting that fire power on line is always critical...the Rebels did that pretty effective. I'm rooting for ya Andre...run them rebels off the field and make them pay their taxes! Take care guys.
redmist1122 Andre actually was going to try and rush the gun very early but changed his mind. It could have worked but it also could of just meant magua died at the very begging leaving the entire flank open for my skirmishers. It piled have been risky. Ultimately though it was so early in the game I thought losing mafia in a failed long range charge would have made it too one sided.
@@tabletopcp I hear ya...maybe some ol school covering fire for the assault...maybe next time...It could have been your good die roles which may have made Andre reconsider the attack.
redmist1122 well I pretty much talked him out of it. I thought it was too early and too far away. I was afraid Magua would stop right in front of the cannon and take a canister to the face at point blank.
@@tabletopcp I hear ya
another great game report found. a pity for Andre he just didn't really get a chance to deploy properly and when he di the dastardly rebels were waiting ready to shoot him up
I like that the friction becomes more .... apparent with the activation mechanics in SP2. You might not get to activate a unit for 2 turns cray cray but the game gives you all the tools to combat that. I love TFL.
Also, i think it was in the fan supplement for Moscow where subordinate NCOs activate with their unit officer to reduce the number chips in the bag. Idk if it would have made a difference. But it’s an idea.
Great stuff as always 👍
Daniel Warner it is an amazing game!
Poor andre the woods on his side facing the edge provided very little cover they should have be facing the grain fields to give him a chance
thank you so much
Poor Andre enters battlefield in open no cover
So unlucky pulling blue after blue chip each turn
Great game.
Travis had a slight advantage in luck but I think the Americans simply had a better plan. The British seemed somewhat disoriented
Pretty much sums up the British experience in the AWI
I disagree strongly that there was slight advantage - Travis’ chit draws and tiffin combination swung the battle very early on, coupled with the sheer number of fire dice.
PanzerschreckDS
Travis had a firepower advantage because he CREATED a firepower advantage. That’s not luck.
By contrast Andre’s deployment created stack ups and limited ability to reply in kind.
But hey, it’s your prerogative to disagree strongly or weakly. Thanks for your input 👍🏻
Any Initial firepower advantage was exacerbated by the middle turns where Andre had almost no units able to activate (I think there were at least two occasions where the chits resulted in Travis firing without Andre even possessing a flag.) and the double unit activations, Double activations are only possible via chit draws not caused by a player. Nice line in passive-agrresiveness by the way. A real beacon of the hobby,
PanzerschreckDS
Ummm,.. passive aggressive?
Sorry. I don’t do passive aggressive. Just aggressive aggressive. If I thought you were a dickhead I’d say “ hey, you’re a dickhead”!
That aside, if you deploy in such a way that you don’t have an isolated unit getting shot to shreds then the occasional ‘chit choke’ won’t be catastrophic.
But hey, you’re entitled to your opinion.
For me I thought it was far too easy for militia line troops to reform when traversing woods. I think it should take an action to reform after moving through non open ground before they can perform a fire action
enjoyed the game. Cover terrain fields that a firing unit is firing out of (weat, high grass,trees etc) has never had any effect to shooting in any game I have played in 40 years. Now if both units were in cover of the same field then it gives the target cover
That makes sense. If I am standing waist high in the field why would that affect me shooting a target outside the field in the open?
terrain favored the Americans way too much