MMcG07 Trenton: Washington’s Surprise Attack, 26 Dec 1776

More
3 months 2 weeks ago #874 by magooF15

Please Log in or Create an account to join the conversation.

More
3 months 2 weeks ago #876 by Charge-Bayonet!
Having trouble understanding the British Command Cards.
After turn 1 when they have used their only card, do they draw two cards, and after turn 2 (After using a card) they draw 3 cards? So they should end up with 4 cards in deck the rest of the game and draw one after every turn thereafter?

Please Log in or Create an account to join the conversation.

More
3 months 2 weeks ago - 3 months 2 weeks ago #877 by magooF15
Sorry, kinda rushed it. To simplify they get 1 card on turn 1, 2 for turn 2, and 3 for turn 3. They max out at 3 cards TOTAL for each of the turns for the rest of the game. This is to simulate being surprised and then a ramp up, but they no doubt would have been in mass confusion and not well coordinated for the rest of the fight. Thus the max of 3 cards.
Last edit: 3 months 2 weeks ago by magooF15. Reason: Misspell

Please Log in or Create an account to join the conversation.

More
3 months 2 weeks ago - 3 months 2 weeks ago #878 by Charge-Bayonet!
So sorry, but I am still confused. Let me walk thru it.
British start with 1 card and play it on turn 1. They now have zero cards in their hand.
At the end of turn 1 they select 2 cards and now have 2 cards in their hand for the start of turn 2.
At the start of turn 2 they play a card and now have 1 remaining card.
At the end of turn 2 they have 1 card in their hand and now draw 3 cards for a total of 4 cards in their hand at the start of turn 3.
Is this the max total at the end of a turn 3, after they draw a card, 4 cards in their hand?
Now do they continue to play one card on each turn and select one card at the end of each turn?
Sorry to be a pain!
Last edit: 3 months 2 weeks ago by Charge-Bayonet!.

Please Log in or Create an account to join the conversation.

More
3 months 1 week ago - 3 months 1 week ago #879 by magooF15
Let me see…start the game with one command card. On starting the second turn you should draw so you have two command cards. On the third turn draw so you have 3 command cards…and 3 is the max you’ll have AT THE START of any remaining turn for the duration of the scenario. It’s possible you may play a tactics card IN LIEU of a command card. Which is fine, but you should still draw as necessary as above so you have 2 command cards at start of turn 2, and 3 command cards at start of turn 3. So your hand of command cards should never be larger than 3. It is admittedly a very tall order for the Hessians to avoid defeat, but is fun trying.
Last edit: 3 months 1 week ago by magooF15.

Please Log in or Create an account to join the conversation.

More
3 months 1 week ago #880 by Charge-Bayonet!
Thanks so much! I got it now. Was confused by turn 3.
Great job on this battle. Looking forward to playing it.
Will let you know the results!

Please Log in or Create an account to join the conversation.

More
3 months 1 week ago - 3 months 1 week ago #881 by magooF15
No worries! The next one I’m working on now the Hessians get their revenge. Fort Washington northern flank, Nov 16, 1776. Knyphausen’s assault on a pair of hilltop redoubts manned by a few cannon and about 250 Pennsylvania and Maryland riflemen. The Continentals are heavily outnumbered but have the advantage of using their longer ranged rifles from behind earthworks. I’ve playtested it twice so far and was surprised that the Americans have won it once and lost once…gotta keep tweaking it a bit. 
Last edit: 3 months 1 week ago by magooF15.

Please Log in or Create an account to join the conversation.

More
1 month 5 hours ago #949 by alecrespi

Please Log in or Create an account to join the conversation.

More
3 weeks 3 days ago - 3 weeks 3 days ago #962 by Mark-McG

Let me see…start the game with one command card. On starting the second turn you should draw so you have two command cards. On the third turn draw so you have 3 command cards…and 3 is the max you’ll have AT THE START of any remaining turn for the duration of the scenario. It’s possible you may play a tactics card IN LIEU of a command card. Which is fine, but you should still draw as necessary as above so you have 2 command cards at start of turn 2, and 3 command cards at start of turn 3. So your hand of command cards should never be larger than 3. It is admittedly a very tall order for the Hessians to avoid defeat, but is fun trying.
I also find the timing a little confusing, since Turn numbers aren't clear to me. Command cards are usually drawn at the END of the turn, not the start.

The Hessans move first, play their lone Command card (or a Combat card in lieu). At the end of the turn (the 1st turn), how many extra command cards do they draw?

The Continentals have the 2nd turn, the Hessans the 3rd turn etc..  

It seems impossible for the British to win, either the Continentals win, or it is a stalemate. The Hessans could kill every Continental unit on the map, and still not win?
Last edit: 3 weeks 3 days ago by Mark-McG.

Please Log in or Create an account to join the conversation.

More
3 weeks 3 hours ago - 3 weeks 3 hours ago #966 by magooF15
Mark, I may have overcomplicated the “drawing of cards”. Hessians starts the game with one command card. For his next PLAYER turn (Turn 2), he should have 2 command cards. On his next PLAYER turn after that (Turn 3), he should have 3 command cards. From that point forward he only draws to that maximum of 3 command cards for the remainder of the game. This is to simulate the Hessians being surprised and the confusion they dealt with, then some unit cohesion and direction is gained, but still limited throughout the engagement. Yes, as I said in the special rules, given the overwhelming force of the Continentals, unless the Hessian player is both brilliant AND he rolls incredibly well, the outcome of this scenario will be an American victory or a stalemate as you said can really be the best the Hessian player can hope for. As in real life, it’s nearly impossible for the Hessians to win outright. They’re trying to stave off the Americans while sapping their strength and preserving their own while trying to save as many of their men as possible against the overwhelming Continental onslaught. I’m not concerned about balance of play as by default, there really isn’t any balance in this scenario if one plays it to the actual historical orders of battle and circumstances (surprise attack with overwhelming force and fury). In some cases like this, experiencing the “history” of what occurred is more interesting to me than ensuring it’s a “balanced” scenario…this one simply can’t be.
Last edit: 3 weeks 3 hours ago by magooF15.

Please Log in or Create an account to join the conversation.

Time to create page: 1.289 seconds
Powered by Kunena Forum