Victory Results:
 0 %
Record a victory for BOTTOM ARMY  0 %

Historical Background

After a bold night crossing of the Delaware River in a snowstorm. Washington marches his 2,400 men nine miles in three attack columns. Due to the bad weather, the planned night assault turns into a daybreak attack. Nonetheless, the 1400 Hessians are caught almost completely by surprise as the town is enveloped on three sides. Col Glover's Massachusetts men make a dash for the bridge across the Assunpink Creek, and once in their hands, the Hessian's only escape route is cutoff. The three disorganized Hessian regiments put up meager resistance and soon 900 surrender while there are almost no American casualties...it is a stunning victory.
The stage is set. The battle lines are drawn and you are in command. The rest is history?

Empty Board

Battle Notes

Continental Army
• Commander: Washington
• 6 Command Cards & 4 Combat Cards

British Army
• Commander: Rall
• 1 Command Card to start & 2 Combat Cards
• Move first

Victory

8 Victory Banners.

Special Rules

  • The British start with 1 Command card, drawing an extra on Turn 2, and another extra on Turn 3. British have 3 Command for the rest of the scenario.
  • Some units on both sides start without their full block capacity, but they can be replenished up to their normal max strength if cards played call for it.
  • Continental Light infantry units will score a hit in close combat if a saber is rolled.
  • Fill out the needed Hessian grenadier units and leaders with British ones. 
  • Continental units can retreat to the left side of the board as well as the top. British units can retreat to the right side as well as bottom. British units can also retreat off the board across the bridge at bottom but cannot use road movement due to chaos and congestion. These units will not count for Continental victory purposes.
  • Any Continental units or leaders lost will subtract from the Continental victory banner total. The only way for the Hessians to win the game is to keep the Americans from getting the 8 medals for victory, which represents a Hessian surrender. The game ends immediately upon the Americans reaching the 8 banners required.
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Mark-McG replied the topic:
2 weeks 6 days ago
there is a common phrasing for this " surprised"  mechanism in C&C games, which Tricorne complicates by having Combat Cards that can be used " in lieu" of Command cards.

Something like this
• *The British are surprised, British start with 1 Command card. End of their first 2 turns draw an extra Command card. After this, British will hold 3 Command cards.

FWIW, I try and keep the Army (player side) terminology consistent, so there is a British side and a Continental side. " American" can cover both sides, since it includes Canadiens, Tories and I recollect the British raised up some Caribean regiments. Anyway, good to keep terms consistent, since it reduces the questions. 

I accept the Hessan take a beating here, but as a game, I think it is better is both sides can " win"  in some manner, even if it is a win by not being destroyed. Generally I dislike exit scenarios, but this might be one that makes sense. 
magooF15 replied the topic:
2 weeks 6 days ago
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.
Mark-McG replied the topic:
3 weeks 2 days ago

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?
alecrespi replied the topic:
1 month 1 hour ago
Historical Background
After a bold night crossing...

MMcG07 Trenton :Washington's Surprise Attack, 26 Dec 1776
magooF15 replied the topic:
3 months 1 week ago
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. 
Charge-Bayonet! replied the topic:
3 months 1 week ago
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!
magooF15 replied the topic:
3 months 1 week ago
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.
Charge-Bayonet! replied the topic:
3 months 1 week ago
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!
magooF15 replied the topic:
3 months 1 week ago
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.
Charge-Bayonet! replied the topic:
3 months 2 weeks ago
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?