This game is fictional and the terrain board is much rougher than any I have played before in a DBA variant. All hills are gentle, all green blobs are woods. Brown straight lines are roads.
Game Setup:
The British (on right, in red) have 1/2 Shock, 1/2 Loose Order elements in the battle line. As Shock elements get an advantage to being uphill (unlike all other infantry types), they are not as concerned about getting up and over the first hill and to the base of the second. If they fight from uphill, 1/2 of the line will be disadvantaged, but the will have overlaps. If they fight on flat terrain, they have advantages from overlaps. If they fight from downhill, again 1/2 the line will be disadvantaged (Shock don't like charging uphill), but again they have overlaps to compensate. Put simply, as long as they can maintain their overlap advantage, they can fight anywhere in front of the battle line.
Turns 1 through British Turn 3:
Both forces moved steadily forward, but the British ended up meeting the Patriots at the base of the first set of hills. The Patriots had gotten close to their goal, but missed by less than a 1/4 inch.
The Patriots make their first attempt at killing an element by ambushing the impetuous British Light Infantry on the British right flank. One State Line unit attacks frontally while the second attacks on the flank.
Through British Turn 5:
A British Fusiliers element (Shock) advances forward to take the State Line taking the British Light Infantry in flank and quickly dispatches it. 2 VP for the British.
The Patriots have had their battle line driven back, but the Continental Line (Close Order) has finally pulled up to support the left of the line. Meanwhile, the British Light Infantry smelling blood like a pack of wild beasts, continue to drive back the State Line on the right flank. The Rifles on both flanks are poised to pounce and let loose some shot.
The entire British battle line moves forward to engage the retreating Patriots. On the British left, the British Legion cavalry, supported by British Light Infantry, move forward to engage the Rifles.
The Patriots score a big 6 PIPs and move as many units up to overlap the British battle line. (Note the Continental Line on the left are in the woods, as are the British Fusiliers. With the -2 tactical factors, someone is going to get hurt!) The Rifles on the left spring forward and take a shot at the British Light Infantry pursuing the State Line.
The British quickly pull back the remnants of their battle line, having lost two units so quickly. Meanwhile, the Highlanders on the right flank chase down the Rifles and teach them to come out of the woods without support. Patriots 3, British 3.
With only two PIPs available, part of the Patriot battle line surges forward, unwilling to let the British escape to the safety of the hills behind them. Outnumbered and overlapped another British unit falls.
Finally, the State Line on the left flank having fended off the British Light Infantry for several rounds, reorder and deliver a murderous volley at point blank range.
Patriots 5 VP to British 3 VP.
The game played very well, with no real problems. The only changes to the modifiers were the uphill/downhill ones, and although there were hills everywhere, they really didn't cause confusion.
Having the Patriots State Line as Loose Order (Auxilia) and the Continental Line as Close Order (Spears), while the British were Warbands (the Light Infantry), Blades (British infantry), and Auxilia (Loyalist infantry), with a couple of Psiloi thrown in for both sides and Rifles (Bows) for the Patriots, gave an interesting tactical mix to the gameplay. Also, I don't feel that sort of mix is unreasonable, especially for the late war in the South.
If anyone reading this is interested in the new DB-AWI rules (version 2), let me know.
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