This set is very different to some of the other games of the series and puts morale into the forefront of the battle, delivering a tremendous period feel to a tabletop game that plays out exactly like a battle narrative from the 18th century reads. I'll explain.
|View from the British Side facing towards the American lines.|
Anyways, my plan this day is to demonstrate on my left with my Cavalry, advance my regulars in the center, and attempt to turn Brian's (the British) left flank. That was the plan anyways...
The battle opens with a cannonade where both sides fire their artillery at the other's lines. I'm lucky in that the British have Provincials in close proximity to my guns and naturally they're targeted first! Brian has a target-rich environment and shoots at my militia who are extremely brittle.
|View from the American side. Milita are in the front backed by steady Continentals.|
|Militia retreat 3 hexes per flag and desperately need officers to stem their further withdrawal from the battlefield. Love the casualty markers!|
|In the thick of the fighting! A militia unit trades volleys with the redcoats.|
|Light Cavalry doesn't hit on sabers! Drat!|
|My underwhelming Cavalry charge is sent packing! Note the dead horse casualty marker. Lots of them by battle's end.|
|The guns in the center are where the militia used to be! Note some semblance of a line is shaping up on the Continental side. Meanwhile Brian's Brits have formed a perfect line in the center and on his left. I'd expect nothing less from Regulars!|
|Brian's line shook out and waiting for the Continentals.|
|NOW the lads are ready to advance!|
|The fight on the left continues and Brian's lights just won't break! Meanwhile the Cav's mounts are getting tired!|
Lots of back and forth actions with units trading volleys up and down the line. I attempt an advance as I need to make something happen. I get lucky with a card that allows me to advance the line again! (I got alot of them) My boys move up and engage the British at close range. They charge the British guns and drive them off the hill. Meanwhile the British provincials give ground and head for the fenceline. It would be here where I'd start my drive to try and capture the camp. Not exactly my original plan but they were having the most success.
|advance the guns! take the camp, men!|
|casualties around the British gun battery!|
|The orderly lines of before are breaking apart as my Continentals make a desperate attack up and down the line!|
|Brian sends in his Cavalry into my line and causes trouble!|
|The right flank was a scene of constant back and forth fighting.|
|Brian's lights still don't break! I would eventually withdraw my cavalry on the left to screen the flank.|
|trouble as the British Grenadiers turn towards my line...|
- There is real incentive to keep troops in line, not just aesthetic
- Presence of leaders at the right place and time makes a crucial difference in the battle.
- The cards are thought provoking and you're constantly making decisions about where to move troops, where to attack, where not to attack, and where to throw your main effort in. Just like a General on a Horse and Musket battlefield.
- Musketry is not too devastating and it takes many volleys to wear down an opponent.
- Morale is the star of the show. Good troops will break in the same manner as worse troops, just not as easily.
- Separate tactical decks and lots of good cards with lots of options that keeps the battle moving
So there you have it. These are just some of the reasons why I loved CC: Tricorne and I hope that Mr Borg produces a Seven Years War version as well. I will be one of the first to purchase it. I hope to play all of these battles and am already thinking about my basing schemes for my own AWI troops! Huzzah!
And for a final encore, 2 pictures in the spirit of Charles Grant - sorry no cravat!
|Irish cardigan generously donated by Brian. Picture inspired by Charles Grant|