I had however backed the Tricorne game in Kickstarter.
Experience with the system and/or a decent Quick Reference Sheet would be a real boon here.
For instance:
- There are multiple advantages in having a leader in the hex.
- There are bonuses in having a full strength unit.
- There are multiple bonuses through using the cards - in addition, there are Combat cards, which you can throw in in any amount, in addition to the standard command card.
- The right number of dice are critical in the rules, as flags and rallying can eliminate units much more quickly than hits. In fact, it's the first time in a C&C game, that I was looking for flags (both in terms of inflicting and rallying from) rather than straight hits.
- This does add a separate level of complexity, and is made all the harder if for instance this was your first C&C experience.
- The purity of C&C is a little diluted with a more complexity and adds, but it's probably just an experience thing. I found myself thinking that the level of abstraction which the cards grant in Battlelore for instance, is lost a little here since there is a bit more book flipping and checking mods. I wondered half way through the battle, if this were affecting the narrative unduly, and whether in fact, Field of Battle would have given a better game. BUT that's probably just a lack of particular knowledge with the rules.
- In addition, rolling flags not only pushes the unit back, but forces a morale check/rally. This can force the unit to leave the field, and is quite jarring if you're not ready for it.
- There are also major advantages to keeping units in line, and/or adjacent in terms of manipulating card results and the amount of units that can fire across sectors. A nice change, and so applicable for the period.
Having said that, matters are still very close and decisive (we had 9 victory points vs 8 in the end).
The initial setup - heavy British presence on their right, with some American threats on their left.
Movement on the American right, taking advantage of some early Combat cards.
American attacks on the British right, would prove ill founded.
...while the British left would see some success.
Pushbacks in the centre. Have I mentioned devastating 'flag' results from the dice?
Highlanders make a dash for the centre after weakening the American line.
The Americans hold the centre...
...while their right crumbles, but at great cost to the British elite units.
At game end, turns are summarised in terms the number of units traded. In the end, the Americans win by a single victory point. In essence, the Americans simply held their line in the face of British attacks.