From Richard Bach

That’s what learning is, after all; not whether we lose the game, but how we lose and how we’ve changed because of it, and what we take away from it that we never had before, to apply to other games. Losing, in a curious way, is winning. - Richard Bach

Thursday, August 25, 2016

Artillery duel on the Brandywine!

 As can be seen from this setup, this game started fairly standard, but then Washington's chit was drawn first and my opponent, Wade, being ever the aggressor, fired his artillery at Prescott's Brigade and eliminated it! He followed that success with a dash across the Brandywine bringing the battle to me.

Conventional wisdom says this is a bad move for the colonials because they are less able to react to a flanking move. Wanting to see how a British attack might fair with both commands battling across the Brandywine, I elected to bring on Cornwallis right behind Knyphausen with the hope that I might destroy him in the center and be done with all his shenanigans.

At the end of turn one you can see that Washington is in a precarious position.

Washington quickly retreats back across the river and attempts to hold the line at the water's edge. Howe's counterattack is a bit costly. Colonial artillery spend the Grenadiers and then the Pennsylvania militia eliminates them, though they too are wiped out.

Looking to make the sacrifice of the Grenadiers not be in vain, Abercromby storms the Brandywine. Nash is able to pin him on the edge of the stream while the First Minnesota makes a flank attack! But even though the odds were in their favor, they are mown down like so much wheat.

Cornwallis' attack stalls with a skillful delaying action by Nash while Knypshausen's artillery drives Sullivan from the river's edge. On the British extreme left the Highlanders cross the river while Bland's Cavalry fall back. At this point much of the battle may seem to be strangely held up, why aren't the British pressing ahead more aggressively? The chit draws, man. The chit draws; and the command rolls.

Just before dark, Knyphausen's artillery eliminates one more unit and the games ends with a one point British edge, which under the latest revision is a draw.

Parting thoughts:
If Cornwallis had not flanked and had attacked completely across the Brandywine as Washington had assumed, then the battle could have begun much earlier. Both commands could have been on the Brandywine to start the battle.
Howe was using local guides and informants much more effectively than Washington.
Knyphausen's job was to "demonstrate" and fix the colonial army to the Brandywine.

Given those three premises, I offer this alternative method for setup.
Setup begins with a British Plan:
If Howe elects to forgo the flank move, then the battle starts three turns earlier. The colonial player sets up first and then the British player sets up BOTH of his commands. Set the turn die to four count down to one and then back up to five, thus giving three extra turns.
If Howe elects to flank, then the British on-board command sets up first, followed by the colonial commands. Play proceeds as normal.

Sunday, August 7, 2016

Understanding the chit pull mechanic


Understanding the chit pull and turn order mechanic is the key to understanding and gaining the edge in Pub Battles: Brandywine. Generally, you want to move last because that allows you more control over your combat engagements.

In Pub Battles: Brandywine, when a unit’s command is activated, it may move, even if an enemy unit has moved into contact. This means if you are defending you can move out of contact, and if you are attacking it means you can move into contact without the opponent running away or reinforcing the position. Of course, especially early in the game, a command may want to go first if it is trying to reach important ground or react to events of the previous turn. Washington reacting to the British’s flanking maneuver is a primary example.


Pub Battles: Brandywine focuses on command and one of the ways it simulates this is the HQ’s ability to affect the all-important turn order. For example, if Corwallis' chit is drawn first he may wish to wait until the command he is facing (Sullivan) has moved so he can choose exactly where he wants to attack. Let’s say he makes his roll and his chit is put back in the cup, his HQ is turned over signifying he has used his action this turn. The next draw is Knypshausen and he is fine moving first since he is just biding his time threatening Greene (forcing him to guard the Fords and not fly to Sullivan’s aid) and only fires his artillery. The next draw is Sullivan and the colonial player does not want to move first so he has Greene roll and he makes his roll. Sullivan’s chit is put back in the cup and Greene moves. Cornwallis' chit is drawn next and Cornwallis still does not want to move first so this time Howe rolls for Cornwallis, he fails the roll and Howe must move. He moves but is ever mindful of his attacks as Sullivan will move after him and can just pull back or reinforce any advantageous attacks.

Why do the rules allow a unit to just walk away from an enemy attack? Remember, the rules are simulating a command advantage. This may mean the enemy has been hoodwinked and either has been out maneuvered or perhaps had been uncertain as to the enemy’s disposition. In any event, at the end of the hour and a half they had failed to come to grips with their foe. Things had fallen out such that the units ended up in the positions shown on the map. They may never have even been close, or perhaps the unit had deployed a very effective screen of skirmishers. Even though in game terms a command may move last, what it may be simulating is that command moving first before the enemy can react! Pub Battles: Brandywine dispenses with the pages and pages of rules that would be required to show what really happened (and can never capture all nuances), and focuses on what these multitudes of happenchance result in, which is all the commanders need to know, or care about, at the time.