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.

1 comment:

  1. The big error here is that artillery cannot eliminate a unit, three hits still just retreats it. Doh!

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