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.
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