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Mark Herman's Wargaming Blog
Thursday, 7 February 2013
Glad To Hear It
Topic: Washington's War
Glad to hear it...

"I don't actually see the American's weakness in CUs as much of a problem, except for Washington's force. It is devilishly frustrationg as the British to encounter a force of nats that keep returning and showing up to foil your plans , block access, retreat before battle, intercept, break control, cut LOC and force you to attack them in a non -winter space." 


This is exactly the situation that I wanted to occur and is part and parcel to what I felt where WtP fell short as a simulation. The whole point of the solid front with rear area security is how the British can deal with this feature of the design. The guerrilla forces are usually 1 CU in strength, so easy to defeat, but it takes an activation. 

My point about the British reinforcement card advantage is the Americans need for creating a guerrilla force (a general + 1 CU) is an inefficient use of cards by design. The point is the Americans will require two cards to maintain their forces most turns usually 2 and 3 value cards vice one card for the British usually a 1 value card. This numerical tension is offset by the British need to preserve 3 OP cards for movement while the Americans can use 1 and 2 OP cards. 

Adding to the dynamic is Washington's two sided nature. His excellency is both a great offensive force (Continental Army) and the 'soul' of the revolution and while his loss no longer ensures defeat, his loss sways things strongly in the British favor. Just to review, besides Washington, the Americans have 3 other 1 strategy rated leaders and one of them (Arnold) is an uncertain asset. So, only Washington is a consistent offensive force and if the British can bring him to battle on a regular basis, the Americans will have to maintain the Continental army with a reinforcement card that does not increase the number of American forces on the map. This is also an important tool. 

Again, my point is to open the aperture on the British strategy discussion as a means to offset the current state of play. If more sophisticated British strategies are unable to move the needle then I will consider what modifications are necessary. I would say that while the tournament variant rules are well thought out, I would consider more subtle yet significant alterations. So for example I would consider extending the overrun rule to any force, so guerrilla armies that cannot get out of the way of British armies could be eliminated enabling the British army to get back to a winter quarter. 

Based on what I am seeing I would offer an Occams razor view of the proposed tournament rules. 

1. The Continental Congress proposed rule allowing the British to determine who goes first when it is in flight; I like this one as it fits within the spirit of the design. 

2. This is a tournament idea, the last card play of the game, so the condition is the game ends card situation would establish that the game is about to end no Army activation is allowed. The notion is the Americans cannot make some aggressive move to alter the games outcome without a British response, although events or a discard to change remove one PC marker etc. are allowed. It also allows the play of another game ends card continuing the game. 

Thoughts? 

Mark


Posted by markherman at 10:55 AM EST
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