Actually to be fair and keep it consistent, just spend that extra resource on Reward Loyalty in Savannah.
That keep the intent of the order in place and makes it legal.
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admanbunionize your workplaceSeattle, WARegistered Userregular
"Common Sense"
During the Summer of 1776, Thomas Paine (anonymously) wrote
this 48-page pamphlet printed by Robert Bell. 120,000 copies were
sold in the first three months. The pamphlet was targeted at the
common colonist rather than elites. It is believed that most colonists
were “on the fence” regarding independence. After “Common Sense”
was distributed, things changed dramatically.
British Resources: 2
Patriot Resources: 6
French Resources: 7
Indian Resources: 2
Total Support: 6
Total Opposition: 1
Cumulative British Casualties (CBC): 1
Cumulative Rebellion Casualties (CRC): 3
French Prep: 9
BTW it's really hard not to quote Hamilton with every post.
+2
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admanbunionize your workplaceSeattle, WARegistered Userregular
edited August 2018
I'm working through a solo game of The Southern Campaign playing all factions and just finished the second Winters Quarters. I might just call it here* and start over. I learned some things:
The British spent all their resources in the last WQ buying support, than lost to the Indians because they were so far behind in casualties.
Once the French show up (and possibly even before that) it's really hard for the British to get ahead in casualties by battling. The fact that the British are often dragging Tories into battle while the French drag Continentals or Militia means the British suffer more casualties for the same rolls, so they need significant numbers advantages to come out ahead.
To adjust for the above the British need to use their special activities. Common Cause (which I didn't use once) allows you to battle with the numbers the British need, but when the war parties die they don't turn into casualties. Similarly, March + Skirmish is a great way to rearrange troops, neutralize Militia, and then swing the casualty scores by 1. If you're not engaged with any Rebellion troops, you can always spend an extra resource to march a single troop into a space and take the 2-for-1.
French troops can end up in some really awkward positions where they're sitting in a space with no Continentals and the Rebellion doesn't own many cities, so they can move to adjacent hexes with Patriot troops and that's it.
As the flip side of the British problem the Patriots cannot ignore the war on the frontier. It's so easy for the Indians to just sit around and build up for a while, raid a few spaces, and then just... win. A Rebellion invasion of Indian lands not only helps keep the Indian victory condition down but you'll usually be suffering cube casualties in exchange for war parties, which brings down the French!
*technically there's a version of The Southern Campaign called the Sprint game that only plays two Winters Quarters, but it disallows Brilliant Strokes and I definitely used them.
admanbunionize your workplaceSeattle, WARegistered Userregular
Benjamin Franklin Travels to France
In October of 1776, one month after being named an agent of a
diplomatic commission by the Continental Congress, Benjamin
Franklin set sail from Philadelphia for France. His task was to
negotiate and secure a formal alliance and treaty.
British Resources: 2
Patriot Resources: 6
French Resources: 7
Indian Resources: 2
Total Support: 3
Total Opposition: 1
Cumulative British Casualties (CBC): 1
Cumulative Rebellion Casualties (CRC): 3
French Prep: 9
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
Command + Special Action French Agent Mobilization in New York. Spend 1 resource, add 2 Patriot militia to New York. Preparer La Guerre: Move 3 French units to Available.
admanbunionize your workplaceSeattle, WARegistered Userregular
edited August 2018
Oh shiiiii--.
Okay, so first the attacker then defender decide whether to activate any of their underground units. Currently the British stand at 6FL while the Patriots are at 3FL, so activating units isn't going to give them more dice BUT activated militia will absorb casualties.
Currently LL modifiers stand at
Defender
+1 - At least half Attacking Cubes are Regulars
+1 - At least 1 Attacking side piece Underground
+1 - At least 1 Attacking Leader
-1 - Patriots Defending with Washington
Attacker
+1 - At least 1 Defending side piece Underground
+1 - At least 1 Defending Leader
So both sides are +2. Obviously if one side chose to activate all their underground units that would drop, but I don't see that happening.
Note that with you guys rolling you can resolve pretty much everything without my input.
(edit: noticed that war parties aren't removed unless all other British units are removed, so there's no reason for TheColonel to activate them... except spite I guess. :P )
So to confirm we're doing this right. The Defenders Loss Level will equal 8 (6+2) and the Attacker Loss Level will equal 5 (3+2).
So starting with me, I'd have to remove 1 Regular (2 points), 1 Tory (1 Point), and then another Regular (2) to meet my 5 point requirement.
The Rebels will need to remove 1 Regular (2 points), 1 Militia (1 point), 1 Regular (2 points), 1 Militia (1 point), 1 Regular (2 points) to meet the 8 point requirement.
The British will have won the battle having fewer total casualties. Because the Rebels lost at least 1 cube and removed at least 2+ pieces, this will trigger Win The Day. New York will shift towards Support by a number equal to the 1/2 the loser casualties so in this case 2 shifts total, bringing New York to Active Support.
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admanbunionize your workplaceSeattle, WARegistered Userregular
Bloody!
So total Defender LL is 8, total Attacker LL is 5. Defender removes all three Continentals and is wiped out. Attacker loses Regular, Tory, Regular.
Since the only remaining units on the Patriots side are underground Militia they count as eliminated and lose the battle. Therefore the British win and shift New York to Active Support.
Both side's casualties increase by 3. French prep increases by 3.
I'm pretty sure I did all that right. I'll have the full post up shortly.
admanbunionize your workplaceSeattle, WARegistered Userregular
Well, fuck...
Winters Quarters
In October of 1776, one month after being named an agent of a
diplomatic commission by the Continental Congress, Benjamin
Franklin set sail from Philadelphia for France. His task was to
negotiate and secure a formal alliance and treaty.
British Resources: 1
Patriot Resources: 6
French Resources: 6
Indian Resources: 2
Total Support: 5
Total Opposition: 1
Cumulative British Casualties (CBC): 4
Cumulative Rebellion Casualties (CRC): 6
French Prep: 15
As early as it could possibly be. Big post incoming...
"Stay alive until this horror show is past
We're going to fly a lot of flags half mast"
+3
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admanbunionize your workplaceSeattle, WARegistered Userregular
Victory Check Phase:
Nah.
Supply Phase:
British: Out of supply in New York, Virginia, South Carolina, and Georgia.
Patriots: Out of supply in Quebec, Conneticut, and Georgia but they're irrelevant because 1 of every 2 is zero. Out of supply in New York
French: lol.
Indians: Out of supply in North Carolina and New York. I'll move from NC to SW and NY to NW.
Pay 1 Resource for supply in New York. Committees of Correspondence in Charles Town, North Carolina, Philadelphia, Connecticut/Rhode Island, and Massachusetts. spending 5 Resources
admanbunionize your workplaceSeattle, WARegistered Userregular
Sorry for the delay. Busy weekend.
Redeployment Phase
First faction on the next card is the French, but they don't make leader changes until after TOA so none occurs.
Every faction may redeploy their leader to any space with friendly pieces. Brant will stay put.
All the remaining unavailable British troops become available.
Desertion Phase
Patriots remove 1/5 Militia: they have 12, so two will be removed. Indians pick the first one and choose NC. Next they remove 1/5 Continentals: they only have six so Indians pick the only one and choose NC.
British remove 1/5 Tories: they have six so one will be removed. French pick the only one.
Reset Phase
We clean up the board and the French gain 5 resources.
Posts
Then why does 3.2.1 also discuss references to "...up to one select Muster space..."?
Look right? Total British resources would be 3 then having spent one less.
That keep the intent of the order in place and makes it legal.
During the Summer of 1776, Thomas Paine (anonymously) wrote
this 48-page pamphlet printed by Robert Bell. 120,000 copies were
sold in the first three months. The pamphlet was targeted at the
common colonist rather than elites. It is believed that most colonists
were “on the fence” regarding independence. After “Common Sense”
was distributed, things changed dramatically.
British Resources: 2
Patriot Resources: 6
French Resources: 7
Indian Resources: 2
Total Support: 6
Total Opposition: 1
Cumulative British Casualties (CBC): 1
Cumulative Rebellion Casualties (CRC): 3
French Prep: 9
@A Half Eaten Oreo to play.
Event
Move New York City and Quebec City 1 level towards Active Opposition. Place 2 Propaganda markers in each.
Was really thinking about doing "Command Only", but the event just seems more fun.
*technically there's a version of The Southern Campaign called the Sprint game that only plays two Winters Quarters, but it disallows Brilliant Strokes and I definitely used them.
I very nearly replaced the Common Sense blurb with "I've been reading Common Sense by Thomas Paine."
Spend 1 resource. Activate 1 war party in the SW to Trade then replace the two active parties with a Village. Create 1 war party in the Northwest.
I'm assuming the British aren't going to give me all their remaining resources, so I'll just get the 1 from Trade and stay at 2.
In October of 1776, one month after being named an agent of a
diplomatic commission by the Continental Congress, Benjamin
Franklin set sail from Philadelphia for France. His task was to
negotiate and secure a formal alliance and treaty.
British Resources: 2
Patriot Resources: 6
French Resources: 7
Indian Resources: 2
Total Support: 3
Total Opposition: 1
Cumulative British Casualties (CBC): 1
Cumulative Rebellion Casualties (CRC): 3
French Prep: 9
@Hedgethorn to play.
French Agent Mobilization in New York. Spend 1 resource, add 2 Patriot militia to New York.
Preparer La Guerre: Move 3 French units to Available.
French Preparation now at 12.
@TheColonel is up as second eligible faction.
Spend 1 to battle in New York
Curious to see how this goes.
Okay, so first the attacker then defender decide whether to activate any of their underground units. Currently the British stand at 6FL while the Patriots are at 3FL, so activating units isn't going to give them more dice BUT activated militia will absorb casualties.
Currently LL modifiers stand at
Defender
+1 - At least half Attacking Cubes are Regulars
+1 - At least 1 Attacking side piece Underground
+1 - At least 1 Attacking Leader
-1 - Patriots Defending with Washington
Attacker
+1 - At least 1 Defending side piece Underground
+1 - At least 1 Defending Leader
So both sides are +2. Obviously if one side chose to activate all their underground units that would drop, but I don't see that happening.
@TheColonel then @A Half Eaten Oreo to decide.
Note that with you guys rolling you can resolve pretty much everything without my input.
(edit: noticed that war parties aren't removed unless all other British units are removed, so there's no reason for TheColonel to activate them... except spite I guess. :P )
Geth, roll 3d3 for DefenderRoll
Geth, roll 1d3 for DefenderRoll
So starting with me, I'd have to remove 1 Regular (2 points), 1 Tory (1 Point), and then another Regular (2) to meet my 5 point requirement.
The Rebels will need to remove 1 Regular (2 points), 1 Militia (1 point), 1 Regular (2 points), 1 Militia (1 point), 1 Regular (2 points) to meet the 8 point requirement.
The British will have won the battle having fewer total casualties. Because the Rebels lost at least 1 cube and removed at least 2+ pieces, this will trigger Win The Day. New York will shift towards Support by a number equal to the 1/2 the loser casualties so in this case 2 shifts total, bringing New York to Active Support.
So total Defender LL is 8, total Attacker LL is 5. Defender removes all three Continentals and is wiped out. Attacker loses Regular, Tory, Regular.
Since the only remaining units on the Patriots side are underground Militia they count as eliminated and lose the battle. Therefore the British win and shift New York to Active Support.
Both side's casualties increase by 3. French prep increases by 3.
I'm pretty sure I did all that right. I'll have the full post up shortly.
Also worth noting that if you did get two shifts you could spend the overflow on an adjacent space.
Winters Quarters
In October of 1776, one month after being named an agent of a
diplomatic commission by the Continental Congress, Benjamin
Franklin set sail from Philadelphia for France. His task was to
negotiate and secure a formal alliance and treaty.
British Resources: 1
Patriot Resources: 6
French Resources: 6
Indian Resources: 2
Total Support: 5
Total Opposition: 1
Cumulative British Casualties (CBC): 4
Cumulative Rebellion Casualties (CRC): 6
French Prep: 15
As early as it could possibly be. Big post incoming...
We're going to fly a lot of flags half mast"
Nah.
Supply Phase:
British: Out of supply in New York, Virginia, South Carolina, and Georgia.
Patriots: Out of supply in Quebec, Conneticut, and Georgia but they're irrelevant because 1 of every 2 is zero. Out of supply in New York
French: lol.
Indians: Out of supply in North Carolina and New York. I'll move from NC to SW and NY to NW.
Resources Phase:
British: +3 Forts +4 Cities = +7
Indians: +1 Villages
Patriots: +2 Forts +2 Controlled Spaces = +4
French: +4 Squadrons in West Indies
Support Phase:
@TheColonel then @A Half Eaten Oreo can spend to increase Support/Opposition.
I'll stop here for decisions.
Committees of Correspondence in Charles Town, North Carolina, Philadelphia, Connecticut/Rhode Island, and Massachusetts. spending 5 Resources
Total 6 Resources spent.
edit: miscounted my resources.
Yeah, but that doesn't happen until the Reset Phase.
Well that's a good lesson to learn. Thanks Winter Quarter.
And not paying to increase any support?
Redeployment Phase
First faction on the next card is the French, but they don't make leader changes until after TOA so none occurs.
Every faction may redeploy their leader to any space with friendly pieces. Brant will stay put.
All the remaining unavailable British troops become available.
Desertion Phase
Patriots remove 1/5 Militia: they have 12, so two will be removed. Indians pick the first one and choose NC. Next they remove 1/5 Continentals: they only have six so Indians pick the only one and choose NC.
British remove 1/5 Tories: they have six so one will be removed. French pick the only one.
Reset Phase
We clean up the board and the French gain 5 resources.
@A Half Eaten Oreo to remove one militia and potentially redeploy Washington. @Hedgethorn to remove one Tory. @TheColonel to potentially redeploy Howe.
Spend 3 to bring NYC to Active Support