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PostPosted: Mon Feb 24, 2003 11:50 am 
Ernie Sands beat me at Lundy's Lane and it was a real heart stopper to say the least. Quick summary of the battle (from my perspective):
1. Both of my brigades had to back pedal from the Brits to the northwest of the fort. Ernie came up but lost some guns to my infantry and cav. So far Ernie winning.
2. My brigades attack the fort and take it. So far I am holding two objectives and doing ok. Ernie not sure which way I am going at this point so he guards the eastern objective (100 or 200 points). So far I am winning.
3. Ernie attacks the fort. Tough fighting but I hold him off. Still winning.
4. My third brigade arrives as Ernie breaks into the fort sending all of my units either into a prisoner of war camp or off into the woods. Ernie back in the lead.
5. My third brigade splits up with the regulars hitting Ernie from the west while my militia captures a objective in the south and then marches north to help take the fort. They rout all over the place and only by sheer willpower do I hold a line in the south. I take the fort with Regulars and prepare for the onslaught.
6. Ernie attacks the fort in the last three turns. His attack takes the fort objective again. I launch a last minute attack but he has too much guarding the objective. Ernie wins.

My observations on this scenario:
1. Turn Rout Limiting ON - I will never play with it off again. Too many of both sides run around with their heads cut off - and the routs are unhistorical in a 5 min turn. It is like watching hens get attacked from two sides of the barnyard! Back and forth over and under and just not what makes for a fun game to me.
2. Americans cannot attack right away. You have to look for a weak spot, hit it and get out. Trying to hold anything in the early going is testy at best. My plan should have been to get between the fort and the other large objective and when my other brigade comes on do the old dance step and take the middle British force (holding the fort or perhaps at the road juncture objective in the south) from two sides.
3. British have a big advantage here - they can interdict the arrival of the third brigade and pretty much stop it from linking up if the American does what I did. Ernie may have forgotten about its arrival but I think that this is a weak point in the American's deployment. If I were to play the British in this one putting your force between the two American forces would be my plan. Divide and conquer.

I plan on looking this one over and making up a few variants for later play. Look for something on Rich's SDC site in the coming months.


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PostPosted: Mon Feb 24, 2003 7:38 pm 
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Joined: Tue May 22, 2001 5:51 pm
Posts: 1951
Location: USA
That is a good accounting.

I don't remember playing this one and I don't look at the scenarios, before playing them (Unless I tested them). I didn't know of the American reinforcements nor when and where they would come in.

One big mistake, early on, was to leave the far eastern objective undefended. I had to send a regiment and some dragoons over to be sure it wasn't held by a lot of rebels.

It was a fun scenario and the outcome was not apparent until the very end.


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PostPosted: Tue Feb 25, 2003 2:24 am 
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Joined: Tue May 22, 2001 8:49 pm
Posts: 734
Location: USA
This scenario will play quite a bit differently after the next patch, which will remove all the militia units from being able to go into extended line. That one fact was the major reason I couldn't make any progress the last time I played it as the Americans.

Rich


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