Friday nights are usually movie night for the RockyMountainNavy Boys. For myself, I set up Compass Games’ Command & Colors Tricorne: The American Revolution. I was planning on a simple solo rules exploration game when the youngest RMN Boy sat down next to me and asked, “Can I play?”
Who am I to say no to a wargame!
The scenario I set up was the Battle of Bemis Heights, October 7, 1777. I chose this battle partially because it was the first scenario in the rulebook – with lower unit density – and partially because it was (nearly) the anniversary of the battle! I took the Americans while Little RMN took the British. The British start with light artillery supporting a line anchored at one end by heights. The Continental Regulars are forward in a line passing thru/behind trees. There is also a detachment of Light Infantry (Col Morgan) on the left flank. A strong group of American Militia are further back and can be brought forward as reserves.
The battle began with an Opening Cannonade from the British guns. Fortunately, many of the Continental Regulars were just out of range or behind trees and safe. The British pushed out a unit of elite Grenadiers on their own left flank, and in the initial engagement routed an American Militia unit and pushed back the American right flank. Morgan’s light infantry on the American left pushed out independently and threatened the heights, but the terrain advantage helped the British defenders. The British also used some line volleys as the Americans pushed forward into the tree line.
At this point, Little RMN was feeling quite confident; he was leading 3-2 and had watched the American Militia run away after a single volley. With his elite Grenadiers and terrain advantage he felt that he was on a path to victory.
But fortune was to favor the Americans. The Command Card “Steal the March” allowed the main American line to rapidly advance across the open field and enter Melee Range. Little RMN triumphantly played another “Line Volley” fully expecting to devastate the pesky Americans.
Then the Americans played the Battle Card “The Whites of Their Eyes.” This card lets the Americans fire FIRST in Melee combat. In the exchange of fire, not one British unit was able to stand and Battle Back. Indeed, three units ROUTED and ran off.
The Americans now held the advantage with the score 5-3 after the close fire exchange. Little RMN tried to reorganize his line and pick off ANY American unit. But while he was doing so, Morgan’s light infantry on the right got a clear shot an an unattached Leader – and got the kill. Americans win 6-3.
Little RMN has played plenty of Memoir ’44 and a few games of Command & Colors: Ancients so he was not totally unfamiliar with the game system. The real difference in Tricorne is the morale rules and the potential of routing units. This bit of historical chrome becomes an essential part of the Tricorne experience and makes Tricorne thematically appropriate without a huge rules overhead.
Little RMN wants to play Tricorne again. Worrying to me, this game we had the Middle RMN Boy as an observer. He quietly watched and learned. So quiet was he I fear playing him in the future because I could see the whites of his eyes as he studied the battle and considered what he would do differently.
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