Rebel Raiders Replay (Turn 3)
Designer Mark McLaughlin as
CSA; Naval Historian Brandon Musler as USA
When we last left our intrepid gamers, the
Union had been rebuffed twice at , and the Confederacy was enjoying the first
“happy time” running the blockade… Louisville
The “happy time” is no more. The Thin Blue Line rounds up THREE Blockade Runners in the
(one fewer than the South built last turn), and all of those were stacked with
cargo, so it is a double loss! The
remainder manage to unload a mere 7 VP – most of which is eaten up by the
attrition roll in the Supply Phase – and the two Raiders contribute nothing,
finding no targets to sink or ransom.
(NB: The South wants VP to build extra ships and defenses, buy extra cards and counterattacks – but also needs VP to keep getting three cards a turn).
Fortunately the Tredegar Iron Works (Card 95) gives the South an extra battery, one of which goes to setting down an Ironclad. (The others are placed in
and, as seems fitting, Richmond,
where those Iron Works were situated).
The South also builds a Raider and 3 Blockade Runners (to replace the 3
it lost), and spends 20 VP to build an Ironclad.
Heady with victory,
decides to rush for Nashville, which
has no Battery, so it is two Rebel to one Yankee die. The Union rolls a “1”
and the South a “6”, which instead of a loss of merely 5 VP is doubled to 10 by
play of Card 102 - Matthew Brady. To
add insult to injury, this card also requires the Union
to discard a card at random from its hand as further penance for its
At the start of the Union Build Phase the Confederacy plays Corruption (Card 58) – increasing the cost to build Union ships this turn and forcing the discard of Yankee Guns (Card 3) – which gives the Union Screw Sloops and Ironclads some re-rolls.
The North builds 3 Screw Sloops….which cost 2 each not just 1 due to Corruption.