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 Louisville , and the Confederacy was enjoying the first
“happy time” running the blockade…
Turn 3 –
December 1861
The “happy time” is no more.
The Thin Blue Line rounds up THREE Blockade Runners in the Caribbean
(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 Savannah
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, Brandon
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
battlefield loss.
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.
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