Rebel Raiders Replay (Turn 6)
Designer Mark McLaughlin as
CSA; Naval Historian Brandon Musler as USA
When we left off last time, the Union blockade had become so formidable that nearly half of the vessels trying to run it were caught - most with their cargo. The net suitably tight, now the North is starting to send out packs of screw sloops to hunt down Raiders....
Four more Blockade Runners go down ---
is capturing them faster than the South can build them. Twelve victory points are acquired by the South this turn, bust mostly from
Raiding, not Running. Memphis is strengthened by the Gunboat the South built last turn (which was built in Vicksburg, as I failed to mention, as an Ironclad appeared in Memphis last turn and the South may only place one ship per port per Build Phase, other than through card play).
Beauregard (Card 88) again appears, with that blessed third battery, and
Nashville and Memphis
are now brought up to full strength with three batteries each, and another is
placed in Richmond, just to
safeguard the capital. The South builds four Blockade Runners, one for each lost this turn, and builds a Gunboat in Memphis.
Diplomatic Pressure (Card 55) is applied through the card of the same name, which sends the Trent and Royal Navy (Cards 83 and 62) to the Discard Pile - this frees up the three screw sloops that were on the later card, giving the North yet more big warships to go a'Raider-hunting.
Images below: The big map situation early in Turn 6, before the Union play...
...and some of the cards played on Turn 6....