Paul Norell
New Zealand AUCKLAND
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Just a thought, but a degree of surprise could be introduced into raid movement in the following way -
The Raiding Player secretly designates rhis aiding force, but uses four Raid Markers which he can place on any of the Raid entry locations.
The raid markers can all be moved and are only revealed when they end adjacent to enemy units.
I realise that Raiders get a (+1) DRM bonus in combat and can designate the enemy's lead unit; however, I think multiple raid markers create a bit more uncertainty and realism. For example, if the Spanish player knows where the raiding force is, he simply has to sacrifice a single unit by placing it adjacent. The raiders then waste their DRM bonus and have to remove the raid marker.
With multiple markers, the Spanish Player does not automatically know the location of the raiding force and must deploy troops accordingly.
Any thoughts?
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Alejandro Calle
Spain Madrid
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I agree with you. The raid mechanism is the biggest disappointment I had with this games. As it is written there is no way for the British player to accomplish surprise. Is too easy for the spanish to counter the raids. Perhaps the use of dummy raid markers could enhance its performance.
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david stiffler
United States
Virginia
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I would disagree with the need to change the raid mechanism.
As it is now, the Spanish do not know where the British raid will materialize. It could be at one of the marked hexes at the top of the board, or it could be within two hexes of any fortified hex.
Given the speed of the raiders, the Spanish have to keep forces in the rear to secure the road and stockades. As long as the British have a raid in the field, or the threat of a raid the Spanish player has to react to that.
Don't forget that unless you have indians or light infantry facing a raid moving adjacent (in the palmetto) will do no good, as regular units have no ZOC and the raid can simply run on by.
I haven't seen or heard any complaints about the raid mechanism needing tweaking. What I have observed thus far is an aggressive British player can cause problems for the Spanish.
VR/Dave Stiffler
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david stiffler
United States
Virginia
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I would disagree with the need to change the raid mechanism.
As it is now, the Spanish do not know where the British raid will materialize. It could be at one of the marked hexes at the top of the board, or it could be within two hexes of any fortified hex.
Given the speed of the raiders, the Spanish have to keep forces in the rear to secure the road and stockades. As long as the British have a raid in the field, or the threat of a raid the Spanish player has to react to that.
Don't forget that unless you have indians or light infantry facing a raid moving adjacent (in the palmetto) will do no good, as regular units have no ZOC and the raid can simply run on by.
I haven't seen or heard any complaints about the raid mechanism needing tweaking. What I have observed thus far is an aggressive British player can cause problems for the Spanish.
VR/Dave Stiffler
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Paul Norell
New Zealand AUCKLAND
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Thanks for your feedback, Dave.
I agree with a lot of what you say. I have played two solitaire games. both resulting in Spanish victories and am currently playing a third, adopting more aggressive British tactics as you have suggested.
The problem to me seems to be that, if the British don't raid, then they just await the inevitable destruction; if they do raid, then it's possible for the Spanish to envelop the raiders, prevent their return to the forts and thus leave the British with insufficient numbers to defend the redoubts during the Coup de Main Phase.
I guess, what I am really asking is - Is there a way the British can actually win this scenario? I shall continue on my present course and post news of the result.
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Roger Taylor
United States Unspecified Virginia
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pnorell wrote: For example, if the Spanish player knows where the raiding force is, he simply has to sacrifice a single unit by placing it adjacent. The raiders then waste their DRM bonus and have to remove the raid marker. Since a raid has a movement allowance of 7 (8 with the King's Florida Rangers) vs. 4 for other infantry, a careful British player can always be the attacker because the raid can finish its move where it can reach the Spanish but the Spanish can't reach them.
The high movement allowance is what simulates surprise.
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John Carnahan
United States
California
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Paul wrote,
I guess, what I am really asking is - Is there a way the British can actually win this scenario?
I have just conceded my first game as the Spanish, with my troops too disorganized and demoralized to carry on with the coup de main in bad weather.
I hoped that the game's supposed imbalance would compensate for my weakness as a player vis-a-vis my opponent, but no dice. The balance can tip either way, sometimes based on a few units. (It s a low counter density game.)
Bear in mind that most Spanish units project no ZOC on the majority of the map, and can never prevent Indians and rangers from withdrawing from combat, while British light troops, especially the natives, are fast, hard to catch, and almost always project a ZOC.
Crucially, any enemy ZOC disrupts supply lines to Spain's bombardment guns. In other words, the Spanish need to not only build but defend every hex of road if they want to bombard every turn. This leaves them too strung out to concentrate force against the forts.
Spain can use artillery to shoot the Indians, but the Indians are fast enough to run in and out of range. Spanish light troops are more effective, especially if paired with line infantry that can move in for the kill after the lights have pinned a band of Indians.
For that reason, the British need to kill or distract Spain's 2 or 3 light infantry. Consider using the Raid counter's combat advantages to pick off the New Orleans skirmishers who start the game on board. Or, use a Raid to deploy the howitzer (another card up Britain's sleeve) forward, where it can snipe at light troops twice a turn from behind a tree. Once you kill off Spain's light infantry, you have blinded the cyclops.
A dummy Raid counter is an attractive idea from a fun and simulation standpoint, but I'm not sure it's needed for balance.
cheers John
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