Post by Deleted on Apr 22, 2021 1:20:57 GMT
First run through turn 3, where I'm stopping due to mistakes in exeucting rules. Haven't played this in a long time.
Turn 1. 7th crosses the LBH at Ford A, and moves 6 Hexes with scouts on the left, Reno on the right, 13 - 15 Hexes away from the camp and the Pony Herd. I was able to move without Triggering Turning Bear's movement, so he only got to move 7 hexes toward the camp, which is not yet warned.
Turn 2. Scouts and Reno move 6-7 more hexes and now are 4 - 6 hexes from the camp. Custer is on Reno's left and Benteen is echelon behind Custer. Turning Bear warns the camp. 7 Bands are able to move to their Horses and move toward the 7th. Crazy Horse is not able to enter the game until Turn 8. (turns are 20 minutes, not 15) and 5 bands are able to move into contact with the 7th. Combat is inconclusive with no effect (partly due to rolling only 1 die instead of 2 dice). The other Indian's moved toward the Herd, but could not mount. The pony herders are not able to start moving till the end of Turn 3.
Turn 3. Reno Dismounts and routes one unit. Combat is otherwise inconclusive because of the die roll issue and fighting mounted. Indians roll a 6 and are able to activate 6 pony herds. 14 other Indians are able to mount.
Turn 4. Combat still inconclusive (damn it), Benteen comes up on Custer's left and Varnum moves around to the left flank as well. Indians thicken the line are are deployed in front of the 7th, essentially blocking the route to the Ponies. Combat for them inconclusive. Only two pony herds activated. Resetting the game. and will try again with the right die rolls.
As I said in the other thread, I don't think going for the horses will work. Here's the situation. Not much room to sneak the scouts around to the West to try to start panicking the horse herd. Grrrr.
Turn 1. 7th crosses the LBH at Ford A, and moves 6 Hexes with scouts on the left, Reno on the right, 13 - 15 Hexes away from the camp and the Pony Herd. I was able to move without Triggering Turning Bear's movement, so he only got to move 7 hexes toward the camp, which is not yet warned.
Turn 2. Scouts and Reno move 6-7 more hexes and now are 4 - 6 hexes from the camp. Custer is on Reno's left and Benteen is echelon behind Custer. Turning Bear warns the camp. 7 Bands are able to move to their Horses and move toward the 7th. Crazy Horse is not able to enter the game until Turn 8. (turns are 20 minutes, not 15) and 5 bands are able to move into contact with the 7th. Combat is inconclusive with no effect (partly due to rolling only 1 die instead of 2 dice). The other Indian's moved toward the Herd, but could not mount. The pony herders are not able to start moving till the end of Turn 3.
Turn 3. Reno Dismounts and routes one unit. Combat is otherwise inconclusive because of the die roll issue and fighting mounted. Indians roll a 6 and are able to activate 6 pony herds. 14 other Indians are able to mount.
Turn 4. Combat still inconclusive (damn it), Benteen comes up on Custer's left and Varnum moves around to the left flank as well. Indians thicken the line are are deployed in front of the 7th, essentially blocking the route to the Ponies. Combat for them inconclusive. Only two pony herds activated. Resetting the game. and will try again with the right die rolls.
As I said in the other thread, I don't think going for the horses will work. Here's the situation. Not much room to sneak the scouts around to the West to try to start panicking the horse herd. Grrrr.