The game began with a very slow entrance onto the table by by lovely Hinchliffe Hessians, accompanied now by the newly-based and painted Fusilier Regiment von Knyphausen. Together with IR Prinz Karl. The rest of the brigade of the Leib IR and IR von Mirbach, supported by a battery of 6pdrs, barely made it onto the table before the end of the game due to really poor command rolls. They must have taken a wrong turn or something........
Actually it was a very good and fun game. Rob's die throwing was generally appalling at the start of the game while I managed a constant stream of 6's (5 times in a row) when trying to hit and/or save; a run that came to an end with the three consecutive moves of double 6's (resulting in blunders) thrown when trying to get the Hessian Grenadiers into forward gear ALL AT THE SAME TIME! That would have been very helpful. Rob normally gets his fair share of blunders but this time only managed it once, and it didn't spoil any of his plans at all.
The Hail Caesar break test table worked really well as it added a certain something and another level of uncertainty to the game. It certainly meant that it was risky to have your skirmishers exposed up front as it proved to be quite annoying seeing them suffer casualties from a line or a battery and come tumbling back to safety. Not unrealistic I reckon. We also had plenty of units dithering while disordered and everything felt right, even when my soopa doopa Grenadier thugs got bounced! I am now getting very excited about the imminent arrival (I hope) of the BP AWI supplement. NOT because I am a slave to rules and army supplements, but because I am very interested to see how Steve has translated the 20 or so real battles into workable BP scenarios.
My next planned game isn't until mid-August when Conrad is coming up, but I hope to get another game in before then, depending on my health.