Author Topic: Playtest 5: Union vs Alexander  (Read 36 times)

Duane_Nordeen

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Playtest 5: Union vs Alexander
« on: May 21, 2020, 10:01:35 AM »
This is a test of Cavalry as the enemy.  My prediction is that the firearms will have a very hard time stopping the cavalry, but the cannon will stop some of the cavalry.  Basically, cannon will be critical to the Union stopping cavalry charges and the infantry will be hard pressed to stand against undamaged cavalry. 

Additional Changes:  The Faction ability has been changed to include all units.  Unnerving has been reworded for clarity.

Playtest5: Union vs Alexander (Cavalry vs Firearms)

Union: Estimating 1700-2000 points
5 Union Line Infantry
1 Volunteers
2 Union Colors & Drums
1 Napoleon Gun
1 Ordnance Rifle

Alexander: 1984 points
3 Companion Cavalry
3 Thessalian Cavarly
2 Sarissophoroi
2 Heroes (Alexander & Parmenion)
2 Command Cards

Faction Ability
Fighting Retreat:  Spend 3 command actions.  All of your units may move straight backwards this turn instead of moving normally.

Units:
Union Colors & Drums:  (Standard) (1) 4/4  2/1  R-N/A Cge-14 M-3.5”
Hit boxes 1G-1Y-1R
Leadership Range 7”
Key Words: Double Time, Assign Damage
When routed or destroyed, all units within leadership range must make a rout check.
Unknown Points

Union Line Infantry: (Core) O: (5*) 4*/9* D: 2/1  R-7” Cge-10* M-3.5*”
Hit boxes 5G-3Y-2R, 1 ammo box
Key Words: firearm, spears, unnerving
No penalty for move and shoot.
O (4) 4/4 while engaged
Ranged attack is LOS
Courage +2 when within leadership range of any of your non-routing units.
Equipment: Rifles and bayonets
Unknown Points (170-200 point range)

Union Volunteers: (Core) O: (4) 3*/9* D: 1/1  R-7” Cge-8* M-3.5*”
Hit boxes 5G-2Y-2R, 1 ammo box
Key Words: firearm, spears, unnerving
No penalty for move and shoot.
O (4) 4/4 while engaged
Ranged attack is LOS
Courage +2 when within leadership range of any of your non-routing units.
Equipment: Rifles and bayonets
Unknown Points

Union Napoleon Gun: (Core) O: (3) 4*/10* D: 0*/0  R-10.5” Cge-8* M-2.5”
Hit boxes 3G-2Y-2R, 1 ammo boxes
Key Words: wheeled, cannon, unnerving
O: (3) 2/2 while engaged
D: +2/+0 vs ranged attacks
Courage +2 when within leadership range of any of your non-routing units.
Unknown Points

Union Ordnance Rifle:  (Standard) O: (3) 5*/10* D: 0*/0  R-17.5” Cge-8* M-2.5”
Hit boxes 3G-2Y-2R, 1 ammo boxes
Key Words: wheeled, cannon, unnerving
O: (3) 2/2 while engaged
D: +2/+0 vs ranged attacks
Cannot Move and Shoot, No penalty for Long Range
Courage +2 when within leadership range of any of your non-routing units.
Unknown Points

Key words:
Assign Damage:  When taking damage, up to 2 damage per turn can be assigned to any unit(s) within 2.5” instead of this unit.
Firearm: During the Combat Phase, instead of attacking, this unit may reload 1 ammo box for free.  If this unit’s ranged attack deals at least 1 hit (not counting impact hits), gain 1 additional impact hit.
Cannon: This unit’s ranged attack has 2 impact hits.  This unit cannot shoot an engaged unit.  During the Combat Phase, instead of attacking, this unit may reload 1 ammo box for free.   It costs 2 command actions to reload 1 ammo box on this unit.  If this unit’s ranged attack deals at least 1 hit (not counting impact hits), gain 2 additional impact hits. 
Double Time:  You can spend a command action to give this unit and infantry units within leadership range an MC of 5”.
Drifting: While airborne, the current active player represents the winds that provide this unit’s flying movement.  This unit is direct controlled for free, and the unit moves its flying speed on your turn and your opponent’s turn.  On your opponent’s turn, the unit gets -2MC.  This unit takes no MC penalty for maneuvers. 
Spotter X”: Spend a Command Action.  Choose a friendly indirect fire unit within X” of this unit.  Any one enemy unit visible to this unit is visible to the chosen friendly unit and treats that enemy unit as the nearest enemy.  In addition to any other modifiers, the friendly unit gets (-0) -1/-0 on range attacks against that enemy unit.
Unnerving:  When an enemy unit takes damage from this unit’s ranged attack, that enemy unit must take a Rout check. 

Duane_Nordeen

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Re: Playtest 5: Union vs Alexander
« Reply #1 on: May 21, 2020, 10:07:20 PM »
Gameplay:

Turn 1: Alex
Deployed in 2 lines.  Thessalian in front of Companion.  Sarissophoroi on right flank
Companion1: Unit Objective Modifier - Volunteers (Union Right Flank)
Sarissophori1: Unit Objective Modifier - Infantry5 (Union Left Flank)
Sarissophori2: Location Objective Modifier - Right and Behind Infantry 5 in line with Colors2 Flank (to bypass Infantry5 and Final Rush Colors2 Flank)

Line moves forward;
Inspiration: Sarissophori x2, Thessalian2 and 3

Range 1: Ordnance Rifle vs Sarissophori1 (Unit Objective)
Ordnance Rifle (LR, Cav, Fast): (3) 2/9
Not Nearest Enemy: (3) 1/9
0 hits
Cannon: + 2 impacts
2 wounds

Rout Check:
- Sarissophori1 (Unnerved, Inspired): Passed

Turn 2: Union
Deployed in 2 lines on Hold.  Cannons on Range.
Line1: Infantry w/ Volunteers on Right Flank
Line2: Cannon in center with Colors & Drums on either side
Ordnance Rifle: Unit Objective Modifier - Sarissophori1
Napoleon Gun: Unit Objective Modifier - Companion1
Direct Control infantry5 - move backwards to cover Colors2 flank along with Infantry4 flank

Range 1: Ordnance Rifle reloads

Turn 3: Alex
Line moves forward
Inspiration: Thessalian1
Draw 3 cards

Range 1:  Volunteers & Infantry1 vs Thessalian1
Volunteers (Cav) (4) 0/7
0 hits

Infantry1 (Cav) (5) 1/7
Accuracy: (5) 3/7
2 hits
Firearm: 2 hits + 1 impact
2 wounds
Overkill: 3 wounds
Parmenion (Hero): 2 wounds

Range 2: Infantry2 and Napoleon Gun vs Thessalian2
Napoleon Gun (Cav, M&S) (3) 0/8
Hold the Line
0 hits
Cannon: +2 impact hits
2 wounds
Hold the Line: 1 wound

Infantry2 (Cav) (5) 1/7
1 hit
Firearm: 1 hit + 1 impact
2 wounds

Range 3: Infantry3 vs Thessalian3
Infantry3 (Cav) (5) 1/7
Strike: (6) 2/7
3 hits
Fortunes of War: Reroll
1 hit
Firearm: 1 hit + 1 impact
2 wounds

Range 4: Infantry4 & 5 and Ordnance Rifle vs Sarissophori1
Ordnance Rifle (LR, Cav, Fast): (3) 2/9
Not Nearest Enemy: (3) 1/9
0 hits
Cannon: +2 impact
2 wounds

Infantry4 (Cav, Fast): (5) 0/7
0 hits

Infantry5 (Cav, Fast): (5) 0/7
1 hit
Fierarm: 1 hit + 1 impact
0 wounds
Overkill: 2 wounds Sarissophori1 destroyed

Rout Checks:
- Thessalian1 (Unnerved, Parmenion, Hold the Line): Passed Cge15
- Thessalian2 (Yellow, Parmenion, Hold the Line, Inspired): Passed Cge15
- Thessalian3 (Unnerved, Parmenion, Hold the Line, Inspired): Passed Cge16

Score: 159 - 0 Union

Turn 4: Union
Draw 2 cards
Reload Ordnance Rifle

Range 1: Volunteers, Infantry1,2,3,4,5, and Napoleon Gun reload

Range 2: Ordnance Rifle vs Thessalian3
Ordnance Rifle (3) 3/8
2 hits
Cannon: 2 hits + 4 impact
5 wounds
Overkill: 6 wounds - Thessalian3 destroyed

Score: 402 - 0 Union

Turn 5: Alex
Inspiration: Thessalian1, Companion2
Draw 2 card

Final Rush
- Thessalian1 to Infantry1
- Thessalian2 to Infantry2
Companion cavalry move forward, Sarissophori2 moves around into Union rear

Range 1: Ordnance Rifle reloads

Range 2: Volunteers vs Companion1
Volunteers (Cav) (4) 1/7
0 hits

Range 3: Infantry3 & Napoleon Gun vs Companion2
Napoleon Gun (Cav) (3) 2/8
****Not Nearest Enemy: (3) 1/8*****
1 hit
Cannon: 1 hits + 4 impacts
3 wounds
Overkill: 5 wounds

Infantry3 (Cav): (5) 2/8
2 hits
Firearm: 2 hits + 1 impact
2 wounds
Overkill: 3 wounds - Companion2 destroyed

Range 4: Infantry4 & 5 vs Companion3
Infantry4 (Cav): (5) 2/8
1 hit
Firearm: 1 hit + 1 impact
1 wound
Overkill: 2 wounds

Battle 1: Thessalian1 vs Infantry1
Javelin: (6) 4/4
Strike: (7) 5/4
6 hits + 1 impact
4 wounds

Thessalian1: (6) 4/4
Inspiration: (8) 4/4
6 hits + 1 impact
7 wounds - Infantry1 destroyed

Infantry1: (4) 1/2
Spears: (4) 2/4
1 hit
1 wound

Battle 2: Thessalian2 vs Infantry2
Javelin (Yellow): (5) 4/4
Follow Me: (6) 4/5
4 hits + 1 impact
5 wounds

Thessalian2(Yellow): (5) 4/4
Inspiration: (7) 4/4
4 hits + 1 impact
4 wounds

Infantry2: (4) 1/2
Spears: (4) 2/4
Chamberlain: Bayonets - +1 extra attack
1 hit
1 wound

Extra Attack: (4) 2/4
3 hits
3 wounds - Thessalian2 destroyed

Rout Checks:
- Thessalian1 (Yellow, Follow Me): Passed
- Companion3 (Unnerved): Failed, Disrupted
- Infantry2 (Red): Passed

Score: 924 - 200 Union

Turn 6: Union
Change Order: Infantry 2 & 4 to Close
Draw 2 cards
Vicksburg: Alex player chooses Companion1 to mark 1 red box

Final Rush:
- Infantry2 to Thessalian1 Flank
- Infantry4 to Companion3 (Disrupted)

Range 1: Volunteers, Infantry 3 & 5, Napoleon Gun Reload
Range 2: Ordnance Rifle - No targets visible and unengaged

Battle 1: Infantry2 vs Thessalian1
Infantry2 (Red, Flanking): (3) 3/2
Spears: (3) 4/2
2 hits
1 wound

Thessalian1 (Yellow, to Flank): (2) 4/4
Accuracy: (2) 6/4
2 hits
2 wounds - Infantry2 destroyed

Battle 2: Infantry4 vs Companion3
Infantry4: (5) 3/2
Spears: (5) 4/2
4 hits
0 wounds
Cunning: 1 wound

Companion3: (6) 4/5
Disrupted: (5) 3/4
Alexander: (6) 4/4
4 hits
3 wounds

Rout Check:
- Companion3 (Yellow, Alexander): Passed

Score: 924 - 400 Union

Turn 7: Alex
Inspiration: Companion3 and Thessalian1
Draw 2 cards

Final Rush:
- Companion1 to Volunteers
- Thessalian1 to Colors1

Direct Control Sarissophoroi to Final Rush Color2 rear next move

No available targets for ranged attacks

Battle 1: Companion1 vs Volunteers
Companion1 (8) 5/5
7 hits + 1 impact
8 wounds

Volunteers (4) 2/2
Spears: (4) 3/4
2 hits
0 wounds

Battle 2: Thessalian1 vs Colors1
Thessalian1 (Yellow) (5) 4/4
Inspiration: (7) 4/4
6 hits + 1 impact
5 wounds - Colors destroyed

Colors1 (1) 1/2
1 hit
1 wound

Battle 3: Companion3 vs Infantry4
Companion3 (Yellow) (5) 4/5
Disrupted: (4) 3/4
Accuracy: (4) 5/4
4 hits
3 wounds

Infantry4 (4) 3/2
Spears: (4) 4/2
4 hits
0 wounds

Rout Checks:
- Thessalian1 (Red): Failed
     We Few: Passed
- Volunteers (Red, No Colors): Failed, Routed
- Infantry3 (Colors1 destroyed, Colors2 support): Passed
- Napoleon Gun (Colors1 destroyed, Colors2 support): Failed, Disrupted
- Ordnance Rifle (Colors1 destroyed, Colors2 support): Failed, Disrupted
- Infantry4 (Yellow, Colors2 support):  Passed

Free Attack:
Companion1 (Rear) (8) 6/6
7 hits + 1 impact
Overkill: 9 hits
8 wounds
Overkill: 9 wounds - Volunteers destroyed

Score: 924 - 550 Union

Turn 8: Union
Direct Control Colors2 and move forward
Direct Control Infantry3: Reform facing Thessalian1 and move forward
Direct Control Infantry5; Reform facing Colors2
Draw 1 card

Range 1: Infantry3 vs Thessalian1
Infantry3 (Cav) (5) 1/7
0 hits

Battle 1: Companion3 vs Infantry4
Infantry4 (Yellow): (3) 3/2
Spears: (3) 4/2
3 hits
0 wounds

Companion3 (Yellow): (5) 4/5
Disrupted: (4) 3/4
Alexander: (5) 4/4
Mettle: (5) 4/2
2 hits
0 wounds

Score: 924 - 550 Union

Turn 9: Alex
Inspiration: Thessalian1, Companion3
Draw 2 cards

Final Rush:
- Sarissophoroi2 to Colors2 rear
- Thessalian1 to Napoleon Gun flank
Companion1 moves toward Infantry3

Range 1: Infantry3 reloads
Range 2: Infantry5 vs Sarissophoroi2
Infantry5 (Cav, Fast) (5) 0/8
1 hit
Firearm: 1 hit + 1 impact
2 wounds

Battle 1: Thessalian1 vs Napoleon Gun
Thessalian1 (Red, Flanking): (3) 7/5
Inspiration: (5) 7/5
5 hits + 1 impact
4 wounds

Napoleon Gun (to Flank): (2) -1/0
Disrupted: (1) -2/-1
0 hits

Battle 2: Sarissophoroi2 vs Colors2
Sarissophorio2 (Rear): (6) 4/6
Strike: (7) 5/6
6 hits + 1 impact
6 wounds
Overkill: 7 wounds - Colors2 destroyed

Colors2 (to rear): (1) 1/2
0 hits

Battle 3: Companions3 vs Infantry4
Companions3 (Yellow): (5) 4/5
Disrupted (4) 3/4
Alexander (5) 3/5
2 hits
1 wound

Infantry4 (Yellow): (3) 3/2
Spears: (3) 4/2
3 hits
1 wound

Rout Checks:
- Sarissophorio2 (Unnerved, Inspired):  Failed, Disrupted
- Napoleon Gun (Yellow): Failed, Routed
- Infantry3 (Colors2 Destroyed): Failed, Disrupted
- Ordnance Rifle (Colors2 Destroyed): Failed, Routed
- Infantry4 (Yellow, Colors2 Destroyed): Passed
- Infantry5 (Colors2 Destroyed): Failed, Disrupted

Free Attack:
Thessalian1 (Red, Flanking): (3) 7/5
3 hits + 1 impact
3 wounds - Napoloen Gun destroyed

Score: 924 - 950 Union

Turn 10: Union:
Rally Ordnance Rifle
Reorganize Infantry5 (Range)
Reload Infantry5

Range 1: Infantry5 vs Sarissophorio2
Infantry5 (Cav, Fast) (5) 1/8
1 hit
Firearm: 1 hit + 1 impact
1 wound
Overkill: 2 wounds

Rout Check:
- Sarissophorio2 (Yellow, Inspired): Passed

Score: 924 - 950 Alexander

Turn 11: Alex
Draw 4 cards
Spring the Trap: Draw 1 card
Nikanor: Inspiration on Companion1

Final Rush:
- Companion1 to Infantry3
- Thessalian1 to Ordnance Rifle Flank
- Sarissophori2 to Infantry4 rear for Pinch

Range 1: Infantry5 reloads

Battle1: Companion1 vs Infantry3
Companion1: (8) 4/5
Inspiration: (10) 4/5
6 hits + 1 impact
6 wounds

Infantry3: (4) 2/2
Spears: (4) 3/2
Disrupted: (3) 2/1
1 hit
0 wounds

Battle2: Thessalian1 vs Ordnance Rifle
Thessalian1 (Red, Flanking): (3) 7/5
Might (4) 7/6
2 hits + 1 impact
Overkill: 5 hits
3 wounds
Overkill: 4 wounds

Ordnance Rifle (to Flank): (2) -1/0
0 hits

Battle3: Companion3 & Sarissophori2 pinching Infantry4
Companion3 (Yellow): (5) 5/6
Disrupted: (4) 4/5
4 hits
4 wounds - Infantry4 destroyed

Sarissophori (Yellow, Rear): (4) 5/7
Skipped

Infantry4 (Yellow): (3) 3/2
Spears: (3) 4/2
Parry: (2) 3/2
2 hits
0 wounds

Rout Checks:
- Infantry3 (Yellow): Failed, Routed
- Ordnance Rifle (Yellow):  Failed, Routed

Free Attacks:
Companion1 (Rear): (8) 5/6
5 hits + 1 impact
6 wounds - Infantry3 destroyed

Thessalian1 (Red, Flanking): (3) 7/5
3 hits + 1 impact
2 wounds
Fortune Favors the Bold: Reroll
4 wounds - Ordnance Rifle destroyed

Score: 924 - 1800 Union

Victor Army Points:  960 points - Draw

Duane_Nordeen

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Re: Playtest 5: Union vs Alexander
« Reply #2 on: May 21, 2020, 10:18:40 PM »
Initial Thoughts:  It was a draw.  That implies the balance is not far off.

As expected, Cannon are necessary to stop cavalry.  The Infantry had very few wounds against the cavalry.  Once a Colors & Drums unit gets in trouble, the army starts to fall apart.

The Union had destroyed 924 points by the end of turn 5, but was unable to destroy another unit over the next 6 turns.

At the beginning, the Union is very strong.  However, if a faction can survive to engage the Union, the battle swings the other way.

Javelin cavalry had amazing hits on the charge, but the Alexander player forgot to reload.  Probably would have been over much sooner if Alexander had reloaded.

The Battle felt like a civil war fight.  Units were dropping like flies, and even the "victor" lost half his army.

Assign Damage needs to be limited to 1 damage per turn.

It'd be interesting to replay the battle with the Gatling Gun (But I've no idea how to cost it out so that'll wait).

Gatling Gun: (Elite) O: (9*) 9*/10* D: 0/0  R-5” C-9* M-3.5”
Hit boxes 2G-1Y-2R, 4 ammo boxes
Key Words: wheeled, firearm
O: (3) 2/2 while engaged
Ranged Attack is LOS.
Courage +2 when within leadership range of any of your non-routing units.
Unknown Points

I"m not sure it would have made much difference with LOS range attack and Range 5" against units moving 6" and 7" but it would have been interesting to see it in action.

Duane_Nordeen

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Re: Playtest 5: Union vs Alexander
« Reply #3 on: May 22, 2020, 10:15:42 AM »
The D: 2/1 seems to be OK during engagements.  I'm concerned that D: 2/1 is going to cause problems with a Union vs Confederacy fight.  The Confederacy will get hits since they have +1 offensive skill, but the Union is going to struggle to hit D: 2/1 Confederacy Units.  I need to see if D: 2/1 will help against the bowmen attacks. 

If D: 2/1 reduces the ranged hits, I'm considering removing 1 Green box from infantry.

I think I should change the Colors & Drums from 1G-1Y-1R to 2G-0Y-0R.  That would avoid dealing with a (1) X/X unit that goes Yellow or Red and make Colors & Drums more vulnerable. 

Spears seems just fine on the Line Infantry.  Even with the Spears bonuses, the Line Infantry struggled against cavalry.  Infantry4 was unable to significantly damage disrupted cavalry, but did hold its ground, bogging that cavalry down.


I'd like to have another Faction Ability for the Union.  The Fighting Retreat is useful against infantry, but not against a fast army.  I'm not a fan of having a Faction Ability that isn't good for all/most games unless there's a second ability to cover down.

The ones I have in reserve are below:

Supply Trains:  When reloading ammo boxes on firearm units, you can reload 2 ammo boxes on 1 unit or 1 ammo box on 2 units with each Command Action.

Troop Trains:  Give up all your Command Actions for the turn to heal 1 damage on each of your unengaged units

Railroads: You may give up all your Command Actions for the turn to heal 1 damage on each of your unengaged units. When reloading ammo boxes on firearm units, you can reload 2 ammo boxes on 1 unit or 1 ammo box on 2 units with each Command Action. 

I'm leaning toward Railroads.  I specify firearm to avoid making cannon units more powerful.