Saturday, October 12, 2013

Longstreet Lite test game

Downloaded the lite version from the website plus 2 decks of cards.  Dug out some old 15mm ACW my dad painted many moons ago (ps- if anyone recognizes the manufacturer please let me know.  I think they are minifigs from the 1980s but not sure)
Sample game is a basic meeting engagement at a farm.  Rebs to the left, Yanks to the right.

The first thing I had to come to grips with was having to use precious cards you just knew you would want later in the game just to get the troops moving.

Yanks move a gun and an infantry unit up the hill on the right flank.

After routing a unit of yanks out of the woods on the left flank these rebs turn the zouaves flank.


Finally coming into musket range.  The rebs threw a "swampy ground" card in front of the yanks on the right to keep them from closing into melee.

The rebs come off the loser in the musket exchamge.  At this point they reached the break point of 9 bases lost.  I had misunderstood how to play this and thought I was supposed to meet or exceed but you actually start dicing when you get within 6 of it, but I don't have enough bases to play that way.


I figured I would give the rebs their turn since I didn't know if the game should end AT the brealpoint or after it was exceeded.  With their fire the rebs knocked out 3 yankee bases to a total of 10, so by my on the spot rule changes the rebs squeaked out a win.

Somehow even when I play solo I get the feeling I lost...
Lessons learned:  I think I am better off having fewer but larger units.  4 base units just didn't throw out much firepower.  I don't think I ever had to use morale cards to lower the loses.  Having more units made it very hard to get the troops into combat range.  You only get 6 cards a turn which means you can only fire/move six units that turn but that would deprive you of any action modifiers and leave you completely vulnerable to lucky enemy casualty rolls as well as burn through your deck very fast.  It is more realistic to think you will fire/move 3 units a turn.
All in all it seems a promising game with a lot of tactical decisions to make during each phase.

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