Experience Commander
7 English Militia
7 Musketeers (with Plug Bayonets)
4 European Militia Cavalry
Also the first time for my opponent using some of his newly painted frenchies (as compared to his usual englishmen) with the Logwood Cutters:
Untested Commander
6 Flibustiers
6 Freebooters
4 Boucaniers
The Scottish have the bottom corner, with Cavalry nearest the forest, Militia next to the big house, and Musketeers in between in a firing line. Logwood Cutters have Flibustiers ready to run up to the big house, Freebooters hiding behind them and the smaller house, while the Boucaniers are hidden in the forest just out of shot (sneaky ones, them Boucaniers).
First thing that happens, the Cavalry is beset by some kind of annoying creature in the forest, and are forced to fall back (Yay, events). Luckily, they're Cavalry. Threat is dealt with (at the cost of gaining a fatigue), they then swiftly move forward.
But they don't quite manage to get into cover before the cheeky Flibustiers rushes forward and downs one.
The Scottish soldiers, not the least bit deterred, counteradvance into almost pike range, and fire a volley. Sadly, only a single Flibustier dies, the rest managing to dodge.
The Scottish Militiamen decide to be sneaky, and with encouragement from the commander, charge through the house, and into the Flibustiers.
Who, by a combination of Brawlers (because Scots) and general good rolling, are wiped out to a man. Woops?
Of course, retaliation is not far away. The Freebooters of the Logwood Cutters cut down 2/3 of the militia while they're in the open (I was expecting to be protected by an ongoing melee...)
And all of that was just Turn 1. Starting close to each other certainly speeds up the action.
Turn 2 start with the Militia being wiped out. Technically, I guess one man makes it, but routs due to suddenly having too much fatigue and no friends, but eh.
Otherwise, it's maneuvering. The Logwood Cutters gather in the forest (insert joke about treehugging pirate lumberjacks here), while the scots go in/around the big house.
Horses can't go into houses, but I think the cavalry wish they could.
Turn 3, it's time to do what Scots do best. Que the bagpipes, move out in orderly lines, fire a volley at point blank range into the Boucaniers. Buggers can't dodge it all...
And then? Mount bayonets, and charge! 3 dead Boucaniers, and one dead Commander, later... the Logwood Cutters player interrestingly chose to pass (wanting that delicious last activation of the turn).
Cavalry then moves up. Incidentally, I am honestly impressed by the speed of the cavalry, going all over by dint of having effectively 3 actions for movement each turn, one (or two, with quick) of which is free and therefore doesn't count for fatigue. And that is on 3 out of 4 card suites.
And then the freebooters finally get their chance for some revenge. Two Scottish Soldiers fall, but the rest stand firm.
Turn 4, the Cavalry finally get their chance for glory... only for the Freebooters to pull out their emergency pistols and gun them all down...
Their actual shooting manage to thin down the Scottish Soldiers by one, and make them shaken. But Resolve 4 and an Inspiring Commander, means it doesn't stick around, and they can advance back with a Command Point.
Turn 5. One card each. 13 of Clubs means the Scottish get to activate first (I was not expecting that, but I guess most things beat Ace of Clubs).
The bayonets are still mounted, so there's only one thing to do. Charge!
Over turns 5 and 6, all but one of the freebooters are downed, with no Scottish casualties. The last one decides to just surrender, it can't get more embarrasing than this (presumably, he does not know Scots...). There were some atrocious rolls involved for the Logwood Cutters in that last melee.
A very bloody battle, with the Scots emerging victorious, 4 standing models to none.
Lessons learnt:
- Cavalry is perfectly fine while Inexperienced, the free move action for being on horses and Quick mean they can still get 12" moves off almost every turn (just don't activate them with a Heart)
- Flibustiers did a poor showing, but on the other hand, I swear by mine. Will have to be tried out a bit more, but they are somewhat of a glass cannon. They would have done better if they hadn't had a spot of bad luck when they needed good luck the most (getting wiped in turn 1... I felt almost embarassed)
- Speaking of glass cannons, the Boucaniers did not do well. Got a few volleys off, but then got tied up in close combat and folded like a wet tissue. The dangers of short firelanes.
- Militia with Quick and/or Brawlers can be absolutely lethal. I don't think they bothered to fire their guns even once, instead charging straight into melee and wiping a unit.