My plan was to use my French irregulars to tie up the British light infantry and send my 3 war parties through the tall corn and into the cabins. My irregulars got excited when the British moved up to the split rail fencing. They missed entirely with their first volley and the the British reply sent my irregulars reeling. This was a blunder on my part as it allowed the British lights to pivot 180 degrees, reload and fire into my approaching warband.
Things were trending very poorly for me. The British Rangers opened up and sent one of my warbands fleeing. I charged a depleted warband into the British lights and failed to budge them. The only bright spot on the board was the fleeing civilians I was about to run down from behind.
Before my warband could dispatch the civilians, the Rangers charged my warband. The short and sharp melee sent the Rangers back in flight. If they'd beaten me, the British would have won on the spot as this was my last healthy warband. As it was, my warband caught the fleeing civilians from behind and dispatched them. A back to back activation allowed me to turn and charge the second unit of civilians from behind and dispatch them as well. Out of the teeth of defeat, a surprising victory!
I was really taken with M&T. Our tense game had many interesting decision points and was resolved in two hours. In particular, I loved:
- The card driven activation with random events built in.
- The Fog of War opening movement with dummy counters.
- Morale and special unit characteristics.