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Subject: First Game, Blow-by-Blow rss

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Andrew Nick
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CALGARY
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TURN 1

Preparation

Start: White Plains;
Raider Strength: 1;

At this point, I didn't like the way the die had dropped through my the "Ludo Outaouais" dice tower (swag from a con in Hull, QC … ), fiddled w/ it to see if it was the way I had assembled it that was the problem, and adjusted assembly to provide more efficacious functionality.

Action cards: Hide, Death Rumour, Gain Init.;

Random Event: Longstreet Goes West.

Operations

Move to Groveton (target in mind: bridge @ Union Mills … )
Probe, Man. Jct.: success, reveal marker & 2 Strength Point unit placed;
Move, Man. Jct.: Activation Check, unit remains inactive;
Probe, Union Mills: success, reveal marker & 1 Strength Point unit placed;
Move, Union Mills: Activation Check, unit remains inactive;
Demolition, Union Mills: bridge demolished, +5 perf. = 5, +1 Union Awareness = 2; Activation Check: unit in Union Mills remains inactive, no units activate in Centreville or Fairfax Stn., a sutler's wagon activates in Bradley (reveal marker placed, eventually … originally forgotten, until an erroneous Activation check was made--see below--in Bradley … ), and the 2 Strength Point unit in Manassas Jct. activates.

Rounds

Gain Initiative card played;

(Q: Does a situation exist in the game where would one be required to draw a Union unit from the container and NOT be permitted to look at it? I think so, look up … Yes! As "Probe" description in first Example of Play, p. 19, an unsuccessful Probe necessitates a "Revealed" Space Status marker be placed, and Union unit be drawn from the container placed in the space w/ looking at it; if the subsequent Activation Check indicates that the unit did not activate, "you get to look at the unit in the space". BUT, if it HAD activated, you would have flipped the unit to its active side, if I'm not mistaken, and the result then would be the same--i.e., you'd know what it was--wouldn't it … ? Which makes me ask:

Q: Unless I misunderstand, there does not exist a situation where you would need to use a Probe action on a Union [inactive] occupied space unless you've forgotten/lost track of said unit, correct … ?)

Activation Checks: Union Mills, Bradley, Bristoe Station (no activations). (In retrospect, no Activation Check was necessary in Bradley, as an activated sutler's wagon was there, and there should have also been a reveal marker there … )

Mosby


Move, Bradley: sutler's wagon eliminated and placed in Holding Box, +1 perf. = 6; Maple Valley: blank Activated, relocated to holding box eliminated (see question below; erred towards elimination, in favour of Union side in game … ), and as per last paragraph 7.7, placed in Holding Box, reveal marker placed; Occoquan: sutler's wagon Activated, eliminated and placed in Holding Box, +1 perf. = 7, reveal marker placed

(Q: During a move into an unrevealed space, a non-combat unit is activated, and summarily eliminated--can Mosby continue moving? A: Yes, 6.2 Entering an Unrevealed Space.

Q: As per above, moving into an unrevealed space, activating a blank, is it also eliminated, or placed in Holding Box [6.2, Entering an Occupied Space is specific about "active non-combat units", specifying "pickets, couriers or sutler's wagons", omitting mention of the blank case]? A: As per Example, page 20, 2nd paragraph, placed in Union Unit Holding Box.)

Union

2 Strength Point unit in Manassas Jct. to Bristoe Stn.

Mosby

Demolition, Occoquan: bridge demolished, +5 perf. = 2 (+1 Notoriety = 2), +1 Union Awareness = 3; Activation Check: no units activate in Fairfax Stn., Pohick Church, or Neabsco Mills; reveal markers placed in Pohick Church and Neabsco Mills

Union

2 Strength Point unit in Bristoe Stn. to Fairfax Stn.

Mosby

Move, Neabsco Mills: 2 Strength Point unit activated, reveal marker placed, "Hide" Action card played;

Union

2 Strength Point unit in Fairfax Stn. to Neabsco Mills;
2 Strength Point unit in Neabsco Mills to Occoquan;

Mosby

Pass

Union

2 Strength Point unit in Neabsco Mills to Occoquan, deactivates;
2 Strength Point unit in Occoquan to Neabsco Mills, deactivates;

Operations

Probe, Dumfries: success, reveal marker & 1 Strength Point unit placed;
Move, Dumfries: Activation Check, unit remains inactive;
Demolition, Dumfries: bridge demolished, +5 perf. = 7, +1 Union Awareness = 4; Activation Check: reveal marker placed & 3 Strength Point unit in Aquila, 2 Strength Point unit in Neabsco Mills, and 1 Strength Point unit in Dumfries activate.

Rounds

Mosby gains Initiative;

Activation Checks: Lindsley's Farm, Garrisonville--no activation. 1 Strength Point unit in Independent Hill and blank (immediately moved to Holding Box) in Stafford Court House activate, reveal markers placed. 2 Strength Point unit in Occoquan activates.

Mosby

Combat, Dumfries: 0 Odds Modifier, +1 Union Reaction ; Combat result: R, 1 Strength Point unit retreats to Aquila, +2 perf. = 9, +1 Union Awareness = 5; Activation Check: Lindsley's Farm--no activation.

Union

2 Strength Point unit in Occoquan to Dumfries;
2 Strength Point unit in Neabsco Mills deactivates;
1 Strength Point unit in Independent Hill to Maple Valley;
3 Strength Point unit in Aquila deactivates;

Combat, Dumfries: -1 Odds Modifier, +1 Union Reaction ; Combat result: R1, 1 Strength Point unit retreats to Neabsco Mills, +6 perf. = 5 (+1 Notoriety = 3) , +1 Union Awareness = 5 (max); Activation Check: Lindsley's Farm--no activation;

1 Strength Point unit in Aquila rallies.

Mosby

Disband

End of Turn

TURN 2

Preparation

Start: Snickersville;
Raider Strength: 2;

Action cards: Local Guide, Mosby Escapes!, Hide;

Random Events: Place Large Union Force (Dranesville), Place Depot (Harper's Ferry), Restore All Bridges, Extend Front (Manassas Gap Railroad line), Union Sweep (1 Strength Point unit in Goose Creek then Rectortown, Grigsby's, and back to Rectortown), Extend Front (Greenwich, Warrenton, Sulphur Springs) .

Operations

Move to Morrisonville (target in mind: bridge & depot @ Harpers Ferry … )
Probe, Lovettsville: success, reveal marker & 2 Strength Point unit placed;
Move, Lovettsville: Activation Check, 2 Strength Point unit activated.

Rounds

Mosby gains Initiative;
Activation Checks: Harper's Ferry, no activation.

Mosby

Move, Harpers Ferry: Activation Check, no unit activates.

Union

2 Strength Point unit in Lovettsville to Harpers Ferry;
Combat, Harpers Ferry: 0 Odds Modifier, +2 Union Reaction; Combat result: D (only a "1" roll would have had a negative impact on Mosby, so the risk was minimal, an I decided to forgo "Hiding", but oh well … ), -2 perf. = 3, "Mosby Escapes!" played to negate Mosby Casualty Check.

End of Turn

TURN 3

Preparation

Start: Snickersville;
Raider Strength: 2;

Action cards: French Dulaney, Mosby Escapes!, Strength Deception;

Random Events: Repair Rail Lines (no effect), Union Sweep (6 Strength Point unit in Bloomfield, then Paris, then Grigsby's, then Piedmont Stn.), Press Coverage (+1 perf. = 4), Lee Needs Information (no effect), Extend Front (White Hall, Stephenson's Stn., Pleasant Valley Mill, Pughtown, Winchester, Salem Church, Kernstown).

Operations

Move to Gum Spring (target in mind: bridge @ Alexandria, while I have "French Dulaney" card … );
Probe, Chantilly: success, reveal marker & 1 Strength Point unit placed;
Move, Chantilly: Activation Check, 1 Strength Point unit activated.

Rounds

Mosby gains Initiative;
Activation Checks: Herndon Stn., Hunter's Mills, no activation; 3 Strength Point unit activated in Fairfax Court House; Courier activated in Centreville.

Mosby

Move, Gum Spring, Aldie, Mountsville;

Union

Courier back in container;
1 Strength Point unit in Chantily to Mountsville;
3 Strength Point unit in Fairfax Court House to Aldie;

Combat, Mounstville: +1 Odds Modifier, +2 Union Reaction; Combat result: R2, +5 perf. = 9 (ooh, sweet spot!), +1 Union Awareness = 2; Activation Check: none.

Mosby

Move, Purcellville, Woodgrove, Hillsborough;

Union

3 Strength Point unit in Aldie to Woodgrove;

Mosby

Move, Morrisonville, Lovettsville, Harpers Ferry: 6 Strength Point unit activated;
Combat, Harpers Ferry: "Strength Deception" card played, -1 Odds Modifier, +1 Union Reaction; Combat result: D, -2 perf. = 7.

End of Turn

TURN 4

Preparation

Start: Aldie;
Inactive (3 Strength Point) unit Woodgrove to Snickersville;
Raider Strength: 3;

Action cards: Spur Horses x2, Pathfinder;

Random Events: Union Offers A Bribe (+2 perf. = 9 … nice!).

(Strongest turn start thus far.)

Operations

Move to Harpers Ferry (target in mind: bridge & depot @ Harpers Ferry … again! ): "Pathfinder" card effectively vitiates need for Activation Check;
Demolition, Harpers Ferry: bridge demolished, +5 perf. = 2 (+1 Notoriety = 4), +1 Union Awareness = 2; Activation Check: no units activate in Harpers Ferry, Halltown, Duffield's Depot; reveal marker placed & 6 Strength Point unit in Antietam Ford, and 5 Strength Point unit in Sandy Hook activate.

Rounds

Mosby gains Initiative;
Activation Checks: Duffield's Depot, Knoxville, Sharpsburg, no activation; reveal marker placed & Courier activated in Rohrerville, and blank revealed in Shepherdstown, relocated to Holding Box; 1 Strength Point unit activated in Harpers Ferry.

Mosby

Move, Lovettsville, Morrisonville, Waterford.

Union

Courier unit in Rohrerville to Sandy Hook, then back to container;
1 Strength Point unit Harpers Ferry to Waterford;
5 Strength Point unit Sandy Hook to Point of Rocks;
6 Strength Point unit Antietam Ford to Morrisonville;

Combat, Waterford: +2 Odds Modifier, +1 Union Reaction; Combat result: R, 1 Strength Point unit retreats to Point of Rocks, +2 perf. = 4, +1 Union Awareness = 3, Casualty Check: no effect; Activation Check: none.

Mosby

Move, "Spur Horses" played, Wheatland, Leesburg, Oatland Mills, Farmwell.

Union

5 Strength Point unit Point of Rocks to Frankville;
6 Strength Point unit Morrisonville to Leesburg;
1 Strength Point unit Point of Rocks rallies.

Mosby

Move, Gum Spring, Chantilly, Fairfax Court House: Activation Check, no unit activates.

Union

5 Strength Point unit Frankville to Chantilly;
6 Strength Point unit Leesburg to Fairfax Court House;
1 Strength Point unit Point of Rocks to Frankville;

Combat, Fairfax Court House: -1 Odds Modifier, +1 Union Reaction; Combat result: R, 6 Strength Point unit retreats to Chantilly, +7 perf. = 1 (+1 Notoriety = 5), +1 Union Awareness = 4; Activation Check: Centreville, Fairfax Stn., Annandale, no activation; reveal marker & Courier placed in Vienna.

Mosby

Move, "Spur Horses" played, Vienna (Courier eliminated [placed in Holding Box], +1 perf. = 2 [another sweet spot … ]), Annandale (Activation Check: no unit activates), Alexandria (Activation Check: no unit activates), Fort Runyon (Activation Check: no unit activates). (In retrospect, this action was executed less than optimally: I should have saved the "Spur Horses" card and just gone for Alexandria, and risked the likely combat vs. the 5 Strength Point unit on my tail [it would only have been 1:1 odds … ], and then have possibly received 2 more points for blowing the bridge in Alexandria, vis the rail line in Fort Runyon … )

Union

5 Strength Point unit Chantilly to Alexandria;
1 Strength Point unit Frankville to Leesburg;
6 Strength Point unit Chantilly rallies.

Mosby

Demolition, Fort Runyon: rail line demolished, +3 perf. = 5, +1 Union Awareness = 5; Activation Check: Fort Runyon, no unit activates; blanks activated in Fort Marcy & Alexandria, placed in Holding Box; 2 Strength Point unit activated in Washington D.C.; reveal marker & Courier placed in Bailey's Crossroads.

Union

Courier Bailey's Crossroads to Alexandria, then back to container;
5 Strength Point unit Alexandria to Fort Runyon;
6 Strength Point unit Chantilly to Bailey's Crossroads;
1 Strength Point unit Point of Rocks to Frankville to Great Falls;
2 Strength Point unit Washington D.C. to Fort Runyon;

Combat, Fort Runyon: Mosby skedaddles, Mosby is wounded, "Pathfinder" card discarded, -2 perf. = 3, 5 Strength Point unit Fort Runyon to Fort Marcy, 2 Strength Point unit Fort Runyon to Bailey's Crossroads.

End of Turn

TURN 5

Preparation

Start: Aldie;
Inactive (3 Strength Point) unit Snickersville to Berryville;
Raider Strength: 4;

Action cards: Local Information, Ambush!, Local Guide;

Random Events: Restore Union Lines (Q: The Random Event Card Summary section of the rulebook says, "Union units in the … Union Unit Holding Boxes are not returned to the container", but how could there be any such units during this step in the sequence of play? A: Maybe another event resulted in a unit ending up there.)

Operations

Move to Groveton (target in mind: bridge @ Union Mills … )
Probe, Man. Jct.: success, reveal marker & 3 Strength Point unit placed;
Probe, Centreville: failure, inactive Union unit placed (w/o looking at it … ), Activation Check: 5 Strength Point unit activated.

Rounds

Mosby gains Initiative;
Activation Checks: Fairfax Court House, no activation; reveal marker placed & 3 Strength Point unit activated in Chantilly, and 3 Strength Point unit activated in Union Mills.

Mosby

Move, Sudley Springs, Catharpin Creek, Catamount Creek.

Union

3 Strength Point unit in Chantilly deactivates;
5 Strength Point unit Centreville to Catharpin Creek;
3 Strength Point unit Union Mills to Catharpin Creek.

Mosby

Move, Aldie, Oatland Mills, Leesburg.

Union

5 Strength Point unit Catharpin Creek to Sudley Springs;
3 Strength Point unit Catharpin Creek to Oatland Mills.

Mosby

Move, Wheatland, Hillsborough, Halltown: 5 Strength Point unit activated;

Combat, Halltown: -1 Odds Modifier, +1 Union Reaction; Combat result: R1, +9 perf. = 2 (+1 Notoriety = 6), 4 Strength Point unit retreats to Charlestown, +1 Union Awareness = 3; Activation Check: Charlestown, no activation; 6 Strength Point unit activated in Harpers Ferry.

Union

5 Strength Point unit Sudley Springs to Groveton;
3 Strength Point unit Leesburg to Farmwell.
6 Strength Point unit Harpers Ferry to Halltown;

Combat, Halltown: 0 Odds Modifier, 0 Union Reaction, +2 "Ambush!" card played; Combat result: R1, 5 Strength Point unit retreats to Harpers Ferry, +10 perf. = 2 (+1 Notoriety = 7), +1 Union Awareness = 4; Activation Check: 3 Strength Point unit activated in Harpers Ferry, reveal marker placed & blank activated in Charlestown, placed in Holding Box;

4 Strength Point unit Charlestown rallies.

Mosby

Disband

End of Turn

TURN 6

Preparation

Start: Snickersville;
Inactive (3 Strength Point) unit Farmwell to Gum Spring;
Inactive (5 Strength Point) unit Groveton to Gainesville;
Raider Strength: 5;

Action cards: Spur Horses, Surprise Attack, Gain Initiative, Counterattack x2;

Random Events: Place Depot (Rockville).

Operations

Move to Seneca Ford (target in mind, Depot @ Rockville)
Probe, Seneca: success, reveal marker & 5 Strength Point unit placed;
Move, Seneca: Activation Check, 5 Strength Point unit activated.

Rounds

"Gain Initiative" played, Mosby gains Initiative;
Activation Checks: Dawsonvile, Darnestown, no activation; reveal marker placed & sutler's wagon activated in Dry Seneca, and blank activated in Offutt's Crossroads, relocated to Holding Box.

Mosby

Combat, Seneca: 0 Odds Modifier, 0 Union Reaction, +2 "Surprise Attack" played; Combat result: R, 5 Strength Point unit retreats to Darnestown, +6 perf. = 8, +1 Union Awareness = 4; Activation Check: Dawsonville, no activation; reveal marker placed and 8 Strength Point unit activated in Darnestown.

Union

Sutler's wagon, Dry Seneca to Darnestown, back into container;
8 Strength Point unit Darnestown to Seneca;

Combat, Seneca: 0 Odds Modifier, 0 Union Reaction; Combat result: D1, Mosby wounded, -5 perf. = 3, "Counterattack" played, D1, 2nd Mosby casualty check: no effect; "Counterattack" played, R1, 7 Strength Point unit retreats to Darnestown, +12 perf. = 5 (+1 Notoriety = 8), +1 Union Awareness = 5; Activation Check: Picket activated in Dawsonville;

(Q: having rolled "1"s twice prior to getting an acceptable counterattack result, was I correct in doing two corresponding casualty checks? Yet I did not apply the first two combat results, as seems to be implied by the action card summary for "Counterattack", despite there being some timing confusion, if not contradictory implications, inherent in the rules for Mosby Casualty Checks, Page 10: "1. … Resolve the combat normally and then make a casualty check for Mosby.")

5 Strength Point Darnestown rallies.

Mosby

Disband

End of Turn

TURN 7


Preparation

Start: Snickersville;
Inactive (3 Strength Point) unit Gum Spring to Hutchison's Mill;
Raider Strength: 5;

Action cards: Spur Horses, Gain Initiative x2, Counterattack;

Random Events: Scorched Earth (no effect), Restore Mosby's Confederacy (Q: Are spaces in Mosby's Confederacy that later become part of Union lines due "Extend Front" events still part of Mosby's Confederacy for purposes of removing Devastation markers via the "Restore Mosby's Confederacy" event? I say "yes", due this wording, Extending Union Lines, Page 10: " … a space inside Mosby's Confederacy that becomes part of Union lines because of Random Events, … ".), Extend Front (Farmwell, Farmwell Stn., Leesburg, Frankville, Woolington, Seneca Ford).

Operations

Move to Oatland Mills (target in mind, bridge @ Farmwell Stn.);
Probe, Leesburg: failure, inactive Union unit placed (w/o looking at it … ), Activation Check: blank activated, relocated to Holding Box;
Move, Leesburg;
Probe, Farmwell Stn.: failure, inactive Union unit placed (w/o looking at it … ), Activation Check: not activated; space checked, blank relocated to Holding Box;
Move, Farmwell Stn.; (error, discovered much later, in rounds: could not have moved directly, as I did, via Rail line; no effect on game, turns out, as a blank was activated in Farmwell, which would have served as legal access to Farmwell Stn., but still … )
Demolition, Farmwell Stn.: bridge demolished, +5 perf. = 0 (+1 Notoriety = 9), +1 Union Awareness = 5; Activation Check: reveal marker flipped & 5 Strength Point unit activated in Frankville and blank activated in Farmwell, relocated to Holding Box.

Rounds

"Gain Initiative" played, Mosby gains Initiative;
Activation Checks: Dranesville, no activation; reveal marker flipped & 4 Strength Point unit activated in Woolington.

Mosby

Move, "Spur Horses" played, Farmwell, Gum Spring, Aldie, Middleburg.

Union

5 Strength Point unit Frankville to Middleburg;
4 Strength Point unit Woolington to Oatland Mills;

Combat, Middleburg: 0 Odds Modifier, -1 Union Reaction; Combat result: D1, "Counterattack" played, R1, 4 Strength Point unit retreats to Aldie, +9 perf. = 9, +1 Union Awareness = no effect; Activation Check: none.

Mosby

Disband.

End of Turn

TURN 8

Preparation

Start: Paris;
Inactive (3 Strength Point) unit Hutchison's Mill to Gum Spring;
Inactive (4 Strength Point) unit Aldie to Foley's Farm;
Inactive (4 Strength Point) unit Oatland Mills to Leesburg;
Raider Strength: 4;

Action cards: Spur Horses x2, Local Information, Ambush!, Hide, Counterattack;

Random Events: Union Arrests (-2 perf. = 7), Sickness (Raider Strength: 3), Press Coverage (+2 perf. = 9), Colonel Dulaney, Union Sweep (8 Strength Point unit in Paris, Combat: -2 Union Surprise, -1 Odds Modifier, -1 Union Reaction, "Hide" played, return Union unit to container--Q: is this legal? What about playing "Ambush!" … ?) Additional Troops (Raider Strength: 4).

Operations

Disband.

End of Turn

Mosby's Notoriety = 9, Game Turn 8, I win.

edit: After playing some more, I realize an error that I made consistently in this, my first play of Mosby's Raiders--during rounds, I only did "2. Check for Union Activation" prior to the first round; it must be done prior to the start of each round.







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Mike W
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Wow, I was playing my first game of Mosby's Raiders last week too. Just posted my own session report.
 
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