Turn 11
Noir fires on Prendergast again, who gives chase again only
to watch the nimble Voltigeurs evade-again.
Tiffin! Everything stops for tea! Sharp Practice is a game
that pays homage to romantic fiction and when the Tiffin chip is drawn at the
beginning of a turn, it marks the end of a chapter. This means that all
unloaded guns become loaded, any that are out of water or ammo are replenished,
broken troops are removed from the table, any building on fire collapses.
Turn 12
Le Roux is drawn. He advances on and captures the British
Deployment Point. The game is over. The campaign is won.
Conclusion
A fun experience. The game generally works well. The rules
are easy to grasp, the system lends itself well to solo play and is fun.
Is there anything I
would change? Most of my queries have been covered by the FAQ supplement, which
I confess I didn’t look at until after the campaign had finished.
Is the artillery too powerful? Yes, I think it is, certainly
the twelve pounder which destroyed completely two units in consecutive turns.
The 95th, skirmishers in hard cover were all killed by one shot.
Admittedly, there were only 4 of them but had they been at full strength,6, the
result would have been the same.
Good things happen
I have a lot of new terrain. Apart from the hills and trees
everything else has been created for this campaign. I enjoyed using my old
school, unwashed, painted in primary colours with enamel paint 15 mm figures
again! This was one of my first armies, the British are at least 40 years old,
Hinchcliffe I think, and it was good to blow the dust off them. THE French are
somewhat newer and are the lovely Anthony Barton figures.
What next?
I think Prendergast has had his day. Cashiered I imagine. I
think its time to build a new force, I have ordered 18 Rifles from Eureka/AB
figures and 30 guerrilleros from Old Glory, forward the light brigade!!
Apologies for the split repport BLOGGER has been glitching for a few days and this was the only way I could manage it
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