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Showing posts with label Battles of the American Revolution Series. Show all posts
Showing posts with label Battles of the American Revolution Series. Show all posts

Saturday, October 22, 2011

Battles of the American Revolution, Vol V (GMT) ~ "Monmouth"

Game: Battles of the American Revolution Series (GMT)
Scenario: Monmouth
Participants: Bob H, Myself
Time: Thu, Sep 29nd ~ 7.00PM - 8.45PM, Sun, Oct 2nd ~ 2.00PM - 5.00PM



Monmouth is the fifth installment of the excellent Battles of the American Revolution System by GMT Games. HeavyD and I had only played it once, right after it was released. We had a really good time with it, so when Bob and I were looking for another game to play without having to read rules, we selected this one. This battle pits the American forces under Washington against a withdrawing British Force under Cornwallis. The Americans outnumber the British, both initially and overall but the British generally have better units. The game is interesting also in that it has some command and control rules in it to handle at situation where one of the American Generals (Lee) was a bit mixed up in the opening phases of the battle. As I had played before as the Americans, I took the British this time. 



Opening (Turns 1-4)

Set Up
 The battle opens with the van of the American Army under General Lee approaching Monmouth Courthouse where the British have a small rear guard in place. Over the first few turns, until Washington can relieve Lee, the Americans have to roll on a table to see what effects some of their units are under do to command confusion. These turns go quickly as both sides have few forces and the Americans are mostly just marching to get to the British position. About the only thing I did was prevent Bobs leading units from using Strategic movement on several of their turns by placing a unit six hexes away on the road. 

The American Column approaches the Courthouse, Turn 4
Initial Contact (Turns 5-6)



Lafayette drives the British back to the Courthouse

Things started to heat up as Bob approached the Courthouse. I knew my reinforcements were just around the corner and I had some good terrain to anchor my defense on, so I made a stand at the Courthouse with Clinton's units. Bobs opening attacks go well, forcing me to give ground. In my half of turn 5 I pull back and anchor my line on the Courthouse. My reinforcements are close now, marching in on the road...they will be here on the next turn. 
Initial American assault on Monmouth CH


Bob gets the initiative on the next turn (6) and gets hit with two Brigades suffering 1/2 movement point penalties. This proves fortunate as some of the affected units are unable to get in on the action. Still he presses his attack at the Courthouse and this time Clinton hangs on to it. On my half of the turn I strike back with two attacks around the CH. My attacks don't go well and I am forced back out of the Courthouse (CH). 


Battle at the Courthouse (Turns 7-8)


Clinton and Cornwallis fail to drive the Americans back
Bob gets the initiative at the top of the 7th. Our Army Moral levels are equal at this time, both us sitting at 19. Bob is also able to relieve Lee, thus lifting the C&C roll for the remainder of the game. Bob occupies the CH hex and moves in more units to support his attacks. The attacks go well, pushing back my units. Wayne gets caught up in the fight and advances into the hex beyond the CH. 


Bob's Americans continue to drive the British back

On my turn I start to extend my line with my arriving units. I also launch a counterattack against Wayne. The lead American units Disrupts and the rest of them pass moral checks and hold the hex. I get the initiative at the top of the 8th. Because of the command and confusion, Bob is slightly out numbered now in the area around the CH. I take advantage of this and launch three attacks, two 3-1 and one 4-1 (against Wayne). The back to back turns giving me a big advantage at this point. The attacks go well, I push Wayne back while the other two hexes hold. The attacks cause Bobs Army Morale to drop. He looses several steps in these fights too.


Reinforced, the British strike back


Crossing the T (Turns 9+)


The Situation at the end of Turn 8
Bob gets the initiative at the top of the 9th. As he holds the CH hex and the losses are still fairly even his is clearly on the Defensive at this point. I have a small edge in forces still as some of Bobs units are still arriving and thus marching across the map. Bob doesn't do much except adjust his line and continue to move the rest of his army towards the CH. 
British attacks at the end of turn 9

On my turn I continue to extend my line around the CH. I am able to get around the end of his line and attack it. I am also driving into the woods near the road in an attempt to interdict Bob approaching units. The 1st New Jersey takes loss at the end of the line, but importantly doesn't retreat. I am more fortunate in the woods, driving back Bobs unit there, getting me closer to being able to throw a ZOC on the main road. 


The British attacks on the Courthouse, Turn 10

The start of turn 10 sees both of use use our momentum on the initiate roll as we know that we are at a critical junction. I win the roll and am able to exploit the gains I made last turn. Around the Courthouse I move in and attack 4 hexes including the CH hex. The assault in the Woods goes well and I am able to get ZOC on the main road, cutting off access to the CH via that rout. 

The Americans take heavy losses defending the Courthouse

The decisive action though occurs around the Court House as three of the four hexes fall. I set the attacks up to start from left to right, this will trap the units if I take the first couple hexes. The first hex falls and the rout is on. Bob looses a bunch of units due to lack of retreat options and over-stacking. Lafayette does hold the CH, but with his Army's morale wavering now Bob throws in the towel.


Lafayette encircled at the Courthouse

The back to back turns were the straw that broke the camels back. However Bob was hit with some untimely command and control rolls that lead to his initial units getting spread out in the early turns. This left his line too short in the end and I was able to take advantage of that.


So closes another excellent game of this series. The more I play it, the more I want to keep playing it. If you haven't yet given this series a try, you should.

Sunday, September 4, 2011

Battles of the American Revolution, Vol. VII (GMT) ~ "Germantown"

Game: Battles of the American Revolution Series
Scenario: Germantown
Participants: Jim "HeavyD" D, Myself
Time: Friday, Sep 2nd ~ 6.30PM - 8.45PM, Saturday Sep 3rd ~ 12.00PM - 3.00PM



The last time I played Germantown was my first and it was a great time. Bob and I had a good game, with highs and lows and lots of drama. I lost as the British in the end, but I didn't feel like I was loosing until the very end when the Army Morale track gave out on me. HeavyD and I decided to play this one as we had been on a GCACW kick for the past several months and wanted to play something that we could finish in one or two sittings. As I had already played the British once, I volunteered to play the Americans this time around. 


When I sat down to set up and then to think about what I was going to do in this game, I thought back to my last game with Bob. In that game I remembered messing up the defense of the fortified house (the Chew house) by not putting enough guys in it. I also recall having Bob's artillery shoot the heck out of me, neither one of these recollections offered much insight into what I was going to do this time. So basically I was starting in fresh. 


Opening



Initial Set Up


After spending some time going over the special rules we were ready to start. The first turn went very well for me as I was able to capture HeavyD's initial battery after forcing his infantry to run off. In my second turn I decided to divert the lead elements of my army down a side road (lane really) using strategic movement. My thinking here was that due to the fog in the early turns we are really bound to the roads more then usual (-1 MP when not on a road). So my thinking was that I would split off the first portion of the army and try and get in around the fortified location and cut it off. I had the trailing elements (lower quality) of the army and most of the artillery stick to the main road. This, to me at the time made sense as I was moving almost all my guys at full strategic movement rate, instead of moving down the main road and then bumping into the Chew house. 


The American Main Force clashes with the British Picket line


We caught an error we made early enough on turn two to go back and fix it. You cannot use strategic movement on a path, so I had to re-march my right wing (Militia) along the road, causing them to move in parallel with my main force, keeping them separated as well. These early turns are quick as most of the British forces are unable to move yet. One thing that caught my eye was that HeavyD was moving very aggressively towards my Militia column with his Hessian's (some of the only British units that can move on turn two). 

End of American Turn 3 (top of the turn)



Action on the Right


As I walked away after completing my 3rd turn I felt ok about how things were going. I was a little annoyed at how rusty I had played already. An example of this is some of my initial attacks. This series is deceptively simple, yet underneath lie's a rich and complex system, especially the combat system. I had made an attack or two without thinking ahead to what might happen. Retreating is tricky and you need to plan for it, both your attackers retreating and the enemies retreats. I had missed this and bunched up my troops. 


Caught Unaware, the American Militia stumbles into a Hornets nest

Thus when HeavyD went after my right wing with his Hessian's I was caught off guard and badly placed. HeavyD got a back to back turn as well and this aided him greatly. It was yet another case of my not thinking ahead to that eventuality and thus planning for it. You should always plan for that if you win the initiative at the top of the turn. I didn't and it cost me. I was really starting to get frustrated by how badly I had played this. Also, I had greatly underestimated HeavyD who had clearly brought his A-game.


The Right Wing fighting for its life (end of British turn 4)

Things went from bad to worse for my Militia as he was able to virtually wipe out the entire column, capturing or eliminating almost all of them. I quickly shot down the army morale track as my hopes plummeted. His initial attacks didn't go as well as they could have, yet I was still trapped due to a PIN result and ZOC's. My wing was also unsupported, so I had little around to run over and assist with. Before I knew it, the game was all but over. True we were only on the 4th turn, but I had lost 7-8 units and my Army morale was already at the half way point. Elsewhere on the field of battle I had little to be excited about. 



HeavyD was able (with the double turn) to base his line on the Chew house and this was a bad thing as that place is hard enough to take when you have it completely surrounded. Now he had it well supported in the middle of his line. Also, the weather played a roll. It remained Dense fog on the fourth turn, thus my artillery was unable to even see any red coats, much shoot at any. 


The point in the game where I resign...

I decided to throw in the towel here as at best I had a long way to go to even get back into a position to even think about getting a win. Plus the day was young and we still had time to play some other games. 


I have to hand it to HeavyD, he beat me fair and square and very soundly. I really underestimated him. I also underestimated the game, missing (or forgetting) many important points that I had learned the hard way in previous playings. 


Given that the day was young, we broke out Dominion and played several hands. We went with Random decks (5 cards each) from the Core set and Seaside. I think we played three hands, all were pretty close and entertaining. Then we decided to break out Agricola. I had been playing this one with Bob recently and wanted to get HeavyD familiar with the game again as it had been some time since he played it. We played the core game with the "E" Occupation cards. I drew a Plow maker and this really helped out. I wonder, in the wider world of this game whether the cards are seen as a good thing or a bad? In our case locally, they are usually the thing that will nearly always determine the winner. Usually one person will draw one or two Occupations that are really good and they'll shoot out in front (like I did here). Interestingly though, the final score was very close to the last couple games Bob and I had played with the winner having nearly double the VPs as the next player (always two player games). I am planing on having Bob and HeavyD play a three player game of Agricola latter in the month, so perhaps that will mix things up a bit. 


Nothing like a few hands of Dominion to take the sting off

Ah, the thrill of agriculture gaming!



Saturday, April 16, 2011

Battles of the American Revolution, Vol. III (GMT) ~ "Eutaw Springs"

Game: Battles of the American Revolution Series
Scenario: Eutaw Springs
Participants: Jim "HeavyD", Myself
Time: Friday, Apr 8th ~ 7.00PM - 9.45PM


Having just finished a couple games of PQ-17, HeavyD and I decided to head back into some familiar terrain with the ARW series. We selected Eutaw Springs as its perhaps the smallest of the scenario's in the series and easily completed in an evening. I had recently played "Germantown" with Bob and had a fantastic time, I can't even remember who won, but I do recall the good time we both had. HeavyD and I diced for sides and I ended up with the British, again.

The Scenario starts with the British encamped (again) along the Eutaw Creek in South Carolina in 1781. General Greene is commanding the Rebels with Colonel Stuart commanding the British. Each side had roughly 2,000 men in the battle. The scenario begins with a British foraging party about a dozen hexes away from the British encampment. They are scourging the countryside for yams. General Greene's Army Enters the map on the first few turns. The British cannot move for the first two turns. On the third turn the side that wins the initial skirmish with the yam pickers will go first.

The Map after Initial Set up
Early Turns
HeavyD's Rebels approach the British main line

HeavyD did not get the better of my foraging party, this I am able to sound the alarm and go first on turn three. This allows me to set up a line in front of the historical line. The next couple turns go quickly with HeavyD overrunning my foragers (no VP or AM effects) while I tweak my line and send a couple units to the river to counter the Swamp Fox.

The Opening Round, HeavyD's initial attacks on the British line

Finally around turn six HeavyD makes his initial push against my main line. He makes three attacks, all are at 3-2 odds. The first attack goes well "-/D", sending a unit of mine reeling back in Disorder. The next two attacks though are less successful ("R/-" & "D/-"). HeavyD's line is in some disorder after his turn. Specifically, I see that his flanks are lightly covered and his guns are out there as well.


Rebel Attacks Stopped

Mid-Game

I get the initiative on the next turn. I get a little excited as I see some good attack possibilities leading towards getting his Artillery. I guess I am still thinking back to my last game in which I took a pounding from Bobs Guns. Thus I decide to drop my strong main line and "go for it" early on with two attacks on HeavyD's flanks.

British Counter Attack

Both attacks end up being 4-1 and both get a "-/1" result. I am feeling pretty good at this point. Then when I watch HeavyD begin his turn I am not so happy with myself. During his turn, Heavy decides to take advantage of my foolish attacks and goes after 2/3s of my force with nearly all of his. I have left myself entirely too spread out. I am sweating musket balls now as the retreat rules are very black and white, if you have to retreat through an enemy ZOC, you are eliminated. In a scenario of this size, loosing 2-3 units for lack of a retreat path can be the end.

Maj. Majorbanks Surrounded!
HeavyD decides to go all in on his half of the turn throwing nearly his whole force at 2/3s of mine. The odds are low but the risk is worth the reward for if he can get the surrounded stack to retreat, they are done for. His attacks, both 1-1 are uneven, he gets a "-/D" against the reckless Majorbanks and a "-/1" against Coffin's units in 1013. The D results in the lead unit eliminating due to retreat path blockage, but the 2nd unit in the hex holds its ground. I am left with a 2-6 Cav unit and Majorbanks still surrounded at the end of the turn. The losses thus far are still fairly even as is the Army Moral chart.

British Attacks, top of turn 7


After British Combat phase, Top of Turn 7

I get the Initiate again at the top of the turn, which was a life saver. If HeavyD had been able to go first, he would have been able to seal the deal and likely have taken Majorbanks and his band of Cavalry out for good. Instead I am able to extract Majorbanks and reassemble something like a main line, albeit a much smaller one. I am able to take out one of his Artillery units and Majorbanks sends a unit of militia fleeing, forcing me into their hex.

As I had to advance into the vacated hex with Majorbanks and unit, HeavyD is again able to surround them, he also attacks my main line, looking to get rid of the exposed de Lancey Unit. HeavyD makes three attacks in his turn, a 3-1, 2-1 and 1-1. Amazingly, the 3-1 against Majorbanks goes badly and he's forced to retreat with a "R/-" result. However, Heavy is able to take out de Lancey and gets a PIN in his other attack. Thus my already smaller force is getting smaller and Majorbanks is still in danger.

The Results of the Rebel Combat phase, turn 7

The End Game

I believe HeavyD uses some of his momentum to gain the initiative on turn 8, he absolutely needed it to start bringing this one home. HeavyD again mounts an attack at Majorbanks unit, getting a 4-1. Elsewhere he continues to pressure my main line with two 2-1 attacks. The combats this turn are all one sided, with Rebels starting to get the upper hand. My AM slips down a notch around this time. The 4-1 attack against Majorbanks gets a "-/1*" results, thus my intrepid leader finally falls in battle. The unit takes a "1" hit but is still standing after the powder smoke clears.

The two attacks on my main line result in a "-/D" and a "-/AC", things are starting to fall apart. However with the three turns (and counting) that its taken HeavyD to deal with the late Majorbanks, I still have a glimmer of hope to hang onto. The Victory point tally is still close, in order to win one side needs to have +3 more then the other. At this time it's still around 0 or +1 and it's not looking like he's going to make it into the British encampment to get the +3VP for controlling 4/7 hexes there. So there is hope, albeit little of it at this point.

End of Rebel Combat Phase, Top of turn 8
In my half of turn 8, I am forced to make a heroic attack (1-3) with the remnants of Majorbanks Cavalry, they valiantly enter the eliminated box, having tied up a sizable portion of the Rebel force for 4 turns. Elsewhere I fall back on my camp as now we both know that the game is going to come down too a few VP's. I get lucky and get to go first at the top of the next turn (turn 9), further allowing my to pull my units back on the encampment.

End of British Turn 9
The clock is ticking now for HeavyD. He has this turn and then next before the scenario comes to an end. He is still a couple VP's short of a win. Greene and Hampton charge into the British line with renewed vigor. He is able to make a 3-2 and a 1-1 attack. The odds are in his favor though as he gets the best of me in the Tactics cards and the final DRM's are +4 and +3.

Greene and Hampton surge towards the British Encampment
HeavyD does well in the combat phase and gets a "-/DC" and a "-/D", Coffin and his unit are sent running to the rear while the 64th gets captured. The end is near. HeavyD uses his momentum to get the initiative for the final turn and sets up the final coup de gras by surrounding Stuart and his few remaining Redcoats. He ends on a 4-1, +3 capturing the whole lot.

The Final "Coup de gras", Stuart gets captured to end the game...
HeavyD certainly held it together with the whole Majorbanks side-show. I completely blew it in my opening counter-attack by splitting up my force...what a knocker. Shame on me. The fact that the game went the distance was only due to some silly dice allowing Majorbanks to hold out as long as he did. Still, not a bad way to spend a couple hours with a good friend on a Friday night. Once again a reliable good time was provided with the superb ARW series.

Sunday, February 27, 2011

Battles of the American Revolution, Vol. VII (GMT) ~ "Germantown"

Game: Battles of the American Revolution Series
Scenario: Germantown
Participants: Bob H, Myself
Time: Thursday, Feb 24th ~ 7.15PM - 9.00PM, Sunday Feb 27th ~ 2.30PM - 5.00PM

Volume VII of the BAR (or is it ARW?) series finds us in Germantown, near Philadelphia. I have to admit that I know very little of the ARW, most of it that I've picked up in the last ten years has been due to this fine series by GMT. I own every game in the series and have played all but two, Savannah and Pensacola. In fact we've played Saratoga and Guilford/Eutaw Springs many times. Yet for some reason when Germantown was released late last year, I clipped the counters and slipped it on the shelf giving it little thought (aside from noticing that GMT is now using my cards as chit idea for all of the games). It must also be noted the GMT had a heck of a good year last year in terms of new games I was pretty excited to play, and this likely contributed to my neutral response at the time of this games release. 

When I started setting up, I was a little worried that this one was going to be a big as Brandywine, but in truth I would say this is a medium sized game, playable in 4-5 hours or even less by experienced players. As we had not played anything from this series in a year or so I was a bit concerned that we'd be in over our heads. But that concern faded quickly as I re-read the rules and examined the exclusive rules closely. For some reason, we decided Bob would play the Americans. I believe Bob found the rules for General Stephens drunken marauding highly entertaining.

Set Up
Germantown opens with another of General Washington's patented multi pronged attacks on the encamped British Army. The British had just taken Philadelphia and were not thinking that Washington would be looking for a fight (we've heard this before haven't we). The Americans set up in roughly two groups, with another arriving on turn one. This arriving force consists of two of the American columns, one of which is lead by the soon to be cashiered General Stephens. Luckily for the British they seemed to have camped out in one nice long line. There are some British Pickets close to the Americans when the action opens.

After Set Up, Prior to the start of play
There are some special rules for this game. For one we have some serious fog, which aided the Americans in their approach. There is also the famous "Chew House" which the British turned into a mini-fortress (Hougoumont style!). The final set of special rules deals with Stephens units marching around in a random pattern for much of the game (which happened historically) as well as rules handling friendly fire, as some of these units fired or where fired upon by other American units in the area.

There are three levels of Victory, the Americans have to charge in and take some VP hexes (near the British starting area) while the Brits have to keep them out. There is also the standard (and the one that has decided most of our games of this series) Army Morale victory, where one side will force the other to leave the field after taking enough hits against their morale.

Turns 1-3

These turns went quickly, for one the British player (me) is unable to move all but a few of his units on the first turn. Bob rolled in and we had our first combat, he pushed my forward units (1 Inf and 1 Art) back. On my first turn I fell back to the Chew house having a hard time because of the fog, which reduces non-road bound movement.

End of US 2nd turn Movement, prior to Combat Phase

US pressure near the Chew House, Turn 3
We did have a bit of a time with the rules on Stephens units, but the random direction kept them clear of any friendly fire episodes. I made a few mistakes early on that cost me some Army Morale. I was hampered by the Fog (-1MP) as well as my brain, I kept forgetting that movement along a lane or road was .5 a MP and this caused me to place my Hessian Cavalry unit in Harms way, allowing Bob to mob it. The Cavalry held out though, but I lost a unit outright to Wayne's Furious wing and I feel like I blew the defense of the Chew house from the get go (next time I'm piling more SP's of Infantry in there and letting the Cannons get overrun). My early Artillery performance was disappointing to say the least...a trend that lasted the course of the game.

As we drew to a close on Thursday evening, I was down 4 or 5 on the Army Morale table while Bob was maxed out. I had lost a couple of units, but we were both getting the hang of the system again.

Turns 4-5


Despite my poor handling of the Chew house, the stout defenders remain a thorn in the American Side. Bob sidestepped this with most of his troops as he rushed to get to the Market Square before I could. I was able to get a line set up in front of if prior to his arrival though and it was a nice position as most of my line was behind a stream. I gained confidence once I was able to start moving the entire British force.

The British Line, end of turn 5
I had since Sunday gone to the GMT site and downloaded the living rules to the Exclusive rules as HeavyD told me there was a lot of errata. I was shocked (and pleasantly surprised) to see so much blue text in the living rules. It made sense though as Bob and I spent a lot of time on Sunday interpreting what we thought the rules were around Stephens random movement. At least now we had a very clear understanding of it. Also, none of the errata's contented had much of an effect up to the point where we paused on Sunday.

I was able to get my line set up nicely to meet Bobs advance. Bob sent Geene up the middle with Wayne on his left. Most of these attacks were over the stream as well. I had a massed most of my Artillery here in anticipation of this attack. Sadly my gunners continued to shoot wide of the mark.

Washington's Army Assaults the Main British Line
While my Gunners had let me down, my Infantry stepped up and beat back this initial Assault. In two back to back attacks, Bob rolled a '0', used a momentum for a re-roll and rolled another '0' (Attacker Captured, +1 British Momentum), this was followed by the exact same sequence and another one of Bob's attacking units was Captured! In this picture you can see the two hexes where I placed the momentum markers marking the scene of Bob's spectacular dice failures.

Captured! Two American Units Surrender in the initial fighting
Turns 6-8

The momentum had definitely swung in my direction, I was now climbing back up the Army Morale table, while Bob was sliding down it. Not only had Bob lost two units (Captured), another couple were running back in disorder and his line was a mess. Howe say his chance on my right and moved in for the kill. Elsewhere I reformed my line with some late arriving Hessian units. I didn't want to advance in the Center until I had turned his left. 

Here though the American Artillery stepped up the hold the line. Bob sent several of my attacking units back in disorder while Wayne (now even more furious at the surrender of the two units) refused of give way. Here you can see my counter attack on the right along with the result of fine American Artillery fire as several British units are sent reeling.

Counterattack! Howe leads the British Right into the fight
After Wayne's defeat of Howe's counterattack, Bob reformed his line and again sent Greene and Wayne in against the British Center. I was now much thinner here due to sharp American Artillery fire. Arnold was also taken out around this time (as was done historically) by Artillery fire.

Washington's 2nd attack on the British Center succeeds
Bobs attacks in the center were successful, sending even more Redcoats back in disorder. After my counterattack had failed I started to slide back down the Army Morale table, this led to even more American success on the line as my troops morale was now at -2. The fog lifted a bit as well and this allowed the American Gunners to shot gaping holes in my line. Finally the Chew house fell and the British had had enough, turning towards Philadelphia in flight.


Flight! The British line Breaks


The above picture is what the field looked like when my Army was Demoralized. You can see Cornwallis near Maglee's Hill desperately try to stem the tide of defeat. It was not to be however.

So, despite a loss, this was a terrific time. We saw the pendulum swing wide in both directions, but in the end it swung back to Bobs Americans and especially his highly skilled Gunners. I haven't spent a lot of time talking about the mechanics of this game, but a word here is in line. Every time I play one of the games in this series I am once again blown away with how much I like nearly everything about it. Here are just a few highlights (for me at least):

  • Combat Chits (cards, now...thank you) this mini guessing game that is built into the overall melee combat process is priceless. I love trying to out guess my opponent and squeal in delight when I do! (howling when I am out guessed as well, so much fun)
  • The Army Morale Table: an excellent mechanic for capturing the overall state of the battle.
  • Initiative: using the AM table and momentum to help create uncertainty in who will go first the next turn creates another layer of tension for the player 
  • Close Combat: the way that some units will run, leaving others there to deal with what may come in the next turn is perfect for this linear type of battle
Bob and I are heading back to the Eastern Front now (U43) but I hope to get another one of these on the table after that.