Showing posts with label Muskets and Tomahawks. Show all posts
Showing posts with label Muskets and Tomahawks. Show all posts

Friday, March 25, 2016

Raid On Fort William Henry Playtest Report

Before I jump into my report here ... just a small milestone achieved on the blog.  Quietly passed 300,000 hits this past week ... never thought I would get this far along - hooray!

Alright then, as promised I got to play test the Raid on Fort William Henry scenario for Muskets & Tomahawks.  Perhaps a blessing in disguise was when I pulled out my "base" for the fort ... it had warped in storage a little bit too much to fix ... so I'm going to have to put some work into fixing the small amount of interior and exterior fence for the fort.  I say blessing in disguise because the base is large (roughly 4 feet by 2 feet) and not the easiest thing to store and transport.  In retrospect I would have taken a totally different approach - which I'm going to do now by creating a modular base for the fort.  Once I nail that down I'll certainly do up a post or two on that project.

If you have not seen the scenario yet, you can see the details here.

Roy Scaife joined me for the game and played the British while I took on the role of the French and Indians.  The game lasted three turns.  We decided to award victory points as follows:

  • 1 VP for each casualty.
  • 2 VPs for each worker saved by the British.
  • 2 VPs for each worked captured by the French or Indians.

The first turn saw a string of French cards come out early, enough to get everything on the board before much happened on the British side (a couple of cards came up, but without the alarm having been sounded the British really could not doing anything useful).  

In regards to the alarm, one additional trigger was decided upon - if any enemy unit moved to within 12" of one of the British units the alarm is triggered immediately.  So, shooting at the British from any range, moving to within 12", or the Random Events #1 card would trigger the alarm.

After getting my units onto the board I moved some Indian units to within 12" of one of the work parties, triggering the alarm and freeing up the British units.  I used the activations from the first turn to position my Indian, Canadian Militia, and Compagnies Franches de la Marine as close as possible to the work parties so I could engage them in melee while they attempted to retreat.  I did shot at one of the work parties, which was a bad idea because they "recoiled" after taking some hits which pushed them farther away from me!

Note that although the fort is full of miniatures, those are just for show and do not participate in the actual game.  Also, I need to paint my tents --- for this game I just quickly sprayed them white.







French forces staged to move onto the table.

The Random Event #1 card was drawn after the alarm was already raised, so we resolved a random event.  The result was 16, which meant it rained for a whole turn (until the random event #1 card was drawn again).  This made shooting at long range -2 instead of -1, and turned the forests (difficult terrain) into very difficult terrain (-2" to movement for Scouts, versus ignoring the terrain normally).



The first captured worker.  Indians recoiled from a
couple of rounds of melee, taking their prisoner with them.


British Highlanders move into position to cover the
retreat of the work parties.


Civilians and militia are curious as to the activity
going on outside the fort.



Light infantry nearing the safety of the British regulars.


British regulars moving out from the camp.



I played aggressively with the irregulars and managed to engage all three work parties at one point or another due to some luck with the draw order of the activation cards.  Still, while I managed to wipe out one work party completely, parts of the two others managed to make it to safety.

My French regulars were the last to get into position against the British regulars.  They managed to deliver a solid first round of volley fire, but the return fire of the British units became crippling.








The dead pile at the end of the game.

My French regulars performed poorly, being wiped out to a man.  My irregular and Indian units managed to withdraw in good order, taking 5 prisoners with them.

The final victory point count was 75 for the British (saving 3 workers) and 72 for the French (capturing 5 workers).

All in all the game played very well and all three turns took about 2.5 hours to play.  Other than the small change to the alarm being raised, I don't think I have to make any other changes at this point in time.  There was some big swings in the game, but mostly due to dice than anything else.  As the British player you'll suffer the first turn for sure, but if you get your units into position you'll come out in a better position in the long run.  The French need to be very aggressive and do what they can in the first turn and or two before the British get their "wall" of regulars into position and those work parties get too far away to engage.

Tuesday, March 22, 2016

Raid On Fort William Henry - M&T Scenario

I've put together my Muskets & Tomahawks scenario I'll be play testing later this week.  The scenario is called Raid On Fort William Henry and takes place during May of 1757.  In this scenario a strong force of French, Indians and Canadian launch a raid against British work parties in area of Fort William Henry in order to disrupt operations in the area ahead of the planned August siege.


It has been a while since I pulled out my custom built Fort William Henry.  If you are new to the blog or don't recall that project, you can see a picture of the model below ...

My scratch built Fort William Henry.

If you want to follow the string of posts I did while building that model you can start here then use the blog archive to follow the subsequent posts (all done through September and October of 2012).

Anyways, on to the scenario ...

Raid On Fort William Henry

In preparation for the planned siege of Fort William Henry in August of 1757, French forces have been directed to disrupt operations in the area of the fort.  Special emphasis has been placed on the capture of prisoners that can be interrogated for intelligence.

Scenario Map


The table used for this scenario is 6' x 8' and represents the area around Fort William Henry.  The immediate area around the fort has been cleared of trees and vegetation.  There is an encampment located opposite the fort.  The road to Fort Edward exits the left table edge.  French raiding parties enter at #1 (one each) while the French regulars force enters at #2.  British work parties (3) are located at #5.  British regulars are located at #3 (Highlanders) and #4.  See the map below.

Scenario Map

French OOB


Objective:  Kill or capture as many workers as possible before retiring from the field.

Sub Plot:  Don't roll for your sub plot.  Randomly determine which Indian Chief has a grudge against the Rangers.  That Indian Chief must kill either one of the Ranger unit leaders in melee.

Raiding Party #1

  • 1 x Indian Chief (1)
  • 3 x Indian units (6 each)
  • 1 x Compagnies Franches de la Marine unit (10)
  • 1 x Canadian Militia unit (8)

Raiding Party #2
  • 1 x Indian Chief (1)
  • 3 x Indian units (6 each)
  • 1 x Compagnies Franches de la Marine unit (10)
  • 1 x Canadian Militia unit (8)

French Regulars
  • 1 x Regular Officer (1)
  • 3 x French Regulars unit (12 each)

British OOB & Objectives


Objective:  Once the alarm has been raised, return the work parties safely back to the fort or encampment.  Highlanders and regulars can move to assist once the alarm has been raised.

Sub Plot:  Don't roll for your sub plot.  Instead, roll 1D6.  On a 1-3, the regular officer must capture an enemy combatant.  On a 4-6, the highlander officer must capture an enemy combatant.

Work Party #1
  • 1 x Workers (4)
  • 1 x Rangers (8)

Work Party #2
  • 1 x Workers (4)
  • 1 x Rangers (8)

Work Party #3 (located at T junction)
  • 1 x Workers (4)
  • 1 x Light Infantry (8)

British Highlanders (located at Fort)
  • 1 x Highlander Regular Officer (1)
  • 2 x Highlander Regulars unit (12 each)
  • 1 x Highlander Grenadiers unit (12)

British Regulars (located at encampment)
  • 1 x Regular Officer (1)
  • 2 x Regulars unit (12 each)
  • 1 x Grenadiers unit (12)

Special Rules


Safety - Work parties are considered safe once they enter the fort or pass the boundary of the encampment.

Workers - Statistically the same as Civilians, except they activate with their accompanying unit (Rangers or Light Infantry - e.g. Irregulars).  Additionally, their movement is equal to their accompanying unit -1".

Capture - To capture workers they must be defeated in close combat.  Once captured, prisoners move along with the unit that has captured them, at that unit's rate of speed -1".  Prisoners cannot be recaptured, instead if the unit that has captured them is removed from play (melee or shooting) the unit is considered to have used their last efforts to execute the prisoners and they are removed from play along with the unit.  Any shooting at the unit must be randomized between the unit and prisoners.  For each shooting hit, roll 1D6.  On a result of 1-2 a prisoner is hit instead of the enemy unit.

Light Woods - All forested areas are considered light cover.

Alarm - When assembling the activation deck, insert the Random Event #1 card.  When the Random Event #1 card is drawn, the alarm has been sounded (do not resolve a random event).  Until the alarm is sounded, all British regular forces must stay within a 1/2 move of their initial deployment location.  British work parties, if moved, move 1D6" in a random direction.  If any French or Indian unit engages (melee or shooting) a British unit before the alarm is sounded, the alarm is considered to be immediately sounded and when the Random Event #1 card is drawn later, resolve a random event.


Okay, I think that about does it.  I'm going to be play testing this game on Thursday so look forward to seeing a battle report and scenario updates/thoughts after that game.

Saturday, May 30, 2015

Muskets & Tomahawks Battle Report

Got to play a special game today in the man cave with *the* Andrew (Andy) Thompson - a longtime friend who is visiting sunny California from far away Scotland with his lovely wife Christine.  Adam Clark and Roy Scaife joined us for a great game of Muskets & Tomahawks.

I used a 6' by 6' setup for this game that you can see below.

 
Most importantly, we used a modified version of the M&T rules aimed at speeding up our games.  Since we mostly play large games we found that our games would regularly run 5-6 hours.  By modifying the rules a bit we successfully played out this large game in around 3-4 hours.  Below is a brief summary of the modifications.

Modified M&T Summary

  • Movement for regulars and others troop types that move 4" increased to 6" per action.
  • Movement for irregulars/Indians that move 6" increased to 9" per action.
  • Formed (firing line/regulars) troops moving completely on a road get +2" per movement action.
  • Officer only - new action "command" - may pass their actions to a friendly unit within 6" - no single unit can receive more than 1 action this way per activation.
  • Officer only - new action "rally" - may spend an action to attempt to rally a "flighted" unit within 6" - the unit takes a reaction test and immediately applies the new result.
  • Spotting only is done against hidden units.  Completely new simplified spotting table/roll.
  • 360 degree LOS for all skirmishing units.
  • Weapon ranges increased slightly (e.g. musket from 24" to 30").
I adjusted the unit entries for the British and French army lists and I created a QRS to track the new changes.  Pictures of all of these are below (I did them in MS PowerPoint).  I have to say that the modifications worked very well ... the game still essentially works the same but plays through much faster and is just as deadly.





The Game

So, with these new rules updates in hand we set off to play our game.  Both Adam and Andy had not played M&T before so Roy/Adam took on the British forces and Andy/I took on the French forces.

British objective:  Raid the settlement.  Kill civilians and burn buildings if possible.
British sub plot:  A group of Indian allies and two important daughters of a colonel at Fort William Henry are being pursued by the French, intercept them and escort them to safety.  For this, the unit of Uncas, Hawkeye, Chingachgook, Cora and Alice Munro start "hidden" with two additional dummy markers.  They also have a 4+ "fate" save when kills are inflicted and do not take reaction tests.

French objective:  Protect the settlement and evacuate the civilians.
French sub plot:  Magua is closing in on white hair's daughters.  He must find them and put them under the knife, along with anyone trying to protect them.  Spot the hidden markers to locate which one is the fleeing daughters.

British Forces:
  • 12 x Regulars (42nd)
  • 12 x Grenadiers (42nd)
  • 12 x Regulars (48th)
  • 12 x Grenadiers (48th)
  • 8 x Rangers
  • 8 x Rangers
  • 10 x Light Infantry
  • 6 x Indian Allies
  • 6 x Indian Allies
  • VIPs (Uncas, Hawkeye, Chingachgook, Cora and Alice Munro) - 3 x Indian Chiefs, 2 x Civilians
French Forces:
  • 12 x Regulars (La Reine)
  • 12 x Regulars (La Reine)
  • 12 x Regulars (Royal-Roussilon)
  • 12 x Regulars (Royal-Roussilon)
  • 10 x Compagnes Franches de la Marine
  • 10 x Compagnes Frenches de la Marine
  • 1 x Couriers de Bois (Canadian Militia) Officer
  • 8 x Couriers de Bois (Canadian Militia)
  • 8 x Couriers de Bois (Canadian Militia)
  • 1 x Indian Chief (Magua)
  • 6 x Indians
  • 6 x Indians
  • 6 x Indians
The French deployed 15" in on 1/2 of the table nearest the settlement.  The British deployed opposite, 15" in across the entire side.  Three hidden markers (one ambush, two dummy) had to be deployed 24" in on the opposite 1/2 of the french deployment area.

The game ended in a French victory with a completed subplot.  It took many Indian units and lots of melee but Magua put the daughters under the knife.  Most, not all but most civilians were evacuated.  Both sides suffered major losses ... around 45 for the French and 56 for the British.

Lots of pictures below show the action!








This crossroads cost the French many regulars but
they held it and eventually pushed the British back.








The VIPs are spotted but are near friendly forces.


















The rules modifications work out very well.  I think we'll keep using these moving forward and make any tweaks as necessary but I don't foresee any changes at this point in time.