Saturday, October 5, 2019
Revenge. . . 1759-style at Recruits Part One
The games were based on the Revenge scenario from the Red Hatchets & Black Powder supplement for the Wiley Games Fistful of Lead: Horse & Musket rules. We played the rules and the scenario straight up - except the FfoL grognards informed me I wasn't handling "Shaken" properly but at least I was consistent through all the games!
The scenario is a dawn raid by British and Colonial Lights and Rangers on a Native village, retaliation for a Native raid (and so it went over and over on the frontier) the week before. The village has a fordable river running through it. The wooded areas provide light cover; the rocks and the logs in the woods are hard cover, as are the Native houses.
The Natives have three players, each with a group of 5 figures; each group with one leader. One of the leaders is the Chief, who tries his best to remain anonymous through the game. The British also have 3 players with groups of five figures: one unit of British Light Infantry, one of British Rangers and one of Colonial Rangers. To keep things manageable in the convention environment I limited Traits to "Dead Eye" for the Light Infantry and "Stealthy" for everyone else. Then I assigned one random Negative Trait and one Positive Trait for each player to assign to their figures as they saw fit.
The British goal is to burn the village and kill as many Native warriors as possible - especially the Chief. Each house burned is worth 5 points (it takes 6 fire markers per house to burn it and one soldier one turn to randomly create one or two markers), each warrior killed or routed is worth 1 point, and the Chief captured or killed is worth 10 points! The Natives only earn points by killing the British - four points for each soldier killed or routed. The British can't win by trading casualties, they must put the village to the torch, and capture the Chief. The Natives can avoid the British win by getting their warriors - and particularly their Chief - off the board by exiting down the river via the canoes at the edge of the table.
The Natives start the game inside their houses; the British can enter any woods edge they choose. The Natives know about the escape plan while the British are only told that the canoes are "important."
Dawn comes to the village. . .
Stay tuned for Part Two!
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