Sunday, December 15, 2019

It's a Trap! Game Two. . .


For Game Two at Wiley Wargames Weekend we changed up the rules; Muskets and Mohawks from Two Hour Wargames provides a very different feel from Fistful of Lead. Muskets and Mohawks is small-unit skirmish scale, so we put a few more figures on the table and modified the scenario slightly. The original scenario is here.

The British started with 2 units of 10 Regulars (Rep 4; Leader Rep 5) and a higher command Leader Rep 5 in the Stockade and 2 units of Virginia Provincials (Rep 3; Leader Rep 4) and a higher command Leader Rep 5 on the road, one and two moves in from the eastern table edge. The Provincials are the troops the British need to get across the river to win.





The Provincials were screened by 2 units of 6 Rangers (Rep 4; Leader Rep 5) and a higher command Leader Rep 5 in the woods on each side of the road. 




The French and Indians started 6 units of 6 Natives (Rep 4; Leader Rep 4) and a higher command Leader Rep 5 on the edge of the southeast corner of the table, and 2 units of 6 Marine Irregulars (Rep 4; Leader Rep 5) and a higher command Leader Rep 5 on the northeast corner of the table. They would all move normally from the edge of the table on their first Activation. Winning the first Initiative roll would be critical.





Another addition was 2 units of 10 French Marine Regulars (Rep 4; Leader Rep 5) and a higher command Leader Rep 5 on the road, just off the eastern edge of the table, in "hot" pursuit of the Provincials. They would enter the table on their first Activation.

The British won the first Initiative roll and so the Provincials were able to steal a Fast Move on the French (only possible outside of 24" of the enemy). The Regulars formed up to exit the stockade.




The French began their pursuit. . .



. . . the Natives intercepted the Rangers in the woods almost immediately.




The Rangers got off a few shots but were quickly overwhelmed. This sacrifice kept all of the French from Fast Moving themselves, so would have to hope for at least one failed British Initiative roll in the next few turns.

Meanwhile, the Regulars were on the march.





The Provincials made it to the river and began to cross; the Rangers skirmishing. The British Regulars marched to the river bank in order to provide more covering fire. As the Rangers left the cover of the woods to attempt their river crossings they were all routed by French musket fire and Native charges!






The French Regulars arrived at the edge of the clearing just in time to see the British establish a solid firing line at the edge of the river.





After some light fire from both sides, the French decided they didn't have the manpower to force the river, and ceded the game. The British won a tactical victory, in that they succeeded in getting the Provincials across the river, but they lost all their Irregular troops in the process! Strategically, that will keep them bottled up in the fort for a time, while the French and Indians operate at will in the countryside.

This game reminded me how much I enjoy playing Muskets and Mohawks. I've been playing Sharp Practice 2 a little lately, and while I enjoy it too, as I've written previously, SP2 has a lot of moving parts and trait-oriented rules that can be hard to remember. Like DBA, Muskets and Mohawks provides less granular information a la morale and unit effectiveness during the course of the game. It is your job as commander to put your troops in the best position to be successful, and the game (reaction) system shows you the results of your decisions. I like it; I can provide a proper narrative for those times when the dice throws up the unlikely result. . . which any student of history knows is more common than gamers like! 

Thanks to The Baron for hosting a fun weekend of gaming. See ya!







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