Sunday, October 15, 2017
OK. . . not quite "urban." We decided to play Muskets and Mohawks within a more settled area to see if we liked how the rules played. We do. This game was fun!
We played on basically the same terrain I configured for my Fistful of Lead: Horse and Musket game at the last Recruits.
The scenario was a simple Stand-up Fight, each side with 7 10-man units. First side to break 4 units of the opposition would carry the field.
The British had 3 units of Regulars - one of which were Grenadiers, a unit of Highlander Regular Light Infantry, one of Rangers and two units of Provincial Militia.
The French had 3 units of Colonial Marine Regulars, 2 units of Marine Light Infantry, a unit of Coureur and one of Indians. Aaron took control of the French, since he brought two of his own units! Steve took the British Regulars and I assumed command of the Provincials and Rangers.
British plan was to get control of the buildings as quickly as possible so as to deny the cover to the French, and to give the lower-Rep Provincials the cover to stay in the fight. We sent the HIghlanders into the woods on the right flank and held the Rangers back as a reserve.
The French deployed the Coureur on our left flank, the Marine Light Infantry in the center and the Indians in the woods opposite the Highlanders.
One unit of Provincials makes it into the smokehouse while the Coureur get into the main house. The British Regulars advance over the wall and draw the fire of the French Marines on "their" wall as one of the units of Regulars takes possession of the dogtrot barn. Musket fire begins to pour from windows and doorways as the Indians charge the Highlanders across the open road.
As the melee rages in the woods, a unit of British Regulars charges the left flank of the French Marines and a unit of Provincials tries to work around their own left flank, supported by the newly-arrived Rangers.
Then two units of French Marine Regulars show up in front of the British on their left flank and stymie the British push. Musket fire in the center of the field begins to whittle down the British Grenadiers and the British Regulars in melee with the French Light Infantry are chased into the woods.
The last undeployed French Regular unit arrives on the French left flank, charges the British Regulars in the woods and breaks them as the Highlanders finally kill the last of the Indians in their melee. The weakened French Light Infantry unit then breaks as their leader is killed by British musket fire. The French Regulars in the woods then engage the Highlanders in a firefight that breaks them as their casualties mount.
The Provincials in the open were out of options. . . until our gallant french opponent suggested one. They successfully charged the Coureur in the main house and survived the first turn of melee, which allowed the second unit of Provincials to charge in and join the melee and eventually break the Coureur to gain a new fire base. Whereupon the French Light Infantry "went over the wall" after the depleted British Grenadiers and killed them to a man in the ensuing melee. Now the next unit to break would decide the game. . .
With covering fire from the French Regulars, the victorious Light Infantry maneuver behind the smokehouse into position along the wall to threaten the Rangers, who are crossing the stream in response. On the opposite flank the French Regulars were regrouping for another push (the rules permit Regulars to roll to try to regain up to half their casualties to that time when some distance from the enemy).
At risk of losing a firefight with the French because of the latter's cover, the Rangers charge the French Light Infantry. . . and are repelled with major casualties, then broken by follow-up musket-fire.
And with that, the British quit the field. Muskets and Mohawks rocks.
Sunday, October 8, 2017
And Magicians and Riders and Knights, too.
A couple weeks ago, Bruce and I played a "duel of the undead lords". . . actually we used the D3H2 rules (DBA 3.0 with the HOTT elements and rules added) and a pair of Undead armies. We played "double-size" games; 48 points with two generals, each of which must be pre-assigned the high and low rolls for the duration of the game. This rule turned out to have a real effect on the first game. Yup, we got in TWO games in the space of one afternoon, speed of play one of the many great features of DBA/HOTT.
My main command consisted of Behemoths, Inexhaustible Hordes and Knights, led by a Mage (Magician), supported by an aerial command of Aerial Hero and 2 Flyers. I assigned the higher die to the aerial command.
Bruce's army was similar. He traded Cavalry (Riders) for Knights and his Hordes were the Exhaustible type (less expensive so he had more of them) and his aerial command had two Aerial Heroes and more Flyers. He assigned the higher die to his ground-based command.
The "Black-based Horde" rolled to defend, determined terrain, deployed first and moved first, per the rules. I started the battle by sending the Knights and the aerials on a "right-hook" while the enemy responded by dropping his aerial command behind by main command in front of my camp, effectively "wrong-footing" me.
Then Bruce rolled 3 consecutive "1's" for command pips for his aerials, which allowed my Aerial Hero to start rolling up the line of enemy Flyers and for my Mage to magically attack the Aerial Heroes. I was able to ensorcle both Aerial Heroes (see frog and beetle markers in photos), though one did come back and kill my Aerial Hero. . . and was subsequently re-ensorceled in a direct fight with my Mage. And that combined with the current losses broke the "Black-based Hordes." Our main lines of Behemoths and Hordes never got into the battle!
This game went quickly enough we decided to play again, same armies on the same terrain. Only changes were deployment and Bruce assigned the higher die to his aerial command.
This game was different right from the start. The aerial commands with some enemy Cavalry support and my Mage and a small part of my Horde and Behemoth line began skirmishing on my right flank. My Aerial Hero, Cruella, killed one of the enemy Aerial Heroes. The remaining Aerial Hero then attacked Cruella, and both died in the ensuing fight (Heroes both die on ties with "odd" totals)!
With both aerial commands demoralized and effectively neutralized, I sent the majority of my Behemoths and Hordes, along with the Knights, toward the enemy main line of Behemoth and Hordes, Mage behind the Behemoth (cue the foreshadowing music). This assault recoiled the Behemoth into the Mage and along with the total losses, broke the army.
Two really fun and different battles using the same forces and terrain.
Next post will feature our most recent game of Muskets and Mohawks at The Source. Here's a shot of the car loaded up pre-game. See ya!