Hosted a nice playtest for a game I plan to run at next year's Enfilade convention. The scenario is based upon the intial landings by the British led by General Wolfe. The game went for eight turns with the battle being a seesaw affair and ending up with both sides at the center of the battlefield. The British left did manage to destroy or push back most of their opposite side due to superior fire power. The British left consisted of several small units of Rangers and Light Infantry. The British right was slowed by movement in difficult terrain (rocky beach), and also a failed Activation of one unit rolling double 1's. A subsequent roll ended up having that unit fired upon a nearby boat of fellow British and killing three of them before even hitting the beach. The French had picquets in the center manned by small units of Marines. They decided to abandon the picquets leaving them open to the British. However, the French received reinforcements in turn 3, where they decided to return to the picquets - still not reach by the British. A large group of allied natives joined the French but failed to make it out of the woodline after being shot at by the British. The British grenadiers made slow advance in the center - even having to retreat back to the shore after failing Activations with rolls of double 1's. After seeing the battle reach a stalement, we called the game a draw. With movement being only 6 or 8 inches per turn, it was decided that one of the original victory conditions for the British to reach the opposite end of the table was very unlikely. A change to the victory condition would be to overrun or take over the picquets mid-table. Also, destroy more of the enemy units would be an alternate condition. Otherwise the scenario seemed to play out well. Here are a few pictures from the game.
Set up prior to the game. French side with reinforcements to arrive later in the game waiting in the tray. The French had two small naval cannon to move where they wanted to, up to 30" from the British shoreline.British Rangers and Light Infantry already on the table at the start of the game. The rest of the British in landing boats needing a successful movement Activation roll to hit the shore. Another thing we found out was the rocky shoreline being difficult terrain slowed down movement too much. This will be removed from future games, and allowed the British troops to land and make a half movement once hitting shore.British went first in turn 1 - landing most of their troops on the rocky shoreline. However, one boat failed with a double 1 Activation roll. A further roll had them shooting into the friendly troops next to them taking out 3 figures before they in turn successfully landed.British left with small units of Rangers and Light Infantry wreaking havoc on the small units of French Marines manning their picquets. This really demoralized the French and had them retreating in the next turn. They were also allowed reinforcements to arrive to bolster their courage.British Rangers and Light Infantry advancing - 78th Highland Grenadiers behind them.
French picquet in the center deciding to stand or fall back. Their reinforcements in the distance behind them.French troops advancing to meet the British.French reinforcements manning picquets earlier vacated by Marines.British Rangers taking over an abandoned picquet.One of the French naval guns destroyed an entire British unit with several turns of firing.Native warband joining their French allies. They never made contact with the British.British Grenadiers advancing in the center of the battlefield. This was about the end of turn 8 where the game was called a draw.
Superb looking game with an interesting scenario that sounds as if it played well.
ReplyDeleteThanks, Mike! Yes, the rules worked well for the game. One thing I have to keep in mind is max movement distances for troops. Specifically, with only 6 - 8" moves per turn, the British would never make it to the end of the 5' wide table - at least not in one day's gaming. I've played Black Powder so often in the past, I keep thinking of long distances. Kindest regards, Dean
DeleteLovely figures and terrain Dean - I think I have played this landing too, many years ago when Julian and I did the Canadian Wargames Group Habitants and Highlanders FIW campaign. I certainly had one very successful game where the Royal Navy gunfire more or less destroyed the French on the beach and my grenadiers landed unopposed - a great night that was - we had a second game because the first only lasted 45 minutes or something like that!
ReplyDeleteSounds like a fun game you played, Keith. Didn't think of adding off board naval gunfire. That sounds interesting. Kind regards, Dean
DeleteOh, meant to add, TMWWBK is a great ruleset for skirmish level gaming, so I look forward to seeing how it works for you with the Russo Japanese War!
ReplyDeleteThanks again, Keith. Yes, I'm looking forward to trying out those rules too. Best regards, Dean
DeleteGreat to see all your great figures out on the tabletop Dean. The game certainly swung to either side and a draw seemed the right decision. I'd be very interested to see how the planned changes, do actually alter the game play. And stop throwing double 1's!
ReplyDeleteThanks, Ray! One thing that'll change is removing the rocky shoreline - this slowed the movement by two turns just to get out of it. Also, one of the original victory conditions was for the British to make it off the opposite right corner of the board. The movement wouldn't really allow this for the intended time for the game period at the con. Victory might just be who destroyed more units - which is usually how the players end up doing. Kind regards, Dean
DeleteLovely looking game Dean…it does seem a draw was called a trifle early with all those grenadiers still marching forward. But whatever it looks worth all your effort 👍
ReplyDeleteThanks, Matt. Yes, we only actually played about 2 and half to 3 hours. And a lot of it was discussion in between turns. The French still had 3 or 4 units to come on as reinforcements too. Way more than historical for the actual battle. The British were about 3 or 4 to 1 against the French at Louisbourg. Overwhelming force. I may tweak it to make it more playable for the French. Kindest regards, Dean
DeleteAnother lovely looking game Dean!
ReplyDeleteThank you so much, Michal! Kindest regards, Dean
DeleteVery impressive and nice looking game!
ReplyDeleteNeil
Thanks, Neil! It was great getting the figures in a game - and learned a lot from the playtest for future ones. Best regards, Dean
DeleteAnother fantastic looking game dean, lots of inspiration for mine and guy's 1747 Louisbourg game.
ReplyDeleteThanks for sharing.
Willz.
Thanks, Willz. It really interesting how strategic Louisbourg was at the time. A sort of magnet for raids/sieges. Kindest regards, Dean
DeleteGreat looking game, the boats worked a treat I'd say! Sounds like a useful test run for your convention game once you've tweaked it a bit!
ReplyDeleteBest Iain
Thanks, Iain! Yes, the boats did what they had to do - just land, with successful activation rolls. Not all were able to in the first turn - so made it a bit more interesting than just having troop show up on the table. Added a little color and flavor, I think. Warmest regards, Dean
DeleteFantastic looking game! the setup, the scenario and the AAR- all topnotch!
ReplyDeleteThanks a lot, John! A nice playtest to see what mods/tweaks to make. Not much - seemed to play out pretty well. For the convention, I'll likely allow the French to get more reinforcements than historically happened. Kindest regards, Dean
DeleteImpressive terrain on which you are playing the game.
ReplyDeleteThank you very much, Kuan. Kindest regards, Dean
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