Showing posts with label Board Games. Show all posts
Showing posts with label Board Games. Show all posts

Friday, 21 February 2025

Campaign of Nations from Hollandspiele on Vassal.


Ok, so it's been a while since Steve M and I have got together over our laptops for a Vassal set-to, but with the start of a new year we picked up where we left off in September 2021, when Steve and I indulged ourselves with a massive game of Napoleon at Leipzig from OSG and Kevin Zucker, during which I got my 'derrière' handed to me, link below to the post covering our game and other Vassal games we played in that series.

JJ's Wargames - Vassal

So the decision for our game choice for our next Vassal adventure naturally turned back to Napoleon's 1813 Campaign in Germany, with Campaign of Nations by John Theissen and published by Hollandspiele, which moves the play to the operational level as Napoleon faces off against his Russian, Prussian, Austrian and Swedish adversaries looking to take full advantage of his weakness in the wake of his miserable failure in Russia in 1812.

https://www.littlewarstv.com/members-only/1813-campaign-guide

This level of game is one that can appeal to the Napoleonic tabletop gamer looking to add context to the figure games we love to play and it would be remiss of me not to highlight the efforts of the Little Wars TV chaps who put together such an adventure using this game and producing a useful 1813 Campaign Guide, link above, with their ideas on doing this with extensions to the map to include a wider sphere of operation, to include the spring campaigns as focussed on here, and if you are so inclined I would encourage you to take a look at the free PDF and their video covering their games for the whole campaign from the spring, summer and autumn.


 
We however were keen to see what the boardgame had to offer, focussing as it does specifically on the period following the summer Armistice of Pläswitz which was signed on the 4th June 1813, following the Battle of Bautzen in May and lasted until the 20th July, later extended to the 10th of August.


Both Napoleon and the Allies used this time, quite naturally, to reorganise and recruit for the inevitable resumption of hostilities, which enabled the Austrians to be persuaded to join the allied camp and for which Napoleon later (on Saint Helena) said that his agreement to that truce had been a bad mistake with the break being of much more use to the allies than to him.

This is the scenario presenting the start positions for the game seen in the map above, which as Thiessen explains in the introductory comments;

'The Allies threatened Napoleon from the north, east, and south. But then again, Napoleon's central position threatened to destroy the separated allied armies in detail...'

Game Setup - Napoleon and his army units, in blue of course, representing individual corps, occupies the central area around Leipzig and Dresden with all the benefits of internal lines, with Allied threats from the north around Berlin, the west around Breslau on the River Oder and the south around Prague beyond the Elbe Sandstone Mountains.

For our game, I took on the role once again as the Emperor of the French, whilst Steve led the Allies, moving our various corps with the strength points shown on the counters equating to about 10,000 men per point, and with each hex equating to some 11.25 miles of terrain and with each turn representing three days.

There are no stacking limits to the game although movement into a hex with ten or more strength-points cost an extra movement point, and a level of 'fog-of-war' is achieved by disallowing any inspection of enemy stacks. 

Game Turn Three

Some of the aspects to this game that particularly caught my eye were the ideas around the combat setup, with the usual attacks against opposing stacks in accessible neighbouring hexes, added to, with the ability to attempt to retreat before combat, with Napoleon and cavalry versus just infantry forgoing the need for a test to complete such a manoeuvre and just as importantly for a defender, to concentrate forces before combat, with Napoleon getting a +1, needing a score of 3 or more on a d6 roll, with these concepts encouraging the historical use of mutually supporting corps, less than a days march from each other. 

Game Turn Three - Berlin

As you will see from the maps of our game the initial moves saw our respective forces grouping as both sides moved to occupy key terrain and achieve a force advantage at the expense of the enemy, with French forces combining and closing on the River Havel before Berlin, Marshal Ney similarly grouping his forces and containing Blucher around Breslau, whilst Napoleon and the Austrian Prince of Schwarzenberg shifted their approaches around opposite sides of the Elbe Sandstone Mountains, reflected at the end of our first session of play for Game Turn Three.

Game Turn Three - Dresden

The next week of manoeuvres, represented by the two turns of play in our second session saw all the manoeuvring reach a climax as opposing stacks sought to take advantage in particular areas of the map, with Steve particularly successful in forcing a passage across the southern mountains in force and threatening both Dresden and Leipzig that forced Napoleon to spread his forces to cover both, eventually blocking what appeared to be the main thrust to Leipzig.

Game Turn Five - Napoleon is blocking the Austrians advance on Leipzig whilst Ney marches to the succour of Dresden with Blucher in pursuit, as the Allies have a setback before Berlin.

The one major success for French arms came before Berlin as the Allies attempted to force a passage over the Havel only to be badly beaten back and left disrupted as they retreated back to the fortification around the city, allowing the French to subsequently overcome the Prussian garrison in Brandenburg and turn the Havel with the occupation of Potsdam in the offing and netting 2 VP for Napoleon.

Game Turn Five - Berlin

Meanwhile, appreciating the threat posed by the Austrians, Ney was hastily recalled from his position on the Odor to get himself and his army in Dresden, whilst delaying the following Blucher as best he could.

Game Turn Five - Dresden

The campaign was nicely poised when we gathered for our third session of play, with the French commanding the approaches to Berlin, but lacking the strength to force the capitulation of the Allies within the city walls; whilst Napoleon and Schwarzenberg were looking to get the drop on each other before Ney could make his presence felt with additional French troops in Dresden with Blucher beyond the River Elbe and likely unable to intervene in time.

Game Turn Ten - End Game Positions

As expected the Berlin front became a bit of a stalemate situation unlikely to change until either side received reinforcements from the north around Hamburg, principally more Russians for the Allies and Marshal Davout for the French.

 Game Turn Ten - Berlin 

The campaign resolved itself over the next two weeks around Dresden as Napoleon and Schwarzenberg feinted to move in one direction then the other as they in turn concentrated around Dresden as both Ney and Blucher closed in and Napoleon opted to force a decision battle around this key city before the Allied strength became even more formidable.

Game Turn Ten - Dresden and Napoleon is done as the Allies occupy both Dresden and Leipzig

As was the historical outcome, the Allies were victorious before Dresden, battering the French army and occupying the city, whilst taking full advantage of the French concentration of their army for battle by sending 20,000 Russian cavalry to occupy Leipzig to pass the French VPs for Berlin and netting themselves six VP for their occupation of these two nodal cities and the losses inflicted on the main French army as well as winning a major battle - oh dear how sad.


With little prospect of salvaging much from this campaign Napoleon was already booking his ferry to Elba and I conceded the game to Steve.

We both enjoyed this game, although based on the experience of it, would most likely change our approach to playing it the way we did, as we were keen to test the mechanics to the full. We are both keen Napoleonic gamers and at first the 'vanilla' rating for the various corps represented seemed a bit strange and more representative of the ACW stable of games that preceded this one. 

That said I don't know if the strength points have been increased slightly for better corps such as Old and Young Guard to represent the implied qualitative difference they represented or perhaps the modelling suggests that this was not the French army of old, composed in the wake of Russia of mainly 'Marie Louise' conscripts and Peninsular veterans filling the ranks of the so-called Guard; either way the operational level of the game would suggest that those differences would be minimal at this level of play, and Napoleon's abilities to manoeuvre are perhaps a more important factor against a large Allied army if it is able to concentrate, which at its heart is what this game is about.

There are event cards for each side that can be used once only to influence play, and we both agreed that they were a nice added flavour but not major game changers, so are nicely weighted; and there are other campaign specific rules around defections, Austrian reorganisations and Army Rest periods.

All in all the 7.2 rating on BGG would be a good assessment and overall Campaign of Nations seems to model this particular campaign quite nicely.


Oh well, Steve has picked up from where he left off and I will definitely have to try harder. So our next adventure will be Nemesis; Burma 1944 by Legion Games.

More anon
JJ

Saturday, 19 February 2022

Vassal Gaming To Date - Napoleon at Leipzig, 1805 Sea of Glory, Operation Battleaxe 1941, Pacific Fury Guadalcanal, 1942 & Sovereign of the Seas together with an upcoming Table-top Campaign.


So its been a while since I updated everyone on my Vassal gaming, with my last post optimistically entitled 'Part One' looking at Steve M's and my game of Napoleon at Leipzig game from OSG, which were just getting into back in September last year, see link below.

JJ's Wargames - Napoleon at Leipzig, Battle of Nations

Well lots of other stuff imposed itself on the blog content between then and now and it's only now that I've found time to sit down and review that particular game and a few others that have been played since and thought I might just do a round up of those games to get things back up to date.

So the Leipzig game proved great fun, but I'm afraid I failed to live up to the performance of the Emperor of the French, managing in my machinations of the card play to promote the Russian and Prussian Guard into the front rank of the Allied attacks south of the city after I had delayed the arrival of less able Allied troops tabled to arrive before them - doh!

The card play in the Napoleonic Battles Library Series can be a two edged sword and a cunning plan can sometimes come back to bite you!

Our Leipzig game at the close of play on the 16th October.

This proved a costly error as my Marie Louise's struggled to hold these elite troops in place as I was forced to rush Young Guard and eventually the 'Grumbler's' themselves to try and stem things.

Marshal Ney, managed a fine job imposing himself on Blucher, but all to no avail as things fell apart in the south.

In the end I was forced to capitulate at the end of the 16th October, as Steve not only forced my position in and around Connewitz with a well executed attack by Kleist and the the Prussian Guard, but also made sure the French were not going to get out of town any time soon as he bottled up my escape route by closing the causeway through Lindenau.

The key area around the south of Leipzig that cooked Napoleon's goose! This despite a masterful defence in the north by Ney giving the old warhorse Blucher a bit of a bloody nose

My centre in the south was well and truly busted with two corps demoralised after the heavy fighting in the previous two days, and the final attack on Connewitz capitalised on the hard fighting put in by the Allies during a day and a half of persistent rain that negated their superiority in artillery and forced them to take ground at the point of the bayonet. 

Well played Steve and an enjoyable game that we played through the best part of September and October and were joined in our 'game room' on a couple of our nights play by the design team that created the latest version of this classic game, which was fun sharing comments over the Vassal platform during play and having a few of our errors corrected, thanks chaps.

JJ's Wargames - Sovereign of the Seas, Compass Games

At about the same time as I was enjoying Leipzig on a Tuesday night, I was playing Sovereign of the Seas (SOTS) with Jason on a Thursday afternoon which we concluded at about the same time and I reviewed my thoughts about the game in my post looking at its wider potential for use as a table-top campaign engine, see the link above to that post.

One of our climactic battles in 1799 was the Battle of Aden, here showing the result at the end of the affair with the British triumphant. Note 'sunk' is just a game mechanic to indicate captured, taken or sometimes destroyed, with most defeated vessels being returned to the draw pot to return in future turns.

During our final rounds of play we did find a slight problem with the game and its spotting rules when fleets go looking for each other, in that part of the spotting calculations adds the number of ships in each opposing fleet to the Admiral's value, any friendly frigates nearby and either three or one die scores depending on if you are wanting to spot (1 x d6) or avoiding a contact (3 x d6). This works ok until the European player, often trying to avoid a contact, builds very large fleets that appear to negate most British attempts to find them even with Nelson on a rating of 4, especially when sitting on a lead in VPs and trying to see the campaign out.


We think we may have a fix for that problem, which I'll address at the end of the post, but decided to turn our attention to another naval war offering for the Age of Sail, namely 1805 Sea of Glory designed by Phil Fry and published by GMT.

I bought this game soon after it was published and it is a work of passion by Phil Fry and one I have been keen to play using the full campaign set up for the dramatic year of 1805, which Jason and I started just before Xmas.

Yet to be resolved, but it's June 1805 and the Channel Squadron have intercepted a lone French 74, that escaped from Rochefort into the Bay of Biscay, with the ships deployed on the battle-board (centre right). The Mediterranean is full of British ships (frigates and squadron markers above the Balearic Islands, with another patrolling the Gibraltar Straits, that followed in the wake the French Brest squadron, after it successfully raided Alexandria and escaped into Cartagena.

The cat and mouse game that is produces is a classic war at sea campaign with Jason, playing the allies
looking for the opportunity to move his squadrons to sea at the best opportunity when British blockaders have been blown off station, and with his admiralty orders predefining the destination and objectives of his squadrons.

For myself, running the British, the first months of this game have been all about manning and repairing as many ships as I can each month, finding out what Nelson meant about not having enough frigates, and trying to get into the head of the enemy and accurately assess where certain enemy units may be heading amid a flurry of dummy blocks designed to draw my hunting squadrons of the scent. Great Stuff! 

The state of the British fleet at the end of May I 1805 with storm damaged ships, Bellerophon and Atlas, awaiting repair in Plymouth and the damaged Repulse still at sea with the Atlantic Squadron. To the far top right, quite a few ships still sit in ordinary in Plymouth and Portsmouth, awaiting fitting out and new crews brought in by the Press.

We are now into June 1805 and the first six months of play have generated French raids on Antigua and Alexandria and have seen three interceptions by the British with the Brest fleet escaping battle in the first but seeing two smaller squadrons intercepted, the first thoroughly beaten and the next, consising of just one French 74 about to be taken by the Channel squadron on patrol in the Bay of Biscay.

This is a great game and the administration side of running the fleets, dealing with damaged ships, appointing commanders to various squadrons, rotating in new ships brought out of ordinary, as well as trying to deal with the enemy is all here in this game and we are having a lot of fun with it.


With Leipzig concluded Steve and I decided to have a complete change of theme and returned to the Western Desert, this time in 1941 to play Operation Battleaxe, Wavell v Rommel, from Revolution Games, using the area system of WWII games started  by Avalon Hill with Breakout Normandy (BKN), a game we know well and love playing.

The game set up with the Empire forces yet to deploy onto the frontier, and with the Axis around and forward of Tobruk

This game has lots of similarities to BKN, but some key differences that sees a battle solution much more decisive and punishing than the often attritional battles modelled for the Normandy campaign, with the fighting often taking place in close dense terrain rather than the wide open vistas on the Western Desert.

June 16th Impulse Four: The Empire forces have pushed forward and grabbed key terrain on the frontier releasing Axis armour to come forward to deal with them.

This interesting game is one of two halves, seeing the Empire force launch its surprise offensive as the Axis focus on strangling the Tobruk defenders, only to see the taking of key victory point (VP) areas releasing the Axis armour to counterattack.

Thus the Empire commander has to decide when the point is reached to defend that terrain they hold and go firm in the face of Axis attacks to retake them, with both sides cautiously watching that their combats do not result in dangerous gaps that could allow a rapid penetration to yet more victory point areas lost.

The VP areas keep on giving once taken and thus the Axis must stop the bleed of VPs to the Empire from territory grabbed in previous turns.

The end of our first game and the Axis are defeated and forced to pull back from Tobruk losing key armoured assets in battles around Fort Capuzzo and Sidi Omar.

The game proved very entertaining and in two play throughs reached a climax by the second day of the offensive as the Axis were stung into a response as the Italians on the frontier recoiled or were destroyed in the face of British tank assaults.

However we both felt that the German panzer forces together with their anti-tank capability did not seem to be adequately reflected in the game, with poor British tank tactics, displayed by Churchill's Tiger Cubs charging massed lines of dug in 88mm and Pak 38 At guns, seemingly not captured in the combat resolution which we both struggled to match with our reading and understanding of this battle from the history books.

That said this is a nice rendition of this interesting early war desert campaign, with great graphics and other nice touches modelling this theme and made a nice change from Crusader and later offensives.


With Operation Battleaxe concluded in January, Steve and I turned to another interesting offering from Revolution Games, Pacific Fury, Guadalcanal 1942, another area based game but with an entirely different theme, focussed on the naval and land struggle between Japanese and American forces to take and hold the strategically important island of Guadalcanal in the Solomon's campaign of 1942.

The map set up for the start of Pacific Fury Guadalcanal, with both fleets ready to be deployed onto their respective operations tracks, seven boxes to be played through each of four months August to November. Henderson Field is in American hands on the Initiative Track, and the Japanese player builds task forces first, then the American player, who then deploys (sorties) onto the map first.

This game along with 1805 Sea of Glory are perhaps my favourite choices played so far since my last Vassal update and very cleverly recreates some of the issues the respective naval commanders of both sides faced in the decisions around force deployments in and around Guadalcanal in support of land units struggling to gain ascendancy and control of its vital airfield.

This game is all about anticipating what your opponent is likely to do and to try and outwit his deployments, called sorties, with those forces of your own, hence task force construction using the aircraft carriers, battleships and cruisers of the respective fleets, placed in the right order on the Operations Boxes that decides the order task forces can 'sortie onto the map is vital.

Game one, turn three, October, with the Japanese controlling Henderson, which has suffered a bombardment or air strike (indicated by a red X) and seeing the Americans needing to land troops with two transports to shift the marker two spots in their favour at the close. Oh and should a transport get sunk in the effort that shifts the marker back one in favour of the Japanese - Great Fun!  Note TFA US transports escorted by heaps of battleships and cruisers on the Operation Boxes, coming on next, set to come on last, hopefully once the Enterprise Task Force Carrier in the South Pacific Ocean has dealt with the opposition to allow an unopposed landing. Note also a Japanese TFC coming on last foreboding a carrier battle at the close. Normally during game play these opposing deployments are hidden from the opposition but shown here for illustrating game play.

Task Forces come in three flavours, Task Force Carrier (TFC must include a carrier either Fleet or Light), Task Force Bombardment (can only be composed of battleships and cruisers), Task Force Assault (TFA must include one or two transports and potentially battleships and cruisers). In addition the Japanese player has a special TFA, the Tokyo Express representing their fast destroyers able to move into Ironbottom Sound and land troops at night and departing before daylight.

TFC's can only operate in the open seas of the South Pacific Ocean and Eastern Solomon's, conducting carrier battles with enemy TFC's in their sea area and launching airstrikes against opposing groups in adjacent areas including Henderson and TFB's and TFA's they can catch in and around Ironbottom Sound. The slot is immune to such attacks and allows the Japanese a secure deployment zone from them.

Only TFB's and TFA's can enter Ironbottom Sound and The Slot, either fighting opposition task forces, bombarding Henderson and or landing troops. If at the end of a two tur combat resolution one side or the other occupies Ironbottom Sound and the force has transports, they immediately land before the force withdraws to its respective base at either Truk or Espiritu Santo.

End of November, Game One and an American Victory having fought back in October to take Henderson and hold it with two TFB's in Ironbottom Sound supported by the Hornet TFC a Japanese TFB and TFA held a bay in the slot. 

The latter operation is key to winning the game as troop landings enable the initiative marker and control of Henderson to be moved in either direction according to who landed the troops, which will always be the player who does not have control at the time and with that aspect of the game likely to change should control shift, say from the Americans to the Japanese.

Thus the other naval deployments are all about keeping or taking control of the Henderson marker, with ship losses nothing to do with victory, if the marker should lie in the control of either player at the conclusion of the November turn.

Some folks seem to struggle with that concept, but I rather think it reflects very well the position of both sides, to come out on top in this defining campaign, pretty well no matter what the cost in ships and men, with the result of this campaign shaping the direction of the Pacific War, with large numbers of major ships lost by both in the actual fighting, which would see fleet and light carriers, battleships and numerous cruisers written off the orders of battle for both sides.


Finally Jason and I are going to start another Sovereign of the Seas game this time trying out the idea I presented in my post back in August last year to use the game as a table-top campaign battle engine, using the 1:700th collection of model ships to resolve the combats we generate in our game and translating the results back into it.

Having played the game as a straight board game we have a pretty good idea as to what it will generate in terms of engagements and the addition of bringing in players from club to fight out those engagements and then translate them back into the SOTS will, I think, make for an interesting campaign system.

In that vain I have composed some simple tweaks to facilitate such play that also sees the use of the 1805 spotting rules adapted to our SOTS game as well as the use of Kiss Me Hardy to resolve the action.


We now have a date in the diary at the end of this month to start things off in 1793 with the commencement of the French Revolutionary War and we will play the board game on Vassal with a Zoom link and an invitation to players in the club interested in playing the table-top actions to join us if they would like to follow the play, which will generate our first battles of the war.

Needless to say I will update the blog here and on the Devon Wargames Group as to our progress.

More anon 

JJ

Saturday, 15 January 2022

Mohawk Campaign Game - Scouting Mission Playtest


Just before the Xmas break I was busy getting my Jaegers finished off for my Mohawk collection 

JJ's Wargames - Mohawk Valley Collection, Jaegers & Militia

and in the process of pondering all things AWI Mohawk Valley ideas, as I am want to do, I came across a video review on YouTube illustrating a playthrough of the Mini-Game, Roger's Rangers by Decision Games and written by Joseph Miranda, which after a little bit more research on Boardgame Geek, I picked up a couple of copies, one for me and the other for my FIW enthusiast and mate Steve M.

Boardgame Geek - Rogers Rangers

The video link can be followed below with Centurion's Review showing a playthrough of the Scouting Scenario.


Of course I immediately spotted the problem with the game in that it is focussed on the right theatre in North America and with a similar theme but very much on Roger's Rangers and their role in the French Indian War, but, I thought might, with a little tweaking, work just as well recreating the adventures of Butler's Rangers and the King's Royal Yorkers in the American War of Independence.

Readily adapted artwork from the Perfect Captain AWI game served for my new counters to represent the two forces engaged in this theatre

Thus I sat down to play with this little project, to make the necessary tweaks with the map, units and cards to put the game into Cyberboard where I could playtest it to see if the idea would work or not and I thought you might like to see the results and how I got on.

When I say tweaks, that included a redesigned map, new counters to represent the different troop types and some changes to the Mission and Operations cards to change the descriptions to being more appropriate for this theatre in the AWI together with artwork to compliment the theme. The rules of play are however as written so once those aspects were done the game was ready to test.

My redesigned game map to represent the AWI frontier

So with the module finished over the Xmas break I decided I would start playtesting in January and for those unfamiliar with it, I should explain if you haven't followed the links above, that this is a solitaire game with the player running the Rangers force or in this case Crown forces and the system generating any opposition that you might bump into as you strive to complete one of four missions, which if playing the full campaign can be linked one after the other, Scout, Rescue, Frontier Raiding and the Big Campaign.

An example of one of my theatre-themed
Mission Cards and the subject of the first play test

The Mission Cards drive the set up and objectives for each game and in the example above, the game I am reporting here, my loyalist force under the command of Sir John Johnson are tasked with moving into enemy territory from one of the staging posts, either Fort Oswego or Fort St John, to recover the 'Intel' represented by one of seven objective counters randomly placed on the map and hidden from view until revealed when my force enters the area.

Of course some of those other objectives can aid or hinder my march to find the Intel counter and so every time one is turned over adds a little moment of anticipation in the game, in addition Ops (Operations Cards) can also help or hinder this process.

Two examples of Operations Cards that can get revealed each turn of the mission and in this case alerts the player to the possibility of contact with the enemy. Note the Alert Level being higher makes this more likely.

To achieve each mission, Operations Cards are required to allow it to continue, and this mission starts with six, which are used up each turn of the game mission, and can be lost because of events or equally gained in the same way. If you run out of ops before returning to base with the objective, the mission fails.

In addition I also need to build my force with the 8 RP (Recruit Points) allotted and take necessary gear to help my men achieve success, and these all cost RP and I am limited to 3 units represented by the Command factor, although my leader, Johnson is a free addition to the force.

Gear, in the form of boats and the green objects help to overcome likely obstacles during the mission
and the objective counters give each mission its purpose.

The numbers on each unit counter refer to combat factor (left) and movement (right), with the former requiring a die roll equal to or less than to defeat an enemy unit and the latter determining how many spaces on the map can potentially be moved to on the march, determined by the slowest marching unit in the column and special terrain such as Rebel Forts or Mountains that force the column to stop despite their move allowance.

Rebel units are simply deployed to the map when generated so don't require a movement rate but just have a combat factor, and commanders are counted as elite units giving a plus factor to the Tactical Superiority die roll which determines who shoots first and also have a Combat Factor of 1 (Crown) or 2 (Rebel) to simulate their small ability to influence the battle at that level should it become required.

The game test set up with six operation cards ready to drive the game and my loyalist force starting in Oswego

The screen shot above shows the module set up ready to go with the Scouting Mission, with seven objective markers placed on the map from Unadilla to Castle Town and up to Crown Point.

The Alert Level, indicates how ready the Rebels are for an incursion by Crown Troops and indicates how many troops might oppose me if I bump any on my route

My RP level is at zero as I have purchased my force of Kings Royal Yorkers, Butlers Rangers and Mohawk Indians and am taking the Long Rifle and Hatchet as my gear, attaching them to the latter two units, intending to start my march from Fort Oswego to Unadilla before moving into the Mohawk Valley.

Turn One - Arrival at Unadilla

So armed and ready my little force made its way south from Oswego via Lysander and stopped at Unadilla, having moved two areas, the furthest the force can march with the slower moving King's Yorkers in company


On arrival, the first Op Card was turned and it was not a good start, revealing my march had been spotted by Oneida Indians allied to the rebels, thus raising the Alert Level to two and reducing my remaining op cards to just four and barely into enemy territory.

On the positive side my arrival allowed the release of loyalist prisoners held in the area and adding an RP to the pot and the potential to raise more men and gain more equipment if needed.

The force then marched on to Fort Hunter, with the added threat of Rebel strongpoints in the area which causes Crown troops to halt the march immediately on entering the area.

Turn Two - Arrival at Fort Hunter

The subsequent Ops card was a rebel attack on my Ranger Camp which as I hadn't built one had no effect, and the turned objective marker revealed farms and homesteads which were burnt and destroyed, gaining me a further RP, which I forgot to record but will include in the next mission, as the march continued to Fultonville offering the opportunity to return to Oswego, should I fail to gain or, worse still, loose further Ops Cards.

Turn Three - Arrival at Fultonville and Rebel Ambush

Fultonville revealed the Butler's Rangers Op Card, which I at first put to one side in anticipation of using it later if required, only to find the revealed objective counter heralded a Rebel Ambush, now with the Alert Level at 2, setting up two randomly picked Rebel units, revealing Riflemen and Militia waiting on my march route.

Rebel Riflemen and Militia attempt to ambush my force, but the Butlers Rangers Ops Card helps to ensure victory for the Crown.

Thus I decided to play the Butler's Rangers card immediately giving my troops the automatic gain of the Tactical Superiority, meaning my chaps got to fire first with my KRRNY and Butlers hitting on 4's or less on a d6 routing the enemy before they knew what hit them, whilst also gaining me one Ops Card for winning the skirmish. 

Emboldened by my victory I decided to press on with the mission and head back up the valley to Fort Hunter ready to face events in Turn Four with my two remaining ops cards.

Turn Four - Return to Fort Hunter and the Battle of Fort Hunter

Needless to say my bold move to go back along the Mohawk Valley deep into Rebel territory was a risk with only one op card left and too far away to get back into Canada, and indeed the Rebels were waiting for me with a column sent out to hunt my force down now that they were aware of its presence.

The Rebel Army Ops Card immediately moved the Alert Level up further to 3 and required a die roll to see how many Rebel Units would oppose me revealing the three seen above, with a tough force of State Levies, Rebel artillery and militia in support.

Fortunately Sir John Johnson and the Long Rifle capability of my Rangers gave me +2 to the Tactical 
Superiority die roll which I easily won and all my units defeated the Rebels in quick succession to award me a battle victory and two additional and highly valuable Ops Cards to continue the mission.


It seemed as if fortune was favouring the brave and so Johnson's little army moved on to Ballstown, where the next Ops Card announced the Mohawks thirst for revenge and the possibility of further Indian allies joining the column, but sadly a die roll of 4 revealed that this Indian warband was busy elsewhere.

Turn Five - Ballstown and Success! Loyalist supporters meet the column to pass on the vital intel.

However Johnson's luck continued as the objective counter was turned to reveal the sought after Intel and the force could now focus on the challenge of getting back to Oswego and completing the mission.

With just three Ops cards left Johnson decided to avoid the Mohawk Valley on the return march, with the two Rebel Fort areas only slowing the march and increasing the risk of interception, and instead head back down the Schoharie Valley at Fort Hunter and try to get back via Unadilla.

Turn Six - Return to Fort Hunter and avoidance of Rebel Army

Fort Hunter proved yet again a dangerous place to march past as the third visit saw the turning of the Rebel Attack Operations Card that required me to roll a D6 higher than the Alert Level of 3 to avoid a battle, which was ideally what I was looking for and needles to say 'lady-luck Fortuna' duly obliged.


Surely now with just Unadilla between my troops and sanctuary at Oswego there would be nothing to prevent Sir John returning with the valuable Intelligence reports.


Just when you think this game is easy it seems to throw in a few more surprises as the next Ops Card turned on arrival at Unadilla announced a possible Rebel Ambush and similarly to avoid it the D6 roll needed to be higher than the Alert Level 3.


Yes, get in there! 

What a conclusion to this first mission and successfully achieved allowing progress on to the next Mission, 'Rescue', following the Intel revealing that Loyalists were being targeted to join the local militias at the risk of imprisonment and confiscation of property on their failure to enrol.

Turn Eight and Sir John's little force makes it safely back to Oswego with the Intel following quite an adventure along the Mohawk to Ballstown.

The end of the mission was completed with one Ops Card remaining and a Recruit Point in the bank both of which are carried over to the next mission.


This first mission was great fun to play and suggests lots of possibilities for using with the Mohawk Valley Collection of figures going forward and I look forward to showing how I get on in the next one entitled;


In addition the simplicity of the basic game invites further tweaks to the set up to perhaps vary the threat posed by the Rebels and raise the anticipation levels a bit more  - more anon.