I picked up the Musket & Tomahawks rules during the HAWKS Expeditionary Force’s trip to NASHCON 2013 last May so I’ve been trying to run a session every so often when we need an extra game on a HAWKS night.
Our most recent game saw a small British force, supported by German and Indian Allies face off against a large American force composed mostly of Continental regulars.
The British: 400 pts
- British Officer
- 8 Regulars
- 8 Light Infantry, scouts, sharpshooters
- 8 German Infantry
- 8 German Jaegers
- 6 Indians, Auxiliaries
British Mission: Scouting
British side plot: Prevent the Americans from completing their side plot
The Americans – 400 pts
- American Officer – mounted, warrior
- 3 groups of 8 Continentals
- 2 groups of 8 riflemen
- 8 Minutemen
- 8 Minutemen
American Mission: Engagement
American side plot: The american officer must personally kill 6 enemies
During the early phases of the game, the British commanders made great use of the hidden movement characteristics of their irregular troops and indians and quickly snuck through the woods on the left hand side of the board and into the American lines.
The British regulars on the other hand, got shellacked by enemy fire while marching up the dirt road leading to the bridge in the middle of the board. Luckily, they found cover behind a stone wall, but that proved little help against the withering fire of the American rifles and the Continental firing line.
As the game wore on, the British Lights and the indians made short work of one group of Minutemen on the American left flank, but couldn’t deal with the overwhelming numbers of the Continentals. Still, they managed to scout 75% of the objective. The German and British regular infantry fared far worse and were shot down to a man. The German Jaegers had some moderate success and were able to plunge deep into the center of the board, but poor dice results limited their effectiveness vs the bulk of the American forces.
The Americans went far from unscathed as their commander was brought down mid game by some expert musketry from the Indians, but the most ignominious demise went to the British commander, shot in the back while fleeing from the second unit of Minutemen. You could almost here him say “Oh, you cheeky devil!” as he sank face first into the mud and slime of the river bank.
In the final analysis, it was a narrow victory for the British who accomplished most of their primary objective and completed their side plot by dispatching the American officer relatively early in the game.
All in all, it was a great game. The group really seems to like the rule system, and I’m especially fond of the card based activation, the random events and scenario generator.It does take a few games to really get the hang of all the nuances. I blame most of the confusion on poor translation (the rules were originally published in French) and the lack of proper quick play charts in the back of the book.
via Don’t Give Greg Ideas http://bit.ly/1gkSTdy