Skirmish game at the time of the American Revolution.
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Game setup: Late 1774. The fictitious hamlet of Chalgrove in Worcester County, Massachusetts, pools its resources once a year and send its surplus to Boston.
Everything gets sold including the wagons constructed over the winter and the draft horses trained to pull them. With the current unpleasantness growing in Boston it is reckoned a good price for the crops and goods will be available.
Elderman Joshia Maxwell is returning from Boston with an escort of local residents after selling the community's produce.
The party consists of three veterans of the French Indian Wars living peacefully in Chalgrove. They remained in the county when their neighbours left for Boston, 'just in case' the rumours circulating about Mohawk incursions were more than just idle gossip. Elderman Maxwell asked the three experienced fighters to rendezvous with the group returning from Boston as extra security on the final leg of the trip home, joining them before they passed through the notorious “Turpin's Wood”.
On the way to the meeting, our heroes make overnight camp mid-way through the sprawling wood.
Note the measuring sticks. S, M & L. The clear plastic template marks the edge of Firelight. Targets within L of the template edge are dimly visible and receive cover from ranged attacks.
The closest trees to the camp mark edge of open woodland. (Provides cover to all within. Maximum visibility inside is 2 x L. Models without 'Woodsman' trait move one category less in woods. EG M → S.)
Alerted by rustling in the undergrowth, the party catches glimpses of large wolves in the dim firelight on the edge of the treeline.
The wolves rush to attack.
With a whoop, Diable Pomme draws his Tomahawk and countercharges. Nathaniel Collins rushes after him, snatching a burning brand from the fire as he goes.
His hurried shot goes wide and he is then knocked to the ground by the closest wolf. Diable Pomme's swinging tomahawk is keeping the snapping jaws of his opponent at bay. Neither combatant is able to land a telling blow.
The rest of the approaching pack is circling the pools of light from the fire and torch. Unable to overcome their natural resistance, despite being desperate to charge at their waiting prey.
Dr. Thomas Young is the group's best shot and is waiting for a clear target.
Note the Smaller clear plastic template representing the torchlight. The Wolves have to make a successful Q roll to enter the area of the template. In the game, it worked well as the wolves who failed their test proceeded to 'prowl' around the edge of the light.
With Nate on the ground and more wolves closing, he is lucky to survive another round.
Diable Pomme is holding his own despite being outnumbered. Eventually, it had to happen and he falls to the ground, overcome by the weight of numbers.
With a clear shot, at last, Dr. Young fires and seriously wounds one of the Wolves. He then rushes forward and brandishes the fallen torch.
Enough is enough and the pack leader drags off the wounded wolf into the cover of darkness.
Wounds are tended, the fire is piled higher and the rest of the night passes without incident.
Next post will be what happens when the party arrives at the assigned rendezvous point.
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Rules Used :)
A combination of Song of Blades & Heroes (with some elements from 'advanced' SoB&H), some rules from Tales of Blades & Heroes, some from Tales of Drums & Tomahawks. Some gaps filled from Flashing Steel. All available from http://www.ganeshagames.net/
Slowly evolving into a useable set of quick play rules for our own use.
This is one of 5 scenes, all played to conclusion in a single Tuesday evening of gaming.






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