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Four games were running as the campaign comes down to the wire to see which tribe will be victorious |
Our next-to-last turn of the final playtest of the Beaver Wars
campaign rules took place last weekend at the local pizzeria. All
players were in attendance, so as GM I sat out with my Erie tribe. An
interesting dynamic had developed in the strategic card play phase of
the game over the last two turns. Early on, most tribes played Hunt
cards, to obtain more beaver pelts. Now, there was a preponderance of
War cards as tribes competed to be near the top of the order for
launching attacks. Both 2nd and 3rd place tribes (Neutral and Mohawk)
chose high value War cards and both chose to attack tribes far beneath
them in the standings. Each player claimed that they did that because
they had not fought that particular opponent in the campaign yet, but
I’m not so sure they weren’t targeting a tribe that would field a
potentially less powerful force (as far as firearms and trait upgrades
go).
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The Honniasont quickly cut off the pathway, forcing the Neutral Scouts to fight |
The first battle saw the Honniasont turning the tables on the Neutrals in the
Ambush the Scouts
scenario. The Honniasont are our last-place tribe — mainly because
Bruce joined the campaign several turns into it and has been unable to
close the gap on points. His strategy of fielding a force of all Youths
with one Chieftain has been challenging to everyone he has faced.
Keith’s Neutrals were the first opponent to take a Youth-heavy force to
oppose the Honniasont. The Honniasont moved to block the Neutrals path,
and sabotaged Keith’s idea of racing around the enemy to exit the table
(as the victory conditions required).
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The Honniasont spring their ambush and charge in to catch the Neutrals unaware |
Bruce’s rolls were good and
soon he had slain several Neutrals. Bruce was living up to his
reputation of giving everyone he faced a challenging struggle. Keith’s
favorite tactic in this campaign, though, has been to try to kill his
opponent’s chieftain. Anytime an enemy leader enters the fray (or gets
within his movement range), Keith will try his best to swarm him and
force his opponent to take the required morale test if he successfully
kills him. Plus, a force without a chieftain is more vulnerable to
activation turnovers than one that is well-led. This tactic has served
Keith well in the campaign, as the Neutrals’ position in the standings
will attest.
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Keith points out how he plans to kill the Honniasont leader to Bruce |
Keith’s bid to kill the Honniasont chieftain was
successful, and Bruce’s forces were scattered by morale failures. With
that, his good fortune at activation rolls seemed to disappear. The game
quickly went from a hard-fought struggle, with the Honniasont having
the edge, to a mopping up operation by the victorious Neutrals. It was a
Major Victory for the Neutrals, with the score 18-3 in victory points.
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The Mohawk advance through the Susquehannock town, driving the defenders before them |
The
Slaughter Amidst the Lodges scenario
that pitted the Mohawk attack on a Susquehannock town catches the
battle in the middle of all its fury. The entire board is an Indian
town, with the players using the birchbark longhouses and various
skin-stretching frames, sweat lodges, and fish-drying racks as cover.
The Mohawks had used their upgrades to make many of their warriors
Strong (+1 in melee). So, they were quick to close with the enemy.
Although they lost a couple warriors, the Mohawks quickly began
tomahawking their enemy. Soon, Steve’s forces fell below half and were
scattered by the mandatory morale check.
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Steve moves his Susquehannock warriors to try to stave off the Mohawk attackers |
The chieftain and three
others remained on the table, and bravely continued the fray. The
Susquehannock leader even rushed to attack a Mohawk warrior, but was
soon outnumbered and cut down. His remaining warriors fled the village
with his loss, leaving the Mohawk in possession of the town. This battle
was actually our biggest margin of victory, with the Mohawks triumphing
19-2 over the Susquehannock.
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As the Miami spring their ambush, the Seneca hunters drop their bundles at the portage |
The third battle was another ambush — this time of a Miami raiding party catching Seneca hunters at
Ambush at the Portage.
The Miami concealed themselves and waited until the Seneca were very
close to spring the battle. Apparently, there was confusion among the
Miami, as the warriors did not recognize the signal to attack and
remained frozen in place. The Seneca took advantage of the Miami
activation failure and dropped their bundles and quickly closed with
their ambushers. Seneca matchlock fire was deadly and soon Miami
warriors were dropping as the momentum quickly swung in favor of the
defenders.
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Jenny looks on in despair as the Seneca aggressively charge her Miami and begin to cut them down |
As more and more of their warriors fell, the Miami
knew their attack was doomed to failure. The Seneca showed little mercy —
scalping their opponents and continuing to close on the reeling and
disorganized enemy. The Miami did account for three of their attackers,
but lost eight of their own, including their leader. It was our third
Major Victory of the turn, as the Seneca rolled 18-3.
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The Kickapoo traders stalk forward, certain that some of their goods have been stolen by the Shawnee also visiting the fort |
The final
battle took place between two trading missions that encountered each
other within the walls of a European fort. Both had arrived within a day
of each other and had just concluded trading their pelts for firearms,
powder, and European goods. Unfortunately, the white man’s curse, whisky
and rum, was also sold to the Indians. Combined with past wrongs, that
sewed the seeds of conflict between the Kickapoo and Shawnee parties.
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Andy's Kickapoo -- I really enjoy how so many of the players have painted up their forces as the campaign progresses |
The entire battlefield of the
Who’s a Thief? scenario is
contained inside the fort, with cabins and warehouses as cover. A
special scenario rule has a hostile soldier appear anytime an Indian
tries to enter a cabin or climb atop the palisade. Neither side risked
angering the soldiers, though. The warriors instead massed towards a
passageway between the walls and a warehouse. The Shawnee quickly gained
the upper hand in the fighting. As a warrior fell, more entered the
dusty lane. Soon, the Kickapoo began to retreat and fled back towards
their encampment. Once again, the Shawnee held the upper hand in a
battle. Their 14-4 victory maintained their position as the most
dominant tribe in the Ohio Valley by 1 single point! I'm sure that both
they and the Neutrals will be examining the categories to determine how
they can move up in the categories they are competing in.
Tribe
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Place
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Victory Points
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Shawnee
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1st
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25.5 points
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Neutrals
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2nd
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24.5 points
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Mohawk
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3rd
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22.5 points
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Seneca
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4th
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18.5 points
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Kickapoo
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5th
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14 points
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Miami
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6th
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12 points
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Erie
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7th
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11 points
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Susqehannock
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8th
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8 points
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Honniasont
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9th
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3 points
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Tribe
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Prestige Points (PPs)
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Neutrals (Keith Finn)
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22 (7 MajV, 1 MinD)
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Shawnee (Joe Merz)
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22 (5 MajV, 3 MinV, 1 MinD)
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Mohawk (Dave Welch)
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15 (4 MajV, 1 MinV, 1 MinD)
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Seneca (Mike Stelzer)
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15 (3 MajV, 3 MinV)
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Miami (Jenny Torbett)
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11 (2 MajV, 2 MinV, 1 MinD)
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Kickapoo (Andy Swingle)
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10 (3 MajV, 1 MinD)
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Erie (Mike Demana)
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8 (2 MajV, 2 MinD)
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Susquehannock (Steve Phallen)
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5 (1 MajV, 2 MinD)
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Honniasont (Bruce Adamczak)
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3 (1 MinV, 1 MinD)
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Tribe
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Scenario Victory Points (SVPs)
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Neutrals (Keith Finn)
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124
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Shawnee (Joe Merz)
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121
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Mohawk (Dave Welch)
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101
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Seneca (Mike Stelzer)
|
98
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Miami (Jenny Torbett)
|
83
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Kickapoo (Andy Swingle)
|
72
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Erie (Mike Demana)
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65
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Susquehannock (Steve Phallen)
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62
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Honniasont (Bruce Adamczak)
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36
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Tribe
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Beaver Pelts
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Shawnee (Joe Merz)
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54
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Mohawk (Dave Welch)
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47
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Neutrals (Keith Finn)
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43
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Kickapoo (Andy Swingle)
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42
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Erie (Mike Demana)
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37
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Susquehannock (Steve Phallen)
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36
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Seneca (Mike Stelzer)
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33
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Miami (Jenny Torbett)
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32
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Honniasont (Bruce Adamczak)
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23
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