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Attack at the Portage was my scenario for this round, and saw my
Erie hunters spread out carrying our canoe and bundles of goods past a
section of rapids |
Being out of the country for 5 weeks this summer meant our playtest of the Beaver Wars in Ohio Campaign Rules and Scenario Book was put on hold for awhile. The tribes must have missed the chance to settle some scores, as more players chose "War" cards this turn than in any previous turn. The higher the value War card a player selects, the better chance he has of selecting his opponent. In particular, the tribes in the middle of the scoring range (Mohawk, Seneca, Kickapoo) wanted a chance take the leaders (Neutrals, Shawnee) down a peg.
After the cards were played and the order set, here were the declared attacks this turn:
Mohawk attacked the Neutrals, rolling
“The Creek Runs Red” (War vs. War #3)
Seneca attack the Shawnee rolling
“Rescue the Captives” (War vs. Hunt #6)
Honniasont attacked the Erie, rolling
“Attack at the Portage” (War vs. Hunt #3)
Kickapoo attacked the Miami, rolling
“Give Them Time” (War vs. Hunt #1)
To read the account written by Keith covering his Neutral tribe's battle against the Mohawk, visit his Game Reports page.
With an odd number of players, as GM (and Erie tribal chief) I sit out some of the turns. However, this turn the Susquehannock player was feeling under the weather on the morning of our meeting, so I substituted in for him. I was actually happy that I got a chance to play the "Attack at the Portage" scenario, because I think it is tactically a very interesting game.
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My battle plan would be to have my Erie hunters carry their
bundles to the rocky outcrop, left center. We would deposit them there,
and consolidate to make our stand against the Honniasont |
I chose my standard force -- one Chieftain with matchlock (Q3, C3, Marksman);5 Warriors (Q4, C2) with matchlock; 2 with Bow, Light Armor, and Primitive Weapon; and two Youths (Q4, C1, Wavering) with Bows. Taking a couple figures with Light Armor was a new one for me. My tribe's Beaver Pelts accumulated so far meant we could upgrade only 6 figures of our 10 with Matchlock. I always give one to the chief, and the remainder to the Warriors. That left two armed with Bow. I knew I would likely send them forward into melee, so I figured I'd see how this strategy worked out of giving them a Primitive Weapons -- think Last of the Mohicans, the big sword club -- but protecting them with Light Armor. As it turned out, I liked it quite a bit. I knew I'd be involved in melee regularly, facing the Honniasont. So, I figured it was best to come armed for it.
Why was I expecting a melee rather than a shooting match? Well, Bruce -- who plays the Honniasont -- has hit on a favorite tactic of maxing out his troop list with Youths. He seeks to overwhelm the enemy with numbers. He's had mixed success with the tactic, but is having fun tweaking it to see how he can make it work better. So, my 10 Erie would face a force of 17 Honniasont (1 Chieftain, 16 Youths). It provides for some interesting, though a slight bit longer, games. The key to me is to try to pick off his Chieftain so you can force a morale check. The Youths all have the Wavering trait, which means they should begin to flee fairly quickly once he's gone. Otherwise, it can be a long and dangerous process wearing them down to 9 losses (more than 50% is the point where you check morale if your leader has not died).
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My troops have almost all made it to the rocky outcrop. Note the
warrior with wooden armor holding the spear on the right side of the
rock |
The other reason I expected a close quarters game was because of the scenario. The background story is an Erie hunting party is portaging their canoe and supplies across a stretch of rapids. My two Youths were carrying the canoe (hey, put those young muscles to work!), while the rest of the men carried a bundle of supplies or goods. While carrying those supplies, we fought at -1 in melee, and could not move more than one Movement distance per turn. We were carrying our loads along a curving path through rocky areas and forest. We were dispersed along the path, and only a handful of my men would be within command range of the chieftain in the middle.
My battle plan was to have all of my men move to a rocky outcrop inside the bend of the road. We would drop our bundles there, and consolidate against the more numerous Honniasont. My command rolls on my first turn were abysmal. I think out of 14 die rolls I scored no rolls above a "3" -- not a great start! The Honniasont had split their forces into one advancing from my right and another blocking the trail ahead. My rolls improved enough that slowly, my men moved to the rocky outcrop, put down their loads, and readied their weapons. The Honniasont also began to take shots, and edged closer. He began to rush in Youths, attempting to gang up on my Warriors and force an even-up or roll at an advantage.
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And here they come! The Honniasont Youths begin to throw
themselves against my Warriors (two are in contact in the center of the
picture, while another line advances from the top) |
My advantage was on the counterstrike, though. When he put two against one, all I had to do was move one of my Warriors into contact with one of those two and they'd be a severe disadvantage. Slowly, I began to whittle his forces down. He scored several kills against me, too. I made it a point to grab any scalps of Honniasont I killed immediately when I had a chance for the victory points. I never did get a clear shot at his leader, though. However, my own Marksman leader began to score kills or wounds against the Honniasont clustered beneath him atop the rocky outcrop. I used my Warriors with Light Armor as the point of my spear, so to speak, though I did lose one. We stayed consolidated where my leader could use his command influence to keep my men activating, shooting, reloading, fighting, and moving to where they were needed.
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What our enemies saw -- the view from the woods as Honniasont
Youths work up the nerve to assault my troops clustered around the rocky
outcrop |
Eventually, his ninth Youth died, and the Morale tests began. Some fled offtable immediately, while others fell back a great distance. We managed to kill another, and these morale checks spelled the end of the Honniasont threat. Bruce acknowledged his forces could not win, and withdrew from the field. We were successful because we kept our men together. Whenever one Warrior was drawn into a melee, others would immediately go to his aid. Although he outnumbered me in total forces, at the point of attack, it was either even up or we had the advantage. This ended up being my most overwhelming victory, points-wise, of the campaign, so far. We scored a 27-3 victory -- killing 10 of the enemy, taking 7 scalps, and maxing out on the points for staying in control of the bundles.
As it played out, Turn 8 belonged to the Defender. All four attackers lost. Sadly, for the middle pack who'd initiated the attack on the leaders, they failed. The Neutrals and the Shawnee entered the turn tied for the lead. Both scored major victories -- the Neutrals over the Mohawk and the Shawnee over the Seneca. On the remaining battlefield, the bitter foes the Miami and Kickapoo met again, with the Miami getting the upper hand, again.
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One of the other scenarios: At top left, Shawnee braves pursue a
force of Seneca who have raided their town and taken some women and
children captive |
There are two turns left before this playtest ends. I am happy with how the rules work, but I want to more playtests of the scenarios that will be included with the rules. I also want to see how the numbers play out -- if I need to increase the maximums, so that players don't max out early on Scenario Victory Points or Beaver Pelts. Plus, the players all seem to be having a good time. So, no reason to cut the fun off early!
Here is the score in the campaign, so far. The Shawnee have edged out in front of the Neutrals! The Mohawk, despite their loss on the battlefield this turn, remain in close contention for the lead. We'll see next month if that means the two front-runners will face off, or if they will continue to fight off attacks of the other tribes.
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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26.5 points
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Neutrals
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2nd
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23.5 points
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Mohawk
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3rd
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21.5 points
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Kickapoo
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Tied 4th
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14 points
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Seneca
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Tied 4th
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14 points
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Miami
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6th
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13.5 points
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Erie
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7th
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10 points
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Susqehannock
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8th
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9 points
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Honniasont
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9th
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3 points
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The victory points come from three categories. First, Prestige Points (PPs), which come from battlefield success:
Tribe
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Prestige Points (PPs)
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Neutrals (Keith Finn)
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19 (6 MajV, 1 MinD)
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Shawnee (Joe Merz)
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19 (4 MajV, 3 MinV, 1 MinD)
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Mohawk (Dave Welch)
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12 (3 MajV, 1 MinV, 1 MinD)
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Seneca (Mike Stelzer)
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12 (2 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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Next, is SVPs, or Scenario Victory Points, which come (unsurprisingly) from fulfilling your objectives in the scenarios you play in:
Tribe
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Scenario Victory Points (SVPs)
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Shawnee (Joe Merz)
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107
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Neutrals (Keith Finn)
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106
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Mohawk (Dave Welch)
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82
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Seneca (Mike Stelzer)
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80
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Miami (Jenny Torbett)
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80
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Kickapoo (Andy Swingle)
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68
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Erie (Mike Demana)
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65
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Susquehannock (Steve Phallen)
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60
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Honniasont (Bruce Adamczak)
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33
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And finally, the Beaver Pelts. The higher value "Hunt" cards you play, the more pelts you collect. This also translates into the more Firearms upgrades you obtain for each battle (those Europeans will give matchlocks for quality beaver pelts).
Tribe
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Beaver Pelts
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Shawnee (Joe Merz)
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45
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Mohawk (Dave Welch)
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43
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Neutrals (Keith Finn)
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41
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Kickapoo (Andy Swingle)
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36
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Susquehannock (Steve Phallen)
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32
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Erie (Mike Demana)
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31
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Miami (Jenny Torbett)
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29
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Seneca (Mike Stelzer)
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23
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Honniasont (Bruce Adamczak)
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22
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