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Canadian militia hurriedly form up as their sentries give warning of the Virginian advance |
Back in July, one of the staff members of a local history museum, the
Ohio History Center, reached out to me about having our club host monthly historical miniatures games there. Of course, I jumped at the chance. For a number of years, the
Great Lakes chapter of the Historical Miniatures Gaming Society (HMGS) has been volunteering to assist with an annual event called March Through Time. A handful of our game masters put on walk demos for visitors and families who attend the event filled with reenactors and other historical societies. Our games are always popular with the kids and their parents, so what we do is fairly well-known by the staff at the
Ohio History Center.
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We had a crowded, enthusiastic table of gamers in the middle of the local history museum's displays |
We agreed to host our games on the first Sunday of every month beginning in September. I volunteered to kick things off, and reached out to other game masters in our chapter that had assisted with March Through Time to schedule later months. I decided to host the
Skirmish at Jumoville Glen as my game, since I could scale it easily based on the number of players I had. In this encounter, a young Lt. Col. George Washington gets his first taste of war when he attacks a French encampment, essentially starting the French & Indian War. Historically, Washington's Virginia regiment surprised the French and the battle was over in about 15 minutes. The French commander was slain, and Washington was later forced to fall back from a larger French force, leading to the defeat at Ft. Necessity.
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A French cadet leads a force of Canadian militia forward to secure a rocky outcrop amidst the trees |
It made sense to stage this game at the Ohio History Center because the two sides were struggling over the Ohio territory -- who would have the right to settle it. I would use my
Song of Drums and Tomahawks rules, as they are easy-to-learn and play fast. I began to publicize it on Facebook and in our chapter newsletter, The Herald. Players who contacted me in advance would have their name listed at the front desk and receive free entry to the museum that day. Going into the day of the game, I had six players listed. Just in case more showed up, I brought enough figs and make player cards for up to eight players. The turnout was great! In addition to all six of my "pre-registered" folks showing up, I had four other people who had heard about it from the Ohio History Center's own promotion of it. So, that made 10 players!
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The French emerge from their tents or bedrolls and get ready for action as the Virginians advance |
Luckily, two players quickly volunteered to share their command of four soldiers and one officer, so we squeezed everyone in. We actually could have had 12 players, as Jenny had come along and the Ohio History Center staffer who'd set these games up, Alex, would have played, as well. This was definitely the largest single game of Song of Drums and Tomahawks that I'd ever run! Typically, if I am running a big game using my rules at a convention, I would set it up as four episodes from a particular battle. Each section would be their own 3'x3' battlefield with two opposed players. So, an eight player game would essentially be
four 1-on-1 battles. This would be different, though.
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A look from the French right towards their center, formed by the flickering LED campfires |
So, I decided to play with the normal rules sequence a little. When it was the Virginian players side, for example, all five players would be rolling for their activations simultaneously -- not sequentially, one after another. They would activate figures until they had activated all of them or had a turn over (aka, "crapping out"). This occurs when a player attempts for two or three activations for a single figure and fails at least twice with that figure. They resolve any successful actions, then their turn is over. So, players have to make decisions. If they're conservative, and attempt only one action per figure, they are guaranteed to at least get an attempt for all five. However, if their opponent is activating his soldiers with two to three actions every turn, and you are only doing one, they're likely to outmaneuver and outfight you. So, it is a gamble, and "crap outs" occur with players activating only one, some, or none of their figures.
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The cadet leading the French right directs his men to fortify the rocky outcrop as a firing position |
The game kicked off with the both Virginian flank commands crapping out more than their share, and moving up slowly. The two center commands made good progress, though, and soon gunfire was being exchanged on both sides. On the French right, their flank command occupied a large, rocky outcrop and hunkered down in heavy cover. Although a Virginian soldier got a lucky shot and killed the French cadet leading the group, the Canadian militia were slowly able to get the better of the Virginians with their cover. Another thing that helped was that Virginia Capt. Waggoner's men pressed their attack very quickly and impetuously. The captain himself led the way, charging the militia holding the rock. Although facing two or three militia simultaneously, and knocked down with minor wounds several times, he held them off while his men straggled up. It could not last forever, though, and when the captain was finally slain, his remaining men panicked and fled back a short distance.
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The Canadian militia catch sight of the red-coated Virginians advancing through the trees |
As Waggoner's men fled, Capt. Stobo's men finally got themselves moving forward to aid in the attack. This piecemeal assault likely ended up sabotaging the Virginian attack. Stobo's men pressed forward and it took assistance from the French center to finally drive the determined Virginians back. When Stobo fell, once again several soldiers panicked and dashed back towards the rear. The French were holding firm on their right, after being sorely pressed for awhile.
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Virginian commanders on the left discuss their strategy as they try to deal with activation failures |
On the other half of the battlefield, the Virginians and Canadians were firing away at each other furiously. Here and there, a Canadian militia man or Virginian soldier would fall. In particular, Lt. Col. George Washington's command was pressing Ensign Jumonville hard. Neither faltered, and bravely led their men forward. Washington was enjoying his first taste of battle. He accounted for three of Jumonville's men himself. The two commanders were able to look into each other's eyes as they led from the front, exhorting their men to drive the enemy back. The Virginians were having success in the center, but couldn't push through on either of the wings. They were also losing more men, and slowly it became apparent to Washington that his men had not won through this day.
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Those activation failures led to the Virginian attack being piecemeal rather than a coordinated |
After two hours of fierce battle, the players agreed to call a halt to the firing. The Virginians had lost more than half of their men, while the French had lost far fewer. The Virginians had also lost half of their commanders, which would handicap them in activating their soldiers. We decided to call it a French victory, due to the discrepancy in losses and commanders slain. It was a near thing, though. Washington was very close to killing the enemy commander, and had that happened, the battle might have gone differently. He could have broken through on the center and outflanked the enemy positions on either side. As it was, both sides gave a good account of themselves. Virginian and Canadian men had proved themselves worthy.
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Hero of the day for the Virginians was Lt. Col. Washington, who accounted for 3 enemy himself! |
Washington would go on to write his family about his experiences that day:
"I heard the bullets whistle, and, believe me, there is something charming in the sound..." All of the players said they felt similarly, and enjoyed the game. Everyone was positive and having a good time even when things weren't necessarily going their soldiers' way. The Ohio History Center staff was very excited about the success of our first game at the museum. In fact, our success may prove to be a challenge. It is not always easy to expand a scenario or game to include way more players than you had anticipated. I could easily have run TWO tables of my scenario with the 12 players! I will definitely warn my future GMs hosting monthly games here to be ready for a bumper crop of players and to have a plan.
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The Canadian militia on the right tenaciously held their positions, which helped secure victory |
It was fun to run Song of Drums again. I believe my tweak to the player activation system worked like a charm. I did not see one time when having multiple players activating simultaneously on the same side caused a problem. The opponents did a good job of helping keep track of what was going on in neighboring commands. I was worried about a player having an unfortunate run of "crap outs," and feeling left out as he accomplished little. Although the crap outs did occur on the Virginian side early on, everyone seemed to take it in stride. And by the end of the game, their rolls had switched and they were scoring multiple successes and moving, shooting, or charging rapidly to make up for their earlier failures.
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Canadian militia filtering through the trees, ready to meet the attack of Washington's Virginians |
Still, in future games, I may import my activation system from my
Mean Streets gang warfare rules. In that system, a player rolls 1d6 for all figures under his control and within his officer's command range. He then distributes one dice to each figure with scores of 1-3 being one action, 4-5 two actions, and a 6 three actions. Any figures outside the command range roll individually. Although it means fewer decisions a player has to make, it allows all figures to act at least once and eliminates "crap outs."
All in all, it was an amazing success. I had a great time meeting new players in the area, and our chapter likely recruited several new members. A number of visitors passing through the Early America gallery we were playing in asked about what was going on and seemed very interested. We handed out flyers for our upcoming Advance the Colors convention, Oct. 10-11. We also gave out sample Heralds, which will more than likely convince some more to join up. A successful day, by any definition!
MINIATURES Acquired vs. Painted Tally for 2025
- Miniatures acquired in 2025: 288
- Miniatures painted in 2025: 194
TERRAIN Acquired vs. Painted Tally for 2025
- Terrain acquired in 2025: 36
- Terrain painted in 2025: 61
SCATTER Acquired vs. Painted Tally for 2025
- Scatter acquired in 2025: 115
- Scatter painted in 2025: 159