...testing his
The Jumaville Affair FIW rules on Friday night which are his own creation to a point. I should let you know that I'm not that well this morning, I'm a little hungover, Ray is on days with me again, the Irish rugby team were a little fecking disappointing and my Mothers Day phone call opened up the guilty feelings again that only Irish mothers can do and I think the fish and chips Ray bought on Friday night were dodgy!
On to the game and pictures (all the figures belong to Ray)....
The rules are a card based system with actions (you need an action to move, change formation, fire etc....), the least you can get in a turn is one unit/one action and the best is three units/ three actions (a big difference), the quality of generalship denotes better action cards (I chose dawdler but Postie got an ass!)
Initial table set up, the British have started to clear an area to build a fort, the French have decided they don't like this idea and have dispatched a large force to throw the British out of the area..
A close up of the initial position....
These cards signified real and dummy units hidden in the woods...
The hill position with the highly skilled craftsman at work and to be protected at all costs...
The 42nd Highlanders behind redoubts....
A small militia unit holds the right flank...
A better view of the Highlanders.....
French line infantry La Reine infantry start to appear....
Quebec militia.....
Lots of real and dummy units......
Postie realising he's short...
......and much prefers umpiring!
Compagnie Francaises de la Marine and Indians clash in the woods, the marines would eventually be wiped out to a man...
More Indians and Courer de Bois tangle at the river crossing, the French would fail two morale tests and quit the field...
The card system in use, 3 actions for 1 French unit.....Ray's unused camera as umpiring is a lot more stressful than he remembered???? (It's been a while).
The highlanders split into 2 units to deal with the French attack....
French Jesuit Indians clash with Rogers Rangers, the Indians will lose but through attrition the rangers have to be pulled back but not before smashing two units of Indians....
Postie trying to figure out where he's hidden some of his hidden units....
Loyal French Indians appear in the woods....
The umpire contemplating giving Postie a swift kick in the crackers.....
Didn't get to use my "Dawgs" but victory was mine at the end....
The game only went about 3 turns of the card system, an end of turn card is in the deck, what did me and Postie think? The randomness was too random as it could give one side too much of an advantage so Ray changed that to a you go I go system but the amount of actions remaining random, the melee was a little confusing and he will be changing that too but all in all nothing wrong with the system, nice figures from a period that is very varied, another thing are random event cards in the deck and on a D20 you roll for what they are, this can be anything form units having to use actions to pull back, officers getting drunk or a unit getting a blood lust and their skill improved (this was a random pain in the arse if you ask me).
Postie had no luck and poor placement, I had a lot of luck and knocked the "merde" out of most of his units with a lot of good dice rolls, all in all the dice gods won! Ray will be discussing more about his rules on his own blog sometime soon.
Not bad at all Ray.....