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"The Great Canoe Race - F&IW" Topic


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redmist112229 Oct 2008 8:18 p.m. PST

All,
Last night was a play-test of the game, "The Great Canoe Race". The course was laid out into five legs that ran through four water hazardous (identified by rocks, down trees and brush), passing through hostile territories.

Each player had 10 figures assigned to them; Indians, Rangers,British Lt. Inf., Courier Du Bois, Canadian Militia and Highlanders. Five figures was the max load in the canoe and the rest were positioned at their random selected outpost on the course. The goal was to cross the finish line first with five figures in the canoe…that concept didn't float well, no pun intended, due to the large
casualty loss rate. Each canoe crew can fire or melee each other down the river, once they have cleared the first hazard.

The game started out with all players lined-up at the starting line. Each player rolled for initiative to move their canoe first. The first leg current was – no current. So, all players were using max figures to row. Hostilities were not allowed until all canoes passed their first water hazard. The unique thing about the hazards on the course was its luck/unlucky D10 die roll as to what happened to your canoe. The first canoe to take a dive in the drink was Scott's canoe of British Lt. Infantry. He had to make his way to his outpost to be outfitted with another canoe. Fortunately for him, his outpost was close to where his canoe sank.

Dillon, my youngest son, was blood-thirsty to melee anyone who came with reach. He positioned his canoe to hit everything going by – especial me, dad, as I lost three Rangers out of the canoe.

Steve, manning the canoe with the Courier du Bois, jetted through the first hazard and took an early lead. So, of course everyone was trying gun him down. Some of the out posts were manned with a swivel-gun with one shot. Out of the four swivel guns, only one sank a canoe, that unfortunate soul was John's canoe with the Highlanders.
They swan to their outpost and were outfitted with a new canoe.

My oldest son, Dan, manning the canoe with the Indians, did well until he hit the third water hazard, which spun his canoe around twice in the opposite direction – what appeared to be a major set-back, turned out to be minor in the end.

The fourth leg on the course, the current was rolled for very fast/rapids which shot each canoe 12" plus what they were paddling with; two rowers = 3" and five rowers = 7". While everyone was making a run through the fourth leg, I, manning the canoe with the Rangers. While trying to overcome the second water hazard, I had my canoe destroyed not once, not twice, but four times. If this was an Arofan game, I would had been highly fatigued and would have drowned in the river.

On the final leg, their was no current, so that required total man power to out paddle your opponent to the finish line. Another set of Indians manned the final outpost overlooking the final leg – taking bow shots at all the players going by. No terrible deadly, but everyone lost a figure or two – thus impacting how fast their crew can paddle to the finish line.

Dillon with his taste for more blood battled his brother through several turns – Dan was left with one Indian in the canoe and one at his outpost. The Indians on the last outpost shot out the Indians and Courier du Bois in their canoes – leaving them empty on the river.

Scott crossed the finish line first, followed by John, then
Dillon. I fell to the same fate as Dan, and got shot back in the opposite direction at the third hazard…twice!

From the group discussion a few suggestions came up; action cards for canoe & outpost actions – this was from the initial play that caused some confusion as what can be done and when. The cards will alleviate this and drawn randomly. Second, make the outpost fortified. The figures stationed in the outposts are for re-manning their canoe – not to wage land battles. Third, add portage movement,and include it to bypass one hazed at a time. It will play out to either take your chances through the water hazard, or waste time going to shore; unloading, traveling on land, loading and taking off again. It takes an action to unload/load. If I missed anything from our discussions, please post.

As far as modeling for the game, I'll have to build crashed and capsized canoes, a few portage crews and model the canoe crews as if they were wading/swimming in the water – yup cut them up in half. There was a lot of swimming going on. That will serve two purposes; figures will fit/look better in the canoes and of course wading/swimming in the water.

By far this was most fun game I have played in years. My checks are still sore from all the laughing, cutting-up and cheering from last night's game.

link

Greg P.

Baldwinbob29 Oct 2008 9:43 p.m. PST

Looks good. Enjoyed the write up. One suggestion I have used to improve the look of the water is to pick up clear vinal from a place that sells material like Jo Ann's Fabrics. If you ask for a clear vinal to cover lace table cloths the staff will probably be able to help you. I could get as much as I wanted but was limited to 5' wide. It covers the blue material and gives it a reflective water look that adds to my enjoyment. I haven't seen many people use it. Best of luck and keep playing. It's enjoyable to see how others have done with a similar game.

gert174629 Oct 2008 10:52 p.m. PST

Sounds like alot of fun. Are these home rules or a commercial set?

redmist112229 Oct 2008 11:01 p.m. PST

I wrote the rules and added in a few skirmish mechanics that I enjoyed from other games – along with a few house twists.

Greg P.

gert174630 Oct 2008 12:09 a.m. PST

Well, it's a cool game concept. I might give it a go with my club. Thanks for the idea!

Bob in Edmonton30 Oct 2008 9:17 a.m. PST

Any chance of getting the rules? Looks like a fun game which might be an interesting diversion from the usual.

John the OFM30 Oct 2008 5:59 p.m. PST

Oh, that is SO a game I would love to play in. Or, run.
And, thanks to "Rescue Demi Moore", I have everything I need! Except the genius to come up with the concept.

For others wanting to try it, Old Glory has large canoes in its FIW range.
Michael's craft store also has blue vinyl roll up mats in its Christmas Village line.
One roll for $15, every other week 40% off coupons in the papers. One mat will make two 15" x 30 " swaths.

redmist112230 Oct 2008 7:07 p.m. PST

I'll take a run to Jo-Ann's tomorrow – payday + coupon = clear vinyl.
After my group here in Tucson plays out a few more games, the rules should be good-to-go.

Greg P.

HardRock31 Oct 2008 4:37 a.m. PST

Why do all the cool games happen when I can't make it. You still need better lights in your garage, some of those pictures were to dark to make anything out.

Henry

redmist112231 Oct 2008 4:32 p.m. PST

Henry,
The dark pics was a different setting for close up w/o flash. I was too lazy to brighten them up. Plus I read here in TMP how to tweak out my camera for better pics…again lazy. One day I'll set the settings right or get a more forgiving camera like Chris or Arofans.
We'll run another Canoe Race game when Arofan gets back, and you guys could paddle your way into destiny.

Greg P.

Bob in Edmonton05 Dec 2008 10:54 a.m. PST

Greg,

Eagerly awaiting your rules! bob.barnetson@shaw.ca

Bob

Rich Smethurst02 May 2011 6:45 a.m. PST

Terrific idea. Where can I get your canoe race rules? Rich at: smetfam@fuse.net

Personal logo Der Alte Fritz Sponsoring Member of TMP02 May 2011 6:48 p.m. PST

Bob Baldwin runs a great canoe race game too I wonder what he uses for rules?

redmist112202 May 2011 10:33 p.m. PST

All,
Will send out the rules in a few days, the font I used somehow disappear from my PC and will have to re-install it…

Fergal03 May 2011 7:25 a.m. PST

That's great news! Count me in on the waiting list.

arthur181503 May 2011 8:58 a.m. PST

Please send me the rules too:

arthur1815@lineone.net

Thanks in anticipation, Arthur

redmist112204 May 2011 11:26 p.m. PST

Uploaded some current pics of a recent game.

link

P.

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