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"Musket Action! AWI BATREP" Topic


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tas181203 Apr 2018 2:29 a.m. PST

Hi all,

some shots from last night's game – Musket Action! Well that is the Bolt Action rules adapted to suit the age of black powder. The blokes at the local club wanted something quicker to play than M&T/SP and smaller than Full blown BP so Musket Action was born! It makes for a cracker of a game with only a couple of period tweaks otherwise it's mainly straight up BA but with muskets! The main changes are a basic 4+ to hit instead of 3+ with all the usual modifiers (well we are using unrifled muskets here) 1 shot/melee attack for every two models (+1 attack for tomahawks!), if you go down/fail an order instead of hitting the dirt you can't move but can fire with an additional -1 on top of the penalty for any pins you've already acquired (I can't see them from all the smoke, fire blindly anyway :) ) and skirmishers count as vets for shooting target purposes.

Both forces were picked to 1000pts, usual 7/10/13pts for inexp/reg/vets, 50pts for a gun and 20/40pts for your junior/senior cmdr. Most troops are regular (except the British Grenadiers and my sneaky vet indians and american rifles) We rolled up a usual BA mission and got demolition, with nothing obvious to blow up (i.e. a bridge on the table) we rolled again and played sectors with the buildings and large hill becoming the objectives.

Deployment – Continentals on the near edge
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The british advance and take the church
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The firefight heats up around the church
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The Continentals allied vet indians sneak up on the unsuspecting British light troops and then proceed to wipe them out with their Tomahawks on the charge
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The musket fire exchange rattles up and down the line while the US commander rides left and right boosting morale (and crucially adding +2 to those order rolls)
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As the French regulars turn to face the vet British Grenadiers the indians and french lights move in to clear the American left of the remaining British indians
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The high point – Turn 4

The Continentals pour fire and cannon shot into the church as the marksmen hold back the skirmishing bow armed-indians on the British left. Thankfully for the Americans the bow fire is proving rather ineffectual…
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Turn 5 – The firefight continues – those British Grenadiers are proving rather stubborn (damn vets!)
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Will their be a 7th turn? The British have been held but still hold the church (there's still a unit of British regulars inside it…) We'll have to storm it to take it…
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Turn 7 it is! The attempt to take the church was unsuccessful but the French Chasseurs take the third objective in the British deployment area for the win! A cracking game 3-2 to the Continentals and on to Boston!
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davbenbak03 Apr 2018 4:14 a.m. PST

Sounds like fun. Been thinking about the same thing with Chain of Command and Napoleonic skirmishing.

79thPA Supporting Member of TMP03 Apr 2018 6:51 a.m. PST

Thanks for sharing.

Winston Smith03 Apr 2018 9:02 a.m. PST

That looks great.
It's always fun to see a set of rules work outside it's intended period.
Like the guys in my group who did Escape from New York with Necromunda.

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