Help support TMP

"Musket Action! AWI BATREP" Topic

4 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

For more information, see the TMP FAQ.

Back to the American Revolution Message Board

Areas of Interest

18th Century

651 hits since 2 Apr 2018
©1994-2019 Bill Armintrout
Comments or corrections?

tas1812 Inactive Member03 Apr 2018 1:29 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

‌"TMP link

The british advance and take the church

‌"TMP link

The firefight heats up around the church

‌"TMP link

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

‌"TMP link

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)

‌"TMP link

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

‌"TMP link

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…

‌"TMP link

Turn 5 The firefight continues those British Grenadiers are proving rather stubborn (damn vets!)

‌"TMP link

‌"TMP link

‌"TMP link

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…

‌"TMP link

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!

‌"TMP link

davbenbak Supporting Member of TMP03 Apr 2018 3:14 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 5:51 a.m. PST

Thanks for sharing.

Winston Smith Supporting Member of TMP03 Apr 2018 8:02 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.

Sorry - only verified members can post on the forums.