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"Frontier Skirmish using "So Convenient for Hewing"" Topic


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351 hits since 26 Sep 2021
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Ponder Supporting Member of TMP26 Sep 2021 11:15 a.m. PST

Howdy,
An AAR from Barrage 2021, September 24 & 25, in Harve de Grace, Maryland. HAWKs did a very nice mini-convention. My game was on Saturday morning.

The game was a bit bigger than I would have preferred. Planned for four players, had six. Yet, everybody played. Unfortunately, that slowed things a bit, but all seemed to have a good time. So, that's a win.

Rules used: So Convenient for Hewing the Musket Mod

Situation: After the indians raided the Lick Creek settlements, a force of British regulars, and frontier rangers and militia set out to attack nearby indian settlements. The Indians were supported by French forces, and what was intended as a raid, became a battle.

Action opened with the rangers and frontiersmen leading the advancing column contacting an indian skirmish line. The rangers pushed forward aggressively, too aggressively it turned out. indians attacking the ranger's flank pushing them back.

The Highland regiment's lead company deployed to the left of the ranger's line, only to be met by French marines.

Meanwhile, another indian force engaged the advancing militia. To the British it seemed an ell-shaped ambush. With no chance the to reach the indian villages, the game ended. Photos below:


Photo 1 British objectives, 2 indian settlements and a French outpost


Photo 2 Overall tabletop terrain, the British would and advance from the trail entry on the near table edge.


Photo 3 Indian Senior Leader


Photo 4 Militia Senior Leader


Photo 5 Ranger Senior Leader


Photo 6 British Commander, Senior Leader


Photo 7 French Commander, Senior Leader


Photo 8 Indians open fire!


Photo 9 Initial skirmishing


Photo 10 Highlanders advance


Photo 11 Highland advance met by French Marines


Photo 12 Indians on the flank


Not shown in the photos, blinds and phantoms were used during pre-contact on-board (not shown in photos). Good fun!

Ponder on,


JAS

Ponder Supporting Member of TMP26 Sep 2021 5:54 p.m. PST

Howdy,

Bill Molyneaux's brief interview with me about the game & rules at Barrage at 9min 27sec of video.

youtube.com/watch?v=zEJUpQw5GUo

Ponder on,


JAS

Tiger7327 Sep 2021 10:14 a.m. PST

Very nice looking table Jessee!!!
Could you post something about your rules, such as sequence of play, mechanics, etc., or direct us to a website?
Jerry

Ponder Supporting Member of TMP27 Sep 2021 10:37 a.m. PST

Howdy,

Thank you Tiger73.

There is a facebook group for the rules, search by the title: So Convenient for Hewing

Rules can be purchased, $24 USD direct from lulu.com, again search by title.

The Skirmish System uses action cards to control an ever-changing order of play. Command chits are used to activate individual units.

The action deck for the game consists of twelve action cards, 2 shoot cards, 2 move cards, 2 charge cards, 2 rally cards, 2 Free Choice of Action cards, and 2 end-of-turn cards. Half the cards are red, and half are blue --- showing which side has the initiative on a given card. A game turn consists of going through the action deck, one card at a time. Drawing the second end-of-turn card also ends the game turn.

Each turn, Veteran units and Senior Leaders receive 2 command chits, Warrior/Regular units get 1 command chit, and Green units do not get a command chit. Thus Green units are dependent on Senior Leaders to act.

When a card is drawn, the designated side has the choice of first action. To act, a unit or commander must spend a command chit. Once the action is resolved, the other side may choose to act. If a player does not, or cannot, spend a command chit, the player passes. If a pass, the other side may then choose to act. Two sequential passes, one from each side, ends actions on that action card --- a new action card is then drawn, and the process is repeated. Resolving actions in the game is based on rolling d6. The mechanics for turn sequencing occasionally give a surprise. Making the game system unique and fun.

The published rules cover dark age games. Only four rule mods are needed to adapt for black powder skirmishes:

1) Firing 1d6 per two firing figures. Rounded up.

2) Must reload after firing. Any action may be used to reload; however, reloading uses a command chit.

3) Figures firing are spotted.

4) When firing through smoke, the target gets a saving throw based on cover (+2). Equivalent to firing at a target in the woods.

I can address specific questions here or by PM on request.

Ponder on,


JAS

Ponder Supporting Member of TMP27 Sep 2021 10:45 a.m. PST

Howdy,

In the game on Saturday at Barrage, only five figure were killed during the game.

2 indians, 2 rangers (they took it on the chin due to their player's impetuosity), and 1 Highlander.

It was a fun game.

Ponder on,


JAS

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