
"Muskets & Tomahawks 2nd Ed Question" Topic
6 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.
Please remember that some of our members are children, and act appropriately.
For more information, see the TMP FAQ.
Back to the French and Indian Wars Message Board
Areas of Interest18th Century
Featured Hobby News Article
Featured Link
Featured Ruleset
Featured Showcase Article An unusual addition for your Age of Sail fleets.
Featured Workbench Article
Featured Profile Article
Current Poll
Featured Book Review
|
| Stosstruppen | 26 Apr 2025 4:45 p.m. PST |
Have any of you played the newest edition of Muskets & Tomahawks? How does it compare to the 1st? I played the 1st once a long time ago and really enjoyed it. Just wondering if the mechanics are similar. |
| Zagloba | 26 Apr 2025 8:42 p.m. PST |
The second edition adds a hand mechanic that I didn't care for. We played first edition with about 6 players no problem and everyone enjoyed it, but for second I felt like it never really clicked and slowed things down for no real benefit. We only played the one time, I'll probably try it again at some point, but first edition is good enough that I won't put too much effort into making it work. |
korsun0  | 26 Apr 2025 9:28 p.m. PST |
I was put off by the fact I needed to buy a new rulebook, period specific handbooks and cards and tokens. Version 1 was good enough for me. |
| Dexter Ward | 27 Apr 2025 1:15 a.m. PST |
Yes, we have played it quite a lot. It is a big improvement over 1st edition. The main thing is the use of d10, rather than d6, and they have fixed the crazy melee rules in v1 (which often resulted in both units being more or less destroyed). The card system has changed; the use of hands was optional in v1, but the big thing is command points, which you get for playing the other side's activation cards. These can often be more use than a card, so there is far more player agency. In v1, you were often completely at the mercy of the card draws. The scenarios have also been improved. |
| TheSpringOffensive | 27 Apr 2025 7:52 a.m. PST |
I started out with v2 and not tried v1, so my viewpoint is a tad biased as that is my entire experience, so my advice is free and as with all free advice it is worth precisely what you paid for it. We have played several games with as many as 6 players – each side deciding as a group how best to use their cards and command points. Usually one player will end up being the defacto commander but its a group decision that does not seem to delay anything. It usually takes a hand or so for new players to really understand the mechanism but after that they are good to go. I am a big fan of d10s over d6s – even if the 0 is a 0 and not a 10, its a bit finer distinction (10% increments vs 16%). Thats entirely a personal preference. When I bought the rules I also bought both supplements and card decks, but IMO the basic rulebook is enough of a toolbox you can stat out units without the supplements and have an entirely satisfactory set of forces. That being said I do like the Redcoats supplement. I have not tried Shakos yet but I suspect I will enjoy that as well, once I get some suitable figures painted. I ran two games this weekend at a con, with players whose experience ranged from veterans of the system to newbies to the system to one fellow playing his very first wargame. All had a grand time and I enjoyed running both sessions. Hope that is of some use. Cheers! |
| Stosstruppen | 27 Apr 2025 5:15 p.m. PST |
Thanks guys! I went ahead and picked up part of it, just need the core rules and the FIW cards. looking forrd to playing around with it. |
|