Friday, May 25, 2018

Musket Action Playtest at Camp Cromwell

French & Indian Wars

The British are on the near side, the French & Canadians on the far side.  The two buildings beside the road are objectives.  Holding both wins the game, otherwise it can be won by killing 2 more units than you lost. 
Deployment unit by unit as command dice are drawn placed in 12" deployment zone.

 Both sides advance to get within musket range.
On the near flank the British light infantry have advanced through the orchard to meet the Canadian militia.  In the centre the French infantry is pushing forward with support from the light artillery.  Right of centre the British cavalry has charged the French infantry coy on the end of their line & broke it.  The cavalry then used their consolidation move to face the flank of the grenadiers.  The Indians of each side are negating each other with ineffective fire in cover on the far flank. 
The French got the vital first command dice on turn 3 & the grenadiers got into square before the cavalry could charge their flank.  But the square was then decimated by British artillery & musket fire.
On the near flank the weight of numbers of the Canadian militia had counted & the British light infantry has been driven back into the churchyard.   The French are also getting on top left of centre.  Their grenadiers have been broken by fire & now the French dragoons are covering the French left. 
The British centre is still holding on, but looking shaky.
The Canadian militia are wrapping around the  British left flank.  The British grenadiers have broken on the right of the church.  The British right is advancing but the dragoons are dodging their balls.
The British left has collapsed.  The Canadian militia have taken the church.  The dragoons have prevented the Brits from attacking the other objective.  There was no turn 7.  The Brits have lost 7 units to 6, but the 2 objectives held make it a French victory.

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