Monday, 7 April 2025

French and Indian War - Game 3 Setup

This week, I will be playing out the third and final game in my French and Indian War mini-campaign, which I began a few weeks ago. Details about the campaign and its progress can be found in my previous posts.

British units crossing the bridge.

The campaign had began with promise for General William Colchester, commander of the British forces in the region. With a surprise advance, his troops with naval support had secured the vital river crossing near the settlement of St. Paul, enabling British forces to march along the coast toward Fort Robert.

However, French General Lucien Duvall had used the available time wisely. Fort Robert had long fallen into disrepair, so the general had organised his men and oversaw the repairs and building of additional fortifications. When the British assault came, the French were ready and the attack which was repulsed. General Colchester was forced to withdraw.

Faced by this unexpected setback, General Colchester regrouped his battered forces. His original plan to march on Fort Orleans and lay siege to it was no longer feasible. Instead, he turned his attention inland, aiming to seize a strategic river crossing downstream from Fort Orleans, one that could serve as a foothold for future operations.

The campaign map show progress so far.

The game will be using scenario 5 (Bridgehead) from the book One-Hour Wargames (OHW) by Neil Thomas. During the game units from both armies will arrive on various game turns. The British from the south and the French from various points which are decided by the dice.

A close up of the campaign map.


The tabletop setup. French units will arrive in three groups at points A, B, or C depending upon a dice roll. The British units will arrive at point D.

Order of Battle...

British Forces:

  • 6 x Regular Infantry Units
  • 4 x Militia Units
  • 2 x Artillery Units

French Forces:

  • 6 x Regular Units
  • 2 x Militia Units
  • 4 x Indian Warrior Units

For the game I am using a modified version of the One-Hour Wargames horse and musket rules. Each side is has a trusted captain and a general, both of whom provide special re-roll abilities. The trusted captain is assigned to a single unit for the entire game and allows that unit to re-roll any combat dice. However, if a 1 is rolled on the re-roll, the captain is wounded in the action and takes no further part in the battle. The general is free to move between units and can force the opposing player to re-roll their combat dice if they are attacking a unit he has attached himself to. If a 6 is rolled on this re-roll, then the general suffers a mishap and must retire from the field.

Victory Conditions...

By the end of turn 15, the British can claim victory if there are no French units within 12 inches of the crossing. If there are any French forces are within that distance, then the victory goes to the French.

The game begins with two British units across the ford.

Everything is now ready for the deciding game of this mini-campaign.

20 comments:

  1. Looking forward to seeing the outcome of this clash

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    1. All being well the game should be played this week and posted at the weekend.

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  2. All set up and looking great, be interested to see how the campaign turns out, it's been a good read following it so far so looking forward to see who finishes on top.

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    1. Thanks. So far it is been an enjoyable campaign to set up and progress.

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  3. Your re-roll modification sounds good - another idea I may need to β€œborrow” πŸ˜‰
    Your battlefield looks good - let’s hope the British prevail in the forthcoming battle and deal the Frenchies a mortal blow βš”οΈβš”οΈ
    Cheers,
    Geoff

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    1. Hi Geoff. The re-roll if the trusted officer and general adds to the narrative of the game, especially if they happen to get wounded due to a poor roll. Cheers, Peter

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  4. The reroll idea is great

    I'm nicking it

    Love this blog

    Perkin

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    1. Hi Perkin, I hope the re-roll mechanism for trusted officer and general works out well. I find it adds to the game for this period. Cheers, Peter

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  5. Campaign has been very enjoyable to follow, Peter, and I look forward to the report in due course. Scenario 5 can be very unpredictable! Great choice.

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    1. Thank you. The random arrival points of forces do make scenario 5 a good selection for solo play.

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  6. Interesting scenario. It's almost like reading a history book. I think the British forces will only succeed if they manage to keep the battle at a range, as the French and Indians will be numerous superior in a melee. It'll be interesting to see.

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  7. Nice battlefield set up. 😁

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    1. Thanks. Most of the terrain is scratch made with the exception of half of the trees which I got in a sale.

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  8. The table looks great and augers well for a memorable final game.....fingers crossed for a British victory! πŸ‡¬πŸ‡§

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    1. Thank you. The game has been played and I now need to sort through the photos and write up the game.

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  9. Another excellent set up and let's see how the British fare in this game and the effect upon the campaign...

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    1. The game will be the deciding game for the campaign. Either side will be able to claim a marginal victory if they win.

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  10. Great looking game table Peter.
    The campaign is going really well and like others I think the idea for the leaders is great and will add to the narrative.

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    1. I find the leaders rules quite fun, but I do limit the number of leaders so not to over cook it.

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