Alan Snider - Aug 15, 2005 9:30 am (#10573 Total: 10617) On the Playtest Table: Khyber Pass Games' "The Battle of the Little Bighorn"; and announcing the "Northern Knights Wargaming Group" in Vancouver, Canada with a retail store of it's own at http://www.stalag17wargames.com/ GAMENIGHT, Aug 12/13: Terence Co and I sat down to give DG's "The '45" a spin. The object of the exercise was to lay the groundwork for trying Red Sash Games "Charlie's Year" in our next batch of games... While the '45 is a much less in depth study of the exploits of Bonnie Prince Charlie, it does give one the opportunity to see the overall conflicts, challenges, and path to victory (geographically) that I expect to see in the more comprehesive treatment in the campaign of the Young Pretender. As Terence is so flexable, he was nice enough to let me take on the challenge of directing the Jacobite forces, while He made the decisions for the English Goverment side. We chose the first scenario: Sailing to the Belle-Isle, which has as its' goal for the Jacobite player to lay siege to Edinburgh. The first part of the game for the both sides is somewhat scripted, in that one is led by certain bonuses for doing things in particular areas, then moving through others to claim your reinforcements..etc, prior to heading straight toward the main goals. The English have the tough task of garrisoning the English territories as the French intervention level forces them to do so. Should the English player make errors in doing so, his opponent may pick out of forces in Scotland to send South to fulfill the garrisoning requirements. As the English get quite a few reinforcement about mid-game, this can give you the illusion that big trouble is headed the Jacobites direction. It is still wise to hurry though, as I found out later... I left France with a small feet consisting of a 3 strength Warship and a Privateer (with the Pretender). I was running a gauntlet of British naval power as I headed through the Irish Sea, and then the Western Isles sea areas. The ocean areas are handled with a sea transit box, sea patrol box, and then a sea battle box. First I moved into the sea transit area, and was pursued by the English on their turn who went to sea patrol. They intercepted me easily (only dieroll of 6 would have helped me there) and that meant we both headed to the sea battle box. At this point, the Privateer can choose to attempt to evade (and run), I chose not to, as I still had the warship to take any necessary losses(and I was not outnumbered by much). The English did poorly on their attack roll and were forced to retreat to the nearest friendly port of their choice. A similar situation unfolded in the Western Isles, but I chose to attempt to flee with the Privateer and failed...but again fared well in the battle and sent the English packing to a friendly port. This allowed the Jacobite fleet to land at Glennfinnan and begin the attempt to raise the clans. The clans are split into 2 groups , those that immediately rally to the cause and undecided clans which must be rolled on the clan table and if not swayed by the Jacobites will go to the English side (yeow). The actual presence of Prince Charlie gives a favorable bonus to these attempts, but as I landed in Glennfinnan; it became obvious that I could not reach the Outer Hebrides to raise the MacDonald and Mackebnzie clans with their considerable manpower. I did do an unmodified dieroll on the MacNeil clan and they joined the cause. Terence wisely had a combined English and Dutch force occupy the Western Isles sea area, due to the fact that when 10+ ships occupy the area, this prevents the Jacobites from using smaller vessels (abstracted) from reaching the Outer Hebrides directly ; instead of having to brave the hazards of the sea transit box and almost certain sea battle that would follow. On the bright side, the Pretender had arrived safely on the mainland. On about turn 3, I raised the standard at Lochalsh (historically, it was Glenfinnan), and was then able to call the clans to the standard. This is a bit of a tough deal, as the clans can only recruit during their turn if in their home clan box. One other thing to note is that once the standard is raised, the Jacobite player has 9 turns to rally the balance of the clans to his side, or lose them forever. The one good thing is this ups the French intervention level once more, forcing the English to divert more troops south. This somewhat clears the path to one of the following cities: Aberdeen, Perth, or Dundee; these being the location in which on can "declare the King" and recieve a nice assortment of reinforcements. As I stared as the huge lot of English reinforcements arriving during upcoming midgame turns, I figured that I better get recruiting hardcore. Although I did not realize it at that moment, I was making some critical decisions. I had the eye on arriving at Edinburgh with nearly full strength clan units, after battling it out with some perimeter garrison units. As I did this, the English took the opportunity to take a run at the unconcentrated Jacobite forces. What do you mean you are not going to wait for me?....hahaha. English forces led by Argyle and Loudon pounced on the Glenayle Macgregor clan at Loch Lomond clearly catching them off guard and dispatching them to their maker...As the Jacobite attempted to form a barrier to the main part fo Scotland to continue recruiting, the same English force moved on to Oban to continue to take the battle to the Highlanders. This ended up being a bit of a shocker, as the English were engaged in the mandatory 2 rounds of combat and were totally wiped out during the battle; even Loudon and Argyle fell to the sword. There were no survivors. It was about this time that I realized the clock was my enemy and dropped the recruiting idea, and drove straight toward Perth. On the way, at Inverness, Prince Charlie and his forces made short work of Forbes and his troops wiping them out totally as well. Forbes gave his left to buy time for the English to garrison the final areas of England they were required to and now had their eyes on reinforcing Edinburgh. Prince Charlie reaches Edinburgh with 1 turn left, declares the King, and receives a wicked batch of reinforements. This includes Lord Elcho and a fair bit of cavalry. This leaves the Pretender with one turn to storm Edinburgh with his forces and attempt to capture the fortress. problem is, in a fortress there is only one round of combat, and a quick look at the CRT revealed the best I could do was kill 6 strength points of English troops and 8 pts worth occupied the fortress, making the task an impossible one. Drats! Looks like Forbes life was decisive in the English holding on, so his life was not in vain. I, as the Jacobite player, learned a thing or 2 about the hazards of recruiting, and the wisdom of taking advantage of the effects of the French intervention level (with fewer worries about English troops in Scotland proper). And the English learned to never attempt to take on Ardshiel Macgregor in Oban. I believe it is critical to get a feel for the first 10 turns in the game, particularly as the Jacobite player, as it make a huge difference in how the fortunes of Prince Charlie will be set from that point forward in the game. There is a temptation to recruit to be able to get a large enough differential in attacking/defending forces to get a result other than equal losses when in battle. We really enjoyed the combination of quick play and semi-scripted historical nature of the early game (first scenario) and are prompted to do a re-set and play the entire campaign starting next game session for Terence and myself. This game definitely has shades of Brittania in this respect, as it is a game of possibilities as much as it is a educational tool. I will add this game to my list of undiscovered gems to recommend to others.