Alan Snider - Oct 29, 2005 6:15 pm (#11063 Total: 11090) 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, Oct 28: In attendance: Brent Louie, Rick White, Nathan Heibert, Craig Nynych and myself. Brent and I sat down to an intro session with S&T #231 French & Indian War, while Rick and Craig (with Nathan) faced off in a little throwback game of AH Blitzkrieg... For the occasion, Brent has made some 5/8" counters for the game; single sided, but color coded for nationalities for TRUE hidden movement. They look fantastic and ultra thick, and fit no problem in the checkerboard pattern of the F&I War map. I decide to take the British, while Brent lets me know the ultra optional rule allows for both players to have to speak French if the balance of power reaches the royal blue spaces and beyond. Apparently swear words count, and it is ok to just put "le" or "la" before everything you want to say... The French start with the balance of power in their favour and choose to move first. They managed to steamroll over a few British positions, clearing Philadelphia of British troops and taking Newcastle prior to the end of the first year. Boston is also attacked but they manage to repel the attacks there, although they took some heavy losses. The British response was to cut off the French troops in Newcastle, They occupied all hexes in order to cut them off from any movement inland. On their move, they loaded up their ship in Britain, and sailed for Portsmouth with fresh troops. The other ship, headed back to the homeland, ready for next turn. Quite boldly, the French chose to reinforce their troops in Newcastle, by sea!! This got the British leadership all fired up, sending a full transport load of troops into attack Newcastle by sea, and subsequently killed 1/2 the French there, at the same time forcing them to retreat out of the city. A smaller set of battles occurs to the north where the French attempt to punch through the British barrier to help their newly captured port. The British get totally wiped out in these areas (and the balance of power is shifted more). The one saving grace for the British was they managed to retake Newcastle, and slide into Philadelphia prior to it's being occupied by the French. The French look very strong in Penn., and threaten to head south-east to take over British areas to claim extra money needed. The other bold move by the Brits, saw them throwing both their ships at the single French ship stranded after the initial battle for Newcastle. This naval engagement saw the entire French fleet headed for the bottom of the deep blue... This is the meat of the game for me; trying to take an extra area or 2 and be able to defend them (and claim the VP's) if the other player still has yet to play. The second major concern being forage limits, when the 4th impulse is completed. One needs to spread out to eliminate the need for paying extra for units stacked in a way that they exceed forage limits for the space they occupy. The British player is left in a most interesting predicament...as he has no way to get to a different state to rally them to action (become active). It is only when a state is active (ie attacked or rallied to action) that the British player can get "instant" militia or move the troops in that area. This limits immediate British power to the homeland units rather than colonial troops. It took me til the end of turn 1, until I began to realize I needed to buy a general right away; preferably needing to draw one that can move "out of state" to have a chance to rally other states to action (become active). When one looks ahead a bit in the rules, one can see that the money thing shifts from the French to the British after the 7 Years World War breaks out... So while it looks like the French get to kick some British butt for awhile, the game shifts later to allow the British to press the attacks. As we only managed to get through 2 turns, I am liking what we've discovered so far. The random events will give boosts to either side from time to time to give advantages. The other interesting part is how many options as to what kind of units one can build in the game. This enables one to get the feel for building/defending the colonial holding of both powers. There is a fair bit of detail in this area of the game (ie engineers, cannons) and when coupled with the 2 different CRTs available make for some great period feel and options. These CRTs depend on one's breakdown of regular vs. colonial troops/light infantry. This is a topic of great interest for me, and I intend on getting a complete game in with Brent before long. In fact, this may be the best thing I've seen in S&T since Rise of the Ottoman Empire (likely my best S&T of the last 2 years). Again, thanks to Joe M. for bringing us another S&T classic. I hope to have a legit AAR for S&T #231 French and Indian War, shortly...