Andy Ravenscroft - 10:46am Nov 8, 2000 PST (#4125 of 4165) Wilderness War Played what I understand to be the close-to-production copy of Wilderness War against Mark Novara who was playtesting it at RockCon last Saturday. I got to play the evil British, which was casting to type, and also turned out to have the devil's luck. We played 3 years (6 game turns) 1757 to 1759. Early moves included attempts by the French to burn settlements on the western frontier, and a British drive up the Hudson valley which was only stopped by the appearance of Montcalm. The main strategic mistake for the French was playing at the beginning of the game the event card that enables the British to play the Quiberon Bay card (can't remember which French card that is). 1758 then opened with the British playing the Quiberon Bay card (which is a huge card in terms of impact), limiting the French players hand thereafter, and taking the initiative with first moves. The British had good luck in the Hudson valley, as Montcalm dropped back to Quebec in face of an invasion threat to Louisburg, and the French had despicable luck on the western front. Things were starting to flow the British way during 1758, with the capture of a fort, and some good wins in stand-up battles. The final turn of the tide occurred when Wolfe came out of the leader pool in the second half of 1758, and quickly joined the siege of Louisburg. By the beginning of 1759, Montcalm was desperately trying to hang on to Montreal, to no avail, and the British were in Quebec by the end of the year. Boston was under siege from a light French force, and some farms were burned in the east, but the sideshow made no difference to the final outcome. The British took the game with a victory (13 VP's) at the end of 1759. We played without the advanced rules, including infiltration, which would probably have had a significant effect on the game. The French and their Indian allies had a lot of bad luck on the western front (rolling very low when they needed high numbers and failing to burn very much), and never really posed much of a threat, so there was no diversion of British resources from the main campaign up the Hudson Valley and at Louisburg. The game wasn't hard to pick up, and the card mix and mechanics provide plenty of options for each player. You have to keep an eye on the overall picture, as the wearing down of forces can leave you vulnerable to raids (in the British case) or defeat in stand up battles (in the French case), and the choice of which cards to play where is always important. Winter is very nasty in terms of attrition, so you have to make sure you have everyone in a warm place as the end of the year approaches. This means you have to think ahead as to what options you pursue and keep enough cards in your hand to get armies to shelter. I enjoyed it immensely, but then everything went my way - cards popped up at the right moments, and the die rolls were on my side. Wolfe came into the war early and made up for those slow-to-react British leaders. I'd like to have a shot at the dastardly French to see how they compare to the evil British, so I'm going to have to check the finances and see about that P500. As an aside, following on from the earlier discussion about GMT and Eurogames, I'm an ex-wargamer who went for Euros and has been brought back into the wargaming fold by the GMT Euro/wargaming mix.