Wednesday, 23 October 2013

Game 5 Reinforce Fort Ourse Malodorante

British forces have laid siege to a French Fort. Marquis Louis-Joseph de Montcalm has ordered that reinforcements be sent to the fort.

Running Bear has joined the British, the French have failed too many times to keep their promises.
To win the French must leave the opposite table edge with at least 50% of their force.  British and Indians need to prevent them. 3 Campaign points to each officer on the winning sideAlso 1 VP for any officer/leader captured to the officer of the unit capturing the officer. For side plot objectives, the officer or his commanded units must carry out the side plot, not other officers or their commands.

There are 2 tracks on the western board edge, Fort Ourse Malodorante lies to the east. Le Vert and Jean la Fleur start on the western edge, Henri Leclerc starts on the eastern edge.


Running Bear starts somewhere in the middle of the table, Sidney’s regulars are on the edge of the clearing around the fort to the east.

Game 3 Raid on Running Bear's camp Post game report

Running bears camp all is peaceful. Running bear is away with a hunting party leaving the camp in the capable hands of.















Game Results

German Jaegar officer Johann von Ewald  suceeded in burning down the village, however didn't protect the British regulars, and did not take  a prisoner. Johann scores 3 Vps


Indian ally recruitment game 4

Sidney Fitz-Cholmondeley-Mainwaring-Featherstonehaw ( British officer) and Le Vert are tasked with scouting this area; and recruiting an Indian tribe to their cause. The village location is not know.


In each sq. foot of table is a token. The players must collect tokens. There are 4 tokens of 6 different colours. "Encountering" a token triggers an event card.
The location of the Indian Village will be discovered by spending an action looking for the village. An average die is rolled, if the score is less than the number of colours found then the search is successful.



Sidney Fitz-Cholmondeley-Mainwaring-Featherstonehaw makes off having succeeded in recruiting the tribe of Indians and scores 2 VPs. Neither officer scouted the whole table.

Events List

Scouting Events

You startle a deer, you see its white fluffy tail disappear in the undergrowth. (1-2 on D6 you are no longer hidden)

You startle a rabbit, you see its white fluffy tail disappear in the undergrowth.(1 on D6 you are no longer hidden)

A squirrel turns, looks at you and then runs up a nearby tree.(1 on D6 you are no longer hidden)

You disturb a group of vultures feeding, they fly off the carrion and circle overhead, (1-3 on D6 you are no longer hidden)

You disturb a lone backwoodsman. He looks up and turns to run. You get the opportunity for a shot do you take it?

You disturb a lone Indian. He looks up and turns to run. You get the opportunity for a shot do you take it?

You come across a pack of abandoned trade goods.

You come across a small open glade.

You come across a large open glade.

You come across a man made clearing.

You come across an area of marsh.

You come across an area of open rough ground.

You encounter a group of Indians.

You encounter a group of backwoodsmen.

There is nothing remarkable.

You come across some human tracks.


You have disturbed a bear. You get one shot before it attacks.