War in the Mohawk Valley

A French and Indian War Scenario

By Bill Hogan HMGS-South

This game was played at the recently held HURRICON in Tampa. Eight players played the scenario, the game lasted four hours. Feedback received indicated that the variety of opportunities available during the game made for an enjoyable game. Some of the more unusual occurrences will be discussed in the game master's notes section at the end of the article.

The rules used were "Woodland Wars". These are fast play rules requiring some game master latitude. Some familiarity with this period would be useful as there is much hidden movement and a lot of terrain complexity.

British and American Briefing:

The French are marching on the Mohawk Valley. In preparation for the assault on the homesteads of the Americans and British forces, their Indian allies are terrorizing the country side.

This game has two parts. Part one is the preliminary skirmishing while protecting the British colonists as they are alerted and gathered in a central place screened by regular forces.Part 2 is the ultimate confrontation between the regular armies and allies of Great Britain and the French Empire.

The Americans will be leading a Militia Force out to alert and escort settler families to safety.The British are sending regular troops to help you and fight the expected French Main Force. Your militia is expected to rescue all the settlers and destroy as much Indian capacity to make war before the main force gets there.

Captives are a main effort as they have information you may need.

American Victory Points:

5 points for every citizen saved. 7 points for any freed captives. 2 points for every Indian killed, 5 points for Indians captured. 5 Points for any European Killed 7 points for every European captured. If the French have maintained their state of siege by game end they get bonus points. They do not know this.

Capturing opponents:

Taking captives may occur in several ways. If you defeat (kill) an opponent in Melee you may choose to capture him instead. If an opponent is seriously wounded you may make contact with his base and consider him captured. Guards may watch two healthy or four wounded prisoners. If the guard is attacked and defeated, the attacking player may then take possession of, or free the captives.

Setting Fire to Structures:

Any figure may attempt to start a fire. Starting fires takes the place of fighting, moving or shooting. Each figuring trying to light a fire rolls a six sided dice. A roll of 6 starts a fire. Defenders may try to put out the fire on a roll of 5 or 6. They also may not shoot, move or melee. If a structure is on fire it must be evacuated by all figures by the end of turn following start of fire. failure to evacuate causes death. Crops, boats or other items may be set on fire. Discuss with game master for additional rules.

Forces available turn one:

    1 Ranger* unit with 12 figures, muskets
    1 Regular line unit with 12 figures, muskets
    4 horse mounted troopers, pistols and sabre
    1 British Light unit with 10 figures, short rifles
    3 homesteads, each with at least 4 figures (male and female)
    and at least 3 muskets, and one wagon.

Forces available turn 4:

    2 regular line units with 12
    figures, muskets
    1 Grenadier unit with 12 figures, muskets
    1 light artillery piece

* Ranger units include 1 indian scout. See scout reaction rule in rule set.

French and Indian Briefing:

General war has broken out along the Mohawk Valley. In preparation for the assault on the homesteads of the Americans and British forces, the Indian allies are terrorizing the country side.

This game has two parts. Part one is the preliminary skirmishing while attacking the British colonists. Part 2 is the ultimate confrontation between the regular armies and allies of Great Britain and the French Empire.

The Indians job is to capture or kill all settlers and relieving militia and then assist the regular forces that are coming to defeat the British.

Capturing opponents:

Taking captives may occur in several ways. If you defeat (kill) an opponent in Melee you may choose to capture him instead. If an opponent is seriously wounded you may make contact with his base and consider him captured. Guards may watch two healthy or four wounded prisoners. If the guard is attacked and defeated, the attacking player may then take possession of, or free the captives.

Setting Fire to Structures:

Any figure may attempt to start a fire. Starting fires takes the place of fighting, moving or shooting. Each figuring trying to light a fire rolls a six sided dice. A roll of 6 starts a fire. Defenders may try to put out the fire on a roll of 5 or 6. They also may not shoot, move or melee. If a structure is on fire it must be evacuated by all figures by the end of turn following start of fire. failure to evacuate causes death. Crops, boats or other items may be set on fire. Discuss with game master for additional rules.

French and Indian Victory Points:

5 points for every civilian male or militia killed 5 points for every male captured, 7 points for every female captured. 5 points for every regular soldier killed 7 points for every regular soldier captured. 5 points for every freed Indian or French captive. 10 points for every structure burned.

Forces available turn one:

    3 Indian* units with 20 figures,
    mixed bows and muskets
    1 Regular line unit with 12 figures muskets
    Forces available turn 3 1 Indian* unit with 20 figures, mixed bows and muskets

Forces available turn 4:

    2 regular line units with 12 figures, muskets
    1 Marine unit with 12 figures, muskets
    1 light artillery piece

* Indian units include 2 Coureur du Bois figures

Game Master Play Notes:

The game was won by the British forces. Although the Indians succeeded in burning down all three homesteads, the people in all three basically got away. In the most remote homestead the Indians succeeded in capturing the escaping woman while the men died holding them off. However a timely charge by a Ranger unit -set them free and their captors either died or were captured in the melee. The 28 points the Rangers got for recapturing settlers made the difference.

The British side immediately used their four horsemen as an early warning system. These Paul Reveres rode to each farm and alerted the farmers. This allowed one farm to get away clean, one farm to fight their way out and one farm was captured and then released by the Rangers.

The use of horses is not specifically covered by the rules so I gave them six dice to move and one extra for charge. The rules only give a +1 (on drawn cards Ace =1 face cards equal 10) as a melee factor so charging with cavalry is not much of a bonus (10%). I would probably add another +1 next time for cavalry charge but since cavalry was not a big factor during this period this would suppress any player's ardor for cavalry charges. During the first charge the Indians unhorsed one attacker and drove the other one off. Later on when the cavalry caught some indian stragglers out in the open they were more effective.

The French made good use of their Indian allies to clean out the settlers and get ready to besiege the breastworks of the British troops. At first the British were content to stay behind their fortifications until I told them they had to go out and get the settlers and then defeat the French in the open plane. By turn 10 the British had a Ranger unit on each flank using the terrain to good advantage and their field piece set up causing damage. At that point the game was called because the Indians were scattered too far to recall and help the regular troops and time was running out.

 To speed play I gave each unit an opportunity to have a formation change without much cost in movement. Since most of the players were not familiar with rigid line and column movements they would want to change formation march change formation again etc. In hindsight more teaching about the tactics of the time would help. But like most gamers when they hit the table they just want to play.

War in the Mohawk Valley Table Layout

Gaming table measures 5ft by 8th. Each square represents one square foot. All units enter at game table edge except pre-setup homesteaders.

Map

Large Map (slow: 109K)


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