I have been quite quite on the blog for a bit, but that’s because I’ve been doing quite a bit of traveling lately. I started in late June with a trip to Philidelphia for work, so no time for taking in to many sites. Then it was off to Quebec City for a fun trip with the family. I’ve done the military sites before so more of a culinary and shopping trip this time, we try to go as often as possible. Then back home for one day before it was off to Southern Vermont for camping and a reenactment of the Battle of Hubbardton. All in a two week period, so no time for painting or posting.
I got some great pictures of the reenactment and a few of Quebec City. It’s really had to get good pictures of the city with my crappy camera, but here a few. Hubbardton was much easier as the reenactors came within 5 feet of us for the retreat portion and discharged a volley or three right there. The kids loved it and the cannons were a big hit with my three year olds.
I made some comments on the a few pictures so do look for them. The last 10 or so are just pics of the reenactors as they filed past, just trying to capture as many guys in closeups as time would allow.
OK, after 3 years of painting to get the forces ready to play a game of Might & Reason, about 4 months of purchasing and building terrain and a reread of the rules. I was ready to try my first game. I have been building the forces with two battles in mind, Lobositz and Kolin. I choose to try Lobositz first as a scenario due to it’s smaller size.
I set up the table and took some snaps in a previous post. So now, I’ve put all the troops on the table and lined them up neatly. I played the first four-ish rounds of the game and learned quite a bit. The first thing I learned was that I need to start with a much smaller force to get the hang of the rules. The M&R rules are not complicated, but I didn’t read them, apparently, with recently enough to help. So I think a smaller game with less details will help.
Over all it was fun to see the lines advance towards each other, but there was too much to remember for me to still be able to have fun and move everything. Once I become familiar with the rules and get some sort of system down for gameplay, I think the game will be great.
Having an opponent, rather than solo play, would greatly increase the ease of learning, but what are you going to do. I took a few snaps of the game in progress for those who like pictures of them.
The timing could not have been worse for my M&R figs as I have just gained and acted upon a new interest in the French and Indian war side of the conflict.
I have previously stated that I want to concentrate on the Saratoga Campaign as it:
is close to home
is interesting to me
contains battles that will allow me to build my forces and still play
has battles fought by the Green Mountain Boys!
I plan to build up my forces so I can fight the battles of this campaign with most of the units involved represented. The units are varied and should give me a flexible force if I want to play other battles (Cowpens comes to mind). I don’t mind having units stand in for other units later on, but by using the Saratoga Campaign as a basis, gives me focus and a goal. I found from my SYW project, this is necessary to keep me on track and interested.
Right now I have a great start on the units needed to fight the first major battle of the campaign, Hubbardton. I should have the necessary units in no time, giving me a boost to the project in the form of an attainable goal. Using the flexible unit sizes in the Two for Tea rules, I will have one unit for each regiment (even though some regiments were larger than others). I have figured it out at:
Green Mountain Boys
2nd New Hampshire
The units with and asterisk (*) are units that I have used to pad out the forces with units that were not large enough to be represented are could have been there. In the case of the indians, Fraisers Marksmen and some indians were listed in the British forces, I have thrown these together in a unit of Indians for the purposes of this fight. In the case of the two militia units in the patriot list, this is more complicated. When fighting was heard by the commander of the army, Gates, he instructed two militia units that were camped closest to the fighting to go back and support the rearguard, but they refused to go
I feel to get a good game, I will go with the “what if?” and have the militia take part. I’m all for historical gaming, but I will also gladly use “what if?” type scenarios to even the odds. After all, I imagine this battle will go exactly to script without them. The Americans will put up a good fight, until the Germans show up singing, then they have to get out quick. But, what if the fresh militia units show up around the same time? Much more interesting for me. You can always remove them if you choose to go strictly historical, but this leaves very few units in the game. Find a happy medium, and go with it.