Washington’s War Session Report: The British Perspective, 1778-1779…and the End

November 2, 2011

This report continues the Washington’s War game between Rick and me.  Check out the links below for the previous parts:
American 1775
British 1775
American 1776-1777
British 1776-1777
American 1778-1779

Year: 1778
British Hand: Major Campaign, 1 op, 1 op, 3 op, 2 op, Hortelez,  Thomas Paine

Hm, this looks like a slightly better hand for moving troops around the board, but I still have to deal with American events. I open with Major Campaign, execute a landing party in Baltimore, and move Clinton down from Canada to Baltimore. Meanwhile Cornwallis and company move to attack Gates’ force in Alexandria, VA, where they win easily. Rick raises a decently sized American army in Delaware, so I bring more reinforcements into Baltimore (it’s now my central supply depot…). After some PC placement in Virginia, Cornwallis moves through Baltimore to get reinforcements, and proceeds to boot Lee’s army out of Delaware. After a few more PC placements, I am in control of Georgia, North and South Carolina, Virginia, Delaware, and Canada. And as the year comes to a close, Maryland is soon to fall into my hands…

The end of 1778/start of 1779.

Year: 1779
British Hand: Minor Campaign, 1 op, 1 op, 1 op, Marblehead Regiment,  Thaddeus Kosciuszko Constructs Engineering Works, War Ends in 1779

Finally we see a “War Ends” card. Now I just need to time things correctly and victory should be mine. I take the initiative with a Minor Campaign and knock out the Continental Congress right away. Howe and his large army finally move out of Boston and take Rhode Island easily. Okay, 1 more colony in my hands and Rick has no easy way to place PC markers. Things are looking good. Rick raises troops in South Carolina, but I’m pretty sure he can’t do too much damage down there at this point in the game. So I begin placing PC markers in New Hampshire to distract him. He reinforces his New England armies and I start worrying Howe might get attacked, but I decide to keep him off balance by going on the offensive once again. General Burgoyne moves deeper into Maryland and knocks out Gates–at the end of the turn Maryland will now flip to British control.

As the turn is coming to a close, Rick comments “Where are all the ‘War Ends’ cards?” “Funny you should say that,” I reply, and play at long last The War Ends in 1779. The final tally is 8 British colonies to 5 American colonies. Rick probably summed it up best: “Poor America. Back to tea at 4pm, driving on the left side of the road, horse races run clockwise, and erasers called rubbers…”

This Washington’s War match was strange for several reasons. We never saw a single “War Ends” card until turn five, there were very few American attacks, and the British were very aggressive. Maybe this just goes to show us how replayable this game really is. We did have a lot of fun doing this, and hope that you, dear readers, found it to be a lot of fun too. Feel free to tell us all about our many sub-optimal moves in the comments. And look for more PBEM action to come!

The war ends. Victory!

 

 


Washington’s War Session Report: The American Perspective, 1778-1779

October 24, 2011

This report will continue the Washington’s War game between John and I.  See the links below for the other parts:
American 1775
British 1775
American 1776-1777
British 1776-1777
Now on to the next two years.

Year: 1778
American Hand: 3op, 1op, 1op, Nathan Hale, American Martyr, Lord George Germaine Offers Royal Amnesty, Jane McCrea Indian Atrocity Sparks Outrage, Joseph Brant Indian Leads an Iroquois Raid
I end up with several event cards this turn. That’s probably good since it looks like I may be without the Continental Congress this turn.

And the British start their advance with a Major Campaign. John moves his forces into Baltimore and takes out Arnold. I’m a bit confused why John didn’t just move straight into Delaware. So I take advantage and bring in some reinforcements there. But then the British advance slows. I use my events and the rest of my ops trying to add more American control to the board and reverse some of the British gains in the South. With no end to the war in sight and the British poised to pounce next turn, things aren’t looking good.

The start of 1779

Year: 1779
American Hand: 3op, 2op, 1op, 1op, Hessian Infantry Bayonet Charge, Lord North Offers a Royal Amnesty, Don Bernardo Galvez Captures Pensacola
Dang… three worthless event cards. I’ll have to be careful about how I get rid of the Lord North card I really don’t want to see that played against me. I’m still surprised we haven’t seen any the War Ends cards.

John is able to strike right away again starting with a Minor Campaign that targets Philly and the Continental Congress as well as Rhode Island. The Congress is dispersed and I’ve lost more colonies. The only silver lining is that I am able to discard the British events during the battles. Although, in hindsight I probably should have considered using them.

I then focus on a counter attack for next turn. I don’t have the strength this turn but I may be able to turn things around then next. My Generals are positioned to flip afew more PC markers at the end of the turn. The South is one turn away from really getting turned around. Hopefully I can turn it around in the next turn because right now it’s not looking so good.


Washington’s War Session Report: The British Perspective, 1776-1777

October 19, 2011

This report is my perspective of the next two years of the Washington’s War game with Rick.  The first two parts can be found here and here.

Year: 1776
British Hand: 2 op, 2 op, 1 op, 1 op, Minor Campaign, Hortelez et Cie, Josiah Martin Rallies Loyalists

As the British player, this is an okay hand. I really like the Minor Campaign, but the lack of 3 op cards is getting a bit frustrating. As Rick mentioned, he had forgotten to move Mr. Washington to winter quarters and thus has to spend his first card getting his army reinforced. I decide to move aggressively and send Burgoyne and company to Charleston, SC to kick out the pesky rebels. This is pretty easily done. After flipping and placing markers in both SC and MA to keep General Rick guessing, I land Cornwallis in New Bern, NC. Eventually this force moves to Norfolk, VA to kick Gates and his force out. Meanwhile, Rick is placing markers as quickly as he can in VA. He sees that I’ve locked up the South and is trying to set up a barrier of PC markers in VA to slow me down. But I will not be stopped!

The end of the 1776.

Year: 1777
3 op, 3 op, 2 op, 2 op, 1 op, 1 op, Light Infantry (discarded and picked up The Gamecock)

This is a hand on par with last time, and I’m happy about getting a fun British battle card too! It’s tempting to use the 3 op cards to move around some of my slower generals, but I think that Howe is best kept in Boston as an “army in being” and there’s not a lot of damage that Carleton can do up in Canada. So I use two consecutive plays of 3 ops cards to drop PC markers all over the place. Some of these are immediately countered (like my play in Genessee, NY), but Rick is countering by moving armies onto the spaces and letting them sit there. That just means fewer armies coming south to deal with my heavy hitters.

I move Burgoyne and his small army to Charlottsville, VA, hoping Rick will attack, and attack he does! We both lay down combat cards, but I get the better of him. Then it is time to move Cornwallis further north. The year ends with an American army popping up behind me in SC, but I can at least bring in reinforcements down there to deal with it.

At the end of the year, I feel like the game is starting to swing in my favor…

The end of 1777.


Washington’s War Session Report: The American Perspective, 1776-1777

October 11, 2011

This report will cover the next two years of the Washington’s War game between John and I.  The first two parts can be found here and here.

Year: 1776
American Hand: 3op, 3op, 3op, 2op, 1op, 1op, Minor Campaign
This time my hand is much better operations point-wise.  I again opt to go first to continue to act and hopefully force John to react.  But my first move is to put 3cu with Washingtonto try and recover from my big first turn mistake.  If I don’t reinforce Washington I risk Howe taking him out.  The mistake is quite costly.  I use the rest of my turn to place PC markers.

Near the end of the turn I move Lafayette and his 3cu to Fort Detroit to score an easy American victory.  The French alliance marker is now at 5.  The British meanwhile continue to slowly creep up from the south and take out Arnold on the way.  I’m not too worried about that though as the American troops just act as speed bumps in this game.

The end of the 1776

Year: 1777
American Hand: 3op, 2op, 2op, 1op, 1op, Minor Campaign, “Mad” Anthony Wayne, 2op
The Americans usually do better off when they aren’t aggressive militarily.  Just use the American forces to slow down the British advance.  However, with the French Alliance at 5 and the +2 drm battle card, all I am thinking is where is my next battle going to be!  I start by reinforcing the south by moving Arnold back into Virginia.

Then John starts hitting me with 2 consective plays of placing PC markers in 6 locations.  The board is getting red.  I start to look for ways to isolate those markers.  I see two spots and take one with a one op card.  Moving Lafayette to Genesee, NY, cuts off one British PC marker and it’s bait to set a trap for Carlton.

John doesn’t bite and instead sets his own by moving Burgoyne into Virginia.  I take my chances and attack with the help of “Mad” Anthony Wayne.  However, the British bring their Light Cavalry so it turns into a straight up die roll and I lose.  Losses are minimal though.  John continues to press north so I bring in Lincoln and 2cu into South Carolina to try to shake things up a bit and reclaim parts of the south.  The distraction seems to work as John brings in his reinforcements into the south.

With my last plays I try to position my armies to avoid too much isolation but it’s not looking good. But then The Gamecock: Thomas Sumter is discarded and I grab that to shore up any isolated PC markers in the south. I’m still feeling OK, but I think the tide is turning.


Washington’s War Session Report: The British Perspective, 1775

October 8, 2011

As mentioned in Rick’s previous post, we played a game of Washington’s War via ACTS and VASSAL from August to September. What follows is my perspective during the first turn.

I’ve played the Americans far more than the British (6 v.s. 3), so I decide to play against type and choose the forces of the grand 18th century empire. Rule Britannia, down with the rebels!

British Initial Marker Placement (For the King!):
Wake, NC
Fort Niagra, NY

My strategy here was to open up the backcountry a bit up north, and to force Rick to keep spending points in North Carolina to keep up with me.

Year: 1775
British Hand: 2 ops, 2 ops, 2 ops, 1 ops, Pennsylvania and New Jersey Line Mutinies, Nathan Hale: American Martyr, Benjamin Franklin Appointed Minister to France

Ick, ick, ick! Already I have no good way to move generals Carleton (Quebec) and Howe (Boston). This means Clinton will likely stay in the leader box too. Also, I’ve got to deal with two American event cards. The Mutiny card is a godsend, however. I’ll wait until near the end of the turn to ditch Nathan Hale and hope Rick doesn’t have an ops card to snatch it up.

I’m a little surprised that Rick’s first play is to raise an army in VA; this is usually the time to start plunking down political control (PC) markers right away. I adopt the southern strategy and bring General Burgoyne and 3 combat units (CUs) into St. Mary’s, GA. My plan is to lock up the larger southern states first, then strike north from a position of strength. I spend the next few card plays locking up all of Georgia and linking up to the Loyalist backwater towns in South Carolina. (In hindsight, it would have been better for me to cause Rick’s lines to Mutiny first…this was a misstep on my part.)

By the end of the first turn, I’ve got a pretty strong position, holding GA, SC, NC, and Canada. While it isn’t enough to win the game at the end of 1775, it’s about what I hoped for. And Washington’s failure to move into winter quarters just makes me smile a bit. The only downside is that the French Alliance track is moving in the wrong direction…

The end of turn one...


Washington’s War Session Report: The American Perspective, 1775

September 29, 2011

Over the next week or two John and I will be posting a session report of our recent game of Washington’s War. We decided to play-by-email (PBEM) using ACTS and VASSAL for a few reasons. First, it gave me a chance to use VASSAL. I’ve used Cyberboard in all of my other PBEM games but hadn’t tried VASSAL yet. Second, as John and I have both mentioned before, PBEM is a great chance to dive deep into a game and understand the rules. This was especially helpful for me since John has a few more plays of the game than I do. Third, we are both busy guys so getting together for a game can be tough. Playing this way allowed us to get game turns in between work, family and other obligation. Finally, it allowed us to take some notes as we played so that we could post a bit more in detail session report… so here we go!

Washington’s War: John vs. Rick
John chose the British forces and I took the Americans. I have only played as the Americans so far so I felt pretty comfortable with them.

American Initial Control Placement:
Savannah, GA
Camden, SC
Salem, NC
Richmond, VA
Frederick Town, MA
Reading, PA
Morristown, NJ
New York, NY
New Haven, CT
Falmouth, MA
Concord, NH
And RI and DE
My initial placement strategy was to put in places where the Brits would have to work to get them back. A specific example is Falmouth, MA. If John wanted to flip that he’s going to have to move somebody over there and I don’t think he would expend resources to do it. I soon realize I probably should have covered some of the ports better to prevent Brits from showing up where I don’t want them.

Year: 1775
American Hand: 3op, 2op, 1op, 1op, 1op, 1op, 1op
This hand highlights my biggest problem with this game. The deck of cards is very large because of the separation of events, end of turn, battle cards, and operation points. This means hand you are dealt each round can vary wildly. In other games you can usually do damage control with each hand, but I find this game less forgiving. But it’s early in the game so time to just start plopping down control markers.

I choose to go first and put Arnold and 3cu to Alexandria, VA, to protect the Congress from the south. Then with my 2nd card I put PC markers into Baltimore and Long Island to protect my ports. Playing my only two big cards right away my have hurt me but I wanted to start off strong. I’ll bring in my other reinforcements later when I have a better handle on what John is up to. I put down another PC marker and then John hits me with Pennsylvania and New Jersey Line Mutinies – no more PC markers this turn. I bring on Gates and 1cu to Albany to put a speed bump in the way from any northern aggression. I then move Arnold down to Norfolk, VA, to flip that at the end of the turn. John discards “Nathan Hale, American Martyr” but I can’t grab it with my remaining 1op card so I just discard it. John then is forced to play “Benjamin Franklin: Minister to France.”

The game board at the end of 1775. So far so good.

Then John points out my big mistake: I forgot that Washington is not in a Winter Quarters space so Washington is now down to 2cu. That discarded card DID have a use and I missed it. But with the French Alliance up 4 spaces I’ve got my sights set on the lone unit in Fort Detroit.

I’ll pause here and let John update you on his side of the story.


PBEM v.s. Jason of Point 2 Point, Late 1758…and the end.

August 29, 2011

Over the course of the summer, Jason from the Point 2 Point podcast and I continued our leisurely but regular pace in our Wilderness War match via PBEM. You may remember that I cut the French turn down to size  in the first turn and consolidated my gains in the second turn, but a daring foray by Jason into New Hampshire set me back on my heels a bit in the third turn. However, things started looking up in late 1758.

1758 Late Season Hand (British)
Provincial Regiments/2, Cherokee Uprising/3, Fieldworks/1, Ambush!/1, Call Out Mililtias/1, Northern Indian Alliance/2, Colonial Recruits/2, Stingy Provincial Assembly/2, Mohawks/1

(Similar to turns two and three, I have no British regulars coming across the pond to help me. Looks like my provincials will have to make do with some Mohawk allies. I begin to despair of ever making substantial gains.)

We open the second half of the year with General Levis and his French army hightailing it for the Green Mountains to avoid getting attacked after their dastardly foray into New Hampshire (which put Jason up to French +1 VP at the end of last turn). I play a card and activate General Monckton, who again misses his opportunity to breach the thick walls of Louisbourg (now renamed Minas Tirith in my mind).   Then panic strikes me and my hardy British troops as the French land their reinforcements at Quebec! This means I’ve got a decent sized force breathing down my neck.

But then…annus mirabilis indeed! I make one last desperate push to take the Impregnable Fortress of North America ™ and…Monckton gets the job done and TAKES Louisbourg. The British rejoice (+3 VP to me) and my lobsterbacks are now up 2 VP. Jason sees the writing on the wall and leaves one regiment at Quebec as a speedbump as the other two join his main force at Ticonderoga. He then moves my provincial assemblies to supportive from enthusiastic to stop any further British provincial regiments from being raised. In the meantime, the Mohawks ally with the British. I plan to do a bit of raiding up north if I can spare the cards.

A bit later, General Levis heads back into New Hampshire to beat up on Loudon, one of my worst generals, and a lonely detachment of British regulars. I’m thinking he’s hoping to take another stockade and defeat my troops in battle to boot. I let him move into my space, call up the militia, and play Fieldworks in a desperate attempt to fend him off. Jason rolls the dice, checks the results table and sees that, yup, my worst general just beat his force (British now at +3 VP). They retreat in shame, and Jason concedes the game, knowing it’s pretty tough for his French to snatch up 4 VP in two more hands.

And thus ends our blog v.s. podcast smackdown. It was a lot of fun, but I will admit that a lot of card draws and dice rolls went my way. Jason is a good-natured and talented opponent, and I greatly appreciate him taking time to play me. And there’s already talk of a rematch…

The last battle. While I feel sorry for Jason, I did have to laugh at his consistently bad dice-fu. Nothing can explain it

The final map. The British take Louisbourg and only inch up the Hudson Valley corridor, but it's enough to send the French a-runnin'.


A BattleMech Shakedown

August 25, 2011
MechWarrior 2 Cover

This image was burned into my mind as a youth.

It was the first computer game I ever bought with my own money: MechWarrior 2. The game of giant battling robots and clan honor captured my imagination. While the FASA catalog included in the box hinted at a much larger world to explore, I had no local gaming store to sell me products or tell me where to start. And, perhaps most importantly, I had no more money to indulge in such a game.

Fast forward to last Friday night and all that changes. In a fit of nostalgia, fueled by free rules, John and I sat down to have our first ever ‘mech on ‘mech slug fest. The previously mentioned free rules are the Classic BattleTech Quick-Start Rules; a 31 page–including cover, two fictional stories, and play aids–rule book. The rules presented are a subset of the full BattleTech rules, not surprising considering this is a quick-start.  However, what is interesting is that book presents one set of rules and then has you play a scenario using those rules. In this case, you first learn the basics of movement, attacks, and line of sight and then slug it out with two BattleMechs. Next, combat vehicles are introduced and you field a ‘mech and a tank in the next scenario. Finally, infantry is introduced and the scenario sees each player bringing a ‘mech, a tank, a conventional infantry unit, and a battle armor infantry squad to bear. It successfully taught the game in increments and something I wouldn’t mind seeing more games do.

While the game provided a nice diversion and a great opportunity to get together and game, at the end, we were both left with that “having eaten a twinkie” feeling. Something light, fluffy, but with no nutritional value. Or in board gaming terms, something that keeps you occupied, but doesn’t require hard decisions nor do you spend time analyzing what led to your win or loss. As a wargame, the twinkie feeling is probably the last thing you want your players, and especially potential players, left with.

I blame this on the subset of rules the authors decided to showcase. BattleMech combat was so simplified that it became just move and attack. The things that set BattleTech apart, like heat management and critical system placement and damage were removed from the rules. The one cockpit shot of  the game was wasted. It wasn’t enough to destroy the ‘mech, and chances are another roll of snakes-eyes wasn’t about to happen. It would have been far better to see rules that focused solely on ‘mech combat and introduced the previously mentioned heat and systems rules in later sections and scenarios rather than vehicles and infantry. Let’s face it, you can get tanks and soldiers in a number of war games, big stomping robots armed to the teeth, less so.

But this decision is probably a result of how the Classic BattleTech rules are presented to the player. It seems the quick-start rules are supposed to teach you the basic system. Then the introductory box set build on those basics to teach you the tactics and decisions you need to make. Which  in turn to leads you to the 300+ page Total War rulebook that explains all the rules and possibilities in detail.

BattleTech Boxed Set

Where, oh where, art thou?

However, this model is flawed. The introductory box sets sell out in no time. They become more like collector’s items for those already into the game, than gateways to the game. Even my awesome gaming store that just about has everything, The Source, didn’t have a box set. And on eBay, there is only one listing with a buy-it-now price $25 more than MSRP. This means, going from the quick-start, right to Total War. If the end product is a steak dinner, don’t start me with a twinkie. Give me a twinkie, if the end is a cake.

As it is, the quick-start fails both as a recruitment tool and as a teaching tool. It doesn’t separate itself from any other hex based wargames, by showcasing something unique or interesting and it is so far removed from the full rules in Total War that there no need to bother with them in advance.

It would be interesting to hear from a veteran BattleTech player how they see the quick-start rules and if they find it a useful tool in teaching people to play the game. But for me, I was let wondering if this is a game I’d enjoy with the added complexity or if it isn’t worth my money. As it is, if a fit a nostalgia take me again, I’ll probably spend my time seeing if I can track down Ghost Bear’s Legacy. I never did get a chance to play MechWarrior 2′s expansion.


PBEM v.s. Jason of Point 2 Point, Early 1758

July 26, 2011

Well, it seems Jason from the Point 2 Point podcast and I have hit a leisurely but regular pace in our Wilderness War match via PBEM, finishing a turn every three to four weeks. I achieved some substantial gains in the first turn and consolidated them in the second, but the early campaign season of 1758 turned out to be a head scratcher of sorts.

1758 Early Season Hand (British)
Campaign/3, Western Indian Alliance/2, Coehorns and Howitzers/1, Bastions Repaired/1, Rangers/1, Northern Indian Alliance/2, Indians Desert/2. Amphibious Landing/1, Call Out Militias/1.

(Like last turn, it seems that the reinforcements have largely dried up. Still, I should be able to get a lot done with this hand. I held the Amphibious Landing over from last turn, so let’s try that out.)

Jason opens by playing British Ministerial Crisis, hoping to snag a reinforcement card out of my hand and drop it in the discard pile; as I don’t have any, this has no effect. Breathing a small sigh of relief (I just know that next hand I’m getting tons of reinforcements), Wolfe moves north at a cautious pace, heading first to Hudson Carry North to link up with a small garrison left there over the winter. Jason tries again, playing Smallpox on Wolfe’s force. Unfortunately for him, he rolls a 1 and I only reduce one of my units. My response is to raise another regiment of rangers at Hudson Carry North and quietly chuckle over his bad dice rolling.

A bit later, Montcalm and force move south to Ticonderoga. I raise Northern Militia, hoping to beat back the raids I imagine will come at some point. However, Jason shifts his focus to the western frontier and Indian raiding parties start  filtering south. To combat this, I build stockades in Easton and Concord. Eventually a few raids are launched against my string of stockades, but Jason’s bad dice rolling continues and they fail. Using the campaign card I received at the start of the turn, I move Loudon and a small force from New York to New Hampshire to help with border defense. I use the other half of the campaign card to activate Monckton in Halifax. His small army performs an Amphibious Landing and lays siege to Louisbourg, where there are no troops but there is one leader, Drucour. In previous games I’ve never seen the French player sacrifice a leader in a siege, but here it makes sense: Louisbourg’s fortifications already mean I’ll be rolling on the siege table at a disadvantage, and the wily Drucour makes it even harder.

However, I have an ace up my sleeve…Coehorns and Howitzers. I reveal this on the next card play and hope my doughty Britishers can batter down the fortifications. Unfortunately, it doesn’t quite turn out that way, and Monckton’s force ends the year outside the city. And it is here, my friends, that I had made my mistake. I had two card plays in the season that were actually double card plays: first the Campaign which required me to also play Amphibious Landing, and then the activation of Monckton’s besieging force with the Coehorns and Howitzers card played alongside. This left Jason with two cards and no threat of a British response.

So he did something quite dastardly; he detached Levis and a small force from Montcalm’s  huge army at Ticonderoga, marched east, tromped into Charlestown, NH, and burned a stockade to the ground. And Loudon, who was also in the area, did nothing. Typical.

We ended the turn at +1 French VP. And I wept big salt tears, shook my fist at the sky, and swore revenge…

The map mid-way through 1758. Click for more detail.


PBEM v.s. Jason of Point 2 Point, Late 1757

June 20, 2011

With only a few interruptions, Jason from the Point 2 Point podcast and I continue our Blog v.s. Podcast smackdown. The first turn saw some substantial British gains, but nothing is certain in war!

1757 Late Season Hand (British)

Massacre/1, Amphibious Landing/1, Amphibious Landing/1, George Croghan/1, Raise Regiments/2, Governor Vaudreuil Interferes/3, Courier Intercepted/3, Call Out Militias/1, British Politics/3

(This turn I have a few more high cards to move around my slower generals. However, I’m missing any reinforcements from Britain…well, I think it’s rinse and repeat this turn; head up the Hudson Valley and do some damage.)

On the first play, Montcalm comes raging back south and his sappers remove my Fieldworks at Hudson Carry North. In a straight up battle (28 British strength points v.s. 31 French, Wolfe v.s. Montcalm), I defeat the French forces but don’t manage to kill any leaders. +1 VP to the British. Then I raise some provincials to make sure Wolfe is one column higher than Montcalm’s force on the combat results table.

A bit later, Jason allies with some Western Indians, while I bring Dunbar and his forces north to Hudson Carry North to make absolutely sure I can whomp on Montcalm. However, he replenishes some of his depleted units with a reinforcement card, which causes me to nix that idea. Realizing I’m likely not going to be getting further VPs this year, I concentrate on border defense, building stockades and raising northern militia as Jason starts sending Indians down to the Southern Department to raid.

Luckily, I beat off his Indian raids and decide to take a calculated risk–I send Wolfe and company north to Ticonderoga, hoping to take it from the French before year’s end. The French successfully raid and burn a stockade in Easton, but Wolfe takes Ticonderoga with no problems. +2 VP to the British. The season ends with Montcalm repairing to Quebec, and Wolfe to Albany. I elect to hold onto my last card so I can use it in Early 1758.

As 1757 draws to a close, I reflect on the fact that I’ve done pretty well considering I only had 1 infusion of British Regulars in 18 cards! I won two pitched battles and took a French fort, dropping the 4 VP gain the French begin with to 0. In addition, my raid into New France negated the only VP gain Jason was going to get by the Easton raid. But who knows if the gods of war will smile upon my hardy redcoats and provincials in 1758…

The map at the end of 1757. Click for a larger image.