A Progressive Campaign Format
-Round 1: Engagement vs Scouting
-Round 2: Raid vs Defense
-Round 3: Slaughter vs Protection**
-Round 4: Determined per rules on pages 37 & 38 of Muskets & Tomahawks
**each contestant should bring enough civilians to field with their army per the objective rules.
Each campaign season would be themed and have the characteristics shown below:
#2 1755 Battle of the Wilderness 225 pts Traits per rules below no Arty
#3 1756 Battle Lakes Ontario & George 250 pts Traits per rules below no Arty
#4 1757 Fort William Henry Campaign 300 pts, 4x6 tbl T&A per rules below.
#5 1758 Invasion of Canada 400 pts, 4x6 tbl T&A per rules below
#6 1759 Hudson River Corridor 400 pts, 4x6 tbl T&A per rules below
#7 1759 Plains of Abraham (Quebec) 400 pts, 4x6 tbl T&A per rules below
|Success To The Brave!|
Artillery is only allowed if the army is being led by a Major or higher. Majors may only command one piece of artillery in their force. Lieutenant Colonels may command two. Since a force made up entirely of Indians does not get to use artillery, Indian Braves instead gain one hidden movement marker, and Indian Chiefs gain two hidden movement markers and can re-position one non-man made piece of terrain at the start of the game after all units have been deployed.
Unit Colors: Unit colors provide inspiration and esprit de corps to your units. However, they must also not fall into enemy hands. While the colors are flying your entire force gains a +1 to all reaction tests and if the colors charge into melee every Soldier in that melee gains a +1 to their lethality. If your force is led by at least a Lieutenant Colonel or Chief you may employ one figure carrying your unit's colors. The figure costs the same as the cost of the troop type in your force that most closely matches your leaders troop type. But the colors cost an additional 5 points. Your color bearer must remain within 2" of your leader. He may be sacrificed for your leader per the rule on page 34. However, if your color bearer is killed in melee role a d6, on a roll of 1 or 2 the colors are lost to the enemy. If you suffer the ignominy of losing your unit's colors your leader will lose one rank at the end of the round and loses the ability to carry colors for the rest of the tournament until he regains the appropriate rank is reattained. If the color bearer is lost to shooting, substituted for your leader or the colors are not lost in melee, substitute another figure to keep the colors flying. Indians did not carry unit colors and may instead indicate a figure of outstanding stature or carrying a special totem. French or British Color bearers fight at a -1 in melee, while Indian totem carriers fight at a +1. Neither has the ability to shoot a musket but may use thrown weapons.
Keeping Track and Recording Results
- In order for talents and promotions to be tracked it is recommended that campaign organizers establish a system to record the results of player decisions on their army profiles. I recommend each player create a card with a picture of their miniature leader, their leaders biography, campaign participation, rank and talents. On the back of the card campaign organizers can record and sign to validate promotion points earned and how they were spent. An example front and back of this card will be posted here in the future.