Long Rifle: Man to Man Skirmish on the American Frontier is a skirmish game from Two Hour Wargames set during the period of the French Indian War.
Long Rifle, written by Ed Teixeira, is a companion to Muskets and Mohawks and whilst the latter is a unit based game, Long Rifle is a scenario driven individual skirmish game focused on a small band of individual figures where players take on the role of an individual character and with a little bit of luck, strategy and sound think, lead their band to fame, glory and victory.
Ed pitches Long Rifle as an 'Immersion Game'. We've had some experience of Ed's immersion games, playing All Things Zombie: Final Fade Out, in which you lead a band of survivors through the varying stages of a Zombie Apocalypse.
Long Rifle uses the Chain Reaction system for its base. Instead of the traditional IGO UGO, in which each player takes a turn, individual characters take 'reaction tests' so that, just like in the real world, if a character takes fire, spots an enemy (the 'In Sight' test), sees a comrade fall, or a variety of other reasons, they may: duck back behind cover, flee the battlefield, drop prone or charge the enemy.
Whilst the base of the system is shared with all of the Two Hour Wargames games and probably shares more with THW's 5150 science fiction system that with any of the other games, enough has been changed to fit the style and of the genre. Like many other games of the black powder periods Long Rifle uses a re-load mechanic, with rifles taking a little longer to re-load. Where the style comes into it;s own are the scenarios, which, aside from then usual battle encounter (which are inlcuded) characters can find themselves, hunting wild game in the hopes of obtaining furs to trade, defending a settlement form a war party, acting as a courier for the military of civilians or escorting either faction or settlers through the wilds.
As you begin your campaign you can choose to affiliate yourself with either the French or British or stay neutral, but as the scenarios progress, one way or another you may get drawn into the war, like it or not, as you could find yourself fighting for either side at any time, making mortal enemies along the way.
The game used traditional D6 and two key mechanics are worth re-iterating, simply because they are initially counter intuitive if your are used to game where rolling high is good.
The first is 'Passing Dice' in which a character rolls a number of D6 and any score that is equal to or lower (underlined as this can be counter intuitive) has been passed. Regardless of how many dice are rolled a character can pass, 2, 1 or 0D6.
The second is 'Successes' in which a rill or 1, 2 or 3 is success and a roll of a 4, 5 or 6 is a failure.
Other dice rolls, such as rolling to hit or to damage an opponent, higher is better.
To drive the narrative and add some interesting results, there are some reference tables involved. This may put some off when they first read the rules of play their first game, I was one of them, but after a couple of games I quickly realised that for the most part they are quick reference tables and they've been constructed to very thoughtfully and don't get in the way of the game.
All dice rolls can be modified by circumstance and the quality of the character making the check or taking a test.
The beauty of Ed's immersive games is, the game encompassed not only what happens on the battlefield, but what happens before and afterwards, and your success or failure in a variety of scenarios help drive a very strong narrative. Some of your band may loose confidence in you, and branch out on their own, or simply flee the battlefield, never to be seen again, if things get too tough.
Any scale of figure can be used and, one of the other great features is the generally low figure count. You generally only need a very small number of figures to play the game. Having enjoyed All Things Zombie: Final Fade Out so much, it was obvious to us that a narrative campaign that runs through the French Indian War would give us the perfect excuse to play some small scale skirmishes and follow a small group of character through the development of the war.
If you're interested, check out Long Rifle at the Two Hour Wargames store.
We're also going to run a series of posts introducing the basics of the rules so stay tuned.
Showing posts with label FIW. Show all posts
Showing posts with label FIW. Show all posts
Wednesday, 9 April 2014
Saturday, 22 September 2012
Ambush - A French Indian War Wargame
We don't need much of an excuse to get our John Jenkins collection out and on display.
An invitation to our local Wargame Show Eastern Front was another perfect opportunity.
Eastern Front is presented by Monarch Military Books and Renegades Wargames Club, the 2012 show was held once again at St Andrew's Hall in Norwich on Sunday 16th July.
There was a good selection of traders, display and participation games ranging from highly detailed and superbly presented to quick and easy. Historical, fantasy, sci-fi and, as is common these days, an amalgamation of both. All of the games had one thing in common. A very British club night focus on fun.
The display game we presented was a small scale skirmish set during the French Indian War.
Following the capture of two daughters of a British officer a deployment of Rangers scouted the surrounding forest and, upon finding where the prisoners were being held, a small contingent of Fraser Highlanders and British Line were sent to bring them home.
The Fraser Highlanders led the way, creeping through the forest, unbeknownst to them, straight into the jaws of a trap.
Hidden movement rules meant whilst the British knew something was out there, they were unsure of the exact numbers they were facing.
The Fraser Highlanders fell back under strength of fire from the Indian forces, some of which, seeing the British Line push on, thought better of a head-on clash and disappeared off into the forest, never to be seen again.
Slowly but surely the British pushed on, driving back the unconventional Indian skirmishers and slaughtering a unit of French irregulars.
Unfortunately for the British, the Ambush was enough to blunt their advance, giving the French officers enough time to rally their men and march against the British, driving them away and securing their ill-gotten bargaining chit.
We played the game using a relatively new rule set, Muskets and Tomahawks, from Studio Tomahawk. The game is skirmish focused, with a relatively low model count (about figures 35 a side), so perfect for a collection of John Jenkins Designs French Indian Wars models. Studio Tomahawk are a French company responsible for other hugely popular games such as Saga and Shakos and Bayonettes so we were quite eager to see how the rules complimented the period.
Most players use 28mm, or similar scaled, models but the relatively simple mechanic meant translation to 54mm was easy enough.
The game was well received, with a few visitors having recently purchased the rules but not having played it yet. There was also considerable interest in John's figures, with a quite a few collectors who have already begun, or became inspired, to do something similar with their own collections.
You can see more pictures of the game, and the rest of the show, on the New Buckenham Historical Wargamers facebook page.
All in all it was a pleasure to present and we're very much looking forward to putting on another game and with the imminent release of the Monongahela Pack Horses, we have a perfect reason try a different scenario.
An invitation to our local Wargame Show Eastern Front was another perfect opportunity.
Eastern Front is presented by Monarch Military Books and Renegades Wargames Club, the 2012 show was held once again at St Andrew's Hall in Norwich on Sunday 16th July.
There was a good selection of traders, display and participation games ranging from highly detailed and superbly presented to quick and easy. Historical, fantasy, sci-fi and, as is common these days, an amalgamation of both. All of the games had one thing in common. A very British club night focus on fun.
The display game we presented was a small scale skirmish set during the French Indian War.
Following the capture of two daughters of a British officer a deployment of Rangers scouted the surrounding forest and, upon finding where the prisoners were being held, a small contingent of Fraser Highlanders and British Line were sent to bring them home.
The Fraser Highlanders led the way, creeping through the forest, unbeknownst to them, straight into the jaws of a trap.
Hidden movement rules meant whilst the British knew something was out there, they were unsure of the exact numbers they were facing.
Slowly but surely the British pushed on, driving back the unconventional Indian skirmishers and slaughtering a unit of French irregulars.
Unfortunately for the British, the Ambush was enough to blunt their advance, giving the French officers enough time to rally their men and march against the British, driving them away and securing their ill-gotten bargaining chit.
We played the game using a relatively new rule set, Muskets and Tomahawks, from Studio Tomahawk. The game is skirmish focused, with a relatively low model count (about figures 35 a side), so perfect for a collection of John Jenkins Designs French Indian Wars models. Studio Tomahawk are a French company responsible for other hugely popular games such as Saga and Shakos and Bayonettes so we were quite eager to see how the rules complimented the period.
Most players use 28mm, or similar scaled, models but the relatively simple mechanic meant translation to 54mm was easy enough.
The game was well received, with a few visitors having recently purchased the rules but not having played it yet. There was also considerable interest in John's figures, with a quite a few collectors who have already begun, or became inspired, to do something similar with their own collections.
You can see more pictures of the game, and the rest of the show, on the New Buckenham Historical Wargamers facebook page.
All in all it was a pleasure to present and we're very much looking forward to putting on another game and with the imminent release of the Monongahela Pack Horses, we have a perfect reason try a different scenario.
Thursday, 19 January 2012
Fort D'espoir - A French Indian War Wargame
Inspired by a fellow collector we decided to spend an afternoon wargaming with our collections over the seasonal break. It was a slightly larger skirmish than the last game we played, as our collections had grown and there was plenty of new sets to add to the table.
It had been a while since we had all of our john jenkins figures out together. At the prospect of an afternoon of gaming, enjoying our collections and copious amounts of tea and cake, we lit the fire, put the kettle on and settled in for an epic fight over a contested area of the Ohio Valley.
The game was played on a table 5ft by 9ft, just about the right amount of space for the number of figures we were using.
The gaming rules were fast and easy to learn, once again a modified version of GW's Lord of The Rings Battle Strategy Game, affectionately now known as Drum of The Mohawks and we invited a long-time wargaming friend to join us.
House rules
In contrast to the display game we put at Eastern Front Wargames show back in 2010, this game was played on a slightly taller table. So in addition to our original rule: 'no figures closer that 6 inches to any table edge.', following a couple of unfortunate bayonet-caught-in-a-jumper front line re-arrangements, we added: 'no jumpers at the table.'
The Battle of Fort D'espoir
The game represented an engagement during the French Indian War outside a fictional French Fort D'espoir somewhere in the Ohio valley in the late 1750's. British line infantry, Militia and Roger's Rangers assault the fort, defended by French Marines, civilians caught in the conflict and French Indian Allies.
The French, alerted by their Indian scouts, knew the British were inbound and had began the hasty construction of a defensive abatis just outside the fort.
Unfortunately for them the Rogers Rangers had undertaken a successful scout of the fort and mounted their attack before the defences could be completed.
The British plan was simple, attack in strength, send the militia to attack through the Indian village and the line infantry forward in strength, supported by a single cannon, in the centre and on the left flank.
Troops of the 44th Regiment of Foot drew the short straw and advanced on the abatis, the British command had insisted it was imperative to ensure an anchor for the main thrust of the assault in the centre.
The French marching out of the fort put up a solid defence, raining withering fire on the British Line, but in the end it was too late. With French and Indian forces in disarray, the French commander called a reluctant retreat. With their supply train headed out towards another French stronghold, they abandoned D'espoir.
A British victory, but at a heavy cost.
It was a thoroughly enjoyable game. The perfect combination of john Jenkins Designs toy soldiers, gaming, good company and humour, amply lubricated with lashings of hot tea and some preposterously large helpings of Christmas cake. We are already planning our next game and look forward to enjoying another session when a fellow gamer/collector is due to visit with us from across the pond later this year.
It had been a while since we had all of our john jenkins figures out together. At the prospect of an afternoon of gaming, enjoying our collections and copious amounts of tea and cake, we lit the fire, put the kettle on and settled in for an epic fight over a contested area of the Ohio Valley.
The game was played on a table 5ft by 9ft, just about the right amount of space for the number of figures we were using.
![]() |
The British advance on Fort D'espoir. |
The gaming rules were fast and easy to learn, once again a modified version of GW's Lord of The Rings Battle Strategy Game, affectionately now known as Drum of The Mohawks and we invited a long-time wargaming friend to join us.
House rules
In contrast to the display game we put at Eastern Front Wargames show back in 2010, this game was played on a slightly taller table. So in addition to our original rule: 'no figures closer that 6 inches to any table edge.', following a couple of unfortunate bayonet-caught-in-a-jumper front line re-arrangements, we added: 'no jumpers at the table.'
The Battle of Fort D'espoir
The game represented an engagement during the French Indian War outside a fictional French Fort D'espoir somewhere in the Ohio valley in the late 1750's. British line infantry, Militia and Roger's Rangers assault the fort, defended by French Marines, civilians caught in the conflict and French Indian Allies.
The French, alerted by their Indian scouts, knew the British were inbound and had began the hasty construction of a defensive abatis just outside the fort.
Marching out. |
Unfortunately for them the Rogers Rangers had undertaken a successful scout of the fort and mounted their attack before the defences could be completed.
The British Advance. |
The British plan was simple, attack in strength, send the militia to attack through the Indian village and the line infantry forward in strength, supported by a single cannon, in the centre and on the left flank.
Behind the Thin Red Line. |
Troops of the 44th Regiment of Foot drew the short straw and advanced on the abatis, the British command had insisted it was imperative to ensure an anchor for the main thrust of the assault in the centre.
![]() |
Closing In. |
Caught off guard the French Marines manned the defences and brought their cannon to the front of the fort. A messenger raced back to the fort to call forward more men.
![]() |
French Marines Counter-Attack. |
As the British pressed on war cries filled the air and the Indian warriors mounted a savage counter-attack. The unit suffered heavy losses and fell back in the face of the overwhelming assault but re-grouped and reduced the Indian numbers so that only a small number engaged them in vicious hand-to-hand combat.
Indian Warriors charge the British Line. |
The 44th Regiment of Foot's advance on the left flank was strong and whilst the French fire was hurried and ineffective an Indian wearing the spoils of a defeated ranger stood firm until finally British bayonets lead a decisive assault over the abatis.
![]() |
The field of Fort D'espoir. |
A British victory, but at a heavy cost.
It was a thoroughly enjoyable game. The perfect combination of john Jenkins Designs toy soldiers, gaming, good company and humour, amply lubricated with lashings of hot tea and some preposterously large helpings of Christmas cake. We are already planning our next game and look forward to enjoying another session when a fellow gamer/collector is due to visit with us from across the pond later this year.
Wednesday, 10 August 2011
The Battle for Fort No. 4 - Eastern Front 2010
August 2010 saw us heading for Eastern Front, a wargames show in Norwich, Norfolk.
The layout was 9’ by 5’. A skirmish of the French Indian War. We used the ‘Fort Number Four’ (now sadly discontinued) as a focal point for one end of the set-up, with a force of French Infantry and Native irregulars pushing in from a forest at the other end.
![]() |
French Infantry marches under fire. |
Having never publicly shown our collections, we discovered our terrain didn't go very far on the large table. We did have a few things; a beautiful river/stream, sourced from Italy, a collection of rocks, mainly railway ballast and slate, a superb resin 'wooden' bridge, from Snapdragon Studios, (unfortunately no longer trading) and an adequet collection of model trees of varying scales, the largest firs (available in most railway or model shops) fixed into resin Snapdragon Studio trunks.
To bulk this out we needed something more, as it was going to look very bare; by chance James spotted the moss from his shred roof, and the morning of the game gathered a great bucket full, when arranged among the rocks and trees, it added a very natural element to the battlefield and made a huge difference.
The scenario was simple: The French and Indian force must advance across the river and close on the civilians, light infantry and grenadiers occupying the fort whilst the British force had to hold off the attackers for as long as possible - a British relief column of regulars was on its way but would be held off table until it was sorely needed. The spectacle was the most important thing, with the game progressing throughout the day, so passers-by could watch the attack unfold.
Looking at the pictures of the layout after the show it was the trees that we felt we wanted to improve on most, something larger and less regular in shape than the bottle brush style we had. We welcome any suggestions on where to get better 54mm trees! Also more trees - could we ever have enough?
![]() |
"Two gockles of gear on the wall, two gockles of gear! Sarge!" |
Subscribe to:
Posts (Atom)