Thoughts of Chairman Mike

18 April

Quebec 1759

OK, time to finally get this session report down on, umm, paper. Well, you know what I mean.

Last Saturday the kids and I headed across to Chris' place for gaming. While they played Descent, Chris chose Quebec 1759, a very early Columbia Games title for us. So early, in fact, that they were still Gamma Two Games. (A point I wasn't aware of.)

This is the game of the British invasion around the Quebec area in 1759, a very simple block game with only about a dozen half to two dozen blocks each, and only 10 areas on the map. While the map is quite cute, drawn in an olde worlde style, it takes a bit of getting used to as the connections between zones aren't really clear. However, with only 10 of them it's not a big deal.

There are only 16 turns in the game, by which time the Brits have either occupied Abraham, and won, or not, and lost, all the while keeping at least 20 CVs on his units. If ever the Brits strength drops below 20CV they lose. In each turn you can only do one action, which includes moving blocks from a single zone, or using the Indians to raid or scout for the French. The French have a lot of weak militia units (2CV) and some 3CV blocks. The French lose one Quebec militia block for each zone occupied by the Brits, and one Montreal militia block each turn Cap Rouge is occupied.

The Brits have 10 4CV blocks, a few 3CV blocks and a 2CV. They also have 4 ships, used to ferry blocks across the river, which has 2 zones, 1 block per ship. Both sides have 5 dummy blocks to help confuse the enemy. However, they can never be left alone in a space, may never move without a real unit and are removed after being revealed in battle. So time is with the French and strength with the British.

The attacks are neat. Each player has to line up his forces in 3 columns, left, center and right, like a battle plan. Any column can only attack the column opposite, and if ever any column is removed then that army routs off the field, the opposing player getting one free roll for pursuit fire. This is one of the changes from the original rules, which previously gave you modifiers for out-flanking. Chris had printed off the living rules from the Columbia web-site, and there were significant differences from the originals. As we were using the old game we weren't convinced tat the two were actually compatible.

I got the Brits in the draw. My initial aims were to take my time and use both sides of the river with powerful stacks to keep Chris guessing, and reduce his Quebec militia some. After that, take Cap Rouge and bleed his Montreal militia, which should leave him with very few units to stop the final push for Abraham and the win.

Turn 1: Brits - 4 4CV d'Orleans -> Montmorency (top right zone); French - Scout d'Orleans

The Indians come scouting which means he turns up 4 blocks and removes any dummies, but Chris managed to select 4 good units.

In the battle, Chris had 5 units, which he lined up 2/2/1, L/C/R as I look at them. I go for 1/1/2 in order to pressure his weak flank, hoping for a rout. Even with the first round amphibious attack bonus (hits on 5/6 rather than the regular 6) Chris managed to score only a single hit on my right flank. I responded with 1 hit on his right and 2 on his left, causing the loss and rout! In the pursuit I scored 3 more hits (!), so his remaining 4 blocks are all 1CV. A good start for the Brits! However, it got better, as all those units were Montreal militia, so he had to lose a full strength Quebec militia for me occupying the space.

Turn 2: Brits 4 4CV d'Orleans -> Levis (other river bank); French 3 blocks St. Charles -> Abraham

This time Chris arranged 2/2/2, with 1 in reserve. I went 1/2/1. He had a dummy block on each wing and used his reserve on the left. He scored 2 hits in the center and 1 on the right, I scored 2 hits on his right to kill that block and rout the army. 1 pursuit hit, and the 3 retreated to Etchemin. One more Quebec militia had to be removed, and Chris chose one of the units in Etchemin.

Turn 3: Brits 2 4CV Levis -> Etchemin; French 5 blocks Beauport -> Montmorency

Leaving behind a covering force, I press the attack in Etchemin. With both of us having only 2 blocks, we fight a skirmish battle - all blocks are considered to be in a single column. He has a 2CV and a 1CV, and in the first round scored no hits. I scored 2 hits, and he chose to stay and fight, rather than give me a free attack to kill his remaining CV. This chose to be the correct choice, as he rolled a 6 to score a hit. However, I managed to roll another 6 to remove him and clear the southern shore. This part of the plan is going well, and I'm clear to move to Cap Rouge and start forcing the removal of Montreal militia.

In the Montmerency battle, I arrange my 4 blocks with strength in the center, which was a mistake, as I should have put one of the units in reserve to react to his deployment. He is arranged 1/2/2. In the first round I score 1 hit on his left (as I look at it, where he only has a single unit), but scores hits on left and right. In the 2nd round I score hits right and center (Dang it, all spread out!), while he gets hits left and center. In the 3rd round I score a single hit in the center, with no response. In the 4th round I score 2 hits in the center to clear the column and force the rout, with 1 hit from pursuit fire.

Hmm, that got a bit closer than I would like, but it forced another 7 hits, and 3 units dead. He doesn't have that many blocks left, and 3 of them are dummies. At this point my game plan has changed. I need to just force battle and grind him down. I'm only 3 zones from Abraham and I think I need to focus on route 1.

Turn 4: Brits 4 blocks d'Orleans -> Montmorency; French raid Etchemin

I want to reinforce my army for the big push. He raids and scores 2 hits. That's not good!

Turn 5: Brits all Montmorency -> Beauport; French raid Montmorency

His raid finds nothing but an empty campsite!

In Beauport he has only 3 blocks to my 8, which turn out to be 1/3/1CVs, where I have 4+1/4+3+3/3+1+2CVs. Chris scored 1 hit in the center, where I also started, rolling 3 6s with the first 7 dice. That didn't take long! Another hit in pursuit fire meant only a 1CV block survives to retreat to St. Charles.

Turn 6: Brits 2 blocks Levis -> Beauport; French raid d'Orleans

By this time I have a 2CV block and 5 dummies in d'Orleans. He scores 1 hit.

I'm gathering my total strength for the final push.

Turn 7: Brits all Beauport -> St. Charles; French raid Etchemin

Chris goes raiding again, and scores another hit.

In the battle, he has 1+1/1+D/1+1CV and a dummy in reserve. I have 3+2+1/3+2+1/4+4+3CV and a 3CV in reserve. When our dispositions are revealed, his dummies are removed. Chris scored 1 hit on my left, an I managed to go through my left and right without scoring any hits, and then the 3CV unit as well. However, I finally managed to get a roll with the 2CV unit, and Chris center evaporated and the French routed from the field. In pursuit fire my ability to roll 6s returned, with 4 hits totally wiping out his force.

Turn 8: Brits all St. Charles -> Abraham; French raid Etchemin

The raid scores another CV hit, and eliminates 43rd .This is getting to be a serious pain!

In the battle in Abraham, he has 3/3/3CV to my 3+2/3+2+1/4+4+4+3+3CVs. He spreads his damage evenly, with 1 hit L/C/R. I score 0/2/3, to remove the right, and rout him from the field. Pursuit scores 2 hits.

Turn 9: Brits 2CV Etchemin -> Levis; French raid d'Orleans

The raid scores another hit, eliminating the G block and forcing removal of the dummies. I'm now down to about 25 total CVs left, and if he keeps this up it doesn't look good. It's almost down to a guessing game of where he thinks I'll go to.

Turn 10: Brits 2CV Levis -> Montmorency; French raid Abraham

His raid scores another 2 hits. I have the 2 units that are allowed to fight back against these pesky raiders, and they both score hits to remove them from the game. It's at this point that Chris finds out that they should have been removed when the French strength dropped below 10CV, so they should have been gone a couple of turns back.

And that was it. A resounding victory for the Brits, the French totally vanquished. Yahoo! for us, thrbt! to them. An interesting little game, but I'm not sure that the French has a lot they can do about it. Once the British juggernaut gets going, you either get out of the way, in which case they get to Abraham and win, or you try to stop them, in which case you get flattened and they get to Abraham and win.

I'm pretty sure that I came out ahead on the '6' count. Even more so was the distribution of those pips. Chris' tended to get spread around, but several times mine were focussed on only one column, forcing the rout and more losses from pursuit fire. Like my recent(ish) Under the Lily Banners with Eric, the timing of the good and bad rolls is the point. In both games I felt my good rolls came at decisive moments, and the bad rolls came at times when it didn't bite me.

Either way up, I thought it was a nice introduction to the block system. Not too many blocks, not many options, but gives a good feel. I'm sure we screwed up a few things, and I think the differences between the original rules and the latest were quite major. Anyway, it was great to try it out. Many thanks for the game time Chris, really enjoyed it, and I look forward to giving you an opportunity to get your revenge.

posted at 23:14:03 on 04/18/06 by mcdeans - Category: Games

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