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Starting French and Indian Games

Blenheim to Gettysburg, Waterloo to Balaclava, Breed's Hill to El Teb.
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Re: Starting French and Indian Games

Postby mrtn » Wed May 23, 2012 9:25 am

Don hasn't been online since August, so chances are he'll miss your question...
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Re: Starting French and Indian Games

Postby grant » Wed May 23, 2012 1:43 pm

mrtn wrote:Don hasn't been online since August, so chances are he'll miss your question...


Probably too busy playing FIW.
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Re: Starting French and Indian Games

Postby RoughRider » Mon Jun 18, 2012 10:39 pm

Perhaps he has discovered Muskets and Tomahawks from the same people that brought you SAGA. :)
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Re: Starting French and Indian Games

Postby Jammers » Tue Jun 19, 2012 6:37 am

Phil wrote:http://www.gallopingmajorwargames.com/ are probably my favourite range of FIW figures.
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My favourite FIW figs by far. Lance is a real gent too
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Re: Starting French and Indian Games

Postby King Tiger » Tue Jun 19, 2012 7:53 am

Try muskets and tomohawks as well, its starting to become very popular down here.
It has been made very clear by members and Paul I am not welcome on this forum because I don't bend over and agree with everything warlord does.

Unfortunately I don't care what any of you think...at all.
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Re: Starting French and Indian Games

Postby Big Al » Tue Jun 19, 2012 9:14 am

I play both M&T and This Very Ground. Both are excellent games and offer different things to the players. I would recommend both sets. :D
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Re: Starting French and Indian Games

Postby RoughRider » Tue Jun 19, 2012 3:31 pm

Big Al wrote:I play both M&T and This Very Ground. Both are excellent games and offer different things to the players. I would recommend both sets. :D

Although I am aware of M&T I am not familiar with the rules; does it use similar mechanics to SAGA?
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Re: Starting French and Indian Games

Postby Big Al » Tue Jun 19, 2012 7:09 pm

No. I don't really play Saga, but they use a battle board and specific dice. M&T uses a set of cards. All units of a particular type activate on the turn of the appropriate card. Some units can make two actions per activation while others have more cards. After that everything operates on a d6 roll.

This Very ground uses an alternate activation system, d10s and a very neat Smoke marker when you fire, which stays with the unit and cannot be moved through. When 4 markers are accumulated the unit/figure cannot fire. A marker can be removed at the end of a unit's turn if it doesn't fire. Timing of that volley is very important!
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Re: Starting French and Indian Games

Postby Jammers » Wed Jun 20, 2012 7:35 am

Big Al - what makes M&T different other than the cards?

Talk me into buying a 2nd ruleset for FIW :)
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Re: Starting French and Indian Games

Postby Big Al » Wed Jun 20, 2012 9:15 am

Jammers wrote:Big Al - what makes M&T different other than the cards?

Talk me into buying a 2nd ruleset for FIW :)


This might be better

http://meeples.wordpress.com/2012/06/19/meeples-miniatures-episode-88/
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