Thursday, 2 February 2023

Maori Wars AAR - Blood and Plunder Rules

Monday Night Maurice hosted the TSOGgers, the game covered a skirmish from the Maori Wars and the rules were Blood and Plunder.

The scenario involved several groups of British Regulars and Militia roaming the woods defending a walled farmhouse that was their base of operations, also roaming those same woods were several groups of Maoris whose objective was to capture the same farmhouse and acquire the supplies within.

The play was fast and furious as the rules tend to that style of game and it wasn't long before despite drawing first blood the British were plundered (note the clever use of part of the rules name there) by the Maoris and they decided to call it a day.

Lucky random deployment had two groups of Maoris set up close to their objective and they quickly overwhelmed the Militia defenders...

Despite a volley from the British a group of Maori Warriors closed into close combat and overwhelmed yet another group of British Militia...

The Maoris quickly learned their melee advantage over British Militia was too good an advantage to miss, here more British Militia take a pounding...

The figures supplied by Maurice and Al were exceptionally well painted and along with Maurice's nice layout ensured we had a very attractive set up to use on the night! My personal thoughts on the rules are overall they are good for quick and big games, the varying activation levels through card play is a stand out nice feature, but against that the non symmetrical turn play gives a side with more units (even if smaller) a manoeuvre advantage and the one sided melee (attack only no defensive side rolls) means getting the initiative is a very big advantage (trade off is defensive fire if you have loaded weapons)... 

Cheers All!

1 comment:

  1. Attractive set up,. and not a conflict you see gamed very often!

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