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Muskets and Tomahawks Version II Rules Review

Posted on May 23, 2020
Muskets & Tomahawk 2nd Edition Comes Screaming Out Of The ...

I have been running games of Muskets and Tomahawks rules ever since the original rules were released. They have been my go to rules for running skirmish French and Indian War games ever since! Three or four years ago, rumors stated on the google machine that Studio Tomahawk (ST) was working on a new version. Shortly after this, the rules went out of production and we were left to wait and wait and wait… Well, the waiting is now over! Despite the best efforts of Covid-19, the rules are now available. As soon as I got word from them FLGS, the credit card was out and I bought them!

I started seeing snippets of information about the new rules at the beginning of this year. Now that I have the book, I can see for myself. I would normally wait to play a game before reviewing a set of rules, but in these times, that may be awhile, so here we go.

One of the big changes from the old version is that the core rule book is just that, a core rule book. It does not contain any rules for army lists or periods, those are left for supplement books. The first supplement book titled Redcoats and Tomahawks is also out (I will review that separately). Judging by the rules, it is clear to me that ST plans to go from 18th century all the way to late 19th century (maybe pre-WWI). This is based on the weapon chart and many of the superb photos in the rules. With this new version, ST seems to be following the same format as they did with SAGA (core rules and period supplemental books). Kind of makes me wonder what this means for the future of Congo, but I digress!

The new rule book is hard cover (unlike the soft cover version one) and almost 80 pages long. In the rules, you will find the different rules sections, some generic scenarios, pager versions of reference sheets and paper versions of counters. You can find printable version of both on the ST website. Actual counters are also available for sale from ST. The printing and binding is top quality. Enough about the book, what about the rules you say? Well, old Muskets and Tomahawk players will find them familiar, but not the same. New players will need to get used to some of core mechanics, but will not be disappointed.

The Rules

The Basic Principles section lays out your normal generic information about what you need to play the game. Mostly standard stuff. The big change here is that the game now uses D10s, in place of D6s. I am guessing ST made this change to add more variation between troop types, reduce extreme troop type performances in the game and add more detail to the different mechanics. I tend to prefer D6 mechanics, as it forces simplicity of play. However, the D10 change looks like it solves a few earlier issues (e.g. everyone hitting on sixes) and a visibility simplification. As such, it seems to be a reasonable change.

The Figures and Units section does as the title says, it describes the various troop types, unit statistics and traits. It also describes the roles of officers and how units operate to stay in command. Most is as before but with use of a D10 in mind. The big difference is how units stay in cohesion. Instead of having a unit leader (which was often a challenge in identifying), the player just picks one model as the center model and measures out to the unit’s movement range. As long as they are in this circle, everything is good! This makes things straight forward and eliminates some of the odd conga line formations of the past version.

The Cards section gets into how you use the card deck to play the game. This is probably the biggest change from the old version. You still have similar cards as before, with each troop type represented. However, now each card only allows a single action. You also have the time, morale and forward boys cards. All cards work mostly as before, units and forward boys cards are played and all units of the type take an action. The time cards are a bit different, as they do not end a turn and only cause a random event if the red clock is chosen first. The big change is how the deck works. You no longer turn over a card per phase and work your way through the deck to get to the last time marker to end the turn. Instead, each player takes three card from the deck and plays them one phase at a time. Once they use up their cards, they take three more. The time card may require a re-shuffle, but this does not effect a players hand. The new system allows the player a little more surety in how they control their and their opponents units. This adds a game within a game mechanic to play.

The Command Abilities section is a all new bolt on to the rules. Based on the number of commanders you have in your force and how you play various card, you gain command chits. You can use these to give regular and special actions to your units, instead of using a command cards. It is an interesting mechanic and will make multi-player games a bit more challenging (as will the new card activation system). However, the rules are clear that each side must designate one player to manage command (they are the overall commander). The new mechanic adds something a little extra to the game and will probably be well received by regular players.

The Unit Actions section is the same as before. There are still the move, shoot, reload and over watch options. In addition, there is a new Rally action (units can keep running now) that players use to rally units that are running away.

The Spotting section is both the same and very different. It is the same in that you either spot a unit or you do not. If the unit is in spotting range, you see it. If it is not, you do not. This is an area that they have really simplified and cleaned up. Now there is a single line spotting charge the you go up and down depending on the modifiers. The type of terrain is just a column shift. This is much easier than the old table. In addition, they have cleared up all the ambiguities of distance and how terrain is effected. They have also cleaned up that if you see one model, you see all models in the target unit (unless they are physically blocked). This is a welcome mechanic!

The Movement section is also rather straight forward. The only real difference here is that terrain does not slow movement down as much as it did. Obstacles and area terrain cost a single inch, instead of two. They have also added road movement and marching to battle factors to get the game going. This will really help slower troops in the old game and will ensure reserves actually arrive to the fight and do not spend all their time marching! Bravo!

The Shooting and Melee sections are mostly the same. The big difference is they now use a D10 instead of a D6. ST has used this change as an opportunity to add a few more modifiers to the tables. These are flavorful and should add to the game. As mentioned before, this should add more variance to the shooting and make it more interesting in the game when playing with cover. The one big change is with melee. It works as before, the both players roll to hit and to wound. The defender rolls morale and then the attacker (if the defender runs). The big difference is that if both sides stay, the attacker has to recoil in good order (they are driven off). No more fighting to the last man in each combat. This should cut down on some of the over bloody close combat of the old rules.

The Reactions and Morale section is another area where they have added more detail. How units fail works the same (roll on the table see what happens). However, you now roll on the table when anytime a morale card comes up. There is also now a “flight” result. If you roll this, you must “rally” the unit to get it to stop running. This brings up the next new mechanic, rally. Now, all troop types have a rally value that they use to rally on a D10. They have also added some additional modifiers to the table for more detail. and to incorporate the rally mechanic.

The Officer section lays out the ability of officers in the game. This is basically the same, as they can influence units close to them. However, to this is added the new command chits, as mentioned earlier. There is a new optional rule on officer duels also. The latter seems a bit drawn out, but may be of interest to players so inclined!

We then get into the Armory and Terrain sections. These are mostly the same. They list out each weapon or terrain and the rules that apply. There are a few more weapons, to support gaming in the longer period envisioned. The terrain is similar as before, but much better written and with more detail to reduce any ambiguity (they even have a terrain effects chart now!). Not much has changed (with the exception of wound scores being tied to a D10), but players will definitely appreciate the clarity.

We then get into the Traits and Additional Rules sections. These are also mostly the same. However, the rules for close order infantry have really been enhanced. Volley fire works very differently (seems to be more of a morale effect now). Now you measure a zone 16″ to the front and can effect all models (friend and foe that fall in the pattern! Close order units can now perform column movement to gain four inches to their move! This will really change how these units operate on the table top and give a great feel to the differences between open and closed drill fighting that the old rules did not really capture!

Sect we have the generic Forces and Scenario sections. Building your force is the same as before, but better and more succinctly explained. Their are three generic scenarios in the rules. I am not clear if these will be used or not, as each period book has their own scenarios that relate to the specific period. With that said, they have redesigned how the scenarios work. You now have designated entry/set up “points” and objective markers. These changes will tighten up some of the scenario balance issues of the past and help ensure repeated play gives more options in games. An interesting change is that each scenario has its primary and secondary victory conditions as before (secondary being rolled randomly to the officer). The difference is that you cannot win the game unless you get your secondary objective (the primary only grantees a tie). This adds to ensuring that repeated scenario play will be possible, as the variation are almost endless!

Finally, we have the Intrigues section. This is how each commander determines their secondary winning conditions. There are now fifty options that can be rolled up. In addition to the Intrigue, your office also gets a gift that allows you to do a once per game option. All good stuff!

Summary

Overall, ST has done a good job with this version of the rules. The production quality is top shelf and the price point is not bad for such a glossy set. I personally would have preferred that the counters and cards be part of the set and not sold separately. However, for someone trying to save a few scheckles, it’s probably a smart move to go ale carte. The rules are well written and clear. With all the changes, it does seem that ST is trying to move the game farther from the beer and pretzels end of the spectrum. If you prefer more detail than in the past, you will be happy. If you would prefer to keep things on the simpler side, than I would suggest just eliminating the holding of the cards in hand and the order chits. With that said, if you were a fan of the old game, you should be a fan of the new version. For new gamers, you will be in for a treat. This game is still the best at combining the aspects of a skirmish game with a bit of pulp for the period. It’s not just about lining up your troops and picking your targets. You have to consider the character specific orders and deal with the odd random event too!

  • Manteuffel

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