Habitants & Highlanders (H&H)
is an entertaining collection of history, tactical and skirmish
miniatures rules, scenarios and even a boardgame. The rules are
aimed at 15-mm figures, but easily adaptable to 25-mm scale. The
setting is 1754-63: The Seven Years War in North America
(often called The French and Indian Wars in the United
States, probably because 1763 minus 1754 does not equal 7 ...).
H&H is a 72-page 8.5" by 11" book that contains
everything written you need to play the Seven Years War in North
America. Of course, you'll also need the miniatures, some ten-sided
dice, a 4' x 6' playing surface, and some way to distinguish woods from
open terrain, roads, streams, forts, etc. A chapter is included on
uniform and flag colors for painting the miniatures.
The history, geography and tactical discussion are well done: condensed
enough to be read in an evening, but thorough enough that the players
know what they're fighting for, and the value of each troop type.
Morale is given for each troop type dependent on terrain: Indians and
Rangers have high morale in the woods, for example, but low morale in
the open. European regular troops are the opposite.
Two sets of miniatures rules are included, as well as recommendations
of many other rules available for those who like more detail. The
first set of rules are tactical in scale (each figure represents 50
men), and are an acceptable low-complexity set of miniatures rules for
this time period and setting. The basic sequence is: check Command
Control, Move/Fire/Change Facing, Melee, Exploitation Movement. Morale
checks are made at appropriate times throughout the turn. The tactical
rules are only five pages long, but are detailed enough to run any
battle.
There is an interesting use of cards in the game - each leader is rated
as either Buffoon, Plodding, Efficient or Brilliant. Each rating has a
number of cards associated with it - for example, a Buffoon has 1
Three, 4 Twos, 4 Aces and 1 Joker, while a Brilliant General has 4
Threes, 4 Twos, 1 Ace and 1 Joker. Each player has his own deck. A
player draws a card each turn, and the number of spots showing is the
number of actions the general may command that turn. A joker means he
commands two actions, and his deck is reshuffled. This system creates
the uncertainty of command control that is the essence of warfare at
this time.
The skirmish rules are very similar, with each figure representing one
to five men. They are covered in one page, just detailing changes to
the tactical rules.
Eleven scenarios are provided, each with its own map, briefing for each
side, list of forces, quality of leader, victory conditions and special
rules. One of the scenarios includes keyed squares to play the game
solo. The scenarios range from large engagements such as Wolfe vs.
Montcalm at Quebec and Braddock's defeat near Fort Duquesne, to
skirmishes involving Roger's Rangers in Vermont and capturing French
ships at the Louisburg fortress in what is now Nova Scotia.
In addition there is a strategic board game included, with centerfold
map and pieces to photocopy onto stiff colored paper. The strategic
game is primarily intended to generate tactical battles that can be
resolved with miniatures, but is not a bad little game on its own.
Although the organization is a bit scattered, this is a well-done
gaming product worth the money for any miniature enthusiast.
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