https://www.booyakajuice.com/collections/all.atom booyakajuice 2018-03-28T19:28:17-04:00 booyakajuice https://www.booyakajuice.com/products/565299445811 2018-03-28T19:28:17-04:00 2018-03-28T19:28:17-04:00 Newtown Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 34.95

Designer Don Hanle
Mark Miklos
Publisher GMT Games
Players 2
Playtime 150 mins
Suggested Age 12 and up

Volume VIII introduces several new features to the core series rules in order to portray the unique aspects of Indian combat in the 18th century.

Newtown includes a three-tiered movement system that simulates the individual nature of Indian warfare. Small war parties often acted according to their own will rather then following orders from “commanding officers.”

The game includes two decks of opportunity cards. Each player starts the game with one card and, while the Indian player can “earn” one more by actions taken in the game, the American player may use momentum to “purchase” additional cards throughout the game.

Pre-game Indian Enhancement and limited American intelligence help provide play balance to an outnumbered Indian army. Optional Indian reinforcements are also available.

Newtown also includes rules for Indian honor, resolve under artillery fire, ferocity and evasion.

In Oriskany, the Indian player’s secret pre-game selection of the ambush hex and the American player’s turn-by-turn choice for Herkimer’s rate of march will have profound effect on the course of play. Proximity to Ft. Stanwix is not the only thing that must be taken into account. If the column is ambushed while moving at an accelerated rate the ambushing Indians receive advantages. On the other hand, if Herkimer approaches cautiously he can better defend against an ambush but risks losing army morale for progressing too slowly with the rescue effort.

Herkimer’s Tryon County Militia is made up of special 2-step, 1-strength point units permitting each unit to take a step loss and continue to fight. This expedient is used to reflect the intensity of the fighting that occurred between the two forces. Militia at Oriskany fought like veteran line units, giving and asking no quarter, for nearly six straight hours.

Oriskany also includes pre and post-ambush Sequences of Play and rules for laagering and limbering the American supply wagons, looting, detaching American garrison artillery and the possibility of storms.

2 errata counters are included in C3i #27 (2013)

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2-Players-Only Age_9+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-N Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.booyakajuice.com/products/565299445811 Default Title 34.95 7368717140019 1321
https://www.booyakajuice.com/products/9351552909 2017-03-15T16:45:00-04:00 2017-03-15T16:45:00-04:00 Pensacola Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 56.95

Designer Don Hanle
Mark Miklos
Publisher GMT Games
Players 2
Playtime 360 mins
Suggested Age 14 and up

Battles of the American Revolution Series:

The Siege of Pensacola pits a numerically large but fragile Spanish army, supported by a small corps of French allies against a smaller, feistier British army enjoying strong fortifications and highly mobile Indian allies. As the Spanish player you will need to determine where you will build your siege gun redoubts and will then have to protect your soldiers from raiding British units to finish the works in time to mount an effective bombardment. As the British player, you have far fewer forces, but armed with special raiding rules, your Regulars, Tories and Indian allies must harass and erode Spanish morale, while delaying the construction of Spanish siege works for as long as possible in the hope of keeping your three forts intact to face the coming coup de main.

The game begins with Don Bernardo de Galvez’s army of 5,000 having just landed on the mainland. How many forces actually are present is decided in a special phase during the initial set-up wherein that portion of the Spanish army that sailed from Havana must run the gauntlet of the Red Cliffs Fort guns. Hence, the starting forces for Spain are likely to be different for each game played as units and leaders are eliminated or delayed in their arrival. Once these forces are ashore, the Spanish player faces some hard choices. Does he send forces to take out the Red Cliffs Fort, to protect his turn 7 Spanish and French reinforcements from having to run the same gauntlet, or does the Spanish player immediately begin construction of the siege works, to achieve the longest possible bombardment before the coup de main?

The British player is outnumbered, but must employ his small forces in aggressive and often risky raids to slow down siege construction, wear down Spanish morale and worry the Spanish lines of supply. Getting a small force into one of two Spanish stockades can be devastating for the Spanish. Thus, though numerically superior, the Spanish player has much to do and protect, and will often be spread thin by a well-conceived series of raids. Giving the Spanish too many siege turns to bombard your three forts and/or permitting the Spanish to launch the coup de main with high army morale is likely to spell disaster for the British player.

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2-Players-Only Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-P Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Stocky-Clearance Year Published_2010s https://www.booyakajuice.com/products/9351552909 Default Title 56.95 34157290701 2153