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Author Topic: Muskets & Tomahawks v2  (Read 685 times)

Offline SteveBurt

  • Mastermind
  • Posts: 1283
Muskets & Tomahawks v2
« on: March 17, 2020, 06:59:14 AM »
We had our first game using the new rules last night, and I was most impressed. The new card play along with command points gives a lot more for players to think about. Command points mean you can generally do that one critical activation when you need to. The d10 system is also a lot less bloody than the d6 system, and in particular melee works *much* better; that was my only bugbear with v1 where it turned into a mutual bloodbath. Scenarios and missions are also better specified.
A win for the raiding French, although about 1/3 of the way through the game it looked like they had no chance.

Offline Black Burt

  • Scientist
  • Posts: 440
Re: Muskets & Tomahawks v2
« Reply #1 on: March 17, 2020, 11:26:23 AM »
Looking forward to playing my first game with the new rules. A faq will be produced soonish by Muskets and Tomahawks correcting a few errors.

Offline FlyXwire

  • Scientist
  • Posts: 390
Re: Muskets & Tomahawks v2
« Reply #2 on: March 17, 2020, 12:39:17 PM »
Burts, thank you both for your comments here.