It is September 1814. For two years Britain and America have been locked in a spiteful war
Now, following the defeat of Napoleon, Canada's Governor-General George Prevost has been reinforced, and he sees a chance to strike a blow. His plan is to clear the Americans from Lake Champlain and seize the neighboring territory, perhaps as far south as Fort Ticonderoga. In that way he will drive a British wedge between the states of New York and Vermont, and thus gain leverage at the peace negotiations that will surely begin soon. In his path lies the little town of Plattsburgh.
Fury on Champlain features both land and naval warfare in a novel, integrated way. Pure naval actions can and will occur, especially if the British can complete the frigate Confiance before her island base is overrun. Ships can also transport troops, and bring their powerful guns to bear on enemy columns and land defenses. The forces at hand include infantry, cavalry, militia, spies, artillery, engineers, Indians and marines, as well as bridge trains, blockhouses, road blocks, redoubts and entrenchments.
- The British player wins by controlling Lake Champlain and exiting units off the southern map edge, or by occupying Plattsburgh.
- The American player wins by denying the British player his victory, or by executing a successful counter-invasion of Canada.
Ground scale is one mile per hex, and each game turn represents one to three days of real time. The game system rewards both tactical skill and strategic foresight, and victory will often be uncertain until the last turn.
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