I honestly had hoped to post something for Christmas and just before the New Year to wind up 2025. Perhaps it's best for all that I did not manage. I was supposed to be off work on the 26th, but was called in, so I swopped today for the 26th. At least I think that's how The Boss and I squared it.
And that, in a nutshell, sort of describes 2025.
For yesterday, 01 January, I arose early and got the game room sorted out for the first wargame of 2026. Having spent the previous few days reorganizing and deep cleaning the place, I felt a game was in order.
Spiffy new shelving in the background with a much more organized chaos
After noodling around a bit, I decided to go with one of my favourites, the French and Indian War in 25mm, with winter trees bought maybe 20 years ago, but never used....until now.
The Portable Wargame, with a couple of house modifiers, were the Rules of Choice. The repop NAAFI mug is from Old Time Design Company in the UK. Suitable for tea or coffee. This time, it was coffee with a touch of maple goodness.
Raiding Party
The premise was a raid on a settlement in Upstate New York. Once in a while, the French and their First Nations allies would make a quick dash in winter to annoy settlements. Not the ideal time of year for fighting, which is why they did it. In this case, five units of Abenaki (from Sash & Saber) and one unit of Compaigne Franches de la Marine. I used mine in blue to help me see them...urmph... These figures are by Crann Tara, pre-Caliver Books.
Defenders of the Frontier!
To thwart the raiders, six units of New York Provincials were assembled. There were also villagers in the buildings who could defend themselves if the buildings were attacked (the raiders needed to burn them) but who would otherwise not engage the raiders.
Raiders raiding and defenders defending
I planned for 12 turns, but wound up having a Decision Point for the raiders by Turn 6. With the grid (though hard to see in the photos), I determined that the snow was rough, but open terrain, so units could move two grid squares, but the woods and hills, were only one square per turn. Also, a unit could move, but only fire at half strength. This gave me some decisions with regard to the benefits of moving versus standing still and maximizing my fire.
End of Turn 6, Game Called
After six turns, we had a very interesting situation. The New York Provincials had lost a number of figures and one civilian figure was considered "captured" and taken back for either adoption or, well, bad things... The French and Abenaki though, even though they set two of the three buildings on fire, lost more figures. So, perhaps the raid was not worth the risk. I thought about writing up a narrative for both sides, but probably won't, just because of time. But the game did make me think of why an action like this should be judged by its operational impact, rather than its tactical end.
As always, I enjoyed using The Portable Wargame, in this case, the Napoleonic version with a couple of modifiers. I should have scribbled something down for setting buildings on fire. Essentially, I ruled that if the raiders "attacked" the building in Close Combat and were successful, I treated a hit as setting it on fire. But I didn't have a plan for the settlers trying to put the fire out...
In any event, it was a most excellent way to start off 2026. Now, to clear it off and figure out my next game...
Wishing you all a Happy New Year!





