Bloody Mohawk had the potential to fill an open space on my wargaming shelf permanently. As a small footprint, low counter density, rules light game covering the French and Indian War, it fulfills the beer and pretzels requirement to be the kind of game my wife and I keep around to fit in the filler game section of our collection. We formed quite the sophisticated (read: overly complicated) system of filler games versus main event games as part of this whole downsizing quest, and there are spaces that need filling as we like to change up the Fillers almost every time. Despite that, it seems as if Bloody Mohawk is doomed to be sold on. It was tough to arrive at this conclusion, but we did, and I’ll explain below.
How Does Bloody Mohawk Play?
Bloody Mohawk is an introductory wargame from Bill Molyneaux and published by Lock ‘n Load Publishing. Players control either the British or the French and their Native American allies as they complete a whopping twelve scenarios covering important and even legendary engagements from the French and Indian War.
Bloody Mohawk is an IGO/UGO system with phases. The first player will move, the second will fire defensively, the first will fire offensively, then switch. I appreciate the defensive fire/offensive fire system as it makes for more tactical decisions on both sides when maneuvering forces. It matters what targets you’re giving to your enemy before being able to shoot, and I like that.
Counters are diverse, from British grenadiers to French Courier de Bois, and some have special rules that add to the tactical depth of the game. A lot of French units, for example, have a green ‘F’ printed on their counter giving them free movement through woods. Native American allies are also given special rules to reflect their combat prowess. On the offensive, when the enemy is not behind defensive works, they are allowed to throw two dice and choose the best result. To offset this and represent less traditional drill, their reduced side has significantly less power.
Combat is simply a matter of throwing a 10 sided die for the unit attacking, adding and subtracting modifiers like terrain, leaders, scenario modifiers like rain, and in the case of cannons, range. Fall within the unit’s combat power range and a hit is scored. If a leader is present with the suffering unit, they have a 50% chance of going down with the hit, making the correct application of leaders something else interesting to think about. There are also rules for retreating after taking damage, and following up. All pretty basic wargaming stuff, but that makes sense considering this is meant to be a basic wargame, and it was a basic wargaming I was looking for when I picked it up way back.
So What’s my Problem?
The last time my wife and I sat down to play Bloody Mohawk, we went through scenarios one to six. (It is a fast playing game) Unfortunately, we found that only in two of the six scenarios did we really feel there was much of any game to be played.
The first scenario, for an example, is basically won in one turn with the roll of a single die. If the French unit survives the first turn attack, it has a chance of escaping. If not, it dies. Now I understand that this is a tutorial scenario to get complete non-wargamers used to the rules, but it carries on from there. The scenario involving the rescue of a child is also decided by one die roll. If her family is eliminated, the French can easily walk her off the map before the reinforcements have any opportunity to do anything. Similarly the inability of the French to fire on the first turn of the Sideling Hill scenario means that they will receive overwhelming fire before the French player can actually do anything.
I have no problem with lopsided scenarios. They’re a staple of interesting wargaming. I do have a problem with scenarios that don’t allow for one side or another to act. After doing some investigating it seems like the designer, Bill Molyneaux encourages players to alter scenarios however they like, and perhaps Bloody Mohawk’s many short scenarios would be better if I took the time to do that, but I just really don’t have the patience to rebalance a scenario to make it playable. I do understand that this is an intro level game meant in part for parents and children to play after discovering it on a trip to a local heritage site, but I question the validity of the scenarios that will leave on side doing very little thinking, or even dice rolling. Where a bit more decision making could have both sides playing the game, here a parent will basically have to sit back and let their child play the favoured side, or else risk a ‘Why bother? I don’t even get to act before you win.’
It’s a shame, because the larger scenarios can be fun. When there are enough units on both sides and the maps are large enough to allow for maneuver, there’s a fun beer and pretzels wargame here. But it’s less than half of the scenarios given in the book. If I just wanted to play Bloody Mohawk’s Plains of Abraham scenario (a fun one) I feel I’d be better served finding a game that does only that, but better.
Some of my major complaints however, come from the questionable production quality. On the surface, Bloody Mohawk looks great. The counters are clear and nicely illustrated. The maps have beautiful art, and the components in the published version are thick card and good quality chits. But that’s where it ends.
There are typos everywhere. Simple grammatical errors litter the rules and scenarios. There are errors in some scenario descriptions including a scenario objective to burn a camp with no hexes indicated and no visual on the map representing a camp. (We guessed it was the three clear hexes, but who knows?) Finally, for some reason, a unit’s combat value is listed as 1/x. 1/7 for French Line, for example. I could not figure out what the 1 was for. There was nothing about it in the rulebook. It turns out, after looking on BGG, that it represents the range on the die that indicates a hit. Apparently there was an issue for new gamers seeing a single digit and not understanding that one must roll beneath that number for a hit. Fair enough, that’s a perfectly valid reason to change the counters. But I cannot understand why it is not then written 1-7 instead of 1/7. Perhaps that is nitpicky, but I had to go look it up and that felt unnatural. It’s just a little sad again given this is a game meant to draw people into our hobby, that anyone paying for this will see some shoddy copy editing and strange design choices.
Bloody Mohawk is a clean IGO/UGO system with no hidden information and dice based combat. It’s the perfect example of a nice light solitaire ruleset that anyone can lay out and crank out scenarios in a short time, if they have the mind to play both sides without any AI support. But, all of my balance and scenario issues stand, though I can understand that lopsided games, even if they are lopsided to the point of one side barely doing anything, are more fun solo. Playing solitaire can also give an opportunity to test out altering scenarios and devising house rules unhindered. Perhaps this really will shine as a solitaire experience if one goes in knowing there’s work to be done. It’s not my type, but I can see it.
Final Thoughts/Will it Stay on my Shelf?
Since I’m no longer comfortable buying Lock ‘n Load Publishing games, Bloody Mohawk might have ended up my only remaining game from them, but I think it’s tragic that a lot of the problems I have with the game comes from its unfortunately shoddy production, less so its content. Some real copy editing, some proper playtesting, and a few passes by quality control could have done a lot to make this game more enjoyable in the long term. I don’t want to fight a game or house rule things to make them work, but I can understand that some people greatly enjoy that aspect of the hobby and for them there is a nice canvas in Bloody Mohawk.
There is probably a fun game in there for a carefully curated attempt to get non-wargamers into the hobby, and I love the fact that this was developed for that audience and to be distributed at heritage sites to help get a younger generation into the idea of experiencing history though games. I’m just disappointed that it doesn’t feel like enough work went into making the product the best it could be. This is the first game I’ve reviewed for this little quest that I won’t be keeping, and I’m kind of sad I’m saying that. I’m sure it’s a great game for some people out there, but its definitely not for us in the long run.
Simple, clean wargaming hindered by shoddy production, poorly playtested scenarios, and heaps of typos. There is some fun in there, but with less than half of the scenarios providing a good gaming experience, the price, and the time required to house rule it, should be taken into consideration.
I purchased Bloody Mohawk on my own with a discount. No review copy was provided. Here is a link to the game’s store page. LTAW makes nothing if you buy it. Bloody Mohawk from LnL