In July 1758, during the French and Indian War, the British army made a major push north against Fort Carillon, also known as Fort Ticonderoga. This was part of a strong three-pronged campaign against New France, led by Major-General James Abercromby.
With a massive army of some 17,000 men supported by 44 pieces of artillery, the 3,500 French and Canadian defenders were facing overwhelming odds. Due to unforeseen events, the battle turned out to be a decisive victory for the French commander Montcalm and his forces.
1758 Fort Carillon – Abercromby’s Fumble at Ticonderoga is a detailed simulation of the battle, starting from the British landing at day break of July 6th. Lead elements included Rogers Rangers, colonel Thomas Gage’s 80th Light-Armed Foot, and provincial (American) units. They were quickly followed by the British Army regiments and the rest of the army.
Heavy and medium artillery are in pairs of two pieces while light artillery is combined into small batteries. Key historical leaders such as George Howe (3rd Viscount Howe), Captain John Stark of the Rogers Rangers, and the brilliant Canadian Chevalier de Lévis are individually represented in the game. Combat units are ~100 men per strength point (SP) and up to 10 SP (1000 men) per hex. You can build or destroy rafts, bridges and fieldworks. The game also includes boats such as bateaux that can be carried overland and larger rafts – radeaux – for transporting artillery or supplies. Optional rules include historical leader restrictions, ships and jacaubite gunboats from the small French navy on Lake Champlain.
You can experience the brutal historical scenario where the ill-prepared and outnumbered French troops fell back to the Heights of Carillon and with luck had just enough time to prepare a strong defensive line outside the fort. However, there are gamingwise more balanced what-if scenarios to try out some quite possible alternative history outcomes.
Unlike most games covering the battles of the French and Indian War, in 1758 Fort Carillon, you are faced with such tactical decisions as where and when to commit artillery or how to protect your main troops with skirmishers. The terrain was totally unsuitable and the required infrastructure mainly non-existent for transporting heavy cannons weighing several tons each with all the necessary ammunition and equipment. Therefore, the player must commit infantry troops for this work and they are away from the action. The skirmishers are used to either delay the enemy advance or to reconnoiter in front of your own main army.
The game is under development with a targeted release in 2025 and you can follow the development via the following resources:
Blog
Facebook group
Boardgamegeek
Consimworld
All specifications are preliminary and subject to change as development progresses
Game scale etc.
Number of players
Two
One full turn
One calendar day with three Action Phases (night, morning, afternoon)
Map scale
Approx. 200 meters (~650 feet) per hex
Targeted physical map size
Approx. 100×70 cm (~40×28 in.)
Complexity
BGG complexity rating estimate: 3.5/5.00 (this is my educated guess)
Duration
Tutorials: 15-60 min
Scenarios: Weekend+
Unit sizes
One strength point
~100 men
Regular infantry units
Regiment or battalion size with separate grenadier units. Picquets can be detached.
Irregular (light and provincial) infantry units
Most regiments or battalions can detach subunits (picquets and/or grenadiers). Some can be broken down fully, such as the Rangers.
Leaders
Historical senior infantry leaders, artillery commanders, and naval captains. These are individual counters providing additional support in the game.
Artillery
Heavy and medium artillery are in pairs of two while light artillery is combined into small batteries. Both require infantry to move them, just like in the real life.