This is the third and final post in my recent playtest series. Admittedly, it was a solo run, so I had to make some compromises during the gameplay.
In this game, time is of the essence. The British can steadily advance with their overwhelming army, but this approach gives the French the opportunity to decide how to respond to the oncoming redcoats. Of course, just retreating off-map isn’t an option (what kind of game would that be?). However, if the French allow themselves to be surrounded in the fort during a siege, their chances of survival will be slim.
The British strategy so far is depicted below. The main army landed approximately where they historically landed (depending on which source you reference). My focus was on the western (left) side of the map, while some provincial forces were sent to engage the French on the eastern side. This approach comes with risks: the French could potentially sally out in force and inflict significant damage on the provincials. However, such a move isn’t straightforward. A typical provincial regiment is larger than a French-Canadian regiment, and in this game, the odds favor the defender.

As the French executed their fighting retreat through the restricted terrain, the limited river crossings posed a significant challenge. The only viable options to bypass them required boats to be hauled over, making it easier to establish new defensive positions. Capitalizing on this, the French focused on blocking the two main fording points and began constructing not one but two lines of defense.
The first line is positioned just beyond the ford near the sawmill (close to the left edge of the upper blue line on the map). Its purpose is to slow the British advance and hinder their ability to efficiently move heavy artillery closer to the fort. The French plan to abandon this position as soon as the British are poised to overwhelm it. This delaying tactic also buys time to construct the historical breastworks closer to the fort. If the British player wants a decisive victory, they should press aggressively to prevent the French from fortifying their positions.
Meanwhile, the British artillery train remains at the beaches of Lake George, still in the process of being sorted and prepared for action.

Below, the heavy artillery is now being hauled through the portage toward the sawmill and the section of the La Chute River that leads to Lake Champlain. I also began replacing larger stacks with placeholder counters, which helps relieve congestion on the map board while adding a bit of “fog of war.” While it doesn’t match the guesswork or searching required in Pacific War, it’s a welcome addition in the ongoing quest to enhance gameplay.

By the time most of the British artillery was within range, the French defensive line was fully constructed. The numbered counters represent stacks of units, though I still need to find a proper off-map location to manage these stacks more efficiently.


Several boats were brought to the river to facilitate crossings, and the British opted for a bold strategy: cutting off the French forward defenses from their main body and striking at their rear. This maneuver significantly reduced many of the French advantages, though some of the forward troops acted more as a diversion than a serious force.

This attack forced the French off their defensive line, but at a cost to the British. Their morale had already taken hits along the way, and it suffered a final blow during one of the battles. Currently, in the game, morale does not recover over time—perhaps it should, maybe at a rate of one point per night? Further testing is needed to determine what makes sense and strikes the right balance.
Once morale sinks to a low level (currently labeled “precarious” in the prototype), players must pass a leader morale test. Failure means the campaign is effectively over. Historically, this mirrors the actions of the British supreme commander, Abercromby, who famously lost his nerve and ordered a retreat back to the camp at the former Fort William Henry.

History seemed to repeat itself as Abercromby failed the roll. While he’s a weak leader, rolling a zero will doom you every time.

This game took a turn for the worse for the British. They suffered losses along the way, and the death of Lord Howe—a devastating -4 to morale—was a significant factor. Both sides have strong leaders who can greatly influence combat, but using them always comes with the risk of losing them. An army leader cannot lead offensively and is instead restricted to defensive roles. That’s why he is placed in a box on the map and represented by the HQ marker. This reflects the reality of his historical role, leading from a safe distance rather than leading the charge (this is not the Plains of Abraham…).
I played a little further to see how events might unfold and to attempt to chase the French away. The final dispositions are shown below, with the French army now surrounded at the fort. If the British leadership had been in better shape, they could have pushed the artillery forward to prepare for an assault on the French lines.

With 1758 Fort Carillon, I aim to explore the Ticonderoga campaign in a way that goes beyond the iconic desperate French defense. Some of the scenarios are built around historical “what-ifs” and are designed to be more balanced and engaging for gameplay. It is not yet a fully ready or complete game, but I believe it’s finally(!) quite close to being a real wargame!