The second leg of our get together over Memorial Day weekend was a try at Rebels and Patriots, the North American wars version of Lion Rampant by Osprey. Essentially it covers from the French and Indian War to the American Civil War. Since we've enjoyed the medieval and pike and shot versions, we figgered to like this one as well. Granted, there are some distinct differences but I am looking for a quick and easy alternative to Muskets & Tomahawks. I don't always want to play the same game for the same period. A little variation is good.
There was plenty of action and lots of twists and turns but unfortunately I don't remember the specifics. This will be more of a photo essay. Enjoy the pretty pictures.
Here's the set-up. It was a 4 player game, 20 points per player. (It was all the models I had!) The French are set up on the right. The idea was to capture the colors in the middle of the field. A side would score 1 point for each complete turn their unit spent within 3" with no enemy unit within 3".
French artillery. I went back and forth on the color of the gun carriage, depending on which source I found, but finally decided on the red just to differentiate it from the British. I found several contemporary prints with red guns, so that's good enough for me.
British grenadiers. In game terms, they were 'Shock' troops, meaning they were great in hand to hand. To even them out, rules wise, they only have a 12" firing range. (Line units have a range of 18" and Sharpshooters, 24".) As a game design it makes perfect sense to give them good melee stats and weaken their shooting ability so they aren't super troops, but in reality it meant they got the shit shot out of them before they could close with anyone. I'm not sure how to fix that. They are also 6 points as opposed to 4 points for a 'Line' unit. Maybe just lowering their points cost would help. Dunno.
Highlander skirmishers with british artillery in the background.
Another unit of Shock troops in the form of Highlanders in close formation. My thinking was that the Brits would have great melee capabilities and the French would need to maneuver and shoot with smaller guerilla units, but as noted, the Brits never got close before they were decimated by French fire.
'Natives'. Woefully devalued in this rules set. I made them all 'skirmishers' to give them some of the fighting characteristics denied by the rules for natives.
British allies cover the flank of some Pennsylvania milita, here acting as Light Infantry.
French allied natives move through the light forested areas.
And of course, French marines.
Canadian militia enter the woods. They would be the heroes for the French. With their 'sharpshooter' ability, they could outshoot anything on the board except the artillery. By the time the British were able to turn their gun on them it was too late.
In the foreground is an extra unit (hence the different uniforms) that came on as reinforcements due to a lucky FUBAR roll. It didn't really matter, they did nothing but march around looking smart in their mismatched uniforms.
Some poor farmer is going to be pissed.
The Grenadiers advance with their skirmisher screen. Natives cover their flank in the deep woods. This side of the board was better for the Brits while the French had the better of the other side of the table.
Another shot of the Bitish advance on their left.
British artillery. Their gun color was easy; didnt change for a hundred years!
The canadian militia cover the French line unit holding the colors. The Canadians were in the perfect position to target almost the entire British force. Did I mention my dice were unusually hot? It's always better to be lucky than good.
Same positions, other side.
The Grenadiers show themselves and get riddled with lead balls for their efforts.
French light infantry, perhaps a little too powerful by rule, get in a dust up with the Highlanders. In the background, the natives grab the colors for the British.
Told you those Canadians were trouble.
The sad skull of shame.
Woo hoo, eh.
Pissed off Grenadiers looking for anything to kill.
So, the game was fun but didn't seem to have the same tension as the other versions. For starters, almost the whole activation mechanism was scrapped for an Igo-Ugo format. Plus units are much easier to activate. To me, that was one of the mechanisms that made the game different. It was what supplied the tension and a much more deliberate decision making process. When I know every unit is going to get a chance to activate, it certainly lessens my concern over what itch needs scratched.
And while some units, like Light Infantry seem overpowered, others, like Natives, are underpowered.
But all in all, fun. It still had many of the same, easy combat mechanisms and provided what it is intended to do: a light afternoon of rolling dice and moving toy soldiers around the table while our wives shake their heads.
Oh yeah, we played a board game later that night and I won that too! Har.