Rebels and Patriots is
number 23 in the Osprey Wargaming Series. The focus of this game is
battles in North America from the Colonial Period up to the Civil
War. Basically, it is Black Powder or Horse and Musket for the New
World. Since I live in the New World I was interested.
I had
intended to use Chosen Men
to play games set in Wisconsin during the War of 1812. However, I
have never really gotten that project off the ground. I had gotten
distracted by Greek Hoplites and Men of Bronze
instead. Now I have even more reason to getting going on the 1812 in
Wisconsin project with more rules to try out! I have also always
wanted to do a Dakota War project and these rules may help out there
as well.
The
first thing you will notice, is that these rules are by Michael Leck
and Daniel Mersey. Of course, those familiar with the Osprey
Wargaming Series will recognize that Mr. Mersey has written,
co-written and inspired many rules sets in the Osprey Wargaming
Series line. I tend to think of these rule sets as the “Rampant”
Series* of rules as they frequently have certain similarities in the
core rules. I think it could be said that Mr. Mersey is the
“Godfather of the Osprey Wargame Series”. He wasn't the first
author in the series, but he maybe the most influential to other
authors in the series. I know I found a lot of inspiration in Mr.
Mersey's work.
This
is also not the first collaboration of Mr. Mersey and Mr. Leck.
Daniel Leck was the co-author of Pikeman's Lament as
well. He also is a popular wargames blogger. I have a feeling this
is not the last collaboration between these two, and look forward to
see what they come up with next. They claim this is the “final”
expansion, but I doubt it. The system still can easily be applied to
other eras and wargame styles such as Sci-fi, Bronze Age, Mythical
Age, etc. They probably just have not come up with the next concept
yet!
As
always, the game begins with Designer's Notes in the introduction. I
love this aspect of the rules as it allows a glimpse into the
process. In addition, it gives me clear criteria for determining if
a writer was successful in their goals. In Rebels and
Patriots, the goals were
comparable to others in the Rampant series of games:
- Model and scale neutral
- Focus on North America
- Company sized engagements
- Officers matter
- Hollywoodized version of History
- Easy to remember and consistent rules
Well
Let's see how they did! It might help if you have read some of my
previous reviews of the Rampant series to get a better feel for my
thoughts on this game.
*= In
my mind, the Rampant Series includes:
Even
though he wrote Dux Bellorum,
I think the mechanics diverge enough to not be part of the “Rampant”
Series.
Things I Liked
As with other
rulesets in the Rampant series, the Company creation process is easy,
intuitive, and quick. Unit types are grouped into broad categories.
Most infantry is Line infantry that you can apply simple traits to to
match historical or unique units. However, you can have Light,
Skirmishers, Natives, Shock infantry. Cavalry has Light or Shock.
Then there are basic artillery units from light, medium, to heavy.
Once a unit is
activated, you can only choose one action from a list of actions.
This is a great way to force Tactical Play on a player. A
player must choose what is important and the troops can not do
everything you want, equally well. You have to make a choice about
what matters.
I was happy to see
that this game also uses a Group Leader for movement, facing, etc and
other measurements where models are then placed within 4 inches of
the Group Leader. The idea is similar to Chosen Men and Menof Bronze. However, unlike those other rulesets, who the player
uses as their Group Leader can change from turn to turn.
The actions are
easy to follow and generally follow the same basic rules. They are
consistent and easy to follow. These will make for a good, simple to
resolve game. There is not too much If This/Than That style
rules. In addition, the terrain effects are relatively uniform and
common sense. These rules do a good job of streamlining play like
many in the “Rampant” family of games.
Things I Did Not Like
The rules as
written use model removal for casualties, which I am not a fan of
anymore. After spending lots of time painting the models, I want
them on the board the whole game! However, it is easy enough to make
a few changes to use counters or casualty tokens instead of model
removal.
The game
essentially uses I-GO-U-Go method. To act, each unit must pass an
activation test. However, if failed, play does not immediately go to
the opponent. You can continue to try to activate other units. This
removes one of the biggest criticisms of Lion Rampant.
However, I preferred The Men Who Would Be Kings method where
there were certain actions a unit could ALWAYS take without testing
to activate based on the unit type. I also kind of like failed
activation causing play to turn over to the other player as a form of
“friction” that a general had to try to overcome. In this
current system, I am unsure if an activation test does anything more
than just add a needless dice roll as a half-way point between
previous activation methods.
The game also adds
a very Black Powder like critical success/failure type
mechanic on the activation tests. If you roll double 1s on
activation, you roll on a chart and consult what terrible thing
happens. If you roll double 6's, you do the same. I am not a huge
fan of the “blunder” system in Black Powder as I do not
think it really adds anything of value to the game play except
another chart to roll-on and look up in the middle of the game.
However, other players love this type of thing, so your mileage may
vary.
I am
not a huge fan of random charge distances for close combat/attack
actions. This rule sets uses the activation roll as the distance
moved in the charge. At larger scale games, I could see this working
better to represent terrain that can not be seen/detected at the
scale but at this smaller scale I am not sure I am a fan. The
uncertainty of the activation roll is friction enough for me. I do
like that there are some actions a charge unit can try to take
depending on the unit type such as evade or counter-charge.
Meh and Other Uncertainties
The game continues
to expand on the Officer ides introduced in The Men Who Would beKing and expanded on in Pikeman's Lament. This is an easy
way to add some narrative and campaign elements to the game that has
little impact on the actual game play itself. However, it can be
distressingly easy for your one officer to start with a very bad
trait. Thankfully, after various games he could get promoted or even
killed so even a bad trait won't last forever.
Like other games
in the Rampant series, the unit sizes are relatively static at 6 or
12 models. For example, light cavalry is 6 models, while infantry
units are 12. Each company typically has 24 points to it, or about
4-6 units. That is about 72 models or so. Not bad. There are
various traits you can give the units as well to match “historical”
units. Some are downgrades and others are upgrades, but impact the
abilities of your troops.
The game comes
with 12 scenarios, which is more than the other game books if I
recall correctly. One of the more innovative ones is the Great River
Chase scenario. Essentially, your troops are attacking or defending
three supply rafts coming down the river. Retreat tot eh Sunken Road
is also interesting as the outnumbered Defender is trying to hold
onto a road for 5 turns with no casualties in a row to win. Overall,
there are some interesting scenarios that feel like they were culled
from actual historical events.
Finally, the game
has some example 24-point starter armies to choose from based on the
North American war from the period. It covers the French-Indian
Wars, American War of Independence, Northwest Indian War, War of
1812, Mexican War of Independence, Mexican American War, Mexican
Adventure, the Civil War and many more. Overall, a pretty nice
selection of armies for a diverse array of models.
Conclusion
Ultimately, if you
enjoy the “Rampant” series of games, I see no reason why you will
not like this latest edition. It has many of the strengths of the
series and worked hard to minimize some of the criticism of the
earlier works. I liked that failed activation turns over play, but
many players do not like that model; and this version of the rules
makes the necessary changes. Overall, I think the designers
accomplished what they set out to do, and I would call this another
success for the “Rampant” series of games.
Overall, I am now
torn on what to play my War of 1812 in Wisconsin and Minnesota-Dakota
War of 1862 with? Should I use these rules, Chosen Men, or
The Men Who Would Be Kings? There is only 1 way to find out!
I will need to play them all!
Speaking as one of the play testers for TMWWBK, I think they would be better for your Minnesota War of 1862 as I think the options for the Native Americans presented by Irregular Foot/horse and Tribal foot/horse would probably work better than the 'natives' option in R&P, which limits them to being on foot (and none of the cavalry options in R&P really do it for me for tribal horse). But do try both and let us know how that goes.
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