Sunday, January 20, 2019

Review of Osprey's Rebels and Patriots


Oh boy! I got a copy of Rebels and Patriots four days early. Rebels and Patriots is the long-awaited new rule set from Michael Leck and Dan Mersey, published by Osprey. I say long awaited because the release was announced about a year ago and I've been on pins 'n' needles ever since. I'll cut to the finish and say that I've found that it was worth the wait.

One initial fear I had about R&P was that it might attenuate the Lion Rampant system to the breaking point. I love The Pikeman's Lament, but in some sense I felt that it took Lion Rampant unit types and rechristened a lot of them, with just a few tweaks. Overall, that works. But I feared that doing the same thing for 18th/19th c. warfare would fall flat.

I'm happy to say that R&P has really broken new ground without divorcing itself from its heritage. Part of this is by incorporating some ideas from Dan Mersey's colonial rules The Men Who Would Be Kings. To paraphrase the quotable John Kennedy (proprietor of The Panzer Depot), Rebels and Patriots took the best of Lion Rampant and TMWWBK and left out the worst. While I wouldn't classify anything in those rules as "worst," I must agree.

Indian fighting in the Old Northwest

So what follows is my take on Rebels and Patriots. I won't cover everything, but instead try to highlight the ways in with R&P differs from the previous rules in the Lion Rampant series.

Unit types

Gone are unit profiles with a different activation for everything and "armor" or "stamina" ratings. The basic values are mostly the same for every type. Activation is a universal value (more on activation below but in case you're wondering, they're all 6+). Fighting is almost always 6 (i.e., only 6s on a D6 are hits). Firing is all 5+, except for shock cavalry, who prefer to hack at things with sabres. Morale is all 6+, there are no unpolishable turdy peasants. But although these basic numbers are generic, unit types can be modified to change a lot of that and provide a very large variety of troops.

R&P limits unit types to the following:

Line infantry (4 pts) - As you'd expect, these are the basic foot sloggers of the period.

Light infantry (6 pts) - Nimbler foot sloggers, more expensive than line, but they can skip and run.

Shock infantry (6 pts) - Bad-tempered foot sloggers, think grenadiers, Highlanders, hungry Confederates attacking a Union supply train. Better at activation and better at fighting.

Skirmishers (2 pts) - The nimblest foot sloggers who flit around shooting at people and—if they're lucky—run away when attacked.

Natives (4 pts) - Basically Indians, of which there were plenty in colonial America. Practitioners of the skulking way of war, i.e., not the kind of people who stand in ranks and shoot. Instead, they run around fast, making the most of cover, taking marginally effective pot-shots, then rush in for the kill.

Artillery (4, 6, or 8 pts) - Speaks for itself, the last argument of kings even in the wilderness. Artillery can be light (5+/24"), medium (4+/36"), or heavy (4+/48"). Crew is just four figures, but the Limber option adds two more, which also doubles the movement rate—except for heavy guns, which can't move.

Light cavalry (4 pts) - Fast, skirmishy types on horseback, think light dragoons.

Shock cavalry (6 pts) - Men on horseback who mean business. The basic size for these are 12 figures, so, a lot of shock. This type is rare in America since only the Mexican army actually fielded large cavalry forces of types that charged in (for example, lancers and cuirassiers), but some Confederate cavalry might also fit the profile.

However, the basic types can be significantly altered by unit upgrades (this might have been better stated as "options" since some of the upgrades are, in fact, downgrades). The upgrades, which vary in their availability for unit types, are:

Veteran (+2pts) - Increases the likelihood of activation.

Green (-1 pts) - Decreases the likelihood of activation.

Good shooters (+2 pts) - Upgrades firing to 4+.

Bad shooters (-1 pts) - Downgrades firing to 6.

Sharpshooters (+4 pts!) - For skirmishers only, makes 'em deadly at long range (24"), think Natty Bumppo, Dan'l Boone, or Davy Crockett.

Aggressive (+1 pts) - Increases fighting value.

Timid (-1 pts) - Halves the number of dice rolled for fighting. These are the men who would be kings if only they had bayonets.

Large unit (+1 pts) - 18 figures, rather than standard 12. Theoretically, the unit lasts longer because it can take more casualties before becoming permanently disordered or eliminated.

Small unit (-1 pts) - 6 figures, rather than the standard 12. Likely won't last long, but costs less.

The only people who actually remember the Alamo (the Texicans all being dead)

Because these upgrades vary the unit profile so much, you have a lot of leeway to create units that conform to historical types. The only limit is that no unit can be less than 2 pts or more than 10 pts. For example:

  • Militia, who were ubiquitous in American forces from the French and Indian War through the Civil War, can be fielded as line infantry or skirmishers, with varying qualities. The better quality militia in the Civil War might be green line infantry rated as poor shooters for 2 pts (4 pts basic, -1 for green, -1 for bad shooters). Bad militia could be green line infantry, poor shooters, timid, large unit, also at 2 pts (4 pts basic, -1 for green, -1 for bad shooters, -1 for timid, +1 for large unit). 
  • Line troops, would likely be line infantry, but the quality can vary. British infantry in the AWI might be line infantry, veteran, aggressive at 7 pts. American Continentals might be green line infantry, good shooters at 5 pts.
  • Riflemen, like Daniel Morgan's boys or the over the mountain men who beat up Patrick Ferguson at King's Mountain, could be line infantry with the good shooters upgrade (6 pts), but I think of them more as skirmishers with the sharpshooter upgrade (also 6 pts, but half the size). Other riflemen, like Hessian jaegers, might be skirmishers with the good shooters upgrade (4 pts).

    I have to say that I was unsure how the rules would handle riflemen. Being merely skirmishers wouldn't do them justice, even being better shooting skirmishers wouldn't cut it. The sharpshooters upgrade satisfies me no end. It's pretty much how I'd hoped riflemen could be represented, although it by no means exhausts the possibilities.
  • Bloody Ban's green dragoons could be aggressive veteran light cavalry (7 pts) or shock cavalry (6 pts). As light cavalry, they can shoot. As shock cavalry, they're a larger unit and they're tough fighters who can chase down defeated enemies. I see them more as the latter type, so their historical designation as light dragoons obscures how they tended to operate.
  • Confederate infantry could vary considerably. I tend to think of them as aggressive shock infantry, poor shooters (6 pts) to model the "attack and die" style of fighting—but maybe only if they're Virginians under Stonewall. In this case, shock infantry are a bonus. They already have the +1 discipline that benefits testing for actions, they fight at 5+, and they have the follow up option that enables you to run down your defeated enemies. Add aggressive to that, and they fight at 4+ or 3+ if attacking. Just don't get 'em shot to bits crossing the open ground.

1st Kansas Colored regiment stopping a cavalry charge at Honey Springs

Actions

Actions in Rebels and Patriots follow the same flow as in the previous Lion Rampant series games, except:

  • All actions are a 6+ (modified by officer, close order, green/veteran status, and disorder markers)
  • Failure to perform an action doesn't end your turn, you can keep on going until all units have attempted to perform an action.
The actions that a unit can perform are:
  • Move
  • Attack (random movement distance)
  • Fire
  • Skirmish (if ya got 'em)
  • Form close order
  • Volley fire (if in close order)
  • Rally (if disordered/broken)
The attack action is the biggest departure from the previous LR rules. The unit's activation roll also functions as its move distance (cavalry adds 6" to the dice roll). 

For example, a shock infantry unit testing to attack while in close order within 12" of its officer is testing to attack. It needs a 3+ (normally 6+ with +1 discipline for shock infantry, +1 for close order, +1 for officer). The unit rolls "8", which passes the activation, and moves 8" to attack. Note that if the unit rolled "3" it would still pass the activation, but only move 3", which may make it short—just hope the unit you were attacking fails its activation roll to shoot you.

Shock infantry, natives, shock cavalry, and all aggressive units also have the follow up special rule. If they force an enemy to retreat in fighting and have no disorder markers, they can move up to half their normal move and, if they contact the retreating unit, attack it again. Follow up was introduced in The Pikeman's Lament for some unit types. It's pretty powerful—as I've learned from being on the receiving end of it.

Part of the excellent Wm. Stewart, esq. collection of Sash and Saber ACW minis

Casualties

The way casualties are inflicted and removed in Reels and Patriots is similar in some respects to previous Lion Rampant style rules, though more like The Men Who Would Be Kings, only different.

R&P uses the LR system where units fight or fire with either 12 or 6 dice, but is more like TMWWBK in how the results are applied.

Instead of armor values (or stamina in The Pikeman's Lament), the ability to resist damage in R&P is not inherent in the troop type. Instead, it depends on cover or defense, which is more in keeping with a game that represents an age when firepower started to really matter.

In TMWWBK, results can be very deadly. In close range firing and in fighting, every hit scored on a die equals one casualty removed. This number can be modified down depending on range, cover, and defensive positions.

In R&P, it's less deadly. Close range firing and fighting cause one figure loss for every two hits, which is diminished by range (3 hits), cover (+1 for cover, +2 for hard cover), and position in fighting (+1 for defending cover or obstacles or uphill). Light infantry and skirmishers also count open ground as cover.

But firing in R&P can still be deadly. The standard firing value is 5+ (i.e., 5s and 6s are hits). At close range, using first fire, volley firing, with the good shooters upgrade a unit will hit on 2s and remove a figure for every two hits. Unless the shooters roll poorly, it's easy to see four figures lost in a blast, which will cause a morale check at -4. With good shooting, a unit could inflict six figures lost, which will cause a -6 morale check and for a 12-figure unit cause permanent disorder, which would make the morale check at -7.

Don't fire 'til you see the whites of their eyes!

Fighting seems to be less deadly than firing, but not always. The base fighting value is 6 (i.e., hit only on 6s), which seems anemic. However, shock troops are a base of 5+. Also charging is +1 and the aggressive upgrade is +1. Aggressive shock cavalry charging standard-issue line infantry in the open will score hits on 3+ which remove one figure per two hits. The line infantry fighting back only hits on 6s and inflicts one figure loss per three hits. Also, if the infantry were timid or disordered, they'd only throw 6 dice.

But before a unit—however puissant it may be—reaches its target, it likely has to move through a turn or two of being shot at, with at least one turn in deadly close range. Instead of J.E.B. Stuart scattering the Fire Zouaves at Bull Run, you could easily wind up being the 5th Texas Lancers (yes, lancers) at Valverde.

First—and last—charge of lancers in the ACW

Morale

The morale rules have a new twist to them. Much essentially works the same, but moral failure is expressed as disorder. All units test morale when taking casualties from fighting or firing and need a result of 6+ to pass. Unlike previous LR series games, there are no differences in morale between types.

The roll for morale is modified by being within 12" of the company officer (+1), being in close order (+1), and the number of casualties incurred in the action that required the test (-1 per). This last point is another big departure from the older rules in the series where a unit incurred a cumulative -1 per casualty. Now the -1 per casualty is taken only for the immediate cause of the test.

For example, if a unit that started with 12 figures and has already taken 4 figures lost takes another casualty from fighting or firing, the die roll modifier is just -1 for the casualty just taken. Cumulative casualties aren't taken into account.

In three of the four occasions for taking a morale test, there are no minuses because they don't involve figure loss.

When units fail morale, they take one or two disorder markers depending on the severity of the failure. Again, unlike older rules, rolling snake-eyes on a courage test when your men-at-arms lose one figure from a volley of javelins thrown by smelly bidowers doesn't pull the unit off the table. It does, however, give you two disorder markers, which is perilously close to being removed from the table. Disorder adversely affects how your unit behaves. Three disorders for a unit is a strike-out and your nicely painted figures go back in the box.

When you have disorder, you can rally it off. It's basically the same as a morale test, but subtracting 1 for every disorder marker, as well as getting the plusses for officer and close order (if only one disorder, two disorders and you must break close order). Rallying removes all disorder markers.

The new morale/rally rules look pretty good in theory. I haven't played a game yet, so I'll have to wait and see how they work in fact. It makes me think that large units are a good investment for +1 pts to the unit cost and being in close order near your officer is a good idea. Large units are also a nice investment since a unit becomes permanently disordered after falling to half their original number or less.

We fired once more and they began to runnin'
Down the Mississippi to the Gulf o' Mexico

Final thoughts

If you're familiar with Lion Rampant and The Pikeman's Lament, then a lot of the rules won't be a surprise.

Many of the newer features are adapted from The Men Who Would Be Kings.

There are 12 scenarios in the game, plus a random scenario generator.

I think Michael and Dan have done a great job with Rebels and Patriots. I only wish that in the year I waited for its release, I'd have spent more time painting minis for it. Now I'm scrambling to paint all the Perry AWI figures I bought last May, but only puttered with all these months.

I look forward to many enjoyable games. In addition to the AWI I'm working on, I have some ACW minis on order and I'm starting to think wild thoughts about other areas. For right now, I'm concentration of AWI in the Southern theatre. I think the actions there are much more interesting and smaller, well suited for Rebels and Patriots. I've got Patrick O'Kelley's multi-volume set Nothing But Blood and Slaughter that provides details about numerous small actions in the Carolinas in the Revolution. That'll keep me going for now.


23 comments:

  1. Very nice rundown of the rules, David. Hmmm, makes me wonder if I should switch to these for Napoleonic skirmish.

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    1. Dean,

      I've used a variant of TMWWBK for Napoleonic skirmishing and it worked well. R&P should work even better. What do you use for Nap skirmish now?

      https://twitter.com/William13229185

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  2. I think they could easily be used for Napoleonic skirmish. You're not gonna find Mohawks along the Danube, but the other unit types conform to Napoleonic soldiers. I could see myself doing this—eventually, after I've at least made a dent in the leadpile. I still have ECW that I started painting two years ago for The Pikeman's lament that I've been neglecting.

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  3. Thanks for the detailed and reflective review,can’t wait for my preordered copy to arrive...

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  4. The standardization of die rolls should make the game move faster (fewer things to remember or refer to). It will be interesting to see how the Morale rules change things.

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  5. Great review with good insights. /Mattias

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  6. Excellent review. I have a growing collection of AWI figures that I would love to get on the table top and this looks like the perfect rule set for it.

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  7. Excellent Review. I am seeing a simplicity that will make for fast and easy game play. I have a good collection of F&I and AWI that I would love to get on the table top.

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  8. A first class review and a very useful aid for starting with the rules!

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  9. Very handy walk-through of the rules.
    I expect my copy to arrive tomorrow.
    Knowing where to find the differences will really help my first read-through.

    Several above have mentioned the potential for Napoleonic fights.
    We gamers being what we are, I'm sure we will give this a go.
    There seems a good selection of units for Line, Jager and Grenadier infantry, also skirmishing and charging horse.
    Maybe the "tribesmen" will fit for the angrier type of Spanish guerillas or Russian partizans.

    I imagine it'll look like one of those episodes of Sharpe (Before Sean Bean had to die in every film).

    Can't wait for the postie to deliver my copy.

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  10. I'm not impressed with the rules. Granted, they have a good system, and cover the proper bases. But I find them generic. AWI battles will play very much like ACW battles.
    I'm somewhat floored that loading is not an "action", which means that by the time one gets to the ACW, there's little difference between the muzzle loaders and breechloaders (let alone revolver and repeaters).
    I'll stick to M&T for AWI, and continue my quest for an ACW skirmish set that has flavor for that period.

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    1. The rules are what they are, they won't appeal to everyone. The set of AWI rules I respect the most is Richard Kane's "Flint & Steel." They're perhaps the most accurate set I've seen for modeling late 18th c. tactics. However, they're tough to play unless you play them all the time with a dedicated group. Hence most gamers accept some degree of abstraction.

      Loading is an action that makes sense in a true skirmish game, i.e., every figure commits actions on their own. In any game where groups of figures act together, even if the figure scale is 1:1, has to think of the actions of the group not of individuals. Since the 17th c. armies using black powder small arms have devised tactics that ensure a rolling fire that always leaves a reserve. This is true even for small skirmish sections, like Hardee's 4-man 'comrades in battle' sections. A group of a dozen men won't all fire their weapons simultaneously, some will fire, some will be reloading, some will be in reserve ready to fire. To introduce a reload action for a group would actually be less viable as a model for how they behave in my opinion.

      For ACW skirmish, have you looked at Ganesha Games' "Sixty-One Sixty-Five" rules? They're company level. Also, the older set "Brother Against Brother" may be what you want (although I think they're out of print).

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    2. Oh, there's also "Smooth & Rifled" from Dadi & Piombo. These are available as PDF. I've played the ACW module and rather liked it.

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    3. I'm not a fan of M&T, unfortunately. Their LOS through woods is broken and Natives are just too strong.

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  11. The AWI forces the player to use effective infantry tactics for the period. Cavalry played mostly a minor role so that effective skirmishing with infantry on both sides was possible. There would be a tremendous difference in effective range between the muskets used by most AWI infantry and the rifled muskets of the ACW. In both period leaders used skirmishers. The real need is for any rules to take into account the fact that muskets or even rifled muskets of the ACW had to be reloaded which took from 20-30 seconds. In the AWI that meant that usually a unit could get off only two effective volleys before the enemy closed. Not so in the ACW when a rifled musket, sighted out to 400 yards could get off as many as ten rounds before the enemy closed. Of course we have instances like that which occurred during the Battle of Franklin where some Federal units, armed with repeaters, simply devastated the advancing CSA forces. IMHO, reloading is a must in any game which uses muzzle loaders of any type.

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  12. Great to read such a detailed review of a set of rules. It lets one know if the mechanics appeal.
    I'll be interested to read your first play-test.

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    1. Thanks. The first AAR is here: https://ilivewithcats.blogspot.com/2019/02/hardtack-hill-rebels-and-patriots-aar.html

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  13. Most excellent review, thank you

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  14. Hi wot does the defence bonese meen to close order

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    1. Close order adds 1 to a unit's fighting value and +1 to discipline. For example, line infantry has a fighting value of 6 (hits only on 6s), in close order its fighting value is 5 (hits on 5s and 6s).

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  15. Super review! Just what I was looking for. I can feel an AWI project coming on...

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