Andrew and I played the first scenario (Lament Ridge) in our
first game of Rebels and Patriots. Dice determined he was the British 2nd
Lt. Alton Fox, who it turned out had weak knees. He survived his first casualty
test of the game so it didn’t make any difference. I was the Whig 2nd Lt. Jeremiah Varnum,
who was resourceful. This allows his unit to deploy 3” further onto the table,
which would make him a primo target. I didn’t use it.
British force 24 points, 60 figures:
3 units of line infantry @ 4 points each, elements of 33rd
and 64th Foot
1 Light Infantry unit, 6 points
1 unit 17th Light Dragoons, 4 points
1 Mohawk skirmish unit, 2 points
Rebel (Whig) force 24 points, 66 figures:
4 units of green line infantry @ 3 points each, militia
1 Light Infantry unit, 6 points
1 sharpshooter rifle skirmish unit, 6 points
Lament Ridge involves an objective in the middle of the
table, an abandoned grasshopper gun in this case. 3 points are awarded to the
side that has the most turns being the only one within 3” of the objective, 1
point for causing 33% losses to the other side and 2 points for suffering less
than 33% losses.
Foul-ups with my old camera kept me from doing anything
except focusing in the opening of the game. Dice also determined that the
British moved first. Yellow discs mark disorder, red discs permanent disorder,
and the number markers show hits, since instead of individually mounted figures we are using 3 figures per infantry
stand and 2 per cavalry.
The British came on rapidly, led by the cavalry. They got
onto the ridge in short order. I stopped and formed my militia into close
order. My sharpshooting rifle skirmishers dropped a Light Dragoon and
disordered the unit as soon as they topped the ridge. But that turn and the
next 4 saw only the British within 3” of the objective.
The line of militia moved up and began firing into the 64th
Foot when they ascended the ridge, throwing them into disorder while missing
the enemy CO. Return fire disordered some of the militia. A second line militia
unit in close order was unable to pass through the close order first line for
several turns until they switched to open order. The rifles scored hits
whenever they fired, but spent a few turns fishing around for powder and flints
(low activation rolls). The Mohawks on the British right were pretty badly shot
up.
A summary of the early game would be the British got onto
the ridge while the Rebels got more muskets into the firefight.
2nd Lt. Varnum led the Light Infantry in open
order through the militia but was disordered by British musketry. He rallied
them and on turn 6 they advanced up the hill, finally contesting the objective.
Turn 7 saw them fire into the Light Dragoons, who had fallen back behind the
crest to rally.
All of the militia got into the firefight, though several
units were disordered by British fire. The Mohawks were wiped out but the
British passed every morale test this caused.
The Light Dragoons skirmished up to the rebel Light
infantry. Here I erred, assuming small cavalry units fired with half dice
(halved again for skirmishing). They should have rolled 6 dice instead of 3. They
would have done better to charge. The Light Infantry then fired and put them
below 50%, gaining a permanent disorder marker. They failed the morale test,
gaining another disorder marker. Sure I was behind, I hoped for another turn or
two since the British losses were higher than mine. Andrew rolled a six and
ended the game on turn 8. Below is how the table looked at the end. a third disorder marker routs a unit.
I first thought the British had won, assuming that 22 hits
were needed to cause 33% losses on them. Counting up losses later, I realized
the British had 60 figures and 20 hits was the number.
Andrew had 3 points for the objective. I had knocked 21
figures out of his force of 60. He nailed 14 of my 66 figures. I had 2 points
for not losing 33% and 1 point for causing 33% losses. We had a tie, with 8
turns played in 77 minutes. Not bad for the first attempt at a game. We both
enjoyed the rules. Andrew said while the rules were simple, he found the game
more challenging tactically than The Men Who Would Be Kings. I like the rules
just fine. We will likely play this again in two weeks.
Varnum and Fox each have their Honour increased to 13. Both are still 2nd Lieutenants. We will follow them through other games.
We used my old Frying Pan & Blanket true 20mm figures, smaller than 1/72 plastic.
Rules mistakes made: light cavalry skirmish with 6 dice if
in good order, line infantry cannot skirmish. Infantry in close order may use volley fire that improves their chances of scoring hits. I was happy enough with the morale, rally and activation bonuses. We need a house rule to keep a whole unit from firing through a very small gap.
Edit: If we play this scenario again both sides get cavalry.
And one more rule error: line and shock infantry get a bonus on their first fire or fight.
Edit: If we play this scenario again both sides get cavalry.
And one more rule error: line and shock infantry get a bonus on their first fire or fight.
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