We played a skirmish scenario based on the 1793 Vendee
rebellion against the French revolutionaries. The Whites were led by the
Chevalier Sangre Bleu (in game terms both are 2nd Lt.). Bill and
Rick decided to take the royalist Catholic peasants, defending in hedgerows and
outnumbered 27 points to 20. They had not played Rebels & Patriots before.
I thought the “native” troop type in the rules was better at representing the
Vendee peasants (and possibly highlanders of the “45” rising) than the intended
North American woodland Indians. I mentioned that natives, unable to use the
fire action (who could skirmish instead, moving half and firing half), would
not be able to match the Blue line in a stand up fire fight. This advice seems
to have gotten lost in the general overload of information about the rules.
After taking this photo I added carpet sample "corn" to the "wheat" field. The script editor was not on the job. I preferred to lead the rebels but instead had 2nd
Lt. Parvenu. His Blue command had 7 green line infantry units, a skirmish unit
and a light artillery piece. The rebels had 6 green “native” units and a skirmisher.
I deployed half of my force within 6” of my table edge, followed by the rebels
deploying half of theirs at least 16” away from my table edge. Then I deployed
the rest followed by them deploying all remaining units. Now we rolled for the
character traits of our leaders. We should have done this first.
Parvenu was blessed (a strange trait for the man leading the
atheist side) which made him harder to kill. Sangre Blue first rolled
“cunning”, which allows him to field two dummy units. Since we were not ready
to do this (not enough figures painted) we re-rolled and his new trait was
“familiar face” which allows him to field a free unit of locals, green, timid
line infantry who are poor shooters. This is a totally expendable unit with no
effect on force morale. Since we should have rolled for traits before
deploying, I said they could put this up front in place of another unit that
went into the second line. It went into their right center and would prove
useful. And away we went.
My right center moved very slowly through the cornfield,
taking a number of turns before they finally all lined the first hedgerow. A
fire fight broke out that slowly increased in numbers involved. Losses were low
at first due to both sides being behind hard cover, but then losses increased,
going against the rebels as 5 units on my right shot it out with two enemy
units. In the center my skirmishers and artillery slowly hacked away at Sangre
Blue and his unit. On my left things went south early on.
The few units who saw this passed their morale tests. Both
sides had mostly green units and lots of trouble activating them. I slowly
advanced in the center.
Not in the photos, my right flank unit crossed the hedgerow
while all the others watched, failing their activation rolls. This unit then
charged the rebels behind the hedgerow. They killed two and lost 5. Somehow
they passed the resulting morale test.
Also off camera, the White skirmishers lost more than half
their men and failed morale badly, routing on the next rally attempt. This
caused a lot of morale tests, all passed. The White left flank was down to one
unit that started taking hits. In time it fell back under orders but then
stalled in the open field behind.
Sangre-Bleu didn’t gain any honor from this but didn’t
disgrace himself either and more to the point, wasn’t hit. Parvenu gained 7
honor points. Another 13 will see him promoted to 1st Lt.
The game went a lot slower than I expected, due to the hard
cover and the frequent failures of green units to activate. It was also slow because Bill and Rick were learning the rules for the first time. We played 13
turns in 3 hours and 20 minutes. Our other R&P games have gone one or 2
hours. That said, all liked the game, finding the hedgerow combat interesting.
All said they would like to play it again, though I’d like to play the
rebels next time. I do think the rebels did not make enough use of their
superior mobility. I did like the way the native troop type worked for angry
peasants armed with a mix of muskets and pole-arms. The next time we play this
I think both sides will not be green and the cornfield will have been harvested to
speed the game up.
The next game in two weeks will likely see either DBA or if
attendance is light, a new board game of Gettysburg .