Tuesday 26 March 2019

Rebels and Patriots - first play test



   I didn't take half as many photos as I should have done, but I did manage to get a quick game of Rebels and Patriots in at the club last week and what a set of rules it is.
   As the rules are from the same family as Lion Rampant, I knew I would probably like them, but they make Lion Rampant seem clunky in comparison. To start with, instead of looking through a chart to see what unit type you are trying to activate and what type of activation you are trying to do, to see what you need to roll, everything is on a 6+ (on 2d6) with modifiers shown on the unit type - so my Union Veterans needed a 5+ to do anything with a further modification of whether their officer was nearby or they have any pins (maximum of 2 as a 3rd automatically removes the unit from the board). This simplification sounds like a small deal but it drastically speeds the game up and keeps it flowing.

rebels and patriots osprey games review play through acw

   This photo was taken a tad late in the proccedings as there was a prime Confederate unit sitting where the scattering of dice currently is. All I can say is, cannons are really fun.

The Union advancing on the Confederate cannon - it didn't end well.


Thanks for reading

8 comments:

  1. Great stuff Mike! So the game mechanics are based on only d6's?

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    1. Yep and you don't need many of them either. Pretty sure 12 dice a side will cover you.

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  2. Thanks for sharing Mike, looks like another set of rules I will have to try.
    Cheers,
    Pat.

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    Replies
    1. Thanks Pat. They are worth trying and, more importantly, they are cheap.

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