A series of Rebels and Patriots Games.

Drew was back in Australia for a week and was staying at our place. In between drinking various forms of ‘rotgut” he brought over from Thailand we played a series of Rebels and Patriots games using my French Indian Wars figures. Below is some sample pics from the games we played.

Game one was based around securing an objective (pile of skulls) in the centre of the table

The French First Nations peoples came over the crest of the hill close to the objective.

Unfortunately the faced the who;e British force with muskets loaded.

Four casualties caused them to retreat. Reminds me of a bugs bunny cartoon, Oops can I say that now?

Guru’s British clamber all over the objective.

Although faced by a large amount of firepower the still hold on.

The game ends with a clear win to the British.

The second game was a real highlight.

The French rafts were trying to escape down the river with the British trying to capture or kill the crew.

The first time my rafts have seen battle,

I was not expecting to play this game so the river was a bit of an improvisation even if the pale blue board looked a bit Blah!

At this stage it looked as if the rafts might get away.

Alas it was not to be.

As the British “Mountain Men” wade into the river to capture the third raft victory was sealed.

I have Rogers Rangers Whale boats and intend to paint them up as well as a decent river to have a few more games of this.

The third game saw the French defending for a third time. Again I need to paint up some more suitable camp model bases to make this more eye catching.

The British General leading the Militia into the fray.

One set of camp guards have already retreated.

Three are now on the run from the sustained British musket fire.

The British advance to capture the French camp but are suffering casualties.

French Indian allies recapture one of the camp bases bit are eventually routed.

A third victory to the British.

We found that the scenario set up rules placed the attacker (British in all three games) far too close to the objectives and with the massed militia had too many units to concentrate fire one successive units. We need to have a closer look at these to see if we can make some alterations.

The river fight was just awesome and you will definitely see this on the table soon. Hopefully using my “Join or Die” French Indian Wars skirmish rules nearing completion.

Rebels and Patriots Battle Report

Drew and I finally were able to fit in a game before he travelled North and then back to Thailand. A game of “Rebels and Patriots” was agreed on. We played the Attack at Fort Glory scenario,

The British Defending Fort Glory

Having not played the rules for a long time we played a few things wrong:

1. There are no free actions for anyone so every action a unit is allowed to do must be diced for. Page 21. With Drew’s dice rolling this would have made it even harder for him!

2. There is a long range anything over 12″ requires one extra hit. Page 29 removing casualties. Rarely was shooting over the 12″ due to the scenario set up.

3. Skirmishes always count as in cover. Page 29 removing casualties. This would have made the First Nations troops advance a lot easier.

4. Officers casualties 2x d6 -1 per casualty = 1 or less he is a casualty. Generally was not an issue.

5. Each casualty a unit does a Morale Test page 35 not page 34 which is part of the rally test. So it is-1 per casualty and disorder marker + Officers leadership. A 2 or less the unit gains 2 markers not one,  

6. There is no compulsory rally test unless broken – we generally played this right..

7. Although skirmishes shoot with 12 dice which we did correctly they only fight with half which we did not.

Too much time playing MWWBK’s confused us both. These changes certainly would have made the game a lot closer but Drew’s dice rolling was atrocious and probably would not have changed the end result.

Indian skirmishers move toward the forts main gate, minus 5 of their colleagues who have fallen.

French regulars in the forest.

Indians getting felled along with the tree

Only one of the British Indian allies left.

Indians advance in Skirmish order

French line fail their casualty test.

The British still holding firm inside Fort Glory

The French roll snakes eyes and run from the field.

French Indian allies in a lot of trouble as the advance across open ground.

The Indians allies passed their rally test and retreated into the internal block house. The were replaced in the gatehouse by a British Line infantry unit.

A French Indian Unit, on the far left, assaults the fort but is repulsed.

Another French unit disappears into the forest

The final French allies disappear leaving only one French line unit left when darkness falls.

A great game accept for Drew’s really bad activation, shooting, and morale tests!

Wargaming – One Little, Two Little, Three Little Indians.

Readers should be warned that this blog is NOT politically correct, and those who might be offended should read Noddy……….oops cannot do that either can we (those who are “ear challenged” might be offended. Oh yes and by golly, isn’t there that naughty boy in stripped clothes?).

Well is was good to dust-off my 28mm French and Indian Wars figures which have not been used in a long time. We always use Musket and Tomahawks rules which give a good simple game.

The scenario was a French settlement that was being overrun by Indian tribes led by “Running Bear” and “Kaw Lija”, their hope was that they could overturn their biased history that had been  immortalized in song by those (horrible???) bards Johnny Preston and Hank Williams.

Table Layout

“Running Bear’s”  Indian Tribe

“Kaw Liga’s” Indian Tribe

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The French Settlement Inhabitants

The Scenario objective was to determine which player David S, David K or Andrew, could achieve the most “little Indian” points. Each player would in turn play the French settlers to see how many points could be scored. Points were awarded as follows:

  • 5 points for killing or routing an Indian chief;
  • 1 point for killing or routing a “little Indian”, and
  • 1 point for achieving a sub plot as the Indian player.

To the normal unit initiative deck was added one event card and the two morale cards to ensure three quick games.

The French player was required to set up first  anywhere within the settlement. The figures could be made up in units  as the player saw fit but must be between 4 and eight figures.

The standard Indian Nations and Civilians lists were used, but with all Indians being “bloodthirsty”.

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“On the Banks of the River stood Running bear….”

Indians over-running the settlement  – three times!!!

All three French settlements were burnt to the ground in quick time with very little casualties inflicted in return.

In the end the scores were:

Andrew – “one little Indian boy” (completed sub plot as an Indian).

David K – “one little, two little, three little Indian boys”(3 Indian casualties)

David S – “one little, two little, three little Indians,  four little, five little, six little Indians, seven little, eight little, nine little Indian boys (some really lucky long ranged shots and a unit of six that routed off the table after a succession of bad morale checks).

Primary source document:

https://www.youtube.com/watch?v=-KXqYHKdA94

A great “Muskets” game with a fun twist that was very suitable for mid-week gaming.