This week I ran a game of Rebels and Patriots. I had geared it at 36 points per side as I had expected 4-6 players. It turned out to be only 4 players, so everyone had plenty of troops to use. Unlike a lot of Daniel Mersey's rules, failure to activate a unit does not end your turn. This turned out to be a very good thing as there was a lot of poor dice rolling for activations in this game by both sides.
The scenario was for a force of British and Loyalists to scout the area to determine the Continentals intentions. For the Continentals it was to prevent the area being scouted and cause as much damage to the Crown forces to make it too costly to continue.
Colonials Initial Deployment. All of Their on Table Forces are South of the Fox Stream, mostly close to Van Ives's Farm and Scott's Hill. |
Games End. The Crown has Succefuly Scouted Three of the Four Areas of the Battlefield. While the Continental Riflemen have Pushed the Win into a Pyric Level. |
I feel that each person controlling an 18-point force is sufficient. It will need to be, until I paint up another great block of figures for this game. There already are Culpepper Minutemen, New York and Connecticut Regulars in official uniforms, as well as a large group of the British 24th and now that I have seen them in action, forces from the Iroquois Confederation will all be joining in.
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