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Author Topic: FIW using Rebels & Patriots - Devon Wargames Group  (Read 1838 times)

Offline carojon

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FIW using Rebels & Patriots - Devon Wargames Group
« on: February 22, 2025, 08:04:16 AM »
One of the games played at the first meeting this month at the Devon Wargames Group was a fun 28mm French Indian War clash using Rebels and Patriots, both a popular period and set of rules at the club, and this scenario giving us two games over our afternoon of play.



If you would like to know and see more about the game then just follow the link to the club blog.

https://devonwargames.blogspot.com/2025/02/french-indian-war-action-with-rebels.html

Cheers
JJ
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Offline mikedemana

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Re: FIW using Rebels & Patriots - Devon Wargames Group
« Reply #1 on: February 22, 2025, 07:12:13 PM »
My Sunday evening group is doing Rebels & Patriots on Sunday! Your game looks good...

Mike Demana
 

Offline BillK

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Re: FIW using Rebels & Patriots - Devon Wargames Group
« Reply #2 on: February 22, 2025, 08:08:23 PM »
Great looking game, all the way around.
Haven't played Rebels & Patriots... interested in hearing people's thoughts about the system.

Thanks for posting.

Offline mikedemana

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Re: FIW using Rebels & Patriots - Devon Wargames Group
« Reply #3 on: February 23, 2025, 05:16:41 PM »
My experience with it is that combat is very attritional. You gradually wear down opposing units with your musketry. Melee does work (such as British regulars attempting to charge and drive off Minutemen with the bayonet), but it is not a guaranteed thing. It is in the "Rampant" series of games, so has many of the same characteristics as Lion Rampant or Xenos Rampant. One big difference is that your turn does NOT end if you fail to activate a unit.

I know there are many who also play the other Rampant sets that way, including myself. It's one thing if it is a one-on-one game, forcing you to prioritize which units you will attempt to move first. However, in a multiplayer game, I really don't like one person sitting around unable to do anything while the others move and fire their units. It's a preference, of course, and many others prefer the other Rampant games as written. Rebels and Patriots spells out that your turn doesn't end, though.

I'm not a big fan of the blunders and such when you roll double "1's" or double "6's" to activate. In my opinion, with a 6-player game, they come up way too often. All and all, my group enjoys the rules set, though.

Hope this helps a little...

Mike Demana

Offline vodkafan

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Re: FIW using Rebels & Patriots - Devon Wargames Group
« Reply #4 on: February 24, 2025, 03:02:19 PM »
Big fan of Rebels and Patriots here. Must have played 30 or so games and don't even need to look at the rules any more. I consider  it fixes all the little things wrong with all the other "Rampant" rulesets. Never had a R &P game I didn't enjoy, win or lose.
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Offline Codsticker

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Re: FIW using Rebels & Patriots - Devon Wargames Group
« Reply #5 on: February 26, 2025, 11:14:44 PM »
I consider  it fixes all the little things wrong with all the other "Rampant" rulesets. Never had a R &P game I didn't enjoy, win or lose.
Do you think it possible to reverse engineer the differences between R&P and PL to get rid of the latter's shortcomings with completely messing up the rules?

Offline mikedemana

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Re: FIW using Rebels & Patriots - Devon Wargames Group
« Reply #6 on: February 27, 2025, 05:16:30 PM »
Do you think it possible to reverse engineer the differences between R&P and PL to get rid of the latter's shortcomings with completely messing up the rules?

I have played both Lion Rampant and Xenos Rampant with the "no end of turn when failing to activate." The games still work great, are fun, and move very quickly. Our last game of Lion Rampant featured three commands of 24 points each per side, six players, and finished in just over two hours.

Mike Demana

Offline BillK

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Re: FIW using Rebels & Patriots - Devon Wargames Group
« Reply #7 on: March 02, 2025, 12:49:40 AM »
My experience with it is that combat is very attritional. You gradually wear down opposing units with your musketry. Melee does work (such as British regulars attempting to charge and drive off Minutemen with the bayonet), but it is not a guaranteed thing. It is in the "Rampant" series of games, so has many of the same characteristics as Lion Rampant or Xenos Rampant. One big difference is that your turn does NOT end if you fail to activate a unit.

I know there are many who also play the other Rampant sets that way, including myself. It's one thing if it is a one-on-one game, forcing you to prioritize which units you will attempt to move first. However, in a multiplayer game, I really don't like one person sitting around unable to do anything while the others move and fire their units. It's a preference, of course, and many others prefer the other Rampant games as written. Rebels and Patriots spells out that your turn doesn't end, though.

I'm not a big fan of the blunders and such when you roll double "1's" or double "6's" to activate. In my opinion, with a 6-player game, they come up way too often. All and all, my group enjoys the rules set, though.

Hope this helps a little...

Mike Demana

Thanks Mike
« Last Edit: March 02, 2025, 12:51:53 AM by BillK »

 

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