I just picked up this game and as with so many systems that I've picked up and looked for batreps, your channel was one of the first hits. Keep up the good work.
Good job on the video! Rebels and Patriots is my go to rule set for horse and musket era. Rules are simple but still fun. Game scales up nicely, I frequently play with 48 pt armies which I can complete in about 2 hrs on 6x 4 table. Besides the FIW, AWI and Northwest War, I have used the rules for Ottomans and Austrians. The game mat looks great!
I've played both this and Lion Rampant quite a lot and think Dan Mersey has hit on a core mechanism that is effective, quickly absorbed and easily taught to a newcomer to gaming. Taking guidace from the suggested lists in the rules, I recently played an early ACW game with a number of green units which the die rendred them hard to activate. Fascinaating. Trust you'll demonstrate it again some time in a different conflict.
First mistake I saw was at the 10:00 mark: Skirmish action means you fire with half the dice. Then at the ~13:00 point, it appeared the Coureur des Bois did a Fire action: even though they are only 6 figs, they still throw 12 dice (my group has found the Sharpshooter upgrade is VERY powerful, and should be very limited). Also, when in Close Order, you form in two ranks, not three like that second group of Provincials. At ~14:25: in R&P you have to shoot at the closest enemy you can see, period (oops, looks like you caught this at the ~15:00 mark).
On melee: beside that takes the most casualties immediately retreats. The morale check is rolled after that retreat. Which means a failed morale check after losing melee pushes a unit back a full move. I can't tell if the follow-up ability means you fight the second round of combat before the morale check. I've been playing that you have to fight both rounds of melee before any morel checks are made. You guys tied at 5 casualties each, so it wouldn't have mattered, but it is easy to miss that rule. Thank you for posting this, I didn't realize fumbling your activation roll forced to retreat and a disorder marker.
As might have been deduced from my previous two comments, I really like R&P, and have played it quite a lot. I really like that in the RAW, unlike several of the ...Rampant rules, you don't lose your turn with a failed activation. One last comment about the discussion at the end, it is possible to end up only throwing 3 dice: if you're disordered, and thus throwing only 6 dice, but you're a Skirmisher that only fights with half their dice, you're down to 3 (unless we've been doing wrong, but I don't think so...).
Excellent choice for me, as the FIW is my Sharp Practice period of choice and I have Muskets & Tomahawks II as well. I haven't really looked at Rebels & patriots yet
At the ~19:00 mark, the Coureur des Bois were shot to half strength or below, so they should have immediately picked up a PERMANENT disorder. Then when the '3' was rolled for the morale test, that caused two more disorders, they should have routed. Which then should have forced every friendly unit within 12" to make a morale test. On the next shot against the large unit with the leader, you guys weren't rolling for leader casualties. The rout of the Mohawks should also have caused every friendly unit within 12" to make a morale test. Broken is simply the name of the state a unit is in if it has 2 Disorders. At ~33:00, when Roger's Rangers charged (or technically did an Attack order), the move distance is the unmodified score of the two dice rolled to activate (so could be more or less than 8" - cav add +6"). Since they only had 6 figs, Roger's Ranger's should have been Skirmishers, not Light Infantry, so at ~35:06 when they Attacked, they should have only rolled 6 dice. And once they were disordered would only roll 3 dice in combat. When they had a disorder and went to half strength or less, they should have immediately (i.e. before rolling morale) picked up a second, PERMANENT disorder. The morale roll would have been -1 for each figure and -1 for each disorder. When Washington made that last charge, they would have only moved 5" (your raw roll), but you should have been hitting on 4s not 5s. You were +1 for charging and +1 for being in Close Order.
Rogers Rangers were labeled incorrectly. They were light infantry with the small unit modification. We def made a few mistakes but we will try to remember for next go!
@@johnnyvasquez5606 Maybe I missed how Roger's Rangers were typed. I viewed the video in two sessions, with a game of Galactic Heroes in between. There are a few head scratchers with R&P, like Light Infantry being slowed by Difficult Terrain, and no limbering/unlimbering of artillery (even though there are limbers for 2 points and R&P is nominally a "skirmish" game), but in general we've found it plays pretty well.
Definitely looks like a good game for conventions and to introduce to new players, with less of a learning curve, especially if you’ve played another of the Rampant games
Nice game and it was fairly close. Have played R&P, but don't like the Activation rolls. I think SP does a better job of capturing the flavor of AWI, but R&P makes for a quick and simple game. Was wondering what you use to mark the roads on the map. Your terrain always looks great.
Would love to see more of this ruleset. Thanks for a very entertaining bat rep.
Very interesting game. It's definitely! something to try in the future. Thanks for sharing
I just picked up this game and as with so many systems that I've picked up and looked for batreps, your channel was one of the first hits. Keep up the good work.
Pretty much just finished it. I can't wait to try this out!
It’s a great game man. You will love it 🍻
Good job on the video! Rebels and Patriots is my go to rule set for horse and musket era. Rules are simple but still fun. Game scales up nicely, I frequently play with 48 pt armies which I can complete in about 2 hrs on 6x 4 table. Besides the FIW, AWI and Northwest War, I have used the rules for Ottomans and Austrians. The game mat looks great!
Is there any way to put multiple groups into one big formation?
@@tabletopcp From my understanding, there is not a mechanism for that. The only thing I can think of having multiple units using the same formation.
great table👍and game
Nice game, nice and quick.
I've played both this and Lion Rampant quite a lot and think Dan Mersey has hit on a core mechanism that is effective, quickly absorbed and easily taught to a newcomer to gaming.
Taking guidace from the suggested lists in the rules, I recently played an early ACW game with a number of green units which the die rendred them hard to activate. Fascinaating.
Trust you'll demonstrate it again some time in a different conflict.
First mistake I saw was at the 10:00 mark: Skirmish action means you fire with half the dice. Then at the ~13:00 point, it appeared the Coureur des Bois did a Fire action: even though they are only 6 figs, they still throw 12 dice (my group has found the Sharpshooter upgrade is VERY powerful, and should be very limited). Also, when in Close Order, you form in two ranks, not three like that second group of Provincials. At ~14:25: in R&P you have to shoot at the closest enemy you can see, period (oops, looks like you caught this at the ~15:00 mark).
On melee: beside that takes the most casualties immediately retreats. The morale check is rolled after that retreat. Which means a failed morale check after losing melee pushes a unit back a full move.
I can't tell if the follow-up ability means you fight the second round of combat before the morale check. I've been playing that you have to fight both rounds of melee before any morel checks are made.
You guys tied at 5 casualties each, so it wouldn't have mattered, but it is easy to miss that rule. Thank you for posting this, I didn't realize fumbling your activation roll forced to retreat and a disorder marker.
As might have been deduced from my previous two comments, I really like R&P, and have played it quite a lot. I really like that in the RAW, unlike several of the ...Rampant rules, you don't lose your turn with a failed activation. One last comment about the discussion at the end, it is possible to end up only throwing 3 dice: if you're disordered, and thus throwing only 6 dice, but you're a Skirmisher that only fights with half their dice, you're down to 3 (unless we've been doing wrong, but I don't think so...).
I would also like to see you do some more games with R&P …. Thanks for a fun and gorgeous battle
thanks again
That was a good watch, I’d like to see more of it. For me it makes better viewing than SP.
Excellent choice for me, as the FIW is my Sharp Practice period of choice and I have Muskets & Tomahawks II as well. I haven't really looked at Rebels & patriots yet
I think it’s worth a try. Especially if you already have the minis.
i like the speed of the game while still illustrating some tactical considerations that dont stall things up.
Really nice to see you bring these rules to the table... may i say try "Black Ops" modern skirmish rules...from Osprey as well...
At the ~19:00 mark, the Coureur des Bois were shot to half strength or below, so they should have immediately picked up a PERMANENT disorder. Then when the '3' was rolled for the morale test, that caused two more disorders, they should have routed. Which then should have forced every friendly unit within 12" to make a morale test. On the next shot against the large unit with the leader, you guys weren't rolling for leader casualties. The rout of the Mohawks should also have caused every friendly unit within 12" to make a morale test. Broken is simply the name of the state a unit is in if it has 2 Disorders. At ~33:00, when Roger's Rangers charged (or technically did an Attack order), the move distance is the unmodified score of the two dice rolled to activate (so could be more or less than 8" - cav add +6"). Since they only had 6 figs, Roger's Ranger's should have been Skirmishers, not Light Infantry, so at ~35:06 when they Attacked, they should have only rolled 6 dice. And once they were disordered would only roll 3 dice in combat. When they had a disorder and went to half strength or less, they should have immediately (i.e. before rolling morale) picked up a second, PERMANENT disorder. The morale roll would have been -1 for each figure and -1 for each disorder. When Washington made that last charge, they would have only moved 5" (your raw roll), but you should have been hitting on 4s not 5s. You were +1 for charging and +1 for being in Close Order.
Rogers Rangers were labeled incorrectly. They were light infantry with the small unit modification. We def made a few mistakes but we will try to remember for next go!
@@johnnyvasquez5606 Maybe I missed how Roger's Rangers were typed. I viewed the video in two sessions, with a game of Galactic Heroes in between. There are a few head scratchers with R&P, like Light Infantry being slowed by Difficult Terrain, and no limbering/unlimbering of artillery (even though there are limbers for 2 points and R&P is nominally a "skirmish" game), but in general we've found it plays pretty well.
Definitely looks like a good game for conventions and to introduce to new players, with less of a learning curve, especially if you’ve played another of the Rampant games
Nice game and it was fairly close. Have played R&P, but don't like the Activation rolls. I think SP does a better job of capturing the flavor of AWI, but R&P makes for a quick and simple game. Was wondering what you use to mark the roads on the map. Your terrain always looks great.
Thanks Mitchell. The roads are just made of river sand.
Like the period and the units, but was put off as soon as the IGYG method appeared. Just don't like it.