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Osprey Rebels and Patriots – Rules Review

Posted on February 9, 2023

I came across Osprey’s Rebels and Patriots rules very recently, while doing some web surfing looking for AWI uniform painting guide info. I had totally missed these rules when they were released a few years ago. This is kind of funny, considering all the extra time I spent online during Covid. For whatever reason, I did not see them show up at my FLGS. This is funny, as they always get in every new Osprey release. Just one of those things. Well, I did finally see them and read some reviews online (of which there are not very many) and saw a couple of Youtube videos. Osprey rules are rather inexpensive, so there is not much risk in taking a chance with them. I am always on the lookout for new rules to use to play my F&I 28mm armies, so this one was a no brainer.

The rules arrived and I read them the same day. This is not difficult, as they are only about thirty pages long and these pages are small format that includes a lot of phots. The whole book is 64 pages long. It includes the rules, scenarios, campaign rules and sample army list for almost every conflict in North America from F&I to the Fenian raids.

The rules themselves are a kit bash of the Dragon Rampant system with The Men Who Would be Kings. They are build around the 40Kish semi skirmish blob combat systems that are all the rage right now. I think these types of systems are a bit overused and fit some genres better than others. They usually fall down, due to the lack of structured formations in formation periods. However, these rules do to have this problem, as they allow for free flowing skirmishing and forming up companies into firing lines.

The rules themselves are quite easy to play and learn, as their mechanics are straight forward and D6 based. This is something I am always looking for, as our gaming group jumps around and constantly has new players. Layers and details are nice, but if you do not play a set of rules very often, you spend more time reading the rule book than actually playing the game!

The rules breakdown units into units of six or twelve models (there is an option for eighteen, for some units). The size is really affects overall staying power and effectiveness and not so much individual troops. The troops are divided in various troop types to represent ways of fighting for different units within an individual armies. The list includes line infantry, light infantry, skirmish infantry, shock infantry, natives, line cavalry, skirmish cavalry, shock cavalry and artillery. The rating system allows you to represent pretty much any type of force from frontier militia to grenadiers of the supreme power. Each unit type also includes various upgrade (and downgrade) options. They allow you to change various values, such as shooting/ close combat effectiveness, morale, etc. So, you can give a pretty substantial variation.

The rules include a points system, which helps you build your forces and ensure balanced forces. The simplicity of the points system probably has some generalization that a power gamer can use to their advantage. The abilities are also strongly effected by the terrain on the table, so your Cooper shooting ranges might be at an advantage on an open table, but will be in trouble in a dense wood against close combat specialist. This helps balance things out and should minimize skew list building.

The system used a combined morale activation system. You start with an average morale value of six (this can be one lower or higher, based on upgrades). You have to roll this or higher on 2D6 to pass. In the case of activation, a success allows you to take your actions (failure and you sit still). In the case of morale, success ensures you take no negative morale result. Failure results in adding disorder to your unit (which drops morale) and may force you to fall back. One you have three disorder, your unit routs. There are only a couple of modifiers to the roll, so most players pick it up quickly and do not have to reference the rules all the time.

A successful roll on activation, allows you to choose between various orders and act on them. Different troop types have access to different orders (e.g. Natives cannot form up into firing lines), so knowing how and when to use different troop types does matter. Actions include moving, attacking (charging), shooting, skirmishing (a shoot/move combo), form close order, volley fire (only if you are in close order) and rallying. The system is IGOYOUGO, so one side rolls for each of their units and performs their activations. There is also two tables, for when you roll double ones or double sixes. These add a little fog of war, as the result can benefit or hurt the rolling player. Once all units have activated (or failed to activate), the turn goes to the opponent. You determine first player/second player at the beginning of the game and follow this until the game ends.

The fire and combat systems use the same mechanics. Based on your size and status, you will roll either six or twelve dice to cause hits. You roll your dice against your hit number for shooting or combat and see the total number of “hits”. You then determine the actual number of causalities based on the cover level and range to the target. The ratio goes between 2-1 and 4-1. You round down and apply the hits. You then take a morale test to see what further effects are applied to the unit. There are only a couple of modifiers, so this also flows well and is easy to master.

For those of you that like a bit of a fog of war or Pulp feel, you have the blunder tables. However, in addition, you roll on an attribute table for your company commander (one per force). These can give your commander either advantages of disadvantages. All a bit of good fun.

The rules have a simple campaign system that allows you to “grow” your commanders and add more abilities as they get more experience. I can see the draw, but not something that fits my gaming style or schedule, so I cannot speak too much on how well this works.

The game includes about a dozen scenarios. These very from straight forward fights, to attacking supply rafts as they paddle down the river. This gives more than enough options, as you you flexibility with the terrain and can transform almost all the scenarios, to extend you fun. For those of you that want to put together historical scenarios, you will need to figure that out yourself (the rules are only so thick!), but the simple organization and points system makes that straight forward to convert in my opinion.

As mentioned earlier, the rules include sample armies for most every conflict in North America. The period covered is large and there are variations in weaponry from early to late. However, weapons are relative in each period, so the match ups work. Now if you start fighting colonist provincial infantry against burdens sharpshooters, you might end up with a very unhistorical outcome! However, the rules are not designed with that type of fight in mind. Stick to your period fight and the variations work well.

The rules do not include any type of quick reference guide. However, you can find one on the Osprey side. It is helpful (if not very well organized) for early in your game, but not necessary after three or four turns. You can also find downloadable blank unit cards to create your units (I will do an Excel sheet at some point for my troops).

Being simple rules, players can bolt on any necessary scenario special rules or game club adjustments. I myself wanted a little more random events for my game, so I put together a random events table to use with the rules. I will give these a try in my next game!

Unlike most rules, I actually read these and ran them within a couple days of getting them! This is an estimate to the ease play (even with that, I made a number of mistakes) and my personal excitement to try them out. In the end, the rules played as I expected and everyone had a good time. These are now going to be my go to rules for F&I gaming going forward. I just have to re arrange my armies now!

  • Manteuffel

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