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14 czerwca 2025

Rebels and Patriots: The French Ruins.

Unfortunately, the blog has fallen behind again. The routine of daily life took over, and I couldn't devote the time needed to writing. However, it's time to catch up, and in this entry, I will describe last week's game. Following the success of our previous game, we decided to continue our adventure using the Rebels and Patriots rules. I postponed my own game to a later date and joined Mike's game, featuring his wonderful 60mm scale collection from the French and Indian War.







SCENARIO: Mike Evans
UMPIRING
Mike Evans
SCENERY: Mike EvansSESWC
FIGURES & MODELSMike Evans


1. Forces.





FRENCH
(Bartek, David, Jimmy, Michael)

3 x Officer

1 x Regular Infantry Unit (Veteran)
2 x Regular Infantry Unit (Good Shooter)
1 x Light Infantry Unit (Veteran)
2 x Light Infantry Unit (Good Shooter)
2 x Light Infantry Unit
3 x Skirmisher Unit (Veteran, Good Shooter, Aggressive)
1 x Medium Gun

















BRITISH
(Alasdair, Andy, Mike, Tim, Peter)

4 x Officers

1 x Shock Infantry Unit (Veteran) 
4 x Regular Infantry Unit (Veteran, Large)
2 x Regular Infantry Unit (Veteran)
1 x Regular Infantry Unit (Large, Green)
2 x Militia Infantry Unit
2 x Skirmisher Unit (Veteran, Good Shooter)
1 x Native Unit (Large, Aggressive)
1 x Native Unit (Aggressive)


















2. The Game.

In our game, the British forces were assigned the mission of capturing the ruins defended by French troops. They chose to launch a direct assault on the centre, using a strong concentration of both regular and militia soldiers. On the flanks, light infantry and native forces also attacked. However, the assault on our right was not intended to be a flanking manoeuvre; it was meant as a direct attack on the centre. This unusual strategy did not raise our suspicions, which could have led to significant consequences for us in the future.







The French had stationed a combination of regular and light forces in front of the ruins. The Indians were launching their attacks from the woods, where they would engage the British light forces. The British attack was led by Peter, who faced resistance from a skirmish unit commanded by Jimmy. In the centre, the British regular forces were under Tim's command, while colonial forces were led by Alasdair. They confronted Jimmy's light forces and my regular troops. Our right flank was protected by Michael's light forces, which were supported by a cannon. The immediate defence of the ruins was the responsibility of one of my regular units.






As both sides advanced through the forests, Jimmy positioned his forces at a safe distance. In the centre, the British troops and their supporting colonists began to move forward, but they faced accurate fire from our muskets. This effectively forced the advancing troops to retreat quickly. One of the British forces' disadvantages was that they were concentrated in a small area, leading to significant losses. Additionally, the attack by Andy's light troops on our right flank compelled our forward units to fall back slowly.








Reinforcements soon arrived. First, the French were supported by three large and aggressive Indian units, which launched an attack on Peter's troops in the forest, slowly pushing them back to their initial positions. British regular forces landed on our right flank from the lake, explaining why Andy focused his attack on the centre rather than our flank. The situation for our units began to grow serious, and some of our commanders showed signs of panic, but these were quickly contained. Both groups brought along an officer with them.









My regular troops were forced to retreat to the ruins due to the British superiority, but I managed to organise them once we arrived. Jimmy supported this retreat by taking all of the British fire upon himself; it was a sacrifice I could accept. David led the Indian attack and decimated Peter's troops. Mike launched an attack from the flank, which caused Michael's forces to retreat. However, they eventually took up defensive positions and returned fire, stopping Mike's advance.






In the centre, though, things started to turn against the British. As I previously mentioned, their forces were concentrated heavily in one area, which ultimately worked against them. The high number of losses led to some of these troops being destroyed. This concentration of forces also put tremendous pressure on their morale, resulting in further casualties. Eventually, the central attack collapsed, and the British were forced to withdraw. The ruins remained in French hands, securing our victory.


3. Links.

SESWC:

https://www.facebook.com/groups/631841809210352

FLICKR:

https://www.flickr.com/photos/asienieboje/albums/72177720326826206

27 kwietnia 2025

Muskets and Tomahawks: There are too many to kill them all...

Muskets and Tomahawks used to be a very popular game system in our club. Over time, other rules captured our attention, and we gradually forgot about it. I must admit that I missed the announcement of the second version of the rules. However, that changed this Sunday when Mike proposed a game using his impressive collection of 60mm miniatures from JJ Design. This time, he nearly used his entire collection, which was truly remarkable!








SCENARIO: Mike Evans
UMPIRING
Mike Evans
SCENERYMike Evans
FIGURES & MODELSMike Evans


1. Forces.





FRENCH
(Bartek)

1 x Regular Officer
1 x Regular Infantry (10 figures)

1 x Irregular Officer
2 x Irregular Infantry (6 figures)

2 x Native Warchief
2 x Natives (6 figures)







BRITISH
(Michael)

1 x Regular Officer
1 x Regular Infantry (Elite, 6 figures)
1 x Regular Infantry (11 figures)
2 x Regular Infantry (8 figures)

1 x Irregular Infantry (9 figures)

1 x Provincional Officer
1 x Provincional Infantry (6 figures)

1 x Militia Officer
1 x Militia Infantry (11 figures)










2. The Game.

Our forces were not evenly matched. Mike aimed to have as many figures on the table as possible, rather than creating a balanced force. As a result, we had fewer French troops, which was both a disadvantage and an advantage. We played a basic scenario to capture objectives. There were a total of five objectives, which Mike placed on the table fairly evenly.







The rules have evolved significantly compared to the previous version. This time, there is no single deck of cards from which specific types of units are drawn sequentially. Instead, you start with three cards (or more in certain situations) in your hand, which you can activate in any order. Additionally, you may also have the opponent's unit cards in your hand, which you can activate as well. Doing so allows you to earn extra points that can be spent on additional actions. These actions usually cost between one and four points. The remaining rules have stayed the same, or I may not recall any additional changes.






The French initially had a few successes. The Indians captured one of the objectives, and my irregular troops managed to drive the Provincial Infantry off the battlefield. Michael had an unfortunate series of morale rolls that day, and I believe he only rolled high enough during the entire game to avoid suffering any consequences.






Subsequently, the British achieved a series of successes, primarily due to their numerical superiority. However, they managed to secure four additional objectives. I needed to adjust my tactics and adopt a more aggressive approach, which turned out to be a very effective solution.






The solution was hand-to-hand combat. First, my Indian forces attacked a unit of Scottish infantry and successfully destroyed it. Next, my irregulars targeted another unit of British infantry, forcing them to retreat. Finally, my Indians eliminated a unit of militia. As a result, I had more objective markers for a short period. However, that advantage didn’t last long...








There were simply too many British troops, and as soon as one unit was eliminated, another immediately took its place. The intensity of their fire created considerable confusion within my ranks. While I managed to maintain control on my left flank, where I achieved a decisive victory, the situation in the centre and especially on the right side of the field began to grow critical. The British launched a strong attack.







The first attack was successfully repelled, resulting in the elimination of a British infantry unit. However, an irregular infantry attack on my Indian forces led to their defeat. My chief decided to go on the offensive alone and was also killed, but not before taking down another British soldier. Ultimately, this was the only unit loss I experienced in the game, as an officer is considered a separate unit.








By eliminating the Indians and their chief, the British regained the upper hand in controlling the objectives, maintaining this advantage until the end of the game. As the game progressed, I achieved another success on the battlefield. One of the British soldiers was promoted to officer, but he and his entire unit were eliminated shortly thereafter. Despite successfully eliminating a significant number of enemy units, I ultimately lost the game by a score of 2:3, as I was unable to control enough objectives.







I enjoyed the new version of the rules. This time, players have more influence over the activation of their units. You no longer have to wait to select the right card from the deck; instead, you can use additional points to activate your units. I don’t clearly remember how the rules for shooting and melee combat changed, but they were quite straightforward. The same applies to morale and related issues. Overall, the game was very engaging, and seeing the entire collection of Mike's figures on the table further enhanced the enjoyment. We will return to these rules.


3. Links.

SESWC:

To be updated soon...

MICHAEL:

To be updated soon...

FLICKR:

https://www.flickr.com/photos/asienieboje/albums/72177720325618554