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"Land of the Free-Detailed Review" Topic


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Action Log

12 Oct 2014 7:45 p.m. PST
by Editor in Chief Bill

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Land of the Free: Elemental Analysis

Taking a look at elements in Land of the Free.


2,776 hits since 10 Oct 2014
©1994-2024 Bill Armintrout
Comments or corrections?

Baron Marbot10 Oct 2014 12:02 p.m. PST

This is a review of the Land of the Free rules authored by Joe Krone and published by Osprey. I received a review copy from Osprey.

This is intended to be a detailed overview of the basic mechanisms. My intent is to provide the information people need to make an informed decision about whether the rules are for them.

I have not yet played them but plan to soon. After I've played I'll supplement this review and add my own subjective comments.

So, here goes:


Scales, Basing and Units

The rules do not specify a ground or figure scale.

This is because units can represent different things. In a FIW game, each unit might be a company whereas in an AWI game, each unit might be a battalion/regiment.

Accordingly, while figures are mounted on bases, there is no mandatory base size or mandatory number of figures on bases.

Units are characterized as "tiny", "small", "medium", or "large". These don't have specific meanings except in relation to each other. For example, a small unit in one game may represent a body of troops that would be a large unit in a different game. The rules do recommend a number of bases for each of the size categories. A medium unit, for example, is 3-6 stands.

The rules do provide suggested, but not required base sizes. For example, 28mm infantry is recommended to be mounted on 40mm x 40mm bases. Again, the number of figures on the base has no effect on game play. It is purely aesthetic.

Unit Attributes and Organization.

Each unit has the following ratings: Discipline ,Morale, Action , and Points.

Units also have a Maneuver and Combat rating—which is the number of Maneuver or Combat actions a unit can perform when activated, but these are the same for all units. Each unit can do 3 Maneuver and 3 Combat actions.

The Discipline rating is the number of hits a unit can take before it drops a Morale level. The Morale Levels are; "Fit", "Shaken", "Exhausted" and "Shattered". A unit that reaches Shattered is removed from play. For example, a medium unit has a Discipline rating of 3.

The Morale Rating is the number a unit needs to equal or exceed on 2D6 when testing Morale.

The Action rating is the base number of dice (all dice are D6) that a unit rolls when Firing or Fighting in Melee.

Points are what you'd expect.

Each unit must have a command base. The command base is used as the basis for measuring move distance, range, and line of sight. The command base is placed at the center of the unit.

Each unit must be part of a Group. This is for command & control and turn sequence purposes.

Leaders and Command & Control

Each side must have an overall commander—the Force Commander—and a commander for each Group. Each Commander has a "Sphere of Influence" which is the distance away from the Commander at which a unit can receive orders (i.e. perform actions). This is either 12" or 18" depending on the quality of the Commander.

A unit must be in the Commander's SPI to perform an action. That action could take the unit outside of the Commander's SPI, but at the time the action is declared the unit must be within the SPI. Commanders are moved at the end of the turn, meaning that you have to place your Commanders wher you want your units to go a turn ahead.

Commanders also have Command Points which they can use each turn to affect unit's actions. For instance, a Commander can attempt to give a unit extra actions, can attempt to allow it to reroll misses when firing, and other similar things. The number of times a Commander can do these things is limited by his Command Points. The number of Command Points available to a Commander depends on his quality.

Turn Sequence

The turn sequence is "alternating IGO/UGO". The side with the initiative selects a Group and then performs actions with each of the units in that group. When he is done the other player selects one of his Groups and performs actions with each of the units in that Group. This continues until each of the Groups/units has had an opportunity to act at which point the turn ends. Commanders are moved at the end of the turn, after units have moved.

Movement

All movement is measured from the Command base. You move the unit's command base and then form the rest of the bases around that base in the same relative formation and positions. This means you don't need to measure wheels. As long as the facing of the final position of the unit is within the original frontal arc of the unit, the move is proper. (It's easier to understand when you look at the diagram provided in the rules).

For each Move action an infantry unit in line can move 3" forward or 1" back. So an infantry unit in line can move up to 9" in an activation

Units can also move oblique. This allows them to side step one base width to either flank at any point during a forward movement.

A unit can also reserve up to one Maneuver action to use when an enemy unit enters the unit's Threat Zone. The "Threat Zone" is the area directly in front of the unit, straight ahead out to 12".

Units can make a Group Move. The units in the Group have to begin and end their turn in the Commander' SPI.

Firing

To fire a unit rolls a number of dice equal to its Action rating (a medium unit's is 4), adds 2 dice, and then adds or subtracts dice according to the circumstances. A unit always rolls a minimum of 1 dice. The rule book says each result of 5 or 6 is a hit but the QRS says it's a 6. I'm not sure which is correct.

A unit armed with smooth bore muskets shoots 12". Units armed with rifles shoot 18". Artillery up to 12lb shoots 36" and artillery 12lb or more shoots 48". A target at 3" or less is at close range (add 1 dice) and a target over 12" is at long range (deduct 1 dice). This is for all weapons. Yes, even artillery.

A unit must shoot at the closest target that is in its "Threat Zone". If there is no target in the Threat Zone, the unit can fire at a target up to 45 degrees off either flank.

When a unit fires, its leader stand is pivoted so it's facing directly at the target and the rest of the stands are moved to maintain the same formation. This is a free move. This might mean that a unit exposes its flank to an enemy by firing at a target.

One a unit has fired it is marked Unloaded. It can't fire again until it has spent an action to reload. The reload action is a Maneuver action. So, it's possible for a unit to fire 3 times in one turn by using its 3 Combat actions and some of its Maneuver actions.

If the number of hits scored equals or exceeds the target's Discipline rating the target drops a Morale level (e.g. Fit to Shaken, Shaken to Exhausted, Exhausted to Shattered). Hits in excess of the target's Discipline rating count as negative modifiers on the Morale test the target unit takes (see below) but are otherwise discarded. I.e. the excess hits don't carry over.

Also, the target unit must take a Morale test. If it passes the test it still loses the Morale level, but stays put. (Note, the rules are a bit ambiguous on this point, but I think this is right). If it fails the test it not only loses the Morale level, it also falls back D3 Move actions (i.e. between 3" and 9").

Units can also reserve one Combat action to conduct a "Snap Fire". This allows the unit to fire on any enemy unit that enters the unit's Threat Zone.

Melee

Melee is initiated when a unit makes a Charge Move and contacts an enemy. A unit can only charge a target that is smaller, the same size or up to one size lager. So you can't have a Tiny unit charge a Large unit. A unit has to charge the closest target in the charger's Threat Zone (see above).

A Charge Move is made at double the normal rate, so for infantry in line it's 6".

Pre-measuring is allowed, so the first thing you do is make sure the charging unit will contact the target. If the Charge Move will bring the charger in contact the charger is moved 3" (or to within 1" of the target if the charger started at 3" or less). At that point the target gets to react. It can hold, try to change formation, fire, counter-charge or withdraw. If the charger makes it into contact after the reaction the charging unit must spend an action to fight a melee. If the charging unit doesn't have a Combat action left to spend, it takes a Disorder marker. The combatants sit there until the next activation of a unit in contact at which point the next activated unit must spend an action to fight the melee.

Melee is fought one unit versus one unit. If the charger is in contact with more than one unit the target gets to choose which unit fights. Other units in contact lend support.

Each unit rolls a number of dice equal to its Action rating + 2 D6 + modifiers. (e.g. each unit in support or close support adds ½ dice or 1 dice, respectively.) Roll that number of dice and each 5 or 6 is a hit. Take the number of hits, add that to the Melee Resolution Modifiers (e.g. +2 for a flank attack) and the side that has the highest total wins. The loser routs, applies the hits it suffered, and takes a Disorder marker. The winner takes the hits it suffered, takes a Disorder marker and has to take a Morale test if the hits taken equal or exceed its Discipline rating.

Morale

Morale tests are taken at various times. As a response to taking hits, in order to perform certain special actions, etc. Morale is tested by rolling 2 dice and the unit needs to equal or exceed its Morale number to pass. The standard Morale rating is 7+. There are the usual modifiers to this test.

When the Morale test is failed the unit drops a Morale level. Units at Morale levels less than "Fit" start to suffer penalties to their movement and combat capabilities. The penalties get worse as the Morale level drops further up until a unit is Shattered and removed from play. Some Morale tests don't cause a units Morale level to drop when failed (e.g. Morale tests to change formation as a charge reaction).

Other Stuff

There are rules for Scenery and a Selection of Advanced Rules.

There is an entire Section devoted to Scenarios for Pick up, points based games.

There is also a Section o Historical Scenarios. This includes scenarios for the French & Indian War (4 scenarios) , The Revolutionary War (7 scenarios), the Northwest Indian War (2 scenarios) and the War of 1812 (7 scnarios).

MajorB10 Oct 2014 12:06 p.m. PST

each unit might be a company whereas in an AWI game, each unit might be a battalion/regiment.

A unit armed with smooth bore muskets shoots 12".

This doesn't make sense. It is common knowledge that the range of a smothbore musket is about the same as the frontage of a battalion. How can the range be the same when a unit is a company as when a unit is a battalion?

Winston Smith10 Oct 2014 12:47 p.m. PST

You have already suspended disbelief with figure and ground scale. Why let "common knowledge" (which I had never heard of before) make you strain at this gnat?

MajorB10 Oct 2014 1:24 p.m. PST

You have already suspended disbelief with figure and ground scale.

Figure and ground scale I can cope with. Indeed it is because of ground scale that I have a problem with rules like this.

Why let "common knowledge" (which I had never heard of before) make you strain at this gnat?

The problem is that if a unit represents a company then musket range should be at least 4 times the frontage of a unit. Whereas if a unit is a battalion then musket range should be roughly equivalent to that. If it isn't then the time and motion effects break down and either a unit gets destoyed before it can get to melee or OTOH it will be virtually untouched before doing so. It's simple maths and geometry of the battlefield. If the range is too long then battles will dissolve into firefights. If it is too short then musket fire is rendered pretty ineffective. Either way you are not modelling horse and musket warfare.

Henry Martini10 Oct 2014 3:08 p.m. PST

A number of recent rule sets are overly casual about this. Some even mandate a particular representational level at the beginning of the rules, and then glibly and without explanation toss it aside when it comes to the scenarios at the back of the book.

45thdiv11 Oct 2014 2:13 p.m. PST

One nice thing is that the author has a comment that you are free to add house rules as needed. So, if you are playing smaller battles, the feel free to double or triple the ranges.

That comment is on the first page, last paragraph of the author's notes.

Matthew

basileus6611 Oct 2014 3:53 p.m. PST

Thanks for the info. I was thinking about getting a copy, but after your review I have realized that it is not my cup of tea. You have saved me some money! :-)

Baron Marbot11 Oct 2014 4:56 p.m. PST

One nice thing is that the author has a comment that you are free to add house rules as needed. So, if you are playing smaller battles, the feel free to double or triple the ranges.

Does this really need to be said? Do you think that it's not permitted unless the author provides approval?

45thdiv11 Oct 2014 7:19 p.m. PST

@Baron Marbot

My comment was made in fun.

Made since folks went off on a tangent about how the measurements are not correct given the size of units and such.

The rules have not been played by anyone on this board yet, including me so why bad mouth them so soon?

Matthew.

45thdiv11 Oct 2014 7:22 p.m. PST

And, I am not saying you bad mouthed them, I thought your summary of the rules was well done. I have had the same observations in my review as well. I am setting up a game for next Saturday to see how they play. I will write my review then.

Matthew

B6GOBOS12 Oct 2014 9:40 a.m. PST

The rules sound interesting. Different yet Interesting. While I am most happy with the rules I use for this period (loose files and american scramble) I would be willing to try these out in a couple of games.

FlyXwire12 Oct 2014 3:57 p.m. PST

Thanks for taking the time to write your review of these rules Baron Marbot!

Stew art Supporting Member of TMP12 Oct 2014 8:22 p.m. PST

thanks for the review.

as a newb to this period i don't have a comparison, but I think I might pick these up.

Bede1902513 Oct 2014 1:41 p.m. PST

I was able to play Land of the Free this weekend and posted my thoughts here TMP link

Bede1902513 Oct 2014 1:51 p.m. PST

If the number of hits scored equals or exceeds the target's Discipline rating the target drops a Morale level (e.g. Fit to Shaken, Shaken to Exhausted, Exhausted to Shattered). Hits in excess of the target's Discipline rating count as negative modifiers on the Morale test the target unit takes (see below) but are otherwise discarded. I.e. the excess hits don't carry over.

I need to amend this bit.

Hits accrue on a unit until they equal or exceed the unit's Discipline rating. At that point the unit takes a Morale Test. Hits in excess of the unit's Discipline rating act as a negative modifier. At that point, the hits are discarded.

As an example, a unit has a Discipline rating of 3. In turn 1 it's fired on and takes 2 hits. That's less than the Discipline rating of 3. So the 2 hits stay on the unit but otherwise have no effect. On Turn 2 the same unit is fired on again and takes 2 more hits. Now it has a total of 4 hits. That's more than it's Discipline rating of 3. So the unit will drop a Discipline level and take a Morale Test at a -1. The hits are then discarded and start accruing again thereafter.

We played this wrong yesteday (dropping hits if they didn't equal or exceed the Discipline rating in one fire). No wonder it was so hard to cause an effect on targets!

JonFreitag13 Oct 2014 4:08 p.m. PST

Hits accrue on a unit until they equal or exceed the unit's Discipline rating. At that point the unit takes a Morale Test. Hits in excess of the unit's Discipline rating act as a negative modifier. At that point, the hits are discarded.


That is how I interpreted that rules' passage too. Hits above the Discipline Rating are converted to negative DRM, Morale Test is Taken, and all accrued hits are removed.

vtsaogames13 Oct 2014 7:57 p.m. PST

So with a medium unit, you only need to track up to three hits. Once the unit has dropped a discipline level you discard those hits.

For discipline levels, there is fit (no marker), shaken (yellow disc), exhausted (red disc) and shattered (remove unit from table).

Then I need to figure out disorder too. That's one step more than I usually do. Maybe use casualty markers for that. Or for the hits.

frostydog14 Oct 2014 4:22 a.m. PST

Twenty historical scenarios alone makes it worth a look. Better than having to go out and buy additional scenario books.

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