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).