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"Comparing Morale in TMWWBK and Rebels & Patriots" Topic


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mghFond12 Sep 2019 7:56 a.m. PST

I own and have enjoyed Pikemans Lament and recently bought and played TMWWBK too.

How does Rebels & Patriots handle morale compared to TMWWBK? Can units last longer. I worry from my last playthru that units just disappear too fast in TMWWBK.

I am going to be running a colonial game at an upcoming convention and I don't want players to have their commands gone too fast.

Personal logo Extra Crispy Sponsoring Member of TMP12 Sep 2019 9:34 a.m. PST

Units must roll a 6+ on 2d6 to pass. Die is modified by -1 per current casualty, unit discipline, +1 for a leader etc. A failure adds a disorder. Get too many and you rout (picked up).

I have run a number of multi-player games with 3 or 4 players per side. It is intended to play fast so yes, units do disappear quickly. You can always just add one level of morale so units rout at 4, not 3 disorders.

I have a good QRS/Roster I can send you that will help noobs.

Also, I add a house rule for multi-player games called Double Time, allowing units ot move faster at risk. Otherwise players can never swupport each other and reserves are pointless. Email me at mark@scalecreep.com for a copy.

mghFond13 Sep 2019 8:14 a.m. PST

Thank you, Extra Crispy!

I will do that today.

coopman14 Sep 2019 8:33 a.m. PST

You could do a house rule to change the morale checks if you want the units to hang around longer.

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