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"Rebels & Patriots with Napoleonic minis?" Topic


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MrZorro28 Jan 2020 12:18 p.m. PST

Hello, as I mentioned in previous posts I am creating my adaptation of Commands & Colors: Napoleonics to mins. Obviously I did not know what I was diving into and how long such an enterprise would have take to be completed.

Just so many minis to paint and so much work to do and so little time because of work and family. Anyway, I am really excited about the project and sooner or later I will collect the fruits of my efforts (I hope).

Well, Rebels & Patriots is in the mail and since I already have a "bunch" of already painted units for CC:N (Line, Light Inf, Cavalry and some Arty) I am considering skirmishing around with them with the R&P rules while I make progress for the bigger goal.

So, I would like to know if someone already tried this, I know it should not take much reasoning to convert but since I am a newbie to Napoleonics any advice on how to adapt units to European warfare, any house rules, pics, or just any advice on the matter is welcome.

Thanks, cheers!

Personal logo Extra Crispy Sponsoring Member of TMP28 Jan 2020 12:33 p.m. PST

You can play them exactly as is. You might need a house rule for heavy cav, but maybe not – those rules cover a LOT of ground.

Units are 6-18 figures, fun breezy game.

Big Red Supporting Member of TMP28 Jan 2020 12:44 p.m. PST

Successfully used R&P many times for Peninsular confrontations.

79thPA Supporting Member of TMP28 Jan 2020 12:46 p.m. PST

That's good to know. I have the rules (unread, of course) and around 50 figures that need painted.

coopman28 Jan 2020 12:50 p.m. PST

Yes, it would work fine. The War of 1812 was the US's Napoleonic-era war.

MrZorro28 Jan 2020 1:05 p.m. PST

Alright, sounds like fun. Checking out the units. Are Grenadiers Shock infantry? What might be an example of a Foot Skirmisher, a Voltigeur? are they exclusive of Le Grande Armee? how about a Mounted Skirmisher?

Spooner628 Jan 2020 2:16 p.m. PST

Mounted skirmisher would be a uniquely American, but most of the others port over. Really you can have the same troops represent each of the classes. Look at it more as what was the intent for this mission. If they were to assault then they could be shock, but the same troops could be tasked to screen and thus Skirmish. We tend to put Battalion tasking constraints on the Skirmish level. Just my $.02 USD.

Chris
BTW, I have been having a lot of fun using R&P for the Jacobite 45, just create troop types that fit the fighting styles. Nothing says you have to use as is.

MrZorro28 Jan 2020 2:33 p.m. PST

Alright, understood, I like the fact that there is a lot of freedom and a high level of customization in the rules.

I regularly play and enjoy Lion Rampant so I am sure this one will not be very different even when I noticed that there is controversy about the fact of removing the lost activation-turn possibility in favor of the more traditional u-go I-go system.

I kind of like that sudden death feeling of LR but obviously I cannot make any accurate judgment on that matter until I play R&P. what do you guys think when it comes to your personal experience?

Personal logo Extra Crispy Sponsoring Member of TMP28 Jan 2020 4:45 p.m. PST

I have run R&P six or seven times, and played a LOAD of games from that family of rules.

As we tend to play large, multi-player games, we introduce some house rules:

1) Double Time: The movement rates are very small. So we have a Move 2x or 3x (but at peril if you get caught).

2) Every units gets a shot at activation

3) Every unit in R&P gets one extra "hit" otherwise the game ends too soon

I have a really nice custom QRS for it. Happy to share if you want a copy…

mark@scalecreep.com

Lazyworker Supporting Member of TMP28 Jan 2020 4:48 p.m. PST

I like horde armies (for some reason) and there's nothing like the feeling of only being able to move 2 of the 10 units I have on the table when my terrible dice rolling kicks in.

R&P doesn't suffer from this. What does happen is that one key unit you really need to move doesn't (Murphy's Law) and then you're having to figure out how to deal with it.

I didn't feel like I had too long a wait for my turn as I was stressed out about making my morale saves from all the shooting. Also, you're having to determine if you need to push with a damaged unit or possibly fall back.

Light Infantry will shoot up Line units, and wait til you see what the Sharp Shooter upgrade can do for Skirmishers.

Just my thoughts.

MrZorro05 Feb 2020 6:35 a.m. PST

Hi guys, we had a chance to give the rules of Rebels & Patriots a try. 2 quick games. It was just a couple of 24 vs 24 points encounters of Nap French vs Russians.

Even with such small forces it felt a little bit slow so I guess extra Crispy's advice on extending the length of the unit's movement(speed) might be a good idea. I don't think I will go the full 2x or 3X but I will consider 1.5x e.g. Line Infantry going 9" instead of 6" and Light Cavalry 18" instead of 12". I will try this next time.

It is also true that units can be wiped out faster than expected so I will consider the extra "hit" option too. How does this work Extra Crispy, 3 hits to break and 4 to be routed? what is to be in peril? how does it affect a unit?

Thanks, cheers!

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