Hi chaps,
Thanks for your comments.
dantheman – Rebels & Patriots in my opinion benefits from an easy playing activation and combat mechanic that is very untaxing on the grey matter and quickly learnt or remembered that combines with a speed of play that is somewhat the less cumbersome in comparison to the other sets of rules, which certainly reward regular playing to get the best out of.
Interestingly I too have played Fistful of Lead Big Battles and find that set equally compelling for similar reasons.
I have enjoyed large skirmish games at the club using Sharp Practice and M&T and have enjoyed both and yes they have worked, but the speed of play and with Sharp Practice the difficulty to become intuitive with them unless you are very familiar with when and how to use the special command actions of commanders and units at any given time makes them slightly lower in my preference.
I am inveterate rules adapter and am used to changing stuff I don't like, very rarely playing a set straight out of the box and as mentioned in the piece I would change the casualty removal in R&P and have officers able to detach and would look to randomise the activation sequencing as I don't like IGOUGO or rolling dice to activate and much prefer a more random process such as a chit or card draw. I seem to recall Fistful of Lead has that and I picked up a set of chits with playing card suits on them to have another play through at some time.
Once I am finished with other projects and have completed my Mohawk collection I will return to this theme and expand on it on my personal blog.
Cheers
JJ