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Patriots and Loyalists- our thoughts and revisions...

Patriots and Loyalists is a good, simple system that allows players to recreate battles from the American Revolutionary War in an afternoon.  Players command brigades of between 3 and 6 battalions, though the rules are simple enough that more units could be commanded by each person once they are familiar with the system.

Overall, we have been very pleased with the rules and would recommend them, though there are some concepts that feel a bit odd when first starting out.  Perhaps the most difficult thing to get used to, is the way that fire is adjudicated.  Rather than the firing player rolling for hits against the target unit, the player receiving fire rolls 2d10 against the unit's morale value.  While this may not sound unusual as you read it here, stand at the table and try it out- its a little strange to be firing at the enemy and having that person perform all of the rolls.

We played the game straight "from the box" so to speak for the first few games and have now spent the past three months fine tuning some changes that we think make the game more accurate and more interesting.  What follows is a brief description of what we have changed, and why we have done so.  



Brigade Morale Value
The game assigns a value for each battalion that comprises the brigade command.  This is weighted so that militia is worth less than state troops, which are worth less than continental or regular troops, guard, grenadiers, etc.  The Brigade Morale Value is the sum of these individual values.  When casualties among the battalions of a brigade equal half the Brigade Morale Value, the brigade must begin to pass a morale role, or rout from the game.   The problem that we have with this system is that the losses do not reflect the value of the particular battalions being attacked.  The loss of a grenadier stand costs the brigade the same as a stand of untrained militia.  This results in players keeping their militia units to the rear, refusing to allow them into combat for fear that it will cause the brigade to reach the point of rolling against the Brigade Morale Value.  Obviously this does not reflect the period, nor the proper use of the units under command.  To remedy this abnormality, we have weighted the value of each stand lost so that the brigade's morale is not unduly affected by battalion casualties.


Unit Actions
The rules call for each brigade to roll to see how many actions the battalions may perform each turn.  We have change this so that each battalion rolls individually, which creates a more fluid series of events across the field and makes coordination between battalions a bit more difficult.  We have also made it more difficult for militia and poorly trained troops to attain 4 actions in a turn, which is the maximum allowed.

Our Action Determination roll consists of the unit's base Activation value, plus a leader bonus if the unit is in command or the leader is attached, and 1d10.  The modified roll is compared to our Action Determination chart to find the number of actions permitted that unit for the turn.  This does not seem to slow the game down and the variation among the battalions is worth the inconvenience of extra die rolls.

Minor Changes 
We have made several minor revisions to the system to improve playability or to reflect our own popular misconceptions of the period.  Here are some examples:
  • We use the 25mm movement chart w/ the 15mm fire ranges.  This speeds the maneuver to contact portion of the game and allows us to fight a reasonable sized battle to a conclusion in an afternoon.
  • We have added a modifier for First Fire.
  • Routing Militia must be rallied by a Brigade Commander or CinC, they cannot do so on their own.
  • Routing units may cause those units nearby to check morale.
  • NCOs killed cannot be replaced until the following turn.


Check out the charts
 
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