From the events list description: "Players take command of French Foreign Legionnaires conducting a raid of a Berber village. Can you find and capture the leader of the rebellion?"
Actually the players were divided into two groups, the French and the Berbers. Along with Bill Protz and two other gamers, I played as a Berber clan chief. We each had a unit of 20 Berbers armed with muskets (three units) or rifles (one unit). Our senior leader was hidden and the French would have to find him. Likewise all our units started out hidden as well.
There were four French players commanded three 20-figure units of infantry (one FFL, one Tirailleur Algerien, and one allied Arabs), one 15-figure unit of mounted troops (Chasseurs d'Afrique, I think), and a mule borne mountain gun.
The French clearly had the Berbers out manned and out classed. All of Ed's games use a technique known as a "Rep" to classify units, to determine when (and if) they can move and how well they fire. The FFL, gun, Tirailleurs, and cavalry were all Rep 5, meaning they could move when a 5 or less was rolled on a D6. The French allied Arabs and three of the four Berber units were Rep 4, while my unit was a Rep 5. There were a number of turns when none of the Berbers could move because we rolled more than a 4 or 5 on our D6 activation roll.
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OK, you ask, how did I like the rules? Well, they are advertised as a two hour game and we played about two hours before my unit fled and I left. But there were 8 players and we each controlled only one unit, except for one of the French players who controlled the FFL and the gun. With more units to control, the game would, I think, take longer. There were some errors on the quick play sheets that we used (note: each type of unit had its own, unique QRS with different results for the reaction checks.) so Al had to consult the rule book a number of times. It appeared that there wasn't enough quality control there. For the most part, once a unit is committed to an action, movement, firing, melee, the player tends to loose control over what the unit does. All actions are laid out in the reaction test tables and are dependent on passing die rolls. I'm not sure that I like loosing that much control, even though I've played in a number of games using various varieties of Ed's rules. Anyway, it was an interesting close to a long day of SYW fighting and I'm glad I got to experience these colonial rules. I doubt if I will get a copy as I'm pretty much a Sword and the Flame guy.
1 comment:
Wow! Very unbalanced. You Berbers didn't stand a chance. You should have had at least 2:1 or better.
Well, you know that when I run one the Euros will be heavily outnumbered.
Ed says thanks for playing, and your review. You got the worst scenario of MelliniumCon. Sigh.
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