reviewed by Mike Demana
by Eric Burgess. Upon reading this clear and simple set of miniatures rules for the American Revolution for the first time, I was struck by its similarity to "Warfare in the Age of Reason." Playtest revealed a different feel despite many similar mechanics. For example, both have varying stages of unit status (Good, Disordered, Shaken and Routed in Guns of Liberty). Both use extensive lists of tactical, unit and weapon factors for shooting, melee and morale. Guns of Liberty plays faster and is easier to learn, though. Fans of "Age of Reason" can think of it as "AOR Lite." The rules are billed 1:20 or 25 for 15mm miniatures. Since shooting and melee are resolved by "stands," in reality any figure size or basing can be used. I used my 3 per stand AOR figures instead of the rules' 2 per stand with no trouble. The sequence of play is: Charge Declaration and Movement; Initiative; Movement; Artillery Fire; Small Arms Fire; Melee; and Morale. Actual morale checks (there are both voluntary and involuntary ones) take place throughout the turn. You'd make a voluntary one like checking to charge during the Charge phase and an involuntary one like receiving casualties from artillery in that fire phase. Many of the reasons to test morale are similar to Age of Reason. If a unit fails an involuntary check, it rolls on another chart with results ranging from disorder, shaken or routed with appropriate fall back moves. The "Morale phase" is when units may check to improve their morale status. In our games, we found the sequence of play logical and smooth. Command and Generals Command and Control focuses on the level of individual brigadier generals. These are rated -1, 0, +1, +2, or +3 with corresponding limitations. Each rating has a Command Range, which is the maximum number of inches his units can be away and still be "in command." These go from a lowly 2" to 16". A nice feature of the rules is the Command Range Bonus that brigadiers receive if within their Major General's own command range. For example, a +1 Brigadier's range is 8". If he is within a "0 rated" Major General's command range, he gets a 2" range bonus. This rewards players deploying their brigades in supporting and historical manner. The other variable in general ratings limits the number of units he may control in any turn. Excess units are "out of command." During Initiative phase, each side's major general rolls 1d20 and modifies it by his command rating. The winning side chooses to move first or second for that turn in Guns of Liberty's move/countermove system. There are two classes of troops -- Regulars and Irregulars. Although all troops tend to be very maneuverable in these rules, Regulars maneuver better, of course. If the Irregulars are in a hurry, though, they can usually change formation, facing, etc., at the Regulars' rate. They become disordered in the process, though. Formations allowed are: Road Column, Closed (2 ranks), Open (1 rank) and Skirmish. Appendix A (Unit Organization and Statistics) details which types of units can utilize which formations. Dice and Morale Shooting is done by rolling 1d20 for each stand and attempting to score under a certain number. For example, a stationary Continental Line infantry unit "first firing" at medium range, with both themselves and their target in Closed formation, needs an 8 or less to hit. Unit sizes average from four to eight stands (the useful appendix gives suggestions), and each stand takes two hits before being eliminated. Thus, shooting is effective, but not overly deadly. Although I am not normally a fan of twenty-sided dice, enough are rolled in shooting to "average out." However, I feel the opposite is true of Morale. We found the wide variances of a single d20 gave too random of a feel for our tastes. Units down to one stand passed morale, while others who hadn't lost one fled the battleline. Our biggest sticking point, though, was it is too easy for units that take fearsome casualties to pass morale. For example, a British line infantry (base morale 16) battalion that has lost more than half but less than 3/4's of its figures, still passes on a "12" or less on 1d20. If you toss in secure flanks and rear support it can rise to 15 or less. This tendency to stand despite excessive casualties can be easily remedied by lowering base morale numbers or other simple changes. In e-mail conversations with the author (who I found very friendly and accommodating), he was quick to suggest numerous tweaks to bring it within our tastes. All in all, I recommend Guns of Liberty if you are looking for a simple, fast-playing set of Revolutionary War rules. The rules themselves are ten 8 1/2" x 11" pages with a further three appendices and two card stock quick reference charts. They are available from Musket Miniatures, LLC, (and the newest "Friend of Great Lakes" -- the Dayton Painting Consortium) for $9.95. Reviews
Robin L. Miller Miniatures Hallmark 1/6000 WWII Ships and 1/1200 WWII Aircraft Robin L. Miller Miniatures Heroics & Ros 5mm Guns of Liberty Wargame Rules for the American Revolution Back to The Herald 23 Table of Contents Back to The Herald List of Issues Back to MagWeb Master Magazine List © Copyright 1998 by HMGS-GL. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |