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Sunday, November 07, 2021

Live Free or Die Rules for the AWI

Recently I purchased Little Wars TV's rules for the American War of Independence/American Revolution "Live Free or Die" (LFD). The description from their website is as follows:

Live Free or Die is a fast-playing, 4-page set of wargaming rules designed to allow players to fight the most famous battles of the American War of Independence. In this game, the regiment is the basic tactical maneuver element and the role played by heroic leaders is emphasized. Whether you're a new player or veteran gamer, Live Free or Die is easily played from a single-sided quick reference sheet!

These rules are based upon the old Andy Callan rules "Loose Files and American Scramble" (LFAS). LFAS was largely centered around the concept of morale loss rather than personnel loss, i.e. markers are added to reflect morale degradation rather than removing figures. LFD builds upon this basic concept and adds a few of its own, such as: Leader values reflecting their grand tactical and tactical value; scenarios; and more structure on how the game should be played.

Command and Control

The leaders in LFD are called Leaders and Lieutenants, but should more properly be called Commanders and Sub-Commanders given the ranks of the people defined in the scenarios. I will grudgingly use their terms though.

Leaders will have two values: Command Points and Stars. Command Points (CP) are used to order units into action. Stars are used in two ways: to possibly obtain more Command Points each turn; and modify the effectiveness of some unit actions.

Command Points

Leaders generally have a rating of 4 to 7 Command Points. These are used to spend each turn to order units into action. For example, you can move all Regiments (units) in a Brigade within 3" of each other for 1 CP. On the other hand, in order to move a single Regiment outside of Brigade cohesion (3") it also costs 1 CP. This is a really good example of how they simply push players to play "realistically". Want to run each Regiment in any direction? Fine, but you cut down on the number of units that you can do that with. This is very similar to the effect in De Bellis Antiquitatus (DBA) when the block of troops start breaking up and require an increasing number of PIPs (command points in DBA) to restore cohesion.

Both Leaders and Lieutenants have 1 to 3 stars, which allows the player to roll 1D6 per star, granting an additional CP for every die rolling a '5' or '6'.

Turn Sequence

LFD is different from many rules in two ways: players both perform actions simultaneously except for Movement and Charge phases; and the firing step occurs before the movement step. These two mechanics definitely make the game feel differently than most IGO-UGO games, as there is no "Alpha Strike".

An Alpha Strike occurs in rules when the two sides are separated and out of combat and then one player moves, gets to attack, and the defender removes casualties all before they have a chance to take any meaningful action. Games with an Alpha Strike can easily see the player on the receiving end effectively lose in a single turn reducing many games down to min-maxing the army list building and hoping to win the critical initiative roll.

LFD, by forcing firing to occur before movement, removes the strike as the units must be within range the turn prior to firing and firing and casualty removal occurs simultaneously, giving neither player the advantage. It also cuts down on the players jockeying units around, hesitating moving units into range for when the rules dictate that units can only move orfire.

I think that they decided to not make the Movement simultaneous so they did not have to deal with the issues of prorating movement, unit collisions, and units potentially catching enemy units while changing formation. Instead, the side that moves second may not get to move at all when the enemy is forcing contact.

Combat

All combat produces demoralization markers, one for each hit. Basically each base rolls one die, requiring a '5' or '6' (only a '6' if firing at Skirmishers, Artillery, or units in heavy cover) if they are delivering hasty fire (they will move this turn), or two dice per base if they are volley firing (no movement that turn). Units in Column, Skirmishers, and 4th Class regiments cannot volley fire.

Artillery range is 20" for Light Guns, 10" for Field Guns firing canister, and 30" for Field Guns firing ball. Musket range is 6", while Rifles fire 10".

Movement

Infantry move 6" in Line, 9" in Column.

Skirmishers, Cavalry and Leaders move 12".

Field Guns move 6" and Light Guns move 9". There is no limbering and unlimbering. In this period the horse team handlers were civilian and once the battle started, the guns were unlimbered and manhandled by the artillerists and infantry assigned to help.

Terrain either slows the unit's movement, provides heavy cover, adds demoralization when moving through it, or some combination of the three.

Morale

As units move, take fire, and participate in melee they accumulate demoralization markers. When 5 have been accumulated the clears all markers and removes one base. The loss of a base (which can also occur in melee) forces a morale check, which requires rolling 1 or more dice, looking for any to have a '5' or '6'. If met then the morale check is passed, otherwise the unit retreats, potentially causing the closest unit within 3" to receive demoralization markers (which may in turn cause a stand loss, morale check, and retreat).

The key to the game is using your Leaders and Lieutenants to attach to units and clear demoralization markers (this takes 1 CP).

Summary

The rules are pretty basic and straightforward. You generally want to roll a '5' or '6' to get a success (sometimes it requires a '6') and you have to manage demoralization as a resource during the game. Because rallying costs command points, there will be times where you have to stop the line, dress it (i.e. rally off the demoralization markers), and then continue on. If the demoralization starts piling on and you cannot manage it, you will start to lose stands. That effectively lowers you ability to inflict damage on your opponent. LFD is a game of attrition.

My local gaming buddy Shawn and I tried it out using a cut down version of the Guilford Courthouse scenario. It ran much like our games of that scenario using Black Powder. The first militia line at the fence disrupted the British advance, who stopped in the middle of the field to return fire. Eventually the militia morale cracked and the units ran. The British cleared the fence and immediately had to halt to reform.

The interesting part is the mechanic that LFD uses to simulate this need to halt and reform – using a Leader or Lieutenant to rally off the markers – produced the same effect as disorder and failing a command roll does in Black Powder. However, the mechanic in LFD comes as a series of choices (you decide which leader to use, which unit to rally next, and spend the command points) whereas Black Powder presents it to you as a series of frustrating, unlucky rolls ('6' on firing, and a high 2D6 roll when issuing orders).


Alas, LFD plays somewhat slowly, and Guilford Courthouse is a grind; a true case study of defense in depth, so we only made it through the first line before calling it a day after having played several hours.


I think both Shawn and I did not realize how important it was in the early turns to rally off the demoralization markers so I think we both lost more bases than we should have by this point. Not a bad exchange for the militia, of course.

Would I play the rules again? Sure. I prefer it over Black Powder definitely. It requires a lot more bases than I have – we used half-size units in our test game – but I don't like all of the markers, so I would need to come up with a better system that looks cleaner.

My one complaint is that the ability to force a morale check is wholly dependent upon the lack of enemy leaders. British Line firing at Patriot Militia does not force it to check morale any faster than if Loyalist Militia had been firing upon it. In the matchup between British Line and Patriot Militia the British only win because they are more likely to survive the morale checks while the Patriots are not. But the retreat (morale failure) is not what causes the loss of the stand; it is the source of the check. Basically all troops inflict casualties at the same rate, irrespective of quality. They win the firefight by passing morale and not retreating. Many gamers will probably look upon these rules as pro-Patriot (despite having been written by an Englishman). I see this more as a balance against the rules where the 1st Maryland will never be rated as high as the British elites, such as the 2nd Guards (whom they charged with the bayonet in this battle).

10 comments:

  1. Hmmm… Thanks for the AAR because tthe more I see these rules the less impressed I am and I can save my money! I wrote elsewhere that I doubt the authors understood the concepts behind Loose Files. They are markedly different from the majority of move-fire-melee systems and players tend to try and pin Loose Files to that system. D Points we’re not just about morale, close combat incorporated effective range volleys AND bayonet charges, firing was long-range random pot shots. Unless you get these basics in your head, you will struggle. I’ve watched players for years grapple with this and found the ones that enjoyed the game ‘got it’. The example you give of Maryland v Guards is easily dealt with in Loose Files.

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    1. Are LFAS your go to AWI rules?

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    2. Hi Dale - if I ever manage to get a game in again, yes! I started playing them when they first came out and haven’t found anything better since, I’ve managed to iron out the wrinkles over the years and adapted them from 15 to 6mm (25mm in waiting…), but nothing radical.

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  2. A good review of these rules.

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  3. Nice review! I tried to play LFAS and had trouble just getting thru a few turns - lots of holes in the rules and I got tired of making guesses and judgement calls. The concept of Disorder Points I like, and I combined it with actual "kills" which represent departed soldiers [whether departing thru fleeing, shirking, hit, whatever]. Once you get to a certain number of DPs, all hits become kills so you want to rally off your DPs regularly. However, it is still possible for a small percentage of shooting to result in a straight up kill, just like in real life. I call them Zeal and Bayonets and I think you commented on some of my posts regarding them. Best, Alex

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    1. I too could not get through a game using LFAS, as written. That was why I like what the Little Wars TV guys have done. That said, they are still a rule set that plays out in "slow motion", so for me it would be a rule set I would use when I intend to keep it set up over multiple gaming sessions.

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  4. Great post and Great points re. the rules and I had seen Jeffer's concerns re. the 'points missed' vs LFAS on my own blog, which has got me thinking. I still think there's a fine set of rules in there somewhere.
    And thanks that you made more than appropriate reference/comparison to the godawful mess that is 'Black Powder'.

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    1. I know people who swear by the command and control system of Black Powder. I swear at them.

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  5. Good review. There is an interesting discussion about LFOD in TMP: http://theminiaturespage.com/boards/msg.mv?id=554560
    If you scroll down there are specific home rules to "fix" some of the problem areas that have been raised.

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    1. Thanks for the link.

      I think the primary issue on how many melees there are is how you interpret the points cost for initiating a British infantry charge. It is unclear on whether the points are per unit or per brigade. The loss of stands generally means that you were overwhelmed either in unlucky enemy fire against you or you failed to use your leadership appropriately in rallying off the morale points.

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