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French & Indian War
Variant for Jon Bull/Patriots
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Optional Actions!
Some optional rules useful
for all versions of Actions!

War of 1812-
Cousin Jonathan
 Patriots (AmRev)

 John Bull
Obstinate Beyond 
 Description


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The Perfect Captain Presents


A companion game to Cousin Jonathan, sim'lating warfare
 of that smaller sort

 Welcome to the home of

John Bull & Patriots!
(2nd Edition now available)

A Free set of miniatures rules for the War of 1812 and
American Revolution, representing company
  level
actions of roughly 150-800 men per side, provided with
full colour graphics.

Who is "John Bull"?

As far as the Americans were concerned, John Bull was another name for the British,
just as "Cousin Jonathan" was what the British called the Americans.

      

<>  What are these rules about?
Well, these rules are, as already stated, the companion set to our previously published War of 1812 ruleset "Cousin Jonathan", which covered the war at the Battalion/Regiment level. It enabled you to fight any of the famous battles for the period such as Chippewa, Lundy's Lane, Sackett's Harbour, etc. While battles were generally small, (with 6000 participants total considered large), we felt that there was something missing for those interested in even smaller actions of the period. Further, while Cousin Jonathan is by no means a complicated game, it was decided to make a game that could be whipped together and
played in a relatively short time. Thus, John Bull, and ultimately Patriots, the American Revolution variant.

What's different?

Well, for those of you who have played "Spanish Fury, Actions!", not a lot! You'll notice more than a passing similarity between these rulesets. Why? We felt the fun of cattle raiding and prison breaks to be quite diverting. Then we realized, with some modifications (for period flavour), North American warfare, with its forests and swamps, raids and counter-raids would be a perfect setting for this system. The War of 1812 was the obvious
era to start with, followed by the American Revolution and a fan-created French and Indian Wars version (Mohican).

Useful graphics ease play

As far as the rules themselves they allow fast but hopefully historical play of smaller actions from the period. The entire northern front is the area we chose to simulate, with Indians, Kentuckians, Light Dragoons, Canadian Fencibles, British & American Regulars (several types), Volunteer Rifles, Turncoat Militia, Voyageurs- you name it, there's a separate card for it. In the Revolution, you'll find Brunswick Dragoons, Veteran Continentals, Tory Legion Infantry, and a pile of other cards. The game is so simple just about everything you need is on the unit card (about the size of a regular playing card; smaller, even). With a few of these in front of you, and the quick reference sheet, you won't be needing the rules after a game or two......

What kind of scenarios?

From Detroit to Montreal, we have TEN scenarios available for 1812 and SIX for the AWI, but have included a random force generator for those with a passion for "Design Your Own". The best part is, you never know what your enemy might be packing... are those "Regulars By G_d?" or are those "mere Militia"? Can I advance truimphantly, or am I walking into a trap? You'll never know until the game's over. The ten scenarios mostly cover actions from historical battles or skirmishes. Those keen on the period will recognize Purdy's advanced guard at Chateauguay, the last charge of Sir Isaac Brock, the beach landing at Little York, and many others.

What about personality......?

What's company level actions without a little extra flavour and some heroics? These gentlemen are "Heroes". In every game, you will have an officer in charge of the entire force, as well as a few "loose cannons" attached to individual companies (or Warbands). Some of these fellows will raise your morale, others lower it. Some can have taught their charges new skills, like Skirmishing and Ranger tactics. Clever officers can second guess
their opponents, and get the drop on them. Still others might be the Romantic type of legends, exposing themselves to enemy fire in hopes of becoming legendary themselves.

What about the troops themselves?

You'll recognize all of your favorites- the Glengarries, De Meuron's Foreigners, Forsythe' Rifles, Scott's brigade, Tecumseh's Shawnee. In fact, no two troop types are alike. Some are Hardened, and can face casualties with ease. Some are Careful, and won't stick around when they get shot at. Some perform well in the Open Field, while Rangers prefer the woods. Skirmishers are hard to get a bead on. Some troops fear other, specific units, such as Sedentary Militia being afraid of everything except Sedentary Militia. Others, like British Grenadiers, fear nothing.

   

What's the scale? How many figs will I need to play?

A stand of three figures is about 25 actual men, and an inch about ten paces.You can play with as few as 20 figures,or as many as one hundred.

It's up to you. You won't have to rebase your army to play with these rules, by the way, just about anything will do. And there's no individual figure removal. As per the Captain's secret protocol, there is no record keeping! Burn your pens, pencils, and paper!

Unsolicited Testimonials
Here is a totally unsolicited testimonial from William Henry Harrison,
commander on the Detroit front, 1812-1813:

"Ye'll feel as like unto one hiding behind ye tree aquiring a bead on Tecumseh himself. Ye shall be pleasantly surprised or I am not William Henry Harrison, certain to be this great nation's greatest multi-termed president through time immemorial."

Tyler, too!

Can you give us an idea of the flow of play?

Why, certainly. Each force is divided before play begins into companies, some of which may be led by Heroes. Each turn, players alternate acting with an individual company to move, shoot, hide, rustle sheep, jump into or out of boats, manhandle cannon, stop running away, etc. Some Heroes are Clever. These officers can attempt to preempt an enemy company's actions by performing his own first, thus giving his side a sort of double turn. Otherwise companies keep alternating their actions, getting into firefights, sometimes charging with the bayonet, until the other side has run off or had their army morale shattered. The play is fast and amusing.

Is this connected to Cousin Jonathan somehow?

Of course! Every troop type in CJ is present in JB, with simple conversions available. Both of these systems will be integrated into our campaign game which is set for delivery to you all very soon.

Can you show us a Scenario?
Certainly! How's this?

Mail Call
Brownstown, Michigan Territory, 1812

William Hull is isolated in Detroit, with no news from the outside world- the Indians have cut off his communications south. He has decided to send a force south to reopen the road, and deliver his own dispatches.

- Forces -

British:
Western Indians

American:
Few, US 1812 Western District- Predominantly Militia, and two wagons.

Board
The board should be composed mostly of light woods. There should be a creek running across the middle of the board, with a single ford in the center of it surrounded by light woods. A road should stretch from the American edge to the Indian one, crossing the creek at the ford.

Special Rules
1) The Americans set up anywhere within 18” of their board edge.
2) The Indians set up anywhere on the board, in Ambush if they so
choose, at least 19” from the American board edge.

Victory Conditions
The Americans must exit both wagons from the opposite board edge (Good luck!).

Hold on a minute, Cap'n! What are the forces?

The forces are generated randomly for EACH scenario, EVERY TIME it is played!
Both player's would roll on their respective National Force tables, and the exact force
is given. Note that this is NEVER shown to your opponent. A little "fog of war"
goes a long way.


WHO SAYS YOU CAN'T HAVE IT ALL?
YOU CAN DOWNLOAD THE WHOLE MESS
RIGHT HERE

Since we here at The Captain doubtless outrank you,
WE ORDER YOU TO ENJOY THIS PRODUCT!

You can contact us anytime with questions or comments!
Visit our homepage








 
 

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Contact us anytime, by mail, at:

The Perfect Captain

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Visit us at

The Perfect Captain's
Homepage

Get your copy of
"John Bull/Patriots"

right here!

Also, battlefield, uniform, and historic site books printed by:

The Old Fort Niagara Society
Uniforms and Equipment of the United States Forces on the War Of 1812 War Along the Niagara
The Niagara Historical Society
The Battle of Queenston Heights
The Battle of Fort George
The Battle of Lundy's Lane
Osprey Books
The American War, 1812-1814
Wellington's Army
Mackinac State Parks Society
The British Army at Mackinac
Old Fort York National Historical Site
The Battle of York
Fort Wellington National Historic Site

How about some Patriots links?
Your wish is our command: Please note that links for John Bull can be found
on the Cousin Jonathan page

Causes of the American Revolution
A fairly unbiased account of the reasons for the Independence movement.
A rare find.................... (Sorry, the Captain is a Tory!)

The Patriot Resource
A good basic source of info on personalities and general background

Revolutionary War battles
A comprehensive list of engagements from the period

Uniform Guide
Painting up a few units? This will be of inestimable help

Southern Campaign.....Campaign!
A rival ruleset and campaign system... well done! We think this looks really good.

The King's Royal Regiment of New York
A reenactment group we've seen in action. Good regimental history.