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Tree of Liberty

Tree of Liberty

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Morningstar's Tactical Two Pager games are a series of simple but engaging games filled with fun and flavour. Each one takes up only two sides of easy-to-print A4, eliminating the need for a quick reference sheet and providing our players with a cheap source of entertainment.

Tree of Liberty is a wargame for the usual brigade-to-division sized battles of the American Revolutionary War for independence. With minimal tweaking, it could be used for other battles between Europeans and natives on the American continent from the abandonment of the pike to the arrival of the rifled musket.

The game has an order-based activation system which allows enemy interruptions, and elegant firing and melee mechanics that resolve the entire attack by picking multiples (doubles, triples &c) out of each attack roll. The "Disorder" based morale system integrates personal and force level morale to produce believable results with no more book-keeping than a d6.

The rules as written are for models from 15mm to 28mm - halving or doubling ranges will give good games in smaller or larger scales. An average-sized game takes about two hours once you know the rules, and large games can still be finished in an evening. If you are playing a large game, you may want to invest in a few counters to mark the use of initiative orders.

Gamers in the US and UK have enjoyed this game during its three years of playtesting! Get your copy now at a cheap, cheap price!

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Discussions (4)
Customer avatar
Michael H July 11, 2021 11:55 pm UTC
How many dice does a unit roll on the Melee table, assuming no modifiers apply? Is it a number of D6 equal to its Cohesion value? I think the table implies this.

Also, is there a limit to the number of orders a unit may be given in one player's move? E.g. may a unit be ordered to move, fire, and then charge, for three orders?
Customer avatar
Matt M July 12, 2021 9:11 am UTC
Hi Michael! That's right, yes. [Cohesion]d6 are rolled (+/- modifiers from the chart).

There's no limit, but movement (for example) costs exponentially more the more times a unit does it in a turn. Your example of move, fire, charge is exactly why there's no cap! Sometimes during the AWI, a unit surged ahead to do just that and broke a key part of the enemy line.
Customer avatar
Bill P September 06, 2018 11:55 am UTC
I have more than two dozen rule sets for this period and I am very impressed with the innovative ideas outlined in just two pages. I do have a question regarding assigning Officer Status. For example, If I had an Army with a C-n-C, 2 Brigadiers and 6 Colonels all at Status “3,” I would roll 5 dice for bonus orders plus “...the combined Status of all the Officers...” which would appear to be 27 orders plus any bonuses. Is this right, seems like I am really missing something. Thanks in advance for responses ~ Bill
Customer avatar
Matt M September 07, 2018 10:17 am UTC
Thank you for the kind words! Your mathematics are correct, but do not take into account the "Disposition of Officers" section at the bottom of page 1. Only exceptional Colonels should have a Status of 1 (rather than 0), which takes us down to a maximum of 15 basic orders, and more likely 10-12. It is a lucky army whose senior officers are all Status 3 too - given the endemic patronage and favouritism on both sides, there should be a leavening of Status 1 and 2 senior officers as well.

In fact my personal favourite CnC is the imaginary General Brassick, who I use in my campaigns, and who hobbles all his far more capable subordinates with his Status of 1.

I hope this helps!
Matt @ Morningstar
Customer avatar
Bill P September 07, 2018 3:06 pm UTC
Helps greatly, thank you. Planning Guilford Court House battle this month ~ Bill
Customer avatar
Matt M September 07, 2018 3:12 pm UTC
Sounds good! Hopefully we'll see it on Lead Adventure Forum.
Matt @ Morningstar
Customer avatar
Marc L June 12, 2018 2:23 pm UTC
Question for the authors: when calculating the number of dice rolled for Fire and Melee, are the values provided per base or per unit? For example, does a unit consisting of 3 bases of musket-armed regulars firing at close range roll 2d6 (per unit) or 6d6 (2d6 per base)?

Likewise, do the modifiers shooting/melee apply to the entire unit or to each base? If the unit above is firing at the head of an enemy column, do they get +3d6 to their total roll (ie. 9d6), or +3d6 per base (for a whopping total of 15d6)?

Customer avatar
Matt M June 12, 2018 7:26 pm UTC
Hi there! The modifiers apply to the unit shooting as a whole. Checking the fire chart, the unit would get 2d6 for the first base, 2d6 for the other two bases, an extra d6 if they were in Ordered Line as well as Close Range, and if their opponent is also in Ordered Line, one last d6. So while they could have 6d6 in total, they start with 2d6 for the whole unit and go from there.

Remember though, there is a cap of 6d6 for any one shooting roll. There's no cap in melee though, so fix bayonets!
Customer avatar
Dale H May 10, 2018 4:03 pm UTC
I always like it when the product description contains information on basing and unit sizes, so here it is: bases are 25-60mm wide, 1-10 bases to represent a regiment. Measurements are not tied to base width.
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