North American English Militia – Blood & Plunder Faction Overview

Introduction

Welcome to a full review article looking at the North American English Militia Faction from the Blood & Plunder expansion, Fire on the Frontier. This is a significant Faction for the English in this game, giving options for several types of militia groups that would have been active in the late 17th century in English Colonies on the North American continent. While retaining the basic English flavor from the English Caribbean Militia, from earlier expansions, it has some distinctives that set it apart and make it a very deep and enjoyable Faction to explore for English players in Blood & Plunder.

We are releasing this article in Spring of 2024 in conjunction with Firelock Games’ release of 3 new Blood & Plunder starter sets designed specifically for Fire on the Frontier Forces. You can now purchase a starter box specifically for the North American English Militia which contains 25 resin models that will set you up perfectly to play this faction.

The North American English Militia is a very hardy faction which has incredible courage, rarely routing or failing that crucial but risky charge that might win you the game! Your units have solid Resolve stats across the board, and let you customize your force to some extreme degrees, letting you focus on lots of militia, a entire troop of cavalry, sneaky woodsmen, Native ally units, or a more organized and official expeditionary colonial army force.

This is more of a “colonial Faction” and less of a “piratey Faction” in Blood & Plunder. It will be best suited to land games, but it can be used in pretty any context.

An earlier version of this Faction can be found in the No Peace Beyond the Line and while they are very similar, the differences are meaningful enough to make it worth focusing on just one version in this article.

This faction is pushed into the 18th Century in the Raise the Black expansion under the title “British Militia.”

English soldier minis

Historical Context for the North American English Militia

This faction represents the various English Militias, raiding parties and expeditionary forces that were active in North America between 1680 and 1700. This specifically focuses on King William’s War, a ponderous conflict between England and France and their various native allies between 1689 and 1697.

While the English were often not as well trained or woodcraft savvy as their French opponents, they were numerous and hardy and had learned some crucial lessons in woodland warfare from King Philip’s War a decade prior.

Faction Special Rules

The primary Faction rule for the North American English Militia focuses on keeping Fatigue off your units.

Once per turn, a single English unit in this Force may re-roll a Fatigue test without spending a Fortune Point.

Any rule that lets you use it once per turn is fun, just because you’re always thinking about it during your game. This is a strong faction rule, especially when combined with generally good Resolve stats on English units. The ability must be used judiciously, but it can be massively helpful! It always feels terrible when a unit gets shaken when the math says it shouldn’t have happened! This can help you mitigate that! Or it can help you try to defy odds and make that crucial charge even when your army is faltering a little bit! If you fail the Fatigue test from that Defensive Attack, you get a free chance to re-roll and maybe you’ll make it and send those Frenchies packing!

The original Faction rule for this Faction in No Peace Beyond the Line let you re-roll all failed Rally and Fatigue tests on the first turn, which has a similar focus, but less long term effect throughout a game. This rule was changed to the rules above in the 2024 reprint of No Peace Beyond the Line.

The North American English Militia, as found in Fire on the Frontier, have one additional Faction rule:

Trained English Militia gain the Elusive Special Rule.

This helps that crucial English Militia unit survive a little better if they’re in the woods, but you have to pay the extra to upgrade them to the Trained experience level to benefit. This is pretty helpful, and probably worth employing in most cases, unless you’re really trying to keep your militia units’ costs down.

Force Options

This faction can be played in it’s “vanilla form” with no problems, but the three distinct Force Options increase the unit options available, especially for Core Units.

Ranging Party

This style of Force represents a more aggressive force of militia working with Native Allies to got out into the woodlands and bring the fight to the enemy. This style of Force can include both Indian Fighters and Native Braves as Core units as long as it doesn’t include Militia Pikemen or Militia Artillery Crew. If you’re looking to fight in some area terrain, this is a fantastic Force Option.

Troop of Horse

In this Force, you can include Militia Cavalry as a Core unit as long as you include 2+ units of Cavalry and the Commander is mounted. In this faction, that means you can use any of the historical commanders, but there are good Generic Commander options. Cavalry are fast and fun to play, but can be hard to manage effectively against a savvy opponent.

Blood & Plunder Characters - Cavalry Officer Model

Colonial Expeditionary Force

This lets you add the more professional Provincial as a core unit. It has no limit or drawback, so it’s a great option if you just want some more possibilities for the core of your force.

Unit Selection

The roster of units looks strange for this faction. The Force Options we looked at above change things up significantly, but the basic Faction has only one core unit, then eight Support Units (some of them can become core units with those options).

Core Units

The one and only basic core units in the North American English Militia Faction is, of course, the….

English Militia

This is a fascinating unit. On the one hand, they are very bad at not dying. With a Shoot Save of 8, they aren’t good at dodging bullets. But on the other hand, they have a better-than-average Resolve stat of 5, which means they don’t often run, even with they are dropping like flies!

English Militia by Gary Morales

Most Blood & Plunder will either hate or love the English Militia unit, depending on their playstyle. They’re good for aggressive play, pushing up quickly and pressing the enemy hard, even while taking significant casualties. With a 7 Shoot Skill, combined with that 8 Shoot Save, yhey aren’t so great at sitting back and shooting from cover.

Their melee capability isn’t anything amazing either with a 6 Fight and 7 Fight Save and no Special Rule to help out.

English Militia by Jake Farris

English Militia start at 3 points for an Inexperienced model (which is standard for most militias), but they can upgrade to Trained for 1pt per model.

They have the Drilled Special Rule which allows them to make a more effective Shoot action by spending all their actions on the one attack. It can be great if the right time presents itself, especially when running them as a Trained unit since you can combine three actions in more cases. But if running an Inexperienced unit, a Drilled shot is less attractive since you have less actions overall.

The other really good thing about the English Militia is that they have access to Plug Bayonets! For 4 points, you can add Plug Bayonets to an entire unit. This is good boost to their otherwise lackluster melee abilities (it applies a penalty to Fight Saves after you Fight a hostile unit), and it also gives them the ability to defend themselves from most charging units. If you intend to do much close combat, these bayonets can be a game changer.

Support Units

Oh boy with have a lot of Support Units to look at! Lets first look at the units that can become Core Units though the Force Options we already looked at.

Indian Fighters

The Ranging Party can use these guys without the Support restriction. This is a great unit! With a stat line of 6/6/6/7/5, they are a significant step up from English Militia, with 3 better stat numbers. Indian Fighters cost 5 points for a Trained model and you can upgrade them to Veteran for an additional point per model.

The Indian Fighter unit has three Special Rules: Tough, Elusive and Scouts. These are all great rules, especially for games on land. Scouts lets the Indian Fighters move the Rough Terrain at full speed, ignoring the standard -1″ penalty. Elusive let’s them get extra benefit from that area terrain, applying a -1 bonus to their Shoot Save, effectively bringing it down to 6. Tough helps them manage Fatigue during a game, allowing you to remove 1 point of Fatigue at the end of every activation, as long as you haven’t Pushed the unit, or voluntarily given it any Fatigue during the Activation.

You also have the option of purchasing Thrown Weapons for Indian Fighters for 3pts per unit. This can greatly increase your melee effectiveness.

At 5 points, the Indian Fighter isn’t a cheap unit, but you’re getting a lot of value. I think this unit makes a great Command Unit (provided you’re playing the Ranging Party Force).

Militia Cavalry

The English Militia Cavalry unit becomes a Core Unit in the Troop of Horse Force Option. Cavalry is fast and can move huge distances in one activation, but it is also big and bulky and easy to shoot down. This unit has the exact same stat line as normal English Militia (6/7/7/8/5), but they are armed with a Brace of Pistols, they have a Horse, and they have different Special Rules. All Cavalry units in Blood & Plunder get a free Move action during their activation, but this unit also have the Quick rule, giving an additional free Move action when activated with a Spade. Their final rule is Hard Chargers, which provides a -1 bonus on Charge actions, bringing that Fight Skill down to 5 (with reroll on misses from Brace of Pistols).

The Militia Cavalry unit has recently been brought down in cost from 5pts to 4pts which makes this whole Troop of Horse a much more attractive Force Option! You can also upgrade this unit from Inexperienced to Trained for 1pt per model, add Carbines for 4pts per unit, or add Armor to the entire unit for 2pts.

In general, running cavalry as Inexperienced is just fine if you know you can throw your Spade activation cards at them. Cavalry is usually used a melee hammer, but if you want to shoot from a distance before charging, those carbines could be helpful. The armor isn’t super strong against gunpowder weapons, but it provides more protection against arrows, so that might be a good choice when you expect to go up against any Native American Factions.

Provincials (17th Century)

This is a nice upgrade to the English Militia unit, providing both better stats and better equipment and a Special Rule upgrade! For 5pts per model, you get Fight 6/7, Shoot 6/7 and 5 Resolve, with Drilled and Ball & Shoot as Special Rules and Firelock Muskets and free Plug Bayonets.

They have 4 ways to customize the unit:

  • Swap Drilled for Elusive for free
  • Upgrade to Veteran for 1pt each
  • Downgrade to Inexperienced for -1pt each
  • Remove Plug Bayonets for -4pts per unit

This makes them really flexible, and makes that Colonial Expeditionary Force pretty interesting.

If you want to go full cheap mode, you can downgrade and remove Plug Bayonets, making a unit of 8 models cost 28 points. That compares well to the 3pt Inexperienced English Militia with inferior stats and no Ball & Shot (which gives you exploding 10’s on musketry within 12″).

An exceedingly solid unit!

Militia Artillery Crew or Sea Dogs

If you want to include cannons in your force, either on Field Carriages or in Fortifications, you’ll need to bring along one of these units. Militia Artillery Crew is super cheap at 2pts per Inexperienced model, and Sea Dogs are a better choice if you can stomach the 3pts per model after you take away their pistols. You’ll have to use the Militia Artillery Crew if you want a Field Carriage, since Sea Dogs can’t deploy with a movable gun. The English Militia Artillery Crew are notable in that they have a 5 Resolve while every other Nation’s comparable unit has 6.

Militia Artillery Crew by Michael Christiansen

Militia Pikemen

This is a niche unit that isn’t very well rounded or powerful in most cases. With stats of 7/7/-/8//5 and no way to make ranged, attacks, the Militia Pikemen’s stats seem to suggest the excel at dying more than anything else. But with their Drilled Pikemen ability, they can form a square and stoutly defend against charges.

You can upgrade the Pikemen’s experience level, but you can give them armor, or upgrade their default Lances to the longer Pikes for free.

Not an auto-include power unit, but possibly useful in some circumstances.

Musketeers

English Musketeers by Jake Farris

The Musketeer unit is very stout with a Resolve of 4, and well trained with the Expertly Drilled ability, but they come with an older style Matchlock Musket and start at 6pt per model. They can add Bayonets for 4pts per unit, and you can arm with some explosives if you have at least 8 men in the unit. An intriguing option, but since they aren’t very good in the bush, I tend to favor the cheaper Indian Fighters or Provincials.

Braves

And finally we come to the Native American allies! Costing 5pts, the Braves unit has to be compared to both the Provincial and the Indian Fighter in this faction. Braves are very good at moving around through the trees and firing from cover, and even running in to break some heads, but they aren’t as good in a prolonged melee. And the combination of 6 Resolve and not being eligible for a Fatigue re-roll from the Faction ability make this Native auxiliary unit less reliable.

Ball & Shot, Hard Charges, Hidden and Scouts is a pretty great lineup of Special Rules. Full stats are 6/7/6/6/6. There are plenty of unit options for customizing Braves as well.

Young Braves

The Young Braves unit is a great Support Unit option in my opinion. At 4pts per Inexperienced model, you get the same basic Special Rules of Hard Chargers, Hidden and Scouts with a Bow as primary weapon and the option for a musket sidearm. Personally, I love the combo of bows (no reloads) and a Musket Sidearm (hit real hard once) is very effective. This can be a great option for laying down Fatigue on your enemy for an affordable cost. Bows don’t kill to many models, but they are really fun tool to play with.

Commanders for the North American English Militia

The North American English Militia Faction in Fire on the Frontier has a great selection of Commanders available, including the “new” customizable “Standard English Commanders,” the three levels of the old style “English Militia Commander,” and 4 historical commanders, and a Legendary Commander.

Generic Commanders

The North American English Militia has two sets of Generic Commanders available: the “old style” English Militia Commanders, costing 0, 15, and 25 points, and the newer “Standard English Commanders” costing 0, 10, and 20 points.

English Militia Commanders

The trio of Militia Commander included in Fire on the Frontier (and No Peace Beyond the Line) runs a little more expensive than the newer “Standard Commanders” included in Raise the Black, but they do have some advantages that may make them worthwhile.

The main draw to this set of Commanders is their superior Command Range. The 0pt Militia Commander has 1 Command Point and no Special rules, but he can be armed with either a Brace of Pistols or a Firelock Musket and he has a full 8″ Command Range (which is better than the 0pt Standard Commander with only 4″). The 15pt Experienced Commander has the solid Inspiring Special Rule and a larger 12″ Command Range. The 25pt Seasoned Militia Commander retains Inspiring and adds Expertly Drilled and the annoying High Standing Special Rule while expanding the Command Range to an impressive 16″.

The expanded Command Range can be a real help on land, and the 0pt commander is a great deal. The 15pt Experienced version is a little harder sell since you can get an Inspiring “Standard Commander” for only 10pts but that extra 4″ of Command Range might prove valuable! The Seasoned Commander at 25pts seems a little expensive to me, especially when you can either use a Historical Commander or a more customizable Standard Commander for only 20pts. But the 16″ Command Range is pretty impressive. If you like to spread your units out, or don’t want to invest in any Characters to provide extra Command Points for your units on the far flanks, he might be worth it.

Standard English/British Commander

The Raise the Black expansion books contains “Standard Commanders” for every nation which are customizable. These Commanders, available to all English and British Factions in Blood & Plunder, are slightly different because they automatically come equipped as the unit they are attached to and you can choose Special Rules for them from a list of abilities unique to each nation.

The rules available to the English/British Commanders follow the English theme of sturdy Resolve, but they offer some other options as well. I consider Inspiring and Strict to be the standout abilities, one being defensive and the other being aggressive. The Vendetta against Spanish, Natives or French, can be a really solid passive ability through a game as well, but if you don’t know what Nation you’re going up against, that can be a little sketchy.

The sea-focused Commander, Broadside!, and Sailing Master abilities are not great for this particular Faction. Tough and Unwavering are great if you want to really make the Commander Unit key in your aggressive strategy. Resilient is probably one of the weaker choices as it just help you not fail a Strike Test and the goal would be to not get to that point in most cases.

The Strict rule, which can give you a bonus on any test at the cost of one Fatigue on the unit, combined with Drilled or Expertly Drilled could bring your Shoot numbers down to lethal numbers. If you use a Club on a Drilled/Expertly Drilled unit of Provincials, combined with the Strict rule, you could get the base Shoot number down to 3 (6 base, -2 for Drilled, -1 for Strict). This means you could hit on 6’s from 15″ away which is pretty impressive!

The Inspiring rule is always welcome in any Force, but the Vendetta rule could be a fun substitute that can potentially free up your Commander to focus on aggressive actions (since Vendetta kicks in on every Rally attempt, not just when the commander is active).

Unique Commanders

The North American English Militia has five options for unique Historical Commanders, all fairly expensive, starting at 22 points and going up to 32 points.

Josiah Winslow

Josiah Winslow commander miniature for Blood & Plunder

Governor of the Plymouth Colony during King Philip’s War, Josiah Winslow can command a large Force with his 16″ Command Range, and also push his men when necessary with the Strict rule. His Vendetta: Native American ability is more situational, and his High Standing rule negates sneaky abilities like Scouts and Quick that you might find on your more woodsy units like Indian Fighters. The Command Range is great, but if you know you aren’t going up against a Native American force, you might be better served using the Seasoned 20pt Standard English Commander.

Sir William Phips

A fascinating character to read up on, Sir William Phips is pretty expensive at 25pts, especially considering a large portion of his abilities are only beneficial at sea.

Again, he has that massive 16″ Command Range, making him formidable on land, but his Sailors ability isn’t doing much on land and his High Standing Special Rule is a liability. He has the ever-useful Inspiring rule along with that sweet bonus Fortune Point that comes with God’s Blessing or the Devil’s Luck. Really not a bad option for a force of 200pts+, in spite of the two rules that don’t add anything positive on land.

Pieter Schuyler

Schuyler (pronounced Skyler) had New Amsterdam Dutch heritage, and developed excellent relations with the Native Americans in the colony of New York. He’s a very interesting Commander for this faction, bring the Motivated, Lead by Example and Tough rules with him. Tough and Lead by Example both focus on Fatigue Management, while the rare Motivated rule opens up all sorts of interesting shenanigans to this Faction.

Motivated lets you double your Command Point from 1 to 2 actions to the target unit at the cost of the Command Unit taking 1 point of Fatigue. This can have a huge effect on the game and can be really fun. This is one of the rare ways to squeeze 5 actions out of a unit in one turn, assuming your give them 3 actions on their turn, then give them 2 more actions with Schuyler’s Command Point. This can let you increase your rate of fire on the a solid ranged unit, or do an unusual combo like Reload and Fire while a unit is not active. Or even better, you can have a non-active unit Charge up to 8″ which can really take someone off guard. The Motivated rule has a lot of game-bending potential! It’s powerful enough that Schuyler can even make this Faction good at sea where can he accelerate the speed at which cannons fire!

Using Motivated gains Schuyler’s unit a point of Fatigue, but with the great English Resolve and Schuyler’s Tough rule, it isn’t a huge issue to remove that accumulated Fatigue. Schuyler also have a Unorthodox Force rule that lets him bring along the strong Dutch Boslopers unit and Native Braves as Core Units. A really great commander!

Samuel Mosely

Mosely is more of a Buccaneer Commander than a Militia Commander, but his Cold Blooded rule is very strong within this Faction and Lead By Example can really kick in if you put him in a large unit of strong models like Provincials or Indian Fighters using one of the Force Options. He also allows you to include Dutch Kapers (meh) and Freebooters as Core Units. Really great if you would like to take this faction to sea, but at 27pts, he’s a bit expensive.

Benjamin Church

With 3 Command Points and a 16″ Command Range and a great set of Special Rules, Benjamin Church is the most powerful Commander available to this Force. He comes in at a heavy 32 points. His Special Rules include Very Inspiring (amazing Fatigue control), Mobile (granting all friendly units with his Command Range the Quick rule), and Superior Intelligence (allows a free mulligan without spending a Fortune Point). He also opens up Indian Fighters, Warriors and Braves as Core units, further expanding the flexibility of this Faction.

Legendary Commanders always come at a steep cost, and 32 points is hard to layer into any force smaller than 200 points. You also have to consider whether it would be better to use a Legendary Commander like Benjamin Church in his own unique Legendary Faction (which grants all units in the Faction the Ruthless rule). He’s really fun Commander and that Mobile rule really makes the whole Faction more formidable with better range for high initiative Charge actions.

Tips & Tactics for Playing the North American English Militia

This could be a huge section looking at each sub faction, but basically, be BOLD with the North American English Militia. That Faction Rule that lets your re-roll one Fatigue test per turn is super fun and super good! On the offense, it can help you pass a crucial Fatigue Test if you’re making a dangerous charge that might pay off big. If your on the defense, use it to try to stop a key unit from becoming Shaken. If you’re nearing the end of the turn and you haven’t used it yet, use it if you see any suspiciously poor dice hit the table!

Other than that, know what you have. Your units have solid Resolve and they’re very reliable. English Militia, Indian Fighters, Militia Cavalry, and Provincials. All these key units are well rounded and reliable. They won’t beat out every stat on comparable French Units, but they don’t have many easily exploitable weaknesses either.

This is a fantastic faction for any event or campaign where you need to stick with one Faction for several games. The Force Options allow you to reform your Force so many ways.

Good Characters for the North American English Militia

Certain Characters, either Hostage/Advisors, or Fighting Men Upgrades, can be especially helpful to certain Factions. Let’s look at a couple Characters that you might want to consider including in your North American English Militia Force.

Praying Indian

This Character is a great addition to this Faction! Also found in the Fire on the Frontier book, the Praying Indian Fighting Man character can really help out that English Militia Core unit in this Faction.

The Praying Indian represents a Christianized Native that would help English forces as a scout and guide in woodcraft and woodland combat. In Blood & Plunder, this Character simply brings the Elusive and Scouts ability to whatever unit he’s attached to. This Character can only be attached to English units with the Drilled or Expertly Drilled Special Rules. For this Faction that means:

  • English Militia
  • Provincials
  • Musketeers

Those two rules are really fantastic for land games, turning your troops into real woodsmen. The English Militia unit starts out with that nasty Shoot Save of 8, so even bringing that down to 7 isn’t great with Elusive, but it helps! The Scouts ability which lets you move through difficult terrain without the normal 1″ penalty, is really great on English Militia, especially if you’re running them as an Inexperienced Unit where actions are precious. This Faction lets you add that rule to Trained English Militia for free, but the Praying Indian is a good way to get the ability without having to upgrade them to Trained.

Usually you can only include 1 “copy” of a character per force (having a Grizzled Veteran in every unit gets a little crazy), but this Character has an exception to that rule. You can include more than one Praying Indian in a Force, up to the limit of one Character per 50 points in your Force.

Native American Emissary

This Character is found in the Raise the Black expansion, and is a bit of a different twist on the same idea. This Character grants the Scouts and Quick rules, emphasizing that skill in woodland warfare again. This character can be added to any English/British unit for a cost of +4 point to an existing model. The Emissary also cancels the language confusion Faction Rule you might find in the British Raiders Faction, or in an Army Scale battle where a commander of a different nationality is giving a British unit a Command Point. This would be a great model to add to an aggressive unit that you want to get into melee. Maybe Indian Fighters with Thrown Weapons, or Provincials or Musketeers with Bayonets.

Native American Emissary Character stats for Blood & Plunder

Local Guide

Again, focusing on mobility, this Advisor gives all units with 4″ the Scouts and Quick ability on their activations. As a Hostage/Advisor Character, the Local Guide is a little more expensive at 6pts, but she has the accompanying benefits as well.

Blood & Plunder Character - Local Guide Stats and Rules

Buying into the North American English Militia

The standard English Starter Box is more Buccaneer focused so it doesn’t help you a lot with this faction. But Firelock Games has just released some Fire on the Frontier starter boxes for English, French and North American Natives! This box is designed specifically to get you going with this faction.

The Fire on the Frontier English Starter box includes 8 English Militia (new sculpts), 8 Indian Fighters, 8 Provincials, and one English Commander model. You can make a great 99 point list of 24 models using this set, using either the Ranging Party or the Colonial Expeditionary Force option. If you’d like to vary your army a bit more, you can add Pikemen, Militia Artillery Crew, Braves or Young Braves.

You can also use the hard plastic Soldier and Militia Unit Boxes to put together a very affordable army. This combination would give you options for all three of the Force Options:

That’s bunch of plastic to glue together, but that would give you models and would open up options to build a Ranging Party or an Expeditionary Force. The Soldier models can be used a Provincials or Musketeers, and the Militia models can be used as Militia, Indian Fighters or sloppy Provincials.

If you want to run a Troop of Horse, you could drop at least one of those boxes and add two boxes of the Cavalry models.

Adding some Braves or Young Braves can mix up Force Building and give you more options as well, but remember the Faction rule specifically applies to only English units.

Either of the two standard English Commander models will work, and the Legendary Benjamin Church model is a great looking leader for this faction.

Since this very much a land based faction, the Blackbeard vs. Maynard 2 Player Starter Set isn’t the best way to start with this faction if you’re just jumping in to Blood & Plunder. It’s a great deal, but since it contains ships and sailor models, it doesn’t set you up well to run a Militia faction.

Force List Examples

100pt FotF Starter Box

This is a nice clean list that can easily be made using the FotF English Starter Box. With 24 muskets and some sneakiness with the Indian Fighters and some solid Drilled shooting from the Provincials, this is straightforward English goodness at the 100 point level.

150pt “Tournament” List

This force offers a few more options. With 8 units and a full 32 models, this Ranging Party list is really good in cover and rough terrain. If you attack the Praying Indian to the English Militia, all your units have the Scouts trait, making you very mobile for a militia force, and you got plenty of good Shoot Saves with some Elusive and Hidden Special Rules.

On offense, you have good shooting from both the Indian Fighters and the Braves, with the Young Braves to put down some Fatigue with their Bows. The English Militia might be Inexperienced, but they have that Quick rule from the Praying Indian, so they can still cover ground well on a Spade.

This is a very respectable land tournament style Force.

150pt Troop of Horse

With the new lower costs on Cavalry, this style of list looks much more attractive. Using the “Standard British Commander” (which is available to all English/British Factions), the Commander will automatically get the equipment of the unit he’s attached to (which in this case must be a cavalry unit), and the two Praying Indians give your hardy Musketeers and your Trained/Bayonet Militia unit Quick and Scouts. Containing 29 models all with Quick, this is a very mobile force that is pretty formidable.

200pt Governor Winslow Expedition

This force masses sturdy Provincials and Militia with Bayonets, supported by one Light Cannon with Grapeshot.

200pt Schuyler’s Motivated English Raiding Party

Schuyler is one of the most interesting Commanders available to this faction and this force shows that off a little bit. With 5 different units, some Veterans, some Dutch, English and Native models, and some great sneaky rules like Quick, Skirmishers, Hidden, Scouts and Tough sprinkled through the force, this list has lots going on and is a very strong land list.

Final Thoughts

English factions are usually “well rounded” and the North American English Militia faction is no exception. With well rounded units with solid Resolve across the board, your troops are always reliable, and the Faction Special Rule is an “always good” ability that will give you some fun and dramatic moments in every game.

While the faction looks narrow in its basic form with only 1 Core Unit, the three different Force Options open it up to a ton of variation.

With 5 different historical commanders with diverse abilities and play styles, and a couple great options for Characters, there is a ton of room for interesting Force Building for anyone playing the North American English Militia in Blood & Plunder.

This faction is used in the 1689 Siege of Pemaquid historical scenario in last chapter of Fire on the Frontier.

If you play this faction, you can easily explore the earlier version of the faction found in No Peace Beyond the Line or the later version, the British Militia, found in Raise the Black.

3 thoughts on “North American English Militia – Blood & Plunder Faction Overview

  1. Pingback: New Blood & Plunder Faction Sets from Firelock Games - Blood & Pigment

  2. Pingback: New England Village Garrison - Blood & Plunder Faction Overview - Blood & Pigment

  3. Pingback: The English Nationality and Factions - Blood & Pigment

Leave a Reply