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Battles of the American Revolution

Battles of the American Revolution Rulebook

Table of Contents

Table of Contents

  • Game Board
  • Game Units
  • Game Setup
  • Sequence of Play
  • Unit Movement
    • Movement Costs
    • Movement Restrictions
    • Reinforcements
  • Combat
    • Attacking
    • Defending
    • Combat Resolution
    • Winning Combat
    • Losses
    • Retreats
  • Board and Game Explanation
  • Artillery Use (Only in Freeman's Farm)
  • Leadership Use
  • Victory Conditions
  • Freeman's Farm Setup
  • Oriskany Setup
  • Things to Remember

Game Board

The game boards depict the key terrain of both battlefields. A hex grid overlays the map, regulating movement and the impact of terrain on movement and combat. Victory Point (VP) stars are marked on the board. Blue stars score VPs for the Americans when occupied, and red stars do the same for the British. The board also includes charts for tracking turns, artillery points, leadership points, and a combat results table.

Game Units

Army Units: Counters represent American and British infantry. Each unit has two sides: full strength and reduced strength. Only one unit may occupy a hex.

Combat Factors (CF): The first number on a unit (on the left for infantry), representing its strength. Modified by terrain, leadership, and artillery.

Movement Points (MP): The second number, representing how many hexes the unit may move per turn. Affected by terrain, roads and leadership.

Army units with a yellow "O" circle are for Oriskany; those with a blue "F" circle are for Freeman's Farm.

Leadership Points: Leaders in battles are reflected by Leadership Points, and are tracked on the game board. They represent their ability to rally the troops, push attacks and force march units. Each turn a player, when active, can use 1 Leadership Point. They vary by side and battle and are limited.

Artillery Points: Artillery firepower is represented by Artillery Points, which are tracked on the game board. They are used to provide defensive support to a unit when attacked and can target the active player's units to break up attacks. Each turn a player, when not active, can use 1 Artillery Point. They vary by side and battle and are limited.

Game Markers: Track turns, artillery points, leadership points, etc., and are used in both battles.

Dice: Each player rolls a die to resolve combat.

Game Setup

Battle setups are shown, starting on page 12. Use these setup charts for each battle to determine starting units, their placement, entry turns, and which player goes first. Place all units at full strength. Artillery and leadership markers are placed on their respective tracks at starting values. The turn marker starts at space 1.

Sequence of Play

Each turn:

  1. First player moves then attacks.
  2. Second player moves then attacks.

For each active player:

  • Move any desired units. All units may move, but do not have to move.
  • Conduct and resolve attacks.

Unit Movement

  • Units move once per turn and may move up to their MP value.
  • Movement is from one adjacent hex to another; skipping hexes is not allowed.
  • MP cannot be saved or transferred.
  • Units cannot pass through enemy units but may move through friendly units.
  • Units cannot end moves in an occupied hex.
  • Leadership points may be spent to grant +2 MP to one unit per turn.

Movement Costs

  • 1 MP per hex.
  • +1 MP for woods, hills, and river crossings.
  • +1 MP to move adjacent an enemy unit.
  • Movement costs are cumulative.

Example: Crossing a river and entering woods costs 3 MP.

  • Moving on connected roads costs 0.5 MP per hex (rounded up).
  • Roads negate terrain movement penalties.

Example: A 3 MP unit can move 6 hexes on roads, regardless of terrain.

Example: A 4 MP unit in woods adjacent to a road pays 2 MP to enter the road (1 MP for hex + 1 MP for woods), then moves along two road hexes in woods for 1 MP, and enters a clear hex for 1 MP.

Movement Restrictions

  • Units start and complete moves one at a time.
  • Must stop when moving adjacent to an enemy.
  • May not move adjacent to an enemy if already adjacent.
  • Cannot enter swamp hexes.
  • Complete all movement before attacks.

Reinforcements

Enter on the designated hex or hexes or an adjacent unblocked hex.

Combat

Attacking

Only the active player's units may attack. Once movement is complete, any active unit (moving or not) adjacent to an enemy may attack (not mandatory).

  • For each attack, declare target (only one unit) and attackers (one or more if adjacent).
  • Total the CFs for the attacker unit(s) and defender unit for each attack.
  • Leadership points may add +2 CF to one infantry attacking unit (must be declared before combat).

The attacking player states which defending unit will be attacked and which of his units adjacent to the defending unit he is using in the attack. This is considered one attack for which the total combat factors for the attacker and defender must be determined. The active player determines where attacks will occur and the order the attacks are resolved.

An active player may decide which adjacent opposing units to attack, even when adjacent to more than one opposing unit. Attacking all adjacent units is not required to attack a single adjacent unit. He may also decide which of his units to use in an attack on an opposing adjacent unit.

Example: The active player has 3 units adjacent to a defending unit. He may use 1, 2, or all 3 to attack, or he could decide not to attack.

Note: In combat the defending player always has only one unit defending one hex.

Defending

  • Only one defending unit per hex.
  • Terrain modifiers apply to defender: +2 CF for woods, hills, farms, river, and bridge hex lines the attack crosses.
  • Terrain modifiers are cumulative.
  • Artillery points may add +2 CF to the defending unit (declared before die roll).

Example: A 3 CF unit on a hill defends with 5 CF.

If any attacker crosses a river, the defender receives the terrain modifier.

Combat Resolution

The attacking units total all CF of the units attacking one defending unit in a hex plus any CF additions for leadership points used in the attack.

The defending unit adds its CF and any terrain effects of the defending hex plus any additions for supporting artillery after the attacker totals his.

CF Differential Limit: Regardless of how many modifiers (including the unit CF) are applied, the difference between the attacker and defender (and vice versa) CF totals cannot exceed 10. Any that do are ignored. This is determined before attacker and defender die rolls in combat.

Example: 14 CF attacking 2 CF defending = use 10 CF for the attacker.

To resolve combat for each attack:

  • Active player is always the attacker.
  • Total CF for attacking units and defending unit.
  • Maximum CF difference between attacker and defender is 10.
  • Each player rolls 1d6.
  • Add the result to the total CF for a "combat number."

Winning Combat

Compare combat numbers:

  • Defender wins if equal or higher: attackers retreat.
  • Attacker wins if higher: defender retreats.

Losses

  • Win by 4 to 6: loser takes 1 loss.
  • Win by 7 or more: loser takes 2 losses.

Losses are applied by flipping a full-strength unit to its reduced side, or removing an already reduced unit.

Retreats

  • Move 1 hex away towards friendly units. Avoid occupied hexes (enemy or friendly).
  • If no valid retreat hex: take 1 additional loss.
  • Retreats use no MF. [sic: printed "MF" in the source; the sense is MP.]
  • Attacker may occupy vacated hex.

Example: 5 CF attacks a full strength 3 CF in woods (+2 CF). Totals are 5 vs. 5. Rolls: attacker 5, defender 1. Totals: 10 vs. 6. Attacker wins, defender retreats and takes 1 reduction loss by flipping unit to its reduced side.

Board and Game Explanation

  1. Clear Terrain: Cost 1 MP to move into each hex.
  2. Woods: Add +1 MP to enter. +2 CF to Defender.
  3. Hills: Add +1 MP to enter. +2 CF to Defender.
  4. River: Can be crossed for +1 MP, unless at a bridge. +2 CF to Defender.
  5. Roads: Cost 1/2 MP when used and negate terrain cost.
  6. Bridge: Negates River MP cost. +2 CF to Defender.
  7. Swamp: Cannot enter.
  8. Farm (only in Freeman's Farm): Cost 1 MP to move into each hex. +2 CF to Defender.
  9. Turn Track: Start at 1 and progress up the track.
  10. Artillery Track: Each player starts on the number provided in the setup and moves down the track as artillery points are used.
  • 9A. Leader Track: Each player starts on the number provided in the setup and moves down the track as Leader points are used.
  • 10A. Leadership Uses: Shows what Leadership points can be used for by the active player.
  • 10B. Combat Results: Shows effects on winner and loser in combat.
    1. Artillery Uses and Target Chart (only in Freeman's Farm): Shows what Artillery points can be used for by the non-active player. Use the chart for results when targeting active player units.
    1. Victory Point (only in Freeman's Farm): Blue stars score VPs for the Americans when occupied, and Red stars do the same for the British.

Artillery Use (Only in Freeman's Farm)

Only the non-active defending player may use artillery in a turn. 1 point may be used per turn, for one unit. Artillery points are reduced as spent.

Artillery Options:

  1. Add +2 CF to a defending unit. Must be declared before dice rolls. Use +2 CF marker to show benefiting unit.

Example: 6 CF vs. 2 CF. Defender adds artillery (now 4 CF). Rolls: attacker 3, defender 4. Totals: 9 vs. 8. Attacker wins; defender retreats, no reduction loss.

  1. Target one enemy unit within 3 hexes of friendly infantry. Must be done after active player movement, but before attacks announced. Use the artillery target chart.
    • -1 die modifier if target is in woods, hills, or farms.

Example: The non-active player spends 1 artillery point and targets an enemy unit 3 hexes away from one of his infantry units. He rolls a 5 and checks the result on the artillery target table. It causes the enemy unit to retreat 1 hex.

Example: The non-active player has an infantry unit attacked by 3 adjacent enemy units. He spends 1 artillery point and targets 1 of them before the combat dice are rolled. The target roll is a 4 and causes the enemy adjacent unit to retreat 1 hex away from the defender.

Leadership Use

Only the active attacking player may use leadership points. Use 1 per turn for one unit. Use leadership status markers to show benefiting unit. Leadership options:

  1. Force March: +2 MP to one infantry unit.
  2. Charge!: +2 CF to one infantry unit's attack (must be before opposing artillery is applied).
  3. Rally: Before movement is started, roll a die, on a 4–6 result; flip one reduced unit, not adjacent to enemies, to full strength. Flipped unit may not move this turn.

Victory Conditions

Each battle has specific VP objectives. General rules:

  • 1 VP per eliminated enemy unit.
  • 1 VP per occupied VP star of your side's color.
  • Controlling an opponent's VP does not score.
  • Some hexes have shared VP objectives.

Victory is awarded instantly if a side reaches its VP goal. Otherwise, the side with the most VPs at the end of the game wins.

Freeman's Farm Setup

Initial setup shown on the printed map (page 12), Americans move first. Hex coordinates below are read from the printed map.

American initial setup (Leadership Points: 10; Artillery Points: None)

HexUnit
B1Ranger 2-4
C1Indian 2-4
E221st 4-3
F29th 4-3
D6Morgan 4-4
E6Dearborn 3-4
B8Latimer 2-3
B9Cook 2-3

American Turn 3 entry (Area 3): 1st NH 3-3, 2nd NH 3-3, 3rd NH 3-3.

American Turn 5 entry (Area 3): 2nd NY 2-3, 4th NY 2-3, 2nd MA 4-3, 8th MA 3-3, 9th MA 3-3, 10th MA 3-3, Canadian 2-3.

British initial setup (Leadership Points: 5; Artillery Points: 5)

HexUnit
G220th 4-3
H262nd 4-3

British Turn 4 entry (Area 1): 24th 4-3, BLCRRS 5-3, Canadian 2-3, NY 2-3.

British Turn 8 entry (Area 2): Grndrs 3-4, Riedesel 3-3, Rhetz 2-3, Jaegers 2-3.

Winning: First side to gain 7 VP or have the highest VP value at the end of the game wins; ties go to the Americans.

The printed map also shows the VP stars for this battle: a blue star at A1 (American) and red stars at C9 and L9 (British).

Oriskany Setup

Americans set up all units first in Area 1. British setup all units second, anywhere outside of Area 1, and not adjacent to American units. British move first.

American Setup: Leadership Points: 7

British Setup: Leadership Points: 5

Winning: First side to gain 6 VP or have the highest VP value at the end of the game wins; ties go to the Americans.

Special Rules: Americans earn 1 VP for each unit that exits the gameboard at hex A5. No attacks turns 7 and 8. Also movement is reduced by -1 MP, due to the historical severe storm that day.

[Transcriber's note: the printed Oriskany setup pages (14 and 15) show the Area 1 boundary and the setup text above, but no unit roster, unit hex placements, or entry turns for either side. None are transcribed here, because the printed file does not contain them.]

Things to Remember

Combat Resolution: Total the attacking CF and defending CF, then determine if a CF differential applies, maximum of 10. Next, both roll a combat die, add results to their CF totals to determine combat results. Compare totals:

  • Defender wins if equal or higher, attackers retreat.
  • Attacker wins if higher, defender retreats.
  • Win by 4 to 6: loser takes 1 loss.
  • Win by 7 or more: loser takes 2 losses.

Leadership Uses: Spend 1 Leadership Point when active. Each point can be used in one of the following ways for 1 unit:

  • Force March: +2 MP to an infantry unit.
  • Charge: +2 CF to an infantry unit.
  • Rally: Roll a die, a 4–6 flips a unit back to full strength.

Artillery Uses: Spend 1 Artillery Point when NOT active. Each point can be used in one of the following ways for 1 unit:

  • Add +2 CF to a defending infantry unit.
  • Target enemy unit within 3 hexes of a friendly infantry, use chart. -1 DRM for target in terrain.

Artillery Target Chart

Die RollResult
1No Effect
2No Effect
3No Effect
4Retreat 1 Hex
5Retreat 1 Hex
6Reduce & Retreat 1 Hex