Brandywine
Brandywine Rulebook
Table of Contents
Table of Contents
- 1. Introduction
- 2. Components
- 3. Terminology
- 4. How To Win
- 5. Sequence of Play Outline
- 6. Initiative
- 7. Stacking
- 8. Zones of Control
- 9. Movement
- 10. Rifle Fire
- 11. Defensive Artillery Fire
- 12. Close Combat
- 13. Combat Results
- 14. Leaders
- 15. The Rally Phase and Unit Morale
- 16. Army Morale
- Series Rules Credits
- Expanded Sequence of Play
- Brandywine Exclusive Rules Credits
- I. Prepare for Play
- II. How to Win
- III. Series Rule Variations
- IV. Special Units
- V. Brandywine Creek
- VI. Intelligence Variant
- VII. Scenarios
- Howe's Column Worksheet
- Abbreviated Sequence of Play
1. Introduction
This Series Rulebook provides the baseline rule set that applies to all volumes in GMT's Battles of the American Revolution series. Individual volumes contain Exclusive Rules applicable to that volume only. In cases where a volume's Exclusive Rules conflict with the Series Rules, the Exclusive Rules take precedence.
2. Components
See the Brandywine Exclusive Rules for the list of components included in this game.
2.1 Counters
Unit Color Codes: Units from different nationalities each have their own unique color for easy identification. In some volumes units have shaded stripes across the top to denote which type of unit they are, or their Movement Allowance may be highlighted to identify belonging to a specific formation or that specific rules apply to those units.
2.2 Units and Leaders
Some units are "two-step" units. The front side is their full strength side; the reverse (reduced) side generally has a lower strength point and unit morale value. Units that only have one side are "one-step" units and are eliminated if they suffer a step loss.
The full strength side of all units contains their unit name, setup hex or turn of entry, unit morale, strength points, and movement allowance.
All leader counters list the leader name, setup hex or turn of entry, rank, Close Combat DRM, leadership DRM, and movement allowance.
The rulebook shows a labeled diagram of a sample Leader counter and a sample Combat Unit counter. The Leader counter is labeled with: Name, Entry Turn/Start Hex, Rank, Close Combat DRM, Leadership DRM, and Movement Allowance. The Combat Unit counter is labeled with: Name, Starting Hex, Unit Morale, Strength Points, and Movement Allowance. Below the diagram, four example counters are shown representing an Artillery unit, an American Militia unit (front and back sides shown), a Light Infantry unit, and a Dragoons unit.
2.3 The Die
Games include 10-sided dice that are used to resolve certain game functions. The 0 is treated as a 0 (not a 10).
2.4 Game Scale
Unit Scale: Each strength point of troops equals approximately 100 men. Each artillery strength point equals two cannon. See Exclusive Rules for exceptions.
Map Scale: Each hex is approximately 200 yards from hexside to hexside.
Time Scale: Each turn represents approximately one hour. For volumes with "strategic" turns, those represent one or more days each.
3. Terminology
3.1 Key Terms
Army Morale (AM): The numeric value that represents a side's will to fight. Driving the opponent's Army Morale to zero represents demoralization of that army and taking the field of battle. This results in Substantial Victory in most game scenarios. (See Series Rule 16.3)
Combat Unit: Any type of infantry, cavalry, or artillery unit. Leaders and markers are not combat units.
First Fire Marker: Indicates rifle units that have not yet performed their first Fire Combat.
Die Roll Modifier (DRM): An event or situation which causes a die roll to be adjusted.
Dragoons/Cavalry: The terms "dragoons" and "cavalry" found throughout the BoAR series are used interchangeably.
Highest Ranking Leader: The Leader that must be in command if two or more leaders are present during Close Combat. Leader seniority is listed in all Exclusive Rules.
Note: If more than one leader is present, any leader may be selected by the owning player to satisfy a casualty requirement.
Into Fieldworks: An attack across a fieldworks hexside from outside the hex which contains the fieldworks symbol (see Terrain Keys in volumes with fieldworks).
Light Infantry: Light Infantry units are designated by the symbol 'LT' on the counter.
Line of Sight (LOS): The ability of combat units to see each other across intervening hexes.
Militia: Militia is often (but not always) a lower quality unit consisting of volunteers without proper military training. The identification of Militia counters is specified in each game's Exclusive Rules.
Movement Points (MPs): Used to regulate how far a unit can move in one game turn.
Out of Fieldworks: An attack or ZOC which crosses a fieldworks hexside from the hex which contains the fieldworks symbol (see Terrain Keys in volumes with fieldworks).
Parade Order: A combat unit is in Parade Order if it is not disrupted or shattered.
Phasing Player: The player whose player turn it is, and is therefore moving units or assigning Close Combats. The other player is considered the non-phasing player.
Rally on Me Marker: These markers are placed on stacks containing both Disrupted/Shattered and Parade Order combat units as a reminder to make morale checks in the Rally Phase.
Rifle Unit: A light infantry or infantry unit which is armed with rifles.
DESIGN NOTE: Rifles permitted units to fire over greater distances than units solely armed with muskets.
There are two types of rifle units:
- Those designated by a white "R" in a black circle. These units afford their opponent a DRM if they participate in Close Combat (this is a benefit to the opponent).
- Those designated by a black "R" in a white circle. These units do not afford their opponent a DRM if they participate in Close Combat (i.e., there is no benefit to the opponent).
Musket/Rifle Unit: These units represent mixed musket/rifle formations. These units do not afford their opponent a DRM if they participate in combat (i.e., there is no benefit to the opponent). The SP values on the counter are read as Close Combat/Rifle Fire, with each value applied in the corresponding turn phase.
EXAMPLE: The values on the unit shown are read as a Close Combat Factor of 2 and Ranged Fire Combat value of 1, and four movement points.
Strategic Movement (Strat Move): When units trace their movement only along roads (some Exclusive Rules may also specify tracks, paths, etc.) and do not start nor move adjacent to enemy combat units, they may move up to twice their printed movement allowance. Normal Movement cannot be combined with Strategic Movement in the same phase.
Strength Points (SPs): The combat strength of a unit. Used for stacking, artillery/rifle fire and Close Combat.
Surrounded: When enemy units or their ZOC occupy all six hexes adjacent to a unit.
Important: For this rule only, friendly units negate enemy ZOC in their hex.
Up Slope: Attack across a slope hexside into the hex which contains the solid line portion of the slope symbol. Movement is affected in both directions across a slope hexside (See Terrain Keys and Player Aid Cards for each volume).
Victory Points (VPs): Used to determine which side has won the battle. VPs are gained by eliminating and capturing enemy steps, units and leaders, by capturing and/or holding terrain objectives, and by choosing to influence certain game actions.
Zone of Control (ZOC): The ability of a unit to exert influence over an adjacent hex.
4. How To Win
There are three victory levels: Decisive, Substantial, and Marginal.
Decisive Victory: Conditions for Decisive victory are described in the Brandywine Exclusive Rules.
Substantial Victory: Baseline conditions for Substantial victories are described in rule 16.3, however some Exclusive Rules modify the threshold for Substantial victories.
Marginal Victory: Conditions for Marginal victories are described in Exclusive Rules.
Note: In some volumes one or both sides may not be able to score a Marginal victory.
VP Clarifications:
- A 2-step unit that is eliminated is worth 2 VPs whereas a 2-step unit that is captured is worth only 1 VP. In other words, captured units are worth 1 VP regardless of whether they have one or two steps. Eliminating a unit will destroy its organizational staffing. This is more effort than providing the replacements which must be expended to return the unit to fighting capacity.
- 2-step units that begin the game on their reduced side only count as 1 VP if eliminated.
- Shattered units on the board at the end of the game are worth ½ VP.
5. Sequence of Play Outline
Each game turn consists of two player turns. During the initiative segment, players determine which player executes their player turn first. Each player turn consists of several phases that must be executed in sequence. A more detailed version can be found in the Expanded Sequence of Play on the back page.
A. Initiative Segment
Determine which player has the Initiative this turn.
B. Initiative Player Turn
- Flip the game turn marker to indicate the correct player turn
- Movement phase
- Rally phase
- Defensive Artillery Fire phase
- Rifle Fire phase (simultaneous)
- Close Combat phase
- Move the game turn marker to the bottom half of the game turn and flip it over
C. Second Player Turn
- Movement phase
- Rally phase
- Defensive Artillery Fire phase
- Rifle Fire phase (simultaneous)
- Close Combat phase
D. End-of-Turn Segment
- Check for Automatic Victory
- If it is the last game turn of the scenario, determine a winner
- If additional game turns remain, advance the game turn marker to the top half of the next turn.
6. Initiative
6.1 General Rule
Initiative for a turn is determined by each player rolling a die and adding their Army Morale Initiative DRM (found on the Army Morale Track). The higher modified roll wins the initiative for that game turn.
6.2 Ties
If the modified die rolls result in a tie, both players roll again using the same modifiers (including any modifiers if Momentum Chits were used).
Note: See Exclusive Rules for exceptions.
6.3 Momentum
Momentum chits may be used to modify the initiative die roll. The player who had initiative on the previous game turn must decide how many Momentum Chits to spend first (see 12.62).
7. Stacking
7.1 Stacking Limit
Each hex may contain up to six friendly SPs of combat units other than artillery plus one friendly artillery unit (regardless of its SPs). Leaders and markers do not count for stacking purposes. Exclusive Rules may contain further restrictions and/or exceptions to stacking.
7.2 Stacking during Movement and Retreat
Stacking limits apply at all times, including during movement and retreat. A unit may never move or retreat through a hex in excess of stacking limits (Exception: see 9.1 and 13.23).
7.3 Overstacking Penalty
If units are found to be overstacked at any time, the owning player must immediately eliminate enough steps to meet the stacking limit.
Important: All step losses taken impact Army Morale and Victory Points as if they were lost in combat.
7.4 Intelligence
7.41 General: Both sides may examine all stacks of friendly and enemy units at all times.
7.42 Limited Intelligence: Some Exclusive Rules limit one or both players from freely examining enemy stacks. In those cases, use the rules below unless additionally modified by the Exclusive Rules.
A player under Limited Intelligence restrictions may not examine enemy stacks until either:
- During fire combat, in which case the player can examine a specific stack to choose a target.
Note: The player must commit to conducting Fire Combat against a specific hex and only then can they examine the units therein to determine which will be the target. The player must fire on the selected hex once the stack has been examined.
- During the Close Combat Phase a stack can be examined to determine combat odds, however once a stack is examined that hex must be attacked.
Note: The enemy stack can only be examined after it has been designated for Close Combat attack (see 12.21).
7.43 Limited Intelligence Penalty
Each time a player examines an enemy stack except in the situations noted in 7.42 above, they suffer an immediate –1 AM adjustment.
8. Zones of Control
8.1 General Rules
All Parade Order combat units exert a ZOC into all six adjacent hexes. A unit loses its ZOC while it is disrupted or shattered. The ZOC is restored if the unit rallies to Parade Order.
Note: ZOCs do extend across Ford and non-Ford Creek hexsides.
Exception: A ZOC extends out of, but not into, light forest/orchard, heavy forest, and fieldworks hexsides. See exclusive rules for additional exceptions.
8.2 Negating ZOCs
A combat unit negates an enemy ZOC in its hex for the purpose of the surrounded Close Combat modifier. It does not negate an enemy ZOC in its hex for retreat purposes (13.22).
8.3 Effects of ZOC on Movement
8.31 A unit that enters a hex in an enemy ZOC must stop and end all movement for the turn.
Important: In addition, it costs +1 MP to enter or exit an enemy rifle unit's ZOC.
8.32 A unit which begins in an enemy ZOC may move directly into another enemy ZOC but may move no further. If the first hex entered does not contain an enemy ZOC, the unit may continue moving up to its full movement allowance unless it again enters an enemy ZOC, which ends its movement.
The rulebook shows a diagram of two example hex clusters (labeled A and B) illustrating "No ZOC" and "ZOC" hexes around a unit, and the diagram below it illustrates the following example.
EXAMPLE: Unit A's ZOC does not extend into the Plantation House or the Heavy Woods. Unit B's ZOC extends out of, but not into the Lt Woods hexes.
9. Movement
9.1 Reinforcements
9.11 Placement: At the beginning of their side's Movement Phase on the game turn of arrival, reinforcements are placed according to the entry hex printed on the unit or turn track, or as specified in the Exclusive Rules.
Reinforcements may be placed in their entry hex in excess of stacking limits; however they must conform to stacking limits by the end of the movement phase.
Reinforcements may always be voluntarily delayed until a later game turn unless the Exclusive Rules for that game prohibit it.
9.12 Movement: Placement on the unit's entry hex costs no MPs. Reinforcements may move their full movement allowance and use strategic movement during their turn of entry unless prohibited by Exclusive Rules.
9.2 General Rules
During the movement phase the phasing player may move all, some, or none of their units. Units expend Movement Points (MPs) to enter adjacent (contiguous) hexes up to the Movement Allowance printed on the unit's counter.
Units pay MPs for each hex entered based on the terrain in that hex (See the Terrain Effects Chart for each individual volume in the series).
Because stacking rules are in force at all times (see 7.2) each individual unit must complete its movement before another unit may move.
Units are never required to move (Exception: see 12.2 and 13.3).
MPs cannot be saved from one turn to another nor transferred to another unit. A unit may never expend more MPs than its movement allowance.
Note: A unit may always move one hex as long as no movement restrictions (e.g., prohibited terrain) or Exclusive Rules are broken. See 13.4 and Exclusive Rules for exceptions.
9.3 Movement Restrictions
The following movement restrictions apply:
- Shattered units may not move (see 13.4).
- Disrupted units may only move 1 hex per turn. If adjacent to enemy units they must attempt to move away from as many as possible (see 13.3).
- Pinned units may move only if they do not end the movement phase adjacent to any enemy units and the phasing player reduces his Army Morale (see 9.6 & 13.1, Pin).
- A unit may never enter an enemy occupied hex or prohibited terrain.
- A unit may never move through a hex in excess of stacking limits (see 7.2).
9.4 Effects of Terrain on Movement
The MP cost of entering hexes and crossing hexsides are cumulative. Exceptions: Up Slope/Creek and Down Slope/Creek hexsides are each treated as a distinct combined terrain type as indicated on Volume specific Terrain Effects Charts, which may contain additional terrain anomalies.
Note: Roads nullify terrain costs for movement purposes only. Other terrain in a road hex still impact combat, ZOC, etc. normally, unless otherwise indicated in the Exclusive Rules.
9.5 Strategic Movement
Units using Strategic Movement may move up to twice their printed Movement Allowance as long as they start in and remain on terrain types which allow for Strategic Movement. See Exclusive Rules and Terrain Effects Chart for which terrain types qualify for strategic movement (typically roads).
Important: Units using strategic movement may not begin adjacent or move adjacent to enemy units at any point during their move.
9.6 Removing Pin Markers
After all movement is complete, remove pinned markers from all units on both sides which are not adjacent to enemy units (see 13.1, Pin). The phasing player must reduce his Army Morale by one for each pinned combat that is broken.
10. Rifle Fire
10.1 General Rules
During the Rifle Fire Phase, both players may fire their rifle unit(s). Rifle Fire is voluntary. No unit is ever required to fire. No unit may fire more than once per phase.
10.2 Selecting a Target
The phasing player must select his target unit(s) before the non-phasing player selects his. If a unit chooses to fire, it must select an adjacent target combat unit. No unit may be the target of more than one Rifle Fire per phase. If more than one rifle unit fires at a target unit, the number of SPs firing is combined.
10.3 Procedure
STEP 1: The firing player cross-references his firing SPs on the 'adjacent' column of the Ranged Fire To Hit Table to determine the 'To Hit' number.
STEP 2: The player rolls a die. The result is modified by all applicable DRMs given in the Ranged Fire Combat DRM Table. The modified die roll is compared to the 'To Hit' number. If it is equal to or greater than the 'To Hit' number, a hit is scored.
STEP 3: If a hit is scored, a second (unmodified) die roll is made on the Rifle Fire Damage Table to determine the result. Only the target combat unit will be affected by the result. Ignore any reference to other units in the hex (Exception: 13.1, Leader Casualty). After applying the results, make any Army Morale adjustments that are required.
Both die rolls must be against the same target and only one hit will result in a damage die roll. If both die rolls hit, ignore the second hit.
DESIGN NOTE: The Jaeger companies performed a tactic known as Strassefeuer ("street fire") in which groups of up to 25 men would advance in open order on the exposed flank of an enemy, in five files of five men each. The first man in each file would fire and countermarch to the left to gain the rear of his file and reload. The next man in each file would then fire and countermarch in like fashion. This would continue while the formation was steadily advancing, thus each volley would be delivered several paces closer to the enemy than the previous one. The effect could be devastating, particularly when directed at point-blank range.
EXAMPLE: The two American units conduct Rifle Fire on the British Guards unit. The SPs of the two rifle units must be combined. Assuming no terrain modifiers, the 'To Hit' number is ≥ 6 with one die, but the two rifle units have not yet fired this game and so receive a +1 DRM First Fire Bonus. The American player rolls a 5 which scores a hit. He then consults the Fire Damage Table and rolls again. He rolls a '4' which results in an R (Retreat) for the Guards unit.
10.4 Simultaneous Fire
Rifle Fire is considered simultaneous. Results, including Army Morale adjustments, are applied at the same time after both sides have fired. The non-phasing player must execute any retreats before the phasing player.
10.5 First Fire Bonus
Rifle units firing for the first time in the game receive a +1 "First Fire" DRM on the To-Hit Table. They do not get the first fire bonus if they are combining fire with other units that have already conducted their first fire. In either case, indicate the units that have fired by removing their "First Fire" markers.
Note: If multiple units are firing together and none have fired previously the first fire bonus is only +1; the first fire bonus is not cumulative.
All firing units lose their first fire bonus for future fire combats even if their fire has no effect.
Important: A rifle unit also loses its first fire bonus if it participates in Close Combat in any game turn before conducting fire combat.
10.6 First Fire Markers
First Fire markers should be placed on top of or below Rifle units at game or scenario start (players should agree on which method to use to prevent confusion), and are removed after the unit's first fire combat.
Note: If players choose not to use First Fire markers they should track which units have fired on paper or electronically.
10.7 German Jaeger Rifles
The German Jaegers may make two die rolls against their 'To Hit' number if both of these conditions exist:
- They are in Covered Terrain, which is defined as heavy woods, light woods or orchard.
- There is an open flank as defined in the Turn Flank requirements (see 12.53).
11. Defensive Artillery Fire
11.1 General Rules
During the Defensive Artillery Fire phase, the non-phasing player may fire any of his artillery. Defensive Artillery Fire is voluntary-no unit is ever required to fire. No unit may fire more than once per phase.
11.2 Selecting a Target
If an artillery unit chooses to fire, it must target a combat unit that is within range and Line of Sight (LOS). See Exclusive Rules for exceptions as some volumes contain artillery types that do not need LOS to fire.
No unit may be the target of more than one defensive artillery fire per phase. Multiple artillery units can combine their SPs to fire at a target. The number of SPs is totaled and the range of the unit farthest from the target is used to determine the "To Hit" number. The range for artillery units is three hexes (see Exclusive Rules for exceptions). Calculate range from the firing unit to the target, counting the target's hex but not the firing unit's hex.
DESIGN NOTE: Although extreme ranges were possible for field artillery (3 and 6 pounders), it was the standard practice of the day to fire at 600-800 yards, and often much closer.
11.3 Procedure
STEP 1: The firing player cross-references the number of SPs firing with the range to target on the Ranged Fire To Hit Table to determine the "To Hit" number.
STEP 2: The player rolls a die, which is modified by all applicable DRMs on the Ranged Fire To Hit Table. The modified roll is compared to the "To Hit" number. If it is equal or greater than the "To Hit" number, a hit is scored.
STEP 3: If a hit is scored, a second die roll is made on the Artillery Fire Damage Table to determine the result. Only the target combat unit will be affected by the result. Ignore any reference to other units in the hex. (Exception: 13.1 Leader Casualty) After applying the results, make any Army Morale adjustments that are required.
11.4 Line of Sight
11.41 For artillery units to fire beyond an adjacent hex, they must be able to see it. In game terms, the artillery unit must be able to trace a clear Line of Sight to the target unit. LOS is always clear when firing at an adjacent unit. LOS is traced from the center of the firing hex to the center of the target hex. For purposes of LOS, slope hexsides combined with runs, creeks or rivers are considered slope hexsides.
11.42 BLOCKING TERRAIN: Forest, light forest, and slope/hill hexes are always blocking terrain. See Exclusive Rules for specific terrain types that may affect LOS in various volumes.
Any hex that contains combat units, whether friendly or enemy, also blocks LOS (See Exclusive Rules for exceptions).
LOS can always be traced into blocking terrain or hexes containing combat units, but never through it (Exception: 11.43, Case C).
11.43 UP SLOPE: Determination of LOS depends upon whether or not both the firing unit and the target unit are in 'up slope' positions to each other. A unit is in an 'up slope' position if the LOS traced from the other unit crosses an up slope hexside as it enters the target hex.
Note: The direction of the slope graphic is normally "down" in the direction of the uneven lines pointing outward—these point "down". The higher level side of the graphic is the side that is flush.
A. Neither unit is 'up slope': The LOS is blocked if it passes through any blocking terrain hex. In addition, the LOS is blocked if it crosses any slope hexside which is not part of the firing or target unit's hexes.
B. One unit is 'up slope': The LOS is blocked if it passes through any blocking terrain hex. With one unit 'up slope', a LOS may be traced through a slope hexside which is part of the 'up-slope' unit's hex.
C. Both units are 'up slope': The LOS between these units is always clear. Ignore blocking terrain.
Note: See the LOS visual example for other specific situations.
The rulebook shows a diagram of a slope hex arrangement labeled with "down slope", "up slope", and hex markers "S" (slope), "U" (unit), and "B" (blocking terrain), illustrating the up-slope LOS cases described above.
11.44 HEX SPINES: If a LOS runs exactly along a hexside, it is blocked only if both hexes adjacent to the hexside contain blocking terrain and/or combat units.
The rulebook shows a diagram of an artillery unit about to conduct artillery fire, with shaded hexes indicating those not in the artillery unit's Line of Sight, as described in the example below.
EXAMPLE: The artillery unit is about to conduct artillery fire. The shaded hexes indicate those hexes which are not in the artillery unit's Line of Sight. Hexes marked 'B' are blocked by blocking terrain, hexes marked 'S' are blocked by slopes, and hexes marked 'U' are blocked by a combat unit.
12. Close Combat
12.1 General Rules
12.11 ATTACKER/DEFENDER: The phasing player is considered the Attacker, while the non-phasing player is the Defender.
12.12 WHO MUST ATTACK: Close Combat is mandatory for all friendly combat units (except artillery units) which are adjacent to enemy units. This includes any units which retreated from Fire Combat and are now adjacent to enemy units. Exception: Rifle units are never required to attack. See Exclusive rules for additional exceptions.
12.13 WHO MUST BE ATTACKED: All enemy units which are adjacent to friendly units must be attacked. Exception: See 12.14 Diversion.
12.14 DIVERSION: During each Close Combat phase, the phasing player may designate one hex as receiving a Diversion. The Attacker does not attack these defending units, but the Attacker's units that created the Diversion must attack some other enemy units.
All attacking units which are adjacent to the defending units receiving the Diversion are penalized by having the odds in the Close Combat(s) in which they are involved shifted one column to the left (for example, 2-1 is reduced to 3-2).
Important: If the newly shifted odds are less than 1-3, the Close Combat die roll modifier is –2 instead of the normal –1 modifier for less than 1-3 odds.
12.15 MULTI-HEX COMBAT RESTRICTIONS:
- Each unit, attacking or defending, may only be involved in one Close Combat per player turn.
- Attacking units stacked in a single hex may combine in a single attack or attack different units.
- All defending units in a single hex must be attacked together in a single Close Combat.
- Each Close Combat must involve either one attacking hex or one defending hex only.
The rulebook shows a diagram of three attacking units (A, B, C) adjacent to three defending units (X, Y, Z), illustrating the example below.
EXAMPLE: Attackers A, B and C have moved next to Defenders X, Y and Z. During Close Combat, Defenders Y and Z must be attacked together. However, Attackers B and C need not attack the same hex, though all units shown must be involved in a combat. The attacking player decides to have C attack X, while A and B combine in a single Close Combat against Y and Z.
12.2 Procedure
12.21 DESIGNATE ATTACKS: The phasing player must announce all Close Combats before resolving any of them. The phasing player designates which friendly units are attacking and which enemy units are being attacked.
12.22 REMOVE PIN MARKERS: After the phasing player has announced all Close Combats, the players remove the 'Pin' markers from all units on the board (See 13.1, Pin).
12.23 COMBAT SEQUENCE: Each Close Combat is resolved separately in any order that the Attacker chooses. For each, follow the procedure given below:
STEP 1, DETERMINE ODDS RATIO:
The players total the non-artillery SPs of all their units involved in this Close Combat. The Attacker compares his SP total to that of the Defender. The ratio of Attacking SPs to Defending SPs is rounded off in favor of the Defender to a set of odds given on the Close Combat Table.
EXAMPLE: 5 SPs attacking 4 SPs is 1:1, but 4 SPs attacking 5 SPs is 1:2.
See 12.3 if all defending units are artillery.
STEP 2, DETERMINE LEAD UNITS:
Each side, starting with the Attacker, must choose one unit to be its lead unit. The lead unit must be a Parade Order unit if one is available in the hex. Artillery units may not be chosen as lead units. This unit's morale, as modified by Army Morale, will be used as a DRM for the Close Combat. Also, if there is an adverse combat result, the lead unit will be the first unit to absorb the result (Exception: See 13.1 regarding capture results).
Note: The Exclusive Rules for each game may specify other units that cannot be the lead unit in Close Combat.
LEAD UNITS AND PROHIBITED TERRAIN: Units cannot be chosen as lead units if they would be required to advance after combat into prohibited terrain. If all attacking units are doing so into prohibited terrain then one unit can be selected as the lead unit, however it will not be allowed to advance after combat if the defending hex is vacated.
PRE-COMBAT WITHDRAWAL: After the attacker declares the lead unit the defender may declare a Cavalry or Indian Withdrawal (see 12.4).
Note: Step 2 above requires the attacker to declare the lead unit first, ensuring a combat unit is identified that will have to advance should the defender choose to withdraw.
STEP 3, DETERMINE DRMs:
Before rolling the die, the players check the Close Combat DRM Chart to see what additional adjustments will be made to that die roll.
Important: Militia defending with non-militia artillery would not be considered an all-militia force even though the artillery does not participate in Close Combat nor serve as the lead unit.
DESIGN NOTE: Each Close Combat takes into account factors other than the sheer numbers involved. These factors are integrated as adjustments to the resolution die roll.
STEP 4, SELECT AND RESOLVE TACTICS:
Each side secretly chooses one of their available tactics by placing the Tactics Cards face down in front of them. The two Tactics Cards are revealed simultaneously, and cross-referenced on the Tactics Card (or the Tactics Matrix on the Player Aid Card), to determine if there is any DRM.
No Combat (NC): If one or both players chose the Withdraw tactic, and the result indicated on the Tactics Matrix is No Combat, the side playing the Withdraw tactic must retreat all units one hex. Withdrawing units do not have to retreat to the same hex. Exception: Artillery in the attacker's hex never retreats if the attacker played Withdraw. If both sides chose Withdraw, the defender retreats first. Skip to Step 9.
Note: See rule 12.53 for conditions that allow play of the Withdraw tactic.
STEP 5, RESOLVE CLOSE COMBAT:
Close Combat is resolved by rolling a die, applying any DRMs, and cross-referencing it with the Odds Ratio on the Close Combat Table. The results to the left of the slash apply to the Attacker. The results to the right of the slash apply to the Defender.
STEP 6, MOMENTUM DECISION:
The player holding the fewest Momentum Chits (the Defender in the case of a tie) may choose to spend one to return to the Resolve Close Combat step and re-roll the die. If this player declines to use momentum, the other player may choose to expend a Momentum Chit to return to the Resolve Close Combat step and re-roll the die. Multiple Momentum Chits may be spent by one or both sides in each Close Combat, but only one may be spent each time this step is reached (that is, there must be a re-roll of the Close Combat die between Momentum Chit expenditures).
DESIGN NOTE: This sequence is an attempt to ensure that the player entering a battle with the most momentum has the best chance to be the last player to call for a re-roll.
STEP 7, APPLY CLOSE COMBAT RESULTS:
The Close Combat results are applied before proceeding to the next Close Combat (see 13.1 for explanations of results). When both players are required to retreat, the Defender must retreat before the Attacker. After applying the results, make any Army Morale adjustments which are required.
STEP 8, GAIN/LOSE MOMENTUM:
See sections 12.63 and 12.64 for ways Momentum is gained or lost. Exclusive Rules may provide additional ways Momentum is gained or lost.
STEP 9, ADVANCE AFTER COMBAT:
If the defender's hex becomes vacant, the attacker must advance with at least the lead unit if it did not retreat. Other units which participated may advance up to the stacking limit, including units which had to take a morale check and passed it. Artillery units may never advance. The defender may never advance after combat.
12.3 Artillery in Close Combat
Artillery SPs never count for Close Combat.
12.31 Artillery Defending Alone: If the only defending units are artillery they are captured without conducting an actual Close Combat.
12.32 Artillery Capture Procedure:
- The attacker must first identify the lead unit. By rule, this must be an eligible combat unit (See 12.23, Step 2). If a unit cannot be a Lead Unit, it cannot capture artillery in this manner.
- Skip to Step 9, Advance after Combat.
- As the Lead Unit advances into the hex, the defending artillery unit is placed in the Captured box and Army Morale adjustments are made.
Important: This rule is never superseded by Exclusive Rules, such as fieldworks in some games, where attackers are not required to advance. Without exception, a unit MUST advance into the artillery unit's hex in order to capture it.
12.4 Pre-Combat Withdrawal
Pre-combat withdrawal is available to the defender in Close Combat under the following circumstances:
- If all the defending units in a Close Combat are Parade Order dragoons and none of the attacking units are dragoons, the Defender has the option to announce a Cavalry Withdrawal after the attacker has declared his lead unit but before the attacker resolves the Close Combat.
- If all the defending units in a Close Combat are Parade Order Indian units located in any type of woods, and none of the attacking units are Indians or light infantry, the defender has the option to announce an Indian Withdrawal after the attacker has declared his lead unit but before the attacker resolves the Close Combat.
- Pinned defending dragoons or Indians may choose Withdrawal if they break the pin at a cost of –1 Army Morale (see 9.6 and 13.1, Pin)
Note: Exclusive Rules may list other terrain types in which Indian units may conduct Indian Withdrawal, and units other than Indians that may use Indian Withdrawal.
12.41 Procedure
Instead of resolving the Close Combat normally, the dragoons or Indians retreat three hexes, regardless of terrain costs, following retreat priorities to a hex not adjacent to an enemy unit. Mark the unit(s) with a Cavalry or Indian Withdrawal marker and go straight to step 9 of the Close Combat procedure.
Note: The attacker's lead unit, at a minimum, must advance into the vacated hex.
12.42 Effects
Dragoons or Indians marked with their pertinent Withdrawal marker:
- Retain their ZOC
- May not move or attack
- Defend normally
- May not choose Withdrawal again while under a Withdrawal marker
12.43 Removal
Withdrawal markers are automatically removed from friendly units during the owning player's next Rally phase.
12.5 Tactics Cards
12.51 At the beginning of the game, each player takes one set of Tactics Cards. During every Close Combat, each player will secretly select one eligible Tactics Card to influence the battle. Once both players have made their selections, the cards are simultaneously revealed.
12.52 Reading Tactics Cards
Every Tactics Card lists the eight tactics, grouped by their ability to be used: Basic tactics are shaded in yellow, those requiring a leader to be stacked with or adjacent to a unit(s) in the Close Combat are shaded in light green, and those requiring a leader and an open flank are shaded in a darker green.
For the Tactics Card selected, players consult the appropriate column (attacker or defender) and read down that column to find the DRM associated with each tactic that can be played by their opponent.
EXAMPLE: Shown below are the Tactics Cards played in a combat; the attacker has selected "Attack en Echelon" and the defender "Skirmish". Reading down the attack column to "Skirmish" on the Attack en Echelon card shows a –1 DRM for the combat. The defender sees the same result by reading down the defend column to "Attack en Echelon" on the Skirmish card.
12.53 Tactics Card Use Restriction: The following requirements must be met before a Tactics Card is eligible to be selected in each Close Combat.
Skirmish, Attack en Echelon and Stand Fast: May be used in all combats.
Withdraw: An all-infantry force may not choose this tactic in clear, field, or crops terrain if the opposing force contains dragoons. Additionally, a unit must have a clear retreat path in order to play Withdraw.
Frontal Assault & Commit Reserve: A Leader must be stacked with or adjacent to at least one unit involved in this Close Combat; the unit does not have to be the lead unit. See Exclusive Rules for exceptions.
Turn Flank & Refuse Flank: All of these conditions must exist in order to select either card:
- There must be an unoccupied hex that is simultaneously adjacent to one attacking and one defending hex participating in the current Close Combat, regardless of the total number of hexes involved.
- The unoccupied hex cannot be prohibited terrain for the selecting side's lead unit per the Terrain Effects Chart.
- A friendly Leader must be stacked with or adjacent to at least one unit involved in the current Close Combat (this unit does not have to be the lead unit).
- See Exclusive Rules for additional restrictions.
The rulebook shows a diagram illustrating that no open flank exists between unit A and units 1 & 2, but it does exist between unit A and unit 3, per the example below.
EXAMPLE: No open flank exists between unit A and units 1 & 2 but it does exist between unit A and unit 3.
12.54 One Leader can meet the eligibility requirements for Tactics Card use for all units with which it is stacked or to which it is adjacent.
Important: Exclusive Rules may identify leaders and "demi-leaders" (See 14.4) who are restricted in their ability to command in Close Combat.
12.55 If one player plays an illegal Tactics Card, their opponent receives a modifier of one in their favor (+1 for attacker or –1 for the defender). If both players play illegal Tactics Cards, the Tactics modifier is 0.
12.6 Momentum
12.61 There is a pool of five back-printed Momentum Chits. Players accumulate momentum during the game as a result of Close Combat. Exclusive Rules will list which side (if any) begins with Momentum.
12.62 Spending Momentum: Momentum chits are normally used in one of the three ways listed below.
Note: Some Exclusive Rules list other ways to spend Momentum.
- CLOSE COMBAT: Each chit spent allows the re-roll of one Close Combat resolution die roll. More than one Momentum Chit may be used in one Close Combat (see 12.23, step 6).
- INITIATIVE:
- For each Momentum Chit spent before the initiative die is rolled, a player may add two (+2) to their initiative die roll. The player who had initiative on the previous game turn must decide how many Momentum Chits to spend first (see 6.3).
- A player may spend three Momentum Chits before the initiative die rolls to dictate player order for the current game turn.
Note: This means a player could spend three Momentum Chits to compel their opponent to take the initiative for that game turn.
When a Momentum Chit is used, it is returned to the pool and can be accumulated again later.
12.63 Gaining Momentum:
- The Defender gains one Momentum Chit during the Gain Momentum step whenever the final modified Close Combat die roll is less than or equal to –1.
- The Attacker gains one Momentum Chit during the Gain Momentum step whenever the final modified Close Combat die roll is greater than or equal to 10.
If a player is entitled to receive a Momentum Chit but there are none available in the pool, the opposing player must return one Momentum Chit to the pool instead. If the opposing player does not have a Momentum Chit, there is no further effect.
Note: See Army Morale Adjustment chart for additional cases.
Exclusive Rules may list additional ways Momentum Chits are gained.
12.64 Surrendering Momentum: If a unit with a printed unit morale of +2 is captured while it is at full strength, the owning player must return one Momentum Chit to the pool. If the player does not have a Momentum Chit, the opposing player is entitled to take a Momentum Chit from the pool. If there are no Momentum Chits in the pool, there is no further effect.
Exclusive Rules may list additional ways Momentum Chits are lost.
13. Combat Results
In the following rules, the 'affected unit' is the lead unit in a Close Combat, or the target unit for Fire Combat. In Fire Combat, other friendly combat units in the hex are never affected, but leaders may be.
13.1 Explanation of Results
"-" No effect.
"AM" Army Morale Loss: The affected player must reduce his Army Morale marker by one.
"R" Retreat: The owning player retreats the affected unit one hex (see 13.2). The other friendly units in the Close Combat, and the Defender's artillery (only if the Defender suffers the "R" - and never the Attacker's artillery even if the Attacker suffers an "R"), must make a morale check; if they fail, they must retreat one hex also. When both sides must retreat, the defender retreats and makes morale checks first. See Exclusive Rules for exceptions to mandatory retreat.
"D" Disruption: The owning player retreats the affected unit three hexes (see 13.3) and places a disruption marker on the unit. The other friendly units in the Close Combat, and the Defender's artillery (but not the Attacker's artillery), must make a morale check; if they fail, they must retreat one hex.
- If the affected unit was already disrupted, it is now shattered. The affected unit must still retreat three hexes.
- If the affected unit was already shattered, it is eliminated and placed in the eliminated box.
"1" One-Step Loss: The affected unit loses one step. If the unit is a full-strength two-step unit, it is flipped over and remains in the hex; otherwise, the unit is placed in the eliminated box. The other friendly units in the Close Combat, and the Defender's artillery (but not the Attacker's artillery), must make a morale check; if they fail, they must retreat one hex.
DESIGN NOTE: Because it is considered to be covering the retreat of the other units, the unit that takes the loss never retreats.
"2" Two-Step Loss: The affected unit is eliminated and placed in the eliminated box. If the affected unit was only a one-step unit or was a reduced two-step unit, a second unit must take a one-step loss; if there is no other unit in the hex, the second step loss is ignored. The other friendly units in the Close Combat, and the Defender's artillery (but not the Attacker's artillery), must make a morale check; if they fail, they must retreat one hex also.
Important: The Army Morale impact of this result (+1/–2) occurs even if there is only one step to lose.
"DC" Captured, Defender's Choice: One combat unit of the Defender's choice is captured (if the printed unit morale is +2, see 12.64). The unit does not have to be the lead unit, neither does it have to be at full strength. The other defending units, including defending artillery, must pass a morale check. If they pass, they must retreat one hex; if they fail, they suffer a "D" result (retreat three hexes and become disrupted).
"AC" Captured, Attacker's Choice: One participating combat unit of the Attacker's choice on the affected side is captured; place the unit in the captured box (if the printed unit morale is +2, see also 12.64). This unit does not have to be the lead unit nor does it have to be at full strength. The other friendly units in the Close Combat (including all the Defender's artillery) must make a morale check; if they pass, they must retreat one hex; if they fail, they suffer a "D" result (retreat three hexes and become disrupted).
"PIN" Pinned: Participating combat units remain engaged. All disrupted and shattered units on both sides are captured. The defender, followed by the attacker, places these units in the captured box and makes Army Morale adjustments. A pinned marker is then placed on all hexes involved in this Close Combat. If no defending combat units remain after these Disrupted/Shattered captures occur, PIN markers are not placed on any units and the attacker must advance with at least the Lead Unit per 12.2, Step 9 (defending leaders would be captured in this case).
Once Pinned markers are placed, the next phasing player must either:
A. Attack with all their pinned units, and attack all defending units marked as pinned during this player turn (additional units may stack and/or attack with the pinned units);
OR:
B. Move all friendly pinned units so that they are not adjacent to any enemy units; and do not move any other friendly units adjacent to the enemy pinned units; and reduce Army Morale by one (9.6).
Note: In Case B above, one Army Morale point is spent for each individual PIN result that is removed in this way. In case B above a leader cannot leave a pin hex without triggering an Army Morale penalty.
Note: Pinned defending units may not receive a diversion. This is an exception to 12.14.
'Pin' markers are removed from all friendly and enemy units either at the end of the movement phase, with an Army Morale Penalty (see 9.6), or after all Close Combats are assigned (see 12.22).
See Exclusive Rules for Pin exceptions.
For Pin examples, see the Pinned Unit Cases table below.
Pinned Unit Cases
| Case | The Pinned Unit(s) are | Pinned Against | Then |
|---|---|---|---|
| 1 | One or more units in a single hex | A single hex | All Pinned units must attack the pinned hex; other units may join the combat |
| 2 | In multiple hexes | A single hex | All Pinned units must attack the pinned hex; other units may join the combat |
| 3 | A single unit | Multiple hexes | The unit must attack all hexes it is Pinned to OR: if additional units attack all Pinned hexes, the Pinned unit may attack any of the hexes it is pinned against; if additional units attack some Pinned hexes the Pinned unit must attack all remaining hexes it is pinned to |
| 4 | More than one unit in a single hex | Multiple hexes | The units must, in some combination, attack all hexes pinned to OR: if additional units attack all Pinned hexes, the Pinned units may attack any of the hexes it is pinned against |
NOTE: See Exclusive Rules for exceptions to these cases.
"*" Leader casualty: The owning player removes one Leader and places it in the eliminated box. The Leader chosen need not be the one in command. This is the only result from artillery or rifle fire that may affect other units in the hex. If no leader is present, ignore both the result and the Army Morale adjustment due to Leader casualty.
13.2 Retreat
13.21 RETREAT GUIDELINES: If possible, a unit must retreat into a hex which is not adjacent to an enemy unit and in a direction specified by each game's Exclusive Rules. Refer to those Exclusive Rules to determine the required direction.
13.22 RESTRICTIONS: Units may not retreat:
- Into an enemy occupied hex
- Into an enemy ZOC, even if friendly units already occupy the hex
- Into prohibited terrain
- Off the map
- In violation of stacking limits (Exception: see 13.23).
Important: A unit may retreat in a direction not specified in the Exclusive Rules if no other path exists, only if that path does not violate any of the conditions of 13.22.
13.23 RETREAT AND CAPTURE: Any unit that cannot retreat the full distance because of restrictions is captured instead; this includes retreats caused by Rifle Fire or Artillery Fire. The unit is removed and placed in the captured box.
Exception: If a two-step unit would be captured for failure to retreat due to stacking limit violations, the owning player may choose to take a step loss and retreat, provided that the reduced-strength unit would not violate stacking limits in the hex into which it retreats. The Army Morale adjustments of suffering a '1' result are applied if the unit is reduced in this manner. (The player may still choose to have the unit captured instead of taking a step loss.)
13.24 COMBAT AND PREVIOUSLY RETREATED UNITS: If a unit retreats from a Close Combat into a hex which has not yet had its Close Combat resolved, it may not contribute any strength to that Close Combat, nor may it be selected as the lead unit. If its side suffers any result other than "No Combat", the previously retreated unit must make a morale check. If it passes, it must retreat one hex; if it fails, it suffers a "D" result (see 13.3, Disruption).
Note: Units which retreat as a result of Fire Combat must still attack adjacent units (See 12.12).
13.25 LEADER RETREATS: Any Leader may freely retreat along with any friendly retreating units with which it is stacked. Leaders are never required to retreat.
13.26 ARTILLERY RETREATS: Artillery units retreat like other units. Artillery units are not captured automatically if they end the Apply Close Combat Results Step adjacent to enemy combat units. Artillery capture occurs during Advance After Combat, and only if the defending artillery unit was alone in the hex when the Lead Unit was determined (see 12.32).
Note: Attacking artillery never retreats.
13.3 Disruption
Disrupted units:
- Must retreat three hexes and end three hexes from its starting hex, counting by the shortest distance, or else be captured. The end hex may not be adjacent to an enemy unit if there is any hex which is also three hexes from the starting hex and not adjacent to an enemy unit. The prohibition against retreating into enemy ZOCs applies (see 13.22).
- May only move one hex per turn, and may not move adjacent to an enemy unit. If a disrupted unit begins a movement phase adjacent to an enemy unit(s), it must use its one hex move to move away (i.e., no longer adjacent) from all enemy units if possible; if not, then it must move away from as many enemy units as possible.
- May not attack; artillery and rifle units may not fire.
Important: If the unit ends its Combat Phase adjacent to a Parade Order enemy combat unit and it is not stacked with a friendly Parade Order combat unit, it suffers an additional "D" result, and becomes shattered. If it cannot retreat three hexes it is captured per 13.23.
- Defend with only half of their SPs (fractions rounded up)
- Have no ZOC
- Are shattered, if they receive an additional "D" result
- Are captured if they receive a 'PIN' result
- May not attempt to Rally in the Rally Phase if in the ZOC of any enemy combat unit.
13.4 Shattered
Shattered units:
- When initially shattered, retreat three hexes per 13.3
- May not move (even at the minimum one-hex rate)
- May not attack; artillery and rifle units may not fire
- Defend with 1 SP (regardless of their actual SP ratings), and may not receive any terrain DRMs
- Have no ZOC
- Are eliminated, if they receive an additional "D" result (place such units in the eliminated box)
- Are captured, if they receive a PIN result
- Are captured, if they end any Close Combat phase adjacent to enemy units, and are not stacked with friendly Parade Order units; remove the units and place them in the captured box.
- May not attempt to Rally in the Rally Phase if in the ZOC of any enemy combat unit.
- Shattered units on the board at the end of the game are worth ½ VP.
13.5 Morale Checks
When a Morale Check is required, a die is rolled and the value is added to the unit's modified morale. If the result is 5 or greater, the unit passes the morale check. If the result is 4 or less, the unit fails the morale check.
MORALE CHECK MODIFIERS: Apply the following modifiers to the Morale Check die roll:
+1 Defending units attacked solely across unbreached fieldwork hexsides including forts, redoubts, stockades, revetments, earthworks, flechettes or any other type of fortified hexside specifically depicted in the game.
+? Leadership DRM (see 14.23)
See Exclusive Rules for volume specific Morale Check modifiers and situations.
14. Leaders
14.1 Stacking Leaders
Any number of friendly Leaders may stack in a hex, however only the highest ranking leader (See Exclusive Rules for leader seniority) is "in command." Place the Leader in command on top of the friendly units.
Important: See Exclusive Rules for limitations on which units each leader is able to command. Leaders must be in command in order to perform any of the functions described below.
14.2 Using Leaders
14.21 CLOSE COMBAT DRM: A Leader in command and stacked with any units participating in Close Combat modifies the die roll with his Close Combat DRM. When attacking, the rating is added to the die roll; when defending, it is subtracted. The leader does not need to be stacked with all attacking units in order to use this DRM.
Important: The most senior leader—who is deemed to be in command during the combat—is the only leader who may apply his combat DRM to the combat, regardless of how many other leaders may be present among the participating hexes.
14.22 TACTICS CARDS: In-command leaders stacked with or adjacent to units of its side in Close Combat allow for the play of additional Tactics Cards (see 12.53). See each game's Exclusive Rules for exceptions.
14.23 LEADERSHIP DRM: During all morale checks and rally attempts, the Leader in command may add his Leadership DRM to all combat units in his hex.
Leadership Ability Table
| Leadership Function | Range: Same Hex | Range: Adjacent | Usage |
|---|---|---|---|
| Close Combat DRM | Yes | No, unless the leader's hex is involved in the same CC | Can only be applied to one Close Combat per combat phase. |
| Tactics Card Usage | Yes | Yes | Applies to all CC to which the leader is adjacent |
| Leadership DRM | Yes | Yes for George Washington only, otherwise No | Applies to each unit's roll |
14.3 Affecting Leaders
14.31 Leaders are only affected directly in combat by an "*" result. Leaders are never disrupted. If stacked with units which retreat or suffer disruption, the leader may either retreat with them or remain in place.
Important: Any leader in the affected combat can be chosen for the casualty result, not just the highest ranking leader.
14.32 If the "" resulted from Fire Combat, a leader stacked with the targeted unit will suffer the loss. If the "" resulted from Close Combat, any leader stacked with units participating in that specific Close Combat will suffer the loss. Therefore, if a leader only provided additional Tactics Cards due to adjacency, that leader is not eligible to satisfy a loss result.
14.33 Leaders alone in a hex are captured immediately if Parade Order or Disrupted enemy combat units enter their hex. This capture can occur either during the movement phase or as a result of advance after combat. If the Leader is captured during enemy movement, the capturing unit does not have to stop or expend additional movement points.
14.4 Demi-Leaders
Some non-leader units allow Tactics Cards to be played for themselves or other units stacked with or adjacent to them. These units are specified by a 5-point gold star on their counters and explained fully in each game's Exclusive Rules.
15. The Rally Phase and Unit Morale
15.1 The Rally Phase
During the Rally Phase, the phasing player's disrupted or shattered units that are not in an enemy ZOC may attempt to Rally. A unit attempts to Rally by making a Morale Check (13.5). A Leader in command may modify the Rally attempt of any units in the same hex by adding his Leadership DRM (14.23). A Leader is not required in order to make a Rally attempt.
15.2 Rally Effects
A disrupted unit that passes its Morale Check is restored to Parade Order. If it fails its morale check, it remains disrupted. A shattered unit that passes its Morale Check becomes disrupted. If it fails its Morale Check, it remains shattered.
15.3 Unit Morale
15.31 BASE MORALE: A unit's base morale is printed on the unit. The base morale on the reduced side of a unit is usually one less than on the full-strength side.
15.32 MODIFIED MORALE: A unit's modified morale is the unit's base morale plus the unit's army morale modifier (see 16.2). A lead unit's modified morale is used as a DRM for Close Combat (see 12.2).
15.33 Rally on Me: "Rally on Me" markers should be placed on top of stacks containing both Parade Order and Disrupted/Shattered units as a reminder to make morale checks in the Rally Phase.
16. Army Morale
DESIGN NOTE: In this period of warfare, battles were decided less often by inflicting overwhelming losses than by destroying the opponent's will to resist. The Army Morale Track measures the tenacity and will to fight of a player's entire force. The success or failure of the individual units throughout the course of play will have a cumulative effect upon the overall status of each player's army. Conversely, the overall morale status of a player's army influences the ability of individual units to perform to maximum effect.
16.1 Adjusting Morale
Army Morale may need to be adjusted each time one of the following occurs (see Exclusive Rules and Player Aid Cards in each volume for additional cases):
- A Fire or Close Combat result is other than 'no effect'.
- A unit rallies (+1)
- A Leader casualty (see Exclusive Rules)
- PIN markers are removed in the Movement Phase (see 9.6).
16.2 Army Morale Levels
16.21 HIGH MORALE: If an army is considered at High Morale the Initiative DRM for that army is +1. All units in a High Morale army use their printed unit morale ratings.
16.22 FATIGUED: If an army is Fatigued, the Initiative DRM for that army is 0. All units in a Fatigued army have their unit morale ratings reduced by 1.
16.23 WAVERING: If an army is Wavering, the Initiative DRM for that army is –1. All units in a Wavering army have their unit morale rating reduced by 2.
Note: If the Army's Morale changes between High, Fatigued or Wavering during the resolution of a Fire Combat or Close Combat, resolve any resulting morale checks using the Army Morale level that was in effect at the beginning of that Combat. The new Army Morale level is used for any Combats which are still to be resolved in that Combat Phase.
16.3 Demoralized and Substantial Victories
If an Army's Morale falls to 0, it is considered Demoralized. The game ends immediately, and the opposing player wins a Substantial Victory.
Series Rules Credits
GAME DESIGN: Mark S. Miklos
DEVELOPMENT: Andy Lewis, Dave Stiffler, and Rob McCracken
ART DIRECTOR: Rodger MacGowan
RULES LAYOUT: Mark Simonitch & Charles Kibler
Tactical Matrix
The Tactics Matrix cross-references the Attacker's Tactics Card selection (columns) against the Defender's selection (rows) to give the DRM for the Close Combat. NC means No Combat.
| Defender \ Attacker | Skirmish | Attack en Echelon | Stand Fast | Withdraw | Frontal Assault | Commit Reserve | Turn Flank | Refuse Flank |
|---|---|---|---|---|---|---|---|---|
| Skirmish | 0 | –1 | +1 | NC | +2 | –1 | –1 | 0 |
| Attack en Echelon | +1 | 0 | –1 | –1 | 0 | 0 | +1 | –1 |
| Stand Fast | –1 | +1 | 0 | NC | –1 | –1 | +2 | 0 |
| Withdraw | NC | +1 | NC | NC | +2 | 0 | 0 | NC |
| Frontal Assault | –2 | 0 | +1 | –2 | 0 | +1 | +1 | 0 |
| Commit Reserve | +1 | 0 | +1 | 0 | –1 | 0 | –1 | –1 |
| Turn Flank | +1 | –1 | –2 | 0 | –1 | +1 | 0 | +2 |
| Refuse Flank | 0 | +1 | 0 | NC | 0 | +1 | –2 | 0 |
Frontal Assault and Commit Reserve require a Leader to be played. Turn Flank and Refuse Flank require a Leader and an Open Flank to be played (see 12.53).
Close Combat Table
Cross-reference the (modified) die roll with the Odds Ratio column. The result to the left of the slash applies to the Attacker; the result to the right of the slash applies to the Defender.
| Dice Roll | 1-3 | 1-2 | 1-1 | 3-2 | 2-1 | 3-1 | 4-1 |
|---|---|---|---|---|---|---|---|
| –2 | 2/- | AC/- | AC/- | AC/- | AC/- | 1*/- | D/- |
| –1 | AC/- | 1*/- | 1*/- | 1*/- | 1*/- | D/- | D/- |
| 0 | 1*/- | 1/- | 1/- | 1/- | 1/- | D/- | R/- |
| 1 | 1/- | D/- | D/- | D/- | D/- | R/- | R/- |
| 2 | 1/- | D/- | D/- | D/- | R/- | R/- | PIN |
| 3 | D/- | D/- | R/- | R/- | PIN | PIN | R/R |
| 4 | D/- | R/- | R/- | PIN | R/R | R/R | -/R |
| 5 | R/- | PIN | PIN | R/R | -/R | -/R | -/D |
| 6 | PIN | R/R | R/R | -/R | -/R | -/D | -/D |
| 7 | R/R | -/R | -/R | -/D | -/D | -/D | -/1 |
| 8 | -/R | -/R | -/D | -/D | -/D | -/1 | -/1* |
| 9 | -/R | -/D | -/D | -/1 | -/1 | -/1* | -/DC |
| 10 | -/D | -/D | -/1 | -/1* | -/1* | -/DC | -/AC |
| 11 | -/D | -/1* | -/1* | -/DC | -/AC | -/AC | -/2 |
Notes:
- Odds of less than 1-3 are resolved as 1-3 with a –1 DRM (–2 DRM if Diversion is used).
- Odds of greater than 4-1 are resolved as 4-1.
- Shift the Odds on Close Combats where any attacking units are adjacent to Diversion defending units 1 column to the left (i.e., 2-1 becomes 3-2).
- Die rolls less than –2 are treated as –2. Die rolls greater than 11 are treated as 11.
Combat Results key:
- (blank) No Effect
- AM: Army Morale Loss
- R: Retreat
- D: Disruption
- 1: One Step Loss
- 2: Two Step Loss
- DC: Captured, Defender's Choice
- AC: Captured, Attacker's Choice
- PIN: Pinned
- *: Leader Casualty
The printed table also marks, by shading, which results correspond to the Defender gaining Momentum and which correspond to the Attacker gaining Momentum; the shading could not be reproduced in this transcription, but the underlying rule is stated in full in 12.63 (Defender gains a Momentum Chit whenever the final modified die roll is ≤ –1; Attacker gains one whenever it is ≥ 10).
Expanded Sequence of Play
A. Initiative Segment (See Rule 6.0)
- Each player rolls one die and modifies it by the Army Morale DRM to determine who has the Initiative this turn.
B. Initiative Player Turn
-
Flip the game-turn marker to indicate the correct player turn.
-
MOVEMENT PHASE (9.0)
- Place reinforcements if any (9.11).
- Disrupted units may only move one hex (13.3).
- Shattered units may not move (13.4).
- Pinned units may move only if they do not end their move adjacent to an enemy unit and the phasing player reduces his Army Morale (9.3).
- Units may conduct Strategic Movement (9.5).
- RALLY PHASE (15.0)
- Make a Morale Check (13.5) for each friendly Disrupted (13.3) or Shattered (13.4) unit that is not in the ZOC of an enemy combat unit.
- A modified die roll ≥ 5 Rallies the unit (+1 AM).
- Shattered units that Rally become Disrupted, Disrupted units that Rally become Parade Order.
See Exclusive Rules for other game functions that may be performed in the Rally Phase.
- DEFENSIVE ARTILLERY FIRE PHASE (11.0)
The non-phasing player may fire any or all of his artillery units.
STEP 1: Determine "To Hit" number (cross reference artillery SPs with the range to the target on the Ranged Fire To-Hit Table).
STEP 2: Roll a die. If the modified die roll is equal to or greater than the "To Hit" number, a hit is scored.
STEP 3: If a hit is scored, a second unmodified die roll is made on the Artillery Fire Damage Table to determine the result. After applying the results, make any Army Morale adjustments that are required (16.1).
- RIFLE FIRE PHASE (10.0)
- Both players may conduct Rifle Fire with their Rifle units.
- Fire is considered simultaneous (10.4).
STEP 1: Determine "To Hit" number (cross reference Rifle SPs with the "adjacent" column on the Ranged Fire To-Hit Table) (10.3).
STEP 2: Roll a die. If the modified die roll is equal to or greater than the "To Hit" number, a hit is scored (10.3).
STEP 3: If a hit is scored, a second (unmodified) die roll is made on the Rifle Fire Damage Table. Make any Army Morale adjustments that are required (16.1).
- CLOSE COMBAT PHASE (12.0)
A. Designate all attacks (12.21). The phasing player must attack with all his units that are adjacent to enemy units, and all adjacent enemy units must be attacked. Exceptions: Artillery and rifle units (12.12), Diversions (12.14).
B. Remove Pin markers from all units (12.22).
C. Conduct all designated Close Combats.
CLOSE COMBAT SEQUENCE (12.23):
STEP 1: Determine Odds Ratio.
STEP 2: Determine Lead Units.
- After the attacker declares its lead unit, defender may choose Pre-Combat Withdrawal (12.4).
STEP 3: Determine DRMs.
STEP 4: Select and Resolve Tactics.
STEP 5: Resolve Close Combat.
STEP 6: Momentum Decision.
STEP 7: Apply Close Combat Results.
- Make Army Morale Adjustments.
STEP 8: Gain Momentum.
STEP 9: Advance after Combat.
- Artillery Capture (12.32).
- ADVANCE GAME TURN MARKER
Move the game-turn marker to the bottom half of the game turn and flip it over.
C. Second Player Turn
Same as above, except ignore B1 and B7.
D. End-of-Turn Segment
- Check for Automatic Victory (see Exclusive Rules).
- If it is the last game turn of the scenario, determine a winner.
- Advance the game-turn marker to the top half of the next game turn.
Brandywine Exclusive Rules Credits
GAME AND SERIES DESIGN: Mark Miklos
INTELLIGENCE VARIANT DESIGN: Don Hanle, PhD
GAME DEVELOPMENT, RULES EDITING, PLAYER AIDS: Rob McCracken
ART DIRECTOR, PACKAGE ART & DESIGN: Rodger MacGowan
MAP ARTWORK, COUNTER LAYOUT AND ARTWORK: Charlie Kibler
COUNTER ARTWORK: Rodger MacGowan, Mark Simonitch
PLAYTESTING: Don Hanle, Eric Walters
RULEBOOK LAYOUT: Mark Mahaffey
PRODUCTION COORDINATION: Tony Curtis
PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley, Mark Simonitch
DEVELOPMENT (1ST ED.): Andy Lewis
PLAYTESTING (1ST ED.): Sean Cousins, Dennis Mason, Peter Stein, Bruce Reiff, Jim Rush, Mike Welker
MAP ARTWORK (1ST ED.): Based on original map art by Mark & Darlene Miklos
This is the Second Edition of the Brandywine Exclusive Rulebook (2017), which accompanies the Series Rulebook above to form the complete rules for Brandywine, Volume II in GMT's Battles of the American Revolution series.
Combat Units
BRITISH Player
Tan with red stripe: British Regulars Tan with green stripe: German Hessians Tan with yellow stripe: American Loyalists
AMERICAN Player
Blue with dark stripe: Sullivan's Wing Blue with light stripe: Greene's Wing
General Markers
Rally on Me, Disrupted (+1 DRM), First Fire (+1 DRM), Momentum
I. Prepare for Play
1.1 Game Length
The game begins on Turn 1 and ends on Turn 12 unless a Substantial or Decisive victory is achieved prior to Turn 12 (see section II).
1.2 Player Order
The British Player automatically has initiative on Turn 1. Thereafter, player order is determined randomly per Series Rule 6.0.
1.3 At-Start Army Morale
American: 20, British: 20
1.4 Momentum
The British Player begins the game with 1 Momentum chit.
1.5 Deployment
Both sides deploy their units either by the at-start hex or turn of entry indicated on the counters.
II. How to Win
2.1 British Decisive Victory
At the end of any American player turn:
- At least 4 SPs of Parade Order British player infantry or light infantry units occupy either hex 2419 or hex 2428, regardless of American adjacency.
2.2 American Decisive Victory
Case 1: At the end of any game turn:
- Eliminate or capture at least 15 SPs of British player infantry and/or light infantry AND
- Eliminate or capture at least twice as many infantry and/or light infantry SPs as the British player has eliminated and captured.
OR
Case 2: At the end of game turn 12:
- The British player does not have a Parade Order infantry or light infantry unit in either of these hexes without American combat units adjacent: Birmingham Meeting House (hex 1910) and Proctor's Battery (hex 1127).
2.3 Substantial Victory
Either side can achieve a Substantial Victory as indicated in Series Rule 16.3.
2.4 Marginal Victory
If neither player wins a Decisive or Substantial victory by the end of Turn 12, the two players compare victory point scored for combat unit casualties, leader loss, and hex capture.
- If the British player has more VPs than the American player, the British player wins a marginal victory.
- Otherwise, the American player wins a marginal victory.
2.5 Victory Points
2.5.1 Combat Unit and Leader Casualties: See the Victory Point Schedule and the Leader Summary Table on the Player Aid Card.
2.5.2 British Only (see Turn Record Track):
- Capture of Proctor's Battery. The battery is captured if there is a British Parade Order combat in hex 1127, with no American combat units adjacent to it. Place the "Proctor's Battery Captured" marker in the turn of capture on the Turn Record Track. This marker is removed when an American combat unit moves adjacent to hex 1127, which eliminates any British VP gain obtained already. At the end of the game, the British player gains the VP amount indicated in the box where the marker is currently placed.
- Early release of Greene's Wing (see 3.6.1.2)
- Early release of Sullivan's Wing (see 3.6.1.3)
III. Series Rule Variations
3.1 Leader Seniority
In cases where stacked Leaders have the same rank (number of stars), their seniority is as follows:
- American 2-star: Greene, Sullivan, Stirling, Lafayette
- American 1-star: Wayne, Maxwell
- British 2-star: Cornwallis, Grey, Grant, Stirn
3.2 Retreat Priorities
3.2.1 The American player must retreat his units toward the American Headquarters (hex 1727) if possible.
3.2.2 The British player must retreat his units toward their respective entry hexes if possible.
3.3 Stacking
3.3.1 The American leader Maxwell must be stacked with at least one light infantry unit from his Detachment (see 4.1) at all times if such units are in play.
3.3.2 The German leader Stirn may not voluntarily end a friendly movement phase stacked with British or Loyalist combat units even if such a stack also contains German units. If forced to stack he may not command. Therefore, he cannot apply his combat or rally die roll modifiers nor allow the use of Tactics Cards. He must move to unstack as soon as possible.
Design Note: Stirn did not speak English. In addition, there was a bias within the British officer corps against foreign officers commanding British troops. Lt. General Baron Knyphausen was an exception. Not only did he speak English and French, and thus was able to effectively communicate with the British, but also he had the benefit of rank. Besides being the second most senior officer on the field, he was commander of the 2nd Hessian Division.
3.3.3 American artillery units may move (but not retreat) through the Proctor's Battery hex (hex 1127) even if Proctor is in the hex.
3.4 Limited American Intelligence
The American player cannot examine British stacks until Sullivan's Wing is released (see 3.6.1.3).
Exception: the American player may examine the units in a stack upon which he is conducting Fire or Close Combat (Series Rule 7.4.2).
3.5 Strategic Movement
- The "Dungeon Bottom" path, near Jones Ford, cannot be used for Strategic Movement.
- Strategic movement cannot be used in a turn in which a unit crosses a Primary Ford (see 5.1).
3.6 Other Movement Considerations
3.6.1 American Bivouac Area
All American at-start units must remain within the area bounded by the American Bivouac Area boundary and Brandywine Creek. Exception: Maxwell's Detachment (see 4.1).
3.6.1.1 Release from the Bivouac Area
- Greene's Wing: On turn 4, the units of Greene's wing are free to cross Brandywine Creek. They may still not move north or east of the American Bivouac Area boundary.
- Turn 6: On this turn, the American player is released from the American Bivouac Boundary restriction. His units may now move anywhere.
3.6.1.2 Greene's Early Release
If any unit of Maxwell's Detachment (see 4.1) is attacked by Fire or Close Combat, the American player may choose to release Greene's wing to cross the Brandywine Creek on turns 1, 2, or 3 by paying a VP penalty to the British. See Turn Record Track.
Place the Greene's Wing Released marker in the turn of release on the Turn Record Track even if the release occurs without penalty on turn 4.
3.6.1.3 Sullivan's Early Release
The American player may choose to release his entire army from the American Bivouac Area restriction on game turns 4 or 5 by paying a VP penalty to the British. See Turn Record Track.
Place the Sullivan's Wing Released marker in the turn of release on the Turn Record Track even if the release occurs without penalty on turn 6.
Pre-Release Combat Impacts
American units may not choose to conduct Close Combat against a hex outside the American Bivouac Area until they are released.
- However, if they are "Pinned" due to a prior combat result they are required to attack unless they break pin according to Series Rule 13.1.
- They are not permitted to advance after combat outside the Bivouac Area until released. This is an exception to Series Rule 12.2, Step 9.
3.6.2 Other American Movement Restrictions
3.6.2.1 Radley Run
No American unit may end its movement phase north of Radley Run.
3.6.2.2 Delaware Blues
The Delaware unit that begins in hex 0407 may not move until a unit, American or British, moves within two hexes of it. Once this occurs, the Delaware unit is free to move anywhere.
3.6.2.3 Proctor
The Proctor Artillery unit may not move until its hex (1127) has been attacked by the British player in Close Combat. Its movement allowance is enclosed in parentheses as a reminder.
- Once the hex has been attacked in one Close Combat, the Proctor Artillery unit is free to move without restrictions.
- If Proctor's Artillery is forced to retreat as a result of fire combat it must move to re-enter the battery hex as soon as possible, and by the most direct means available, until it has been attacked in close combat as described above.
- See 3.3.3 for a Proctor-related stacking exception.
3.6.3 British Second Brigade Entry Option
The British player has seven units marked with "1A or 2B" and one unit marked with "2A or 3B." These units form the Second Brigade.
- Before the game begins, the British player must decide which entry hex to use for the Second Brigade.
- All units of the Second Brigade must enter at the same hex.
- Place the units on the game turn corresponding to the selected entry hex.
3.6.4 British Third Brigade Entry Option
The British Third Brigade consists of five units for the purposes of this rule. They are Grey, 15, 17, 44, and 3rd Brigade Artillery.
Design Note: The Black Watch was part of the Third Brigade but was assigned HQ detail and so does not participate in this rule.
- Before the game begins, the British player must decide which entry hex to use for the Third Brigade.
- All units of the Third Brigade must enter at the same hex.
- He selects and places a Disrupted marker on the game turn 3 box of the Turn Record Track.
- The symbol on the back of this Disrupted marker represents the turn and location that the British Player selects for the Third Brigade to enter:
- Pinned = turn 3, hex A
- Shattered = turn 3, hex B
- Cav. Withdrawal = turn 8, hex D
- The back of the Disrupted marker is revealed at the beginning of the British player-turn of game turn 3.
3.7 Game Turn 6 Initiative
- No Tea Stop: Before the Initiative die rolls are made on game turn 6, the British player may choose to pay 3 Army Morale points to automatically have the Initiative on game turn 6.
- In addition, if he pays the 3 Army Morale points, his game turn 7 reinforcements receive an extra 2 MPs on game turn 7.
Design Note: At approximately 2:00pm the British flanking column crested Osborne Hill. They had been on the march for nine hours. They covered some fourteen miles and had forded, chest deep, across both the east and west branches of Brandywine Creek. Now they were poised upon the right and rear of the American position. Historically, General Howe chose this moment to call a one hour halt for tea so his weary men could rest, eat, and shed their gear in preparation for battle. As they rested they could observe the Americans across the valley desperately trying to form lines of battle on Birmingham Hill. Howe displayed no sense of urgency at seeing the obvious unpreparedness of the Americans. In fact Cornwallis was overheard to say, "The damned rebels form well." This rule allows the British player the option of not halting for rest and refreshments. The penalty to Army Morale reflects the consequences of the forced march.
3.8 Combat Considerations
- The Birmingham Meeting House and Town hexes are blocking terrain for LOS purposes.
- A ZOC extends out of, but not into the Meeting House and Town hexes as well as fieldworks hexsides.
3.9 The Birmingham Meeting House
- Units in the Meeting House hex are not required to attack during the Close Combat Phase. Exception: Pinned units must attack.
- Pinned units in the Meeting House (hex 1910) which pay the morale penalty to break pin do not have to leave the hex. This is an exception to Series Rule 13.1.
- Units in the Meeting House that broke pin may not attack other enemy units this player-turn nor may other friendly units attack those enemy units whose pin was broken by the units in the Meeting House.
- If the Close Combat result against a lead unit in the Meeting House hex is a "Retreat," the unit does NOT automatically retreat. Instead, the lead unit takes a morale check, adding +1 for taking a morale check in the Meeting House. If it passes, it does not retreat and the other units in its hex do not check morale.
IV. Special Units
4.1 Maxwell's Detachment
Maxwell's Detachment consists of the four American units marked with "MD", the three units which start in hex 0628, and the Pennsylvania State Foot in hex 0829.
- The "MD" units can set up in any hex or hexes south of Maxwell's Detachment Boundary (inclusive) and west of Brandywine Creek subject to stacking limits. See the Terrain Key for the symbol used to denote Maxwell's Detachment Boundary.
- While west of Brandywine Creek, Maxwell's Detachment cannot move outside of the area defined by the Maxwell's Detachment boundary.
- Maxwell's Detachment may freely cross Brandywine Creek to the east, but once across it must conform to the American Bivouac Area movement restrictions.
4.2 Count Pulaski
The American Count Pulaski dragoon unit acts as a demi-leader for Tactics Card play for itself and all dragoon units stacked with it. If involved in a multi-hex combat or if stacked with non-dragoon units, normal Tactics Card Use Restrictions apply.
4.3 Ferguson's Rifles
Ferguson's Rifles are fitted with bayonets and therefore do not suffer a negative modifier in Close Combat (Series Rule 12.2 Step 3). In addition, this unit always gives the firing British player a +1 DRM on the Ranged Fire To-Hit Table in Fire Combat.
4.4 Pennsylvania Rifle Regiment
The Pennsylvania Rifle Regiment is a mixed regiment of rifles and muskets and therefore does not suffer a negative modifier in Close Combat (Series Rule 12.2 Step 3).
4.5 Amusettes
Design Note: Amusettes are heavy caliber weapons, larger than standard muskets but not large enough to be considered artillery. They were operated by a two-man crew. Amusettes were accurate to 500 yards. Some versions were mounted in fortifications (wall guns) or on naval vessels but the Hessian forces in the American Revolution are also documented as having used them. This counter represents two gun crews.
4.5.1 Attachment
The Amusettes begins the game "attached" to the Hessian Chasseurs. Place the Amusettes under the Chasseurs to indicate that it is attached.
- The Amusettes may only attach with Hessian infantry or light infantry combat units.
- To "attach" to another friendly unit, simply stack the Amusettes with the new unit during the friendly movement phase. This may occur as often as desired.
- Note that no unit can move more than once per turn. Therefore, if the Amusettes move to stack with another Hessian unit and "attach" to it, the new parent unit will not be able to move that turn.
4.5.2 Stacking
The Amusettes never count against stacking.
4.5.3 Movement
The Amusettes movement rate depends upon whether or not it is "attached".
- When "attached" to another friendly combat unit it moves with that unit and adheres to its movement costs, be it light or regular infantry.
- When alone, it moves as Light Infantry, indicated by the "LT" designation on the counter.
- When alone in a hex, the Amusettes may not voluntarily move adjacent to an enemy combat unit.
- If it begins its Movement Phase alone and adjacent to an enemy combat unit it must move to a non-adjacent hex if possible. If unable to move away due to enemy units or ZOC it is captured.
4.5.4 Zone of Control
Amusettes exert a ZOC in the standard way. Unlike rifle units, there is no additional movement point cost for entering or leaving Amusette ZOC.
4.5.5 Fire Combat
Amusettes fire only during the owning player's Rifle Fire Phase.
- They do not fire in the simultaneous Rifle Fire Phase during the other player's turn (Series Rule 10.4).
- Maximum range for Amusettes is 2 hexes and standard Line of Sight rules apply.
- Amusettes fire separately and may not combine fire with friendly units, even if attached to them.
- Amusettes may only fire at enemy artillery. Amusettes SPs are shown in parenthesis to remind players of this distinction. Amusettes always receive +2 "To Hit" DRM when firing.
- Amusettes receive a +1 DRM first-fire bonus in the same way that rifles do.
- Amusettes may be targeted by enemy artillery or rifle fire. When targeted by enemy fire, the firing units receive a +1 DRM on the Ranged Fire To-Hit Table.
4.5.6 Close Combat
Amusettes are like artillery in that they have no Close Combat strength and may not be selected as the lead unit in Close Combat.
- Even though Amusettes have no Close Combat strength, they must be attacked during the enemy Close Combat Phase to be captured when alone in a hex.
- This treatment is identical to artillery units that are alone in a hex during close combat (Series Rule 12.3).
4.5.7 Combat Results
"Attached" Amusettes are affected by combat results in the following ways:
- If the parent unit is impacted by a combat result (and the Amusettes are not), the Amusettes must accompany it at all times during Retreat, Disruption, Capture, or Pin even if the Amusettes did not suffer an adverse result.
- Parent unit Step Loss results affect the Amusettes as well, but they must be absorbed by the parent unit first (even to the point of elimination) before the Amusettes suffer a loss.
- If the Amusettes suffer an adverse combat result (and the parent unit does not), it must adhere to all combat result rules (Series Rule 13) normally.
- In the event of Retreat or Disruption, it is no longer "attached" and must retreat accordingly.
- Apply normal victory point and Army Morale adjustments when the Amusettes suffer a step loss, or are eliminated or captured.
- In addition to any adjustment for its parent unit, if any.
- Disruption of either unit only causes one AM point loss, and therefore only one AM gain upon rally.
4.6 Washington
4.6.1 Leadership
Washington has the ability to add his Leadership DRM to all morale checks and rally attempts by combat units he commands and by combat units in adjacent hexes (exception: see 5.3 regarding non-ford Brandywine Creek hexsides).
- Washington's Leadership DRM is +4 for combat units with which he is stacked.
- Washington's Leadership DRM is +1 for combat units to which he is adjacent.
- This latter modifier is in addition to any Leadership DRM provided by the Leader in command in the adjacent hex.
4.6.2 Momentum
If Washington is captured or eliminated, the American player must return two Momentum Chits to the pool.
- If the American player does not have enough Momentum Chits to return, the British player is entitled to take one Momentum Chit from the pool for each one the American player is unable to return.
- If there are no Momentum Chits in the pool, there is no further effect.
4.7 Howe
If Howe is captured or eliminated, the British player must return one Momentum Chit to the pool.
- If the British player does not have a Momentum Chit, the American player is entitled to take a Momentum Chit from the pool.
- If there are no Momentum Chits in the pool, there is no further effect.
4.8 Lafayette
Lafayette is a special Leader who does not have any of the normal abilities of a Leader. Instead, in one Close Combat during the game in which he is the only Leader stacked with any of the friendly units involved, he provides a one-column shift in the American's favor.
- Lafayette must remain stacked with Washington until the movement phase of the player turn in which he is so used to influence a battle (at which time, he may move to the stack where he will conduct his one-time ability).
- Remove Lafayette after the Close Combat is resolved in which his ability is used.
- Lafayette is also removed from the game at the end of an American player turn if he is not stacked with Washington.
- There is no VP or Army Morale penalty for Lafayette's removal.
V. Brandywine Creek
Design Note: The topography around Brandywine Creek was the major factor in Washington's decision to make his stand there. In the first place, it was along the main British approach to Philadelphia and was the last good ground upon which to make a stand. The Creek was deep and wide and easily forded at only a few places. Around these fords the American defense could be anchored. In addition, there was high ground in the form of hills and bluffs which commanded the fords and added to the natural defensive quality of the position. In places the Creek valley was heavily wooded, offering concealment to defending infantry. Finally, the many small roads and lanes which led to the fords on the American side provided necessary interior lines, thus enabling the shifting of troops to threatened positions.
5.1 Movement Impacts
- Units can move across Brandywine Creek at Primary Fords by expending an additional 1 MP or at Secondary Fords by expending an additional 2 MPs.
- Strategic Movement cannot be used in a turn during which the unit crosses a Primary Ford.
- A unit which begins its movement phase adjacent to a non-ford Brandywine Creek hexside can expend its entire movement allowance and move across the Brandywine Creek into the adjacent hex.
The unit can move no further during that movement phase. Exception: Artillery and Disrupted units may never cross.
Important Distinction: A unit may not move from one ZOC directly into another ZOC across a non-ford Brandywine Creek hexside.
5.2 Combat Impacts
5.2.1 Fire Combat across Brandywine Creek hexsides is not affected in any way.
5.2.2 Close Combat is conducted normally across Primary and Secondary Fords and is mandatory.
5.2.3 Close Combat can be conducted across Brandywine Creek hexsides which are not crossed by a Ford.
- Close Combat across non-ford hexsides is optional, not mandatory.
- However, if units attack across a non-ford Brandywine Creek hexside, any enemy units adjacent to both the attacking and defending units must also be attacked by friendly units during this Close Combat phase.
Diversion may be used across a non-ford Brandywine Creek hexside.
5.2.4 If some of the attacking units are attacking across non-ford Brandywine Creek hexsides along with some that are not attacking across non-ford Brandywine Creek hexsides, modify the Close Combat roll by –1 DRM.
5.2.5 If all of the attacking units are attacking across non-ford Brandywine Creek hexsides, modify the Close Combat roll by –2 DRM.
5.2.6 American units may not choose to conduct Close Combat against a hex outside the American Bivouac Area until they are released unless they are Pinned in which case they are required to attack unless they break pin according to series rule 13.1.
5.2.7 If Pinned units choose to conduct Close Combat across non-ford Brandywine Creek hexsides, and if all the enemy units are marked as pinned, there is no Close Combat modifier for attacking across a non-ford Brandywine Creek hexside.
Design Note: The two sides are in close proximity now and the original attacker has had time for most of his troops to cross the Creek.
5.2.8 There is no penalty to retreat across the Brandywine Creek at a Primary or a Secondary Ford hexside.
5.2.9 Units may retreat across a non-ford Brandywine Creek hexside, IF it is the first hex of the retreat. The units suffer an additional "D" result after the retreat is complete.
- This means the unit(s) will end four hexes away from their original hex.
Exception: Artillery may never retreat across a non-ford Brandywine Creek hexside.
5.2.10 Units which would be forced to retreat across a non-ford Brandywine Creek hexside during the second or third hex of the retreat are captured instead for failure to retreat (Series Rule 13.23).
5.2.11 Eligible units may advance after combat across Brandywine Creek hexsides with or without benefit of a Ford hexside.
5.3 Leadership Impacts
Leaders which are adjacent to combat units but separated from them by a non-ford Brandywine Creek hexside do not count as being adjacent for allowing the use of Tactics Cards.
- An empty hex which is adjacent to both players' units but separated from either unit by a non-ford Brandywine Creek hexside does not count to allow the use of Turn Flank or Refuse Flank Tactics Cards.
- Washington cannot provide his special adjacent Leadership DRM for morale checks or rally attempts across non-ford Brandywine Creek hexsides.
VI. Intelligence Variant
"Muddying the Waters of Brandywine Creek"
Design Note: Before the battle began neither Howe nor Washington knew for certain the condition or even the precise locations of all the fords over Brandywine Creek. Neither could confidently predict whether a turning movement was feasible. Both had to make their initial plans based upon unverified intelligence from local inhabitants. In the real event, Washington believed his local information and was proven wrong whereas Howe did the same and was proven right. It could just as easily gone the other way.
6.1 Declaration
On Game Turn 1, after the British player has committed the 2nd and 3rd Brigades according to rules 3.6.3 and 3.6.4, both players secretly draw a Tactics Card and expose it simultaneously. A "turn flank" card indicates the player will perform a reconnaissance of Jeffrie's Ford (off-board) while a "stand-fast" card indicates the player will not. There are four possible permutations:
- Only the British player recons
- Only the American player recons
- Both players recon
- Neither player recons
Each permutation has its own procedure which players must consult immediately after declaration is complete. Note: These procedures are summarized on the Reconnaissance Matrix located on the "Muddying" Player Aid Card.
6.2 Secret Die Roll Procedure
6.2.1 The rolling player will secretly write a number from 0 to 9 on a piece of paper. This secret number becomes the die roll modifier for the Jeffrie's Ford Reconnaissance Table die roll.
6.2.2 The secret DRM is added to an openly rolled die. If the modified die roll is greater than 9, then 10 is subtracted from it.
EXAMPLE: The rolling player secretly writes a "5" on a slip of paper. When the time comes to perform the reconnaissance, he rolls an "8" and notes the result of this open die roll on a side bar record. In this example, only the rolling player knows the modified die roll is "13." Since this result is greater than 9 he secretly subtracts 10 for a net die roll of "3" – meaning the ford crossing is "hindered."
6.2.3 When the rules require a player to share information about the condition at the ford with his opponent, the player performing the reconnaissance reveals the secret number so as to confirm the modified die roll.
6.3 Jeffrie's Ford Reconnaissance Table
(Located on the "Muddying" Player Aid Card)
Important Note: As long as the British player conducts a reconnaissance of the ford on turn 1 he may always return all, or a portion, of Howe's force to entry hex B, regardless of the conditions at the ford. Die rolls on the Special Army Morale Table would still apply according to rule 6.7.
6.4 Disposition of Howe's Column
6.4.1 As soon as the British player learns the condition at Jeffrie's Ford, regardless of which player actually rolled on the Jeffrie's Ford Reconnaissance Table, he must commit Howe's forces to a given course of action. He does this by secretly annotating Howe's Column Worksheet.
6.4.2 Units designated to return to entry hex B must arrive in reverse order, i.e. the Black Watch, scheduled to arrive on turn 9, arrives first on turn 6, units scheduled to arrive on turn 8 arrive next on turn 7 and so on. Design Note: The reverse order of arrival simulates Howe halting his column, ordering an about face and counter-marching.
6.4.3 The British player may delay the arrival of units returning to entry hex B according to Series Rule 9.61. If he chooses to do so, each unit arrives one turn later than it would otherwise arrive. In a two-turn delay, each unit arrives two turns later, etc. The British player may delay indefinitely however units scheduled to arrive on different turns may never arrive on the same turn, nor may they arrive out of order by "jumping over" units whose entry is being voluntarily delayed.
6.4.4 If entry hex B is blocked by enemy units or their ZOCs, arriving units may arrive on the nearest unblocked hex paying normal terrain cost. If more than one such hex is available the owning player has his choice.
6.5 Howe's Column Worksheet
(Located on the inside back cover of these rules)
Important: It is recommended that players make copies of Howe's Column Worksheet to accommodate multiple game sessions.
How to read the Worksheet:
- Artillery units are listed above the line on the Worksheet. The Jeffries Ford Reconnaissance Table has several outcomes that effect artillery including the requirement to separate it from its parent brigade or to delay its turn of arrival. Artillery units are therefore annotated separately.
- Units which are part of Brigades (including the Vanguard and Flank Companies) are grouped together by formation on the work sheet. The component units of each formation must enter the game together through the same entry hex.
- Certain units are not included in brigades: the three cavalry units, Generals Howe and Cornwallis, and the Black Watch. These units are therefore annotated separately.
- The British player places an "X" in the check box corresponding to each brigade or independent unit to indicate at which entry hex and on which turn that brigade or unit will arrive on the board as determined by the die roll on the Jeffries Ford Reconnaissance Table, paying close attention to any restrictions/capabilities required by the condition of the ford. Important: When the British player notates the Worksheet, it is always done secretly.
- General Howe must arrive on the same entry hex as the Black Watch. Their check-boxes are printed in bold italics as a reminder.
- If the units of the 3rd Brigade, (Grey, 15th, 17th, 44th, and 3rd Brig Arty), enter on game turn 3 according to rule 3.6.4, those units are simply ignored on Howe's Column Worksheet. Players should strike through those units to avoid confusion.
6.6 Special Army Morale
Design Note: Few things are as demoralizing to soldiers, especially infantrymen, than to have to double back and retrace their steps. Not only is it fatiguing, it suggests to the rank and file that their commander's strategy is perhaps somehow flawed, causing a detrimental effect to the morale of the common soldier. Likewise, a feeling of desperation can creep into screening forces which are suddenly faced with overwhelming and fast-moving flanking maneuvers.
6.6.1 British Morale
The British player rolls on the Special Army Morale Table each turn in which any portion of Howe's column returns to entry hex B. The results of the die roll apply only to the units returning and only on their turn of arrival. The British player is only required to roll on this table once per turn regardless of how many units return to entry hex B in a given turn.
6.6.2 American Morale
The American player rolls on the Special Army Morale Table only when deploying his screening force. The die roll is made at the beginning of the American player's turn on turn 5; before any movement takes place but after the British player discloses whether any of his units will arrive at entry hex D. The die roll results are applied to the American screening force only.
6.7 Special Army Morale Table
(Located on the "Muddying" Player Aid Card)
6.8 Player Notes
American Player:
The decision to perform the reconnaissance offers great advantages coupled with great risk. On the positive side, the American player creates a powerful screening force where it is most needed if the British are coming around the flank in force. The down side is that these units will be sorely missed in the fighting around Brinton's Ford, especially if the British double back with some, or all, of Howe's column. Moreover, there is the risk that the American player will roll badly on the Special Army Morale Table which can further erode American Army Morale due to poor command and control.
Conversely, the American player may decide to play it more conservatively, as George Washington did that day. If the screening force is not created, and the ford is blocked, Howe will have to double back into the teeth of a much stronger American defense. Moreover, the risk of losing all or part of the screening force is avoided altogether by these more conservative tactics.
British Player:
While it may seem to be a "no-brainer" for the British player to perform the reconnaissance, this is not necessarily so. The British player may wish to save his Army Morale and hope the ford is open. If it is, he is ahead of the game. If it turns out that the ford is blocked or partially blocked then the British player, having saved the –1 Army Morale cost, is in better shape with regard to paying any potential additional Army Morale cost for doubling back and returning to entry hex B should he roll badly on the Special Army Morale Table. And, not having paid for the reconnaissance also increases the probability that the British player's Army Morale will be in sufficiently good shape to bear the cost of conducting a forced march (Rule 6.1.6) if the ford is open or dry.
On the other hand, by performing the reconnaissance Howe's army is permitted to double back. Although this still risks an additional cost of –1 Army Morale if a bad roll occurs on the Special Army Morale Table, it could place powerful forces exactly when and where they are most needed. Because the American player knows that a British reconnaissance may result in doubling back, he may be less willing to release Sullivan's Wing (Rule 9.4.5) to defend Birmingham Hill, giving the British player yet one more means with which to deceive the American player.
Summary:
The fact that the decision to perform or not perform the reconnaissance is done secretly in terms of a chit pull adds one more element of suspense to the game and can set in motion small variables which can have great influences on the game 6 or 7 turns later. Both players must decide what kind of strategy they are willing to pursue before the engagement begins; a factor emulating the limited command and control of 18th century armies. A player can recover and change his opening plan, but only with some risk and with difficulty.
These "fog of war" rules for Brandywine Creek are offered as a means to increase doubt in players' minds and to take one step further away from the mathematical precision of a game of chess. Even limited war in the Age of Reason involved innumerable variables and immense unknowns such as those faced by Generals Howe and Washington on the 11th day of September, 1777.
VII. Scenarios
7.1 "Knyphausen's Feint"
7.1.1 Prepare for Play
7.1.1.1 Game Length
The game begins on Turn 7 and ends on Turn 12 unless a Substantial or Decisive victory is achieved prior to Turn 12.
7.1.1.2 Player Order
Initiative is determined randomly on all game turns, per Series Rule 6.0.
7.1.1.3 At-Start Army Morale
American: 19, British: 20
7.1.1.4 Momentum
Neither side begins with a momentum chit.
7.1.1.5 Deployment
The players deploy their units in the following strict order.
Hex-specific deployments in tandem:
British:
- 0518: King's Own, Reserve b Artillery
- 0827: Cleveland a Artillery
- 0828: Reserve a Artillery
American:
- 0717: Nelson, New York b Artillery
- 0918: New York a Artillery
- 1020: Jones Artillery
- 1022: Smith
- 1127: Proctor Artillery
- 1331: Rhode Island Artillery
- 1726: N. Carolina, NC Lt. Dragoons
- 1727: Washington, Lafayette, Pulaski, Washington Life Guards
- 1826: Continental Artillery
Remaining British Artillery (Area-Specific):
- Area bounded by the Wilmington-Philadelphia Pike, hex row 08xx, and Starved Gut Road (inclusive): 2nd Brigade Artillery
- Within two hexes of Chadd's Ford (hex 0928) and west of row 08xx (inclusive): Hessian Artillery
- Within two hexes of Chadd's Ferry (hex 0930) and west of row 08xx (inclusive): 1st Brigade Artillery
- Anywhere south of Starved Gut Road and west of row 08xx (inclusive): Cleveland b Artillery
Remaining American Artillery (Area-Specific):
- Area east of the Brandywine Creek and south of Renwick Run: Bedlam Artillery, 3 Pennsylvania Artillery
- Area east of the Brandywine Creek and south of the Philadelphia-Wilmington Pike (inclusive): 2 Pennsylvania Artillery
Remaining British Area-Specific:
- Area bounded by the Wilmington-Philadelphia Pike, hex row 08xx, and Starved Gut Road (inclusive): Grant, 5, 10, 40, 55, Enniskillens
- Within two hexes of Chadd's Ford (hex 0928) and west of row 08xx (inclusive): Stirn, Donop, "Combined," Mirbach, Leib
- Within two hexes of Chadd's Ferry (hex 0930) and west of row 08xx (inclusive): Royal Welsh Fusiliers, 28, 49
- Anywhere south of Ring Run: Queen's Rangers, Ferguson's Rifles
- Anywhere south of Starved Gut Road and west of row 08xx (inclusive): Knyphausen, 3 Queen's Lt Dragoons, 2 Fraser's Highlanders
British Turn 9 reinforcements arrive normally.
Remaining American Area-Specific:
- Area east of the Brandywine Creek and south of Renwick Run: Wayne, 2 Penn Brigade, Old Eleventh, Hartley, 10 Pennsylvania, 2 Penn Regiment, 7 Pennsylvania, Penn Rifle Regiment, Lady Washington's Horse
- Area east of the Brandywine Creek and south of the Philadelphia-Wilmington Pike (inclusive): Maxwell, Simms (reduced), Porterfield, Parker, 8th Chester County
- Area north Brinton Run and south of Renwick Run: Spencer, Grayson, Patton
American Turn 8 and 9 reinforcements arrive normally.
7.1.2 How to Win
7.1.2.1 British Decisive Victory
At the end of any game turn:
- At least one British Parade Order infantry or light infantry unit is in Proctor's Battery (hex 1127) and the American HQ (hex 1727) with no American combat units adjacent to either hex.
7.1.2.2 American Decisive Victory
At the end of game turn 12:
- The British player does not have a Parade Order infantry or light infantry unit in Proctor's Battery (hex 1127).
7.1.2.3 Substantial Victory
Either side can achieve a Substantial Victory as indicated in Series Rule 16.3.
7.1.2.4 Marginal Victory
If neither player wins a Decisive or Substantial victory by the end of Turn 12, the two players compare victory point scored for combat unit casualties, leader loss, and hex capture.
- If the British player has more VPs than the American player, the British player wins a marginal victory.
- Otherwise, the American player wins a marginal victory.
7.1.2.5 Victory Points
Combat Unit and Leader Casualties: See the Victory Point Schedule and Leader Summary Table on the Player Aid Card.
7.1.3 Scenario Special Rules
7.1.3.1 Renwick Run
No British units may move or retreat north of Renwick Run.
7.1.3.2 American Unit Removals
Washington, Lafayette, Count Pulaski, and Washington's Life Guards are removed from play at the end of the turn 9 American movement phase regardless of their location on the map.
- There are no VP or Army Morale adjustments made.
Design Note: Once Washington became convinced that Knyphausen's was the holding force and the attack from the north carried the weight of the British effort, he not only ordered General Greene to respond with the last of the Army's reserves, but he also rode personally to the threatened sector with his staff and entourage.
7.2 "Howe's Flank Attack"
7.2.1 Prepare for Play
7.2.1.1 Game Length
The game begins on Turn 6 and ends on Turn 12 unless a Substantial or Decisive victory is achieved prior to Turn 12.
7.2.1.2 Player Order
The British Player automatically has initiative on Turn 6. Thereafter, player order is determined randomly per Series Rule 6.0.
7.2.1.3 At-Start Army Morale
American: 19, British: 20
7.2.1.4 Momentum
The British player begins the game with 1 momentum chit.
7.2.1.5 Deployment
British hex-specific:
- 1803: 1 Queen's Light Dragoons, Ewald Dragoons
- 1801: Ewald, A/B Jaegers, Chasseurs, Amusettes
- Hex D: All British units that enter here, enter normally.
No other British units are used in this scenario.
American hex-specific:
- 0716: Sullivan, 1 Maryland, 3 Maryland, 6 Maryland, New York a Artillery
- 0717: 2 Maryland, 4 Maryland, German Battalion, Porter Artillery
- 0817: Nelson, Smith
- 0407: Delaware
- 0405: Congress' Own
- 1707: Bland's Horse, Moylan's Horse
- 1908: 3 Virginia
- 1710: Lord Stirling, Spencer
- 1814: New Jersey, New Jersey a Artillery
- 1815: 3 Pennsylvania, Crane Artillery
- 2119: 14 Virginia
- 2316: Patton, Grayson
- 2317: 4 Virginia, Lee Artillery
- 2318: 7 Virginia, Stephenson
- 2319: 15 Virginia, Connecticut Artillery
American reinforcements appear only on Turn 11 at the hexes indicated below. The entry hex costs no movement points, but strategic movement cannot be used upon entry.
- 2316: Greene, 2 Virginia, 10 Virginia, Stevens Artillery
- 2219: 6 Virginia, Penn. State Foot, Penn. State Rifle
- 2019: 1 Virginia, 5 Virginia, 9 Virginia
- 1919: West Augusta, Doyle, Bedlam Artillery
- 1718: Washington, Lafayette, Count Pulaski, Washington Life Guards
7.2.2 How to Win
7.2.2.1 British Decisive Victory
At the end of any game turn:
- At least one British Parade Order infantry or light infantry unit is in the Birmingham Meeting House (hex 1910) and either hex of the Sandy Bottom (2215/2315) with no American combat units adjacent to the occupied hexes.
7.2.2.2 American Decisive Victory
At the end of game turn 12:
- The British player does not have a Parade Order infantry or light infantry unit in the Birmingham Meeting House (hex 1910).
7.2.2.3 Substantial Victory
Either side can achieve a Substantial Victory as indicated in Series Rule 16.3.
7.2.2.4 Marginal Victory
If neither player wins a Decisive or Substantial victory by the end of Turn 12, the two players compare victory point scored for combat unit casualties, leader loss, and hex capture.
- If the British player has more VPs than the American player, the British player wins a marginal victory.
- Otherwise, the American player wins a marginal victory.
7.2.2.5 Victory Points
Combat Unit and Leader Casualties: See the Victory Point Schedule and Leader Summary Table on the Player Aid Card.
7.3 "Short Campaign Scenario"
7.3.1 Prepare for Play
7.3.1.1 Game Length
The game begins on Turn 7 and ends on Turn 12 unless a Substantial or Decisive victory is achieved prior to Turn 12.
7.3.1.2 Player Order
Initiative is rolled normally on Turn 7; however the American player must subtract 1 from his die roll. Thereafter, player order is determined randomly per Series Rule 6.0.
7.3.1.3 At-Start Army Morale
American: 19, British: 20
7.3.1.4 Momentum
The British player begins the game with 1 momentum chit.
7.3.1.5 Deployment
The British player deploys all of his units from the Knyphausen's Feint and Howe's Flank Attack scenarios first, both hex-specific and area specific.
All British units deploy—there is no sequential deployment with the Americans.
The American player deploys his units as indicated:
American hex-specific:
- 0405: Congress' Own
- 0407: Delaware
- 0613: Sullivan, Smith, 1 Maryland, 3 Maryland, German Battalion
- 0614: 2 Maryland, 4 Maryland, 6 Maryland, Porter Artillery
- 0717: Nelson, New York b Artillery
- 0918: New York a Artillery
- 1020: Jones Artillery
- 1127: Proctor Artillery
- 1331: Rhode Island Artillery
- 1707: Bland's Horse, Moylan's Horse
- 1710: Lord Stirling, Spencer
- 1726: N. Carolina, NC Lt. Dragoons
- 1727: Washington, Lafayette, Pulaski, Washington Life Guards
- 1814: Crane Artillery, 3 Pennsylvania
- 1815: New Jersey a Artillery, New Jersey
- 1816: Stephenson
- 1826: Continental Artillery
- 1908: 3 Virginia
- 2028: West Augusta, 1 Virginia, 14 Virginia
- 2128: Doyle, 9 Virginia, 5 Virginia
- 2226: Greene, Stevens Artillery, Penn State Rifle, 10 Virginia, 2 Virginia
- 2227: 6 Virginia, Penn State Foot
- 2316: Patton, Grayson
- 2317: 4 Virginia, Lee Artillery
- 2318: 15 Virginia, Connecticut Artillery
- 2319: 2 Massachusetts Artillery, 7 Virginia
American Area-Specific:
Area east of the Brandywine Creek and south of Renwick Run:
- Wayne
- 2 Penn Brigade, Old Eleventh, Hartley, 10 Pennsylvania, 2 Penn Regiment, 7 Pennsylvania, Penn Rifle Regiment, Lady Washington's Horse
- Bedlam Artillery, 3 Pennsylvania Artillery
Area east of the Brandywine Creek and south of the Philadelphia-Wilmington Pike (inclusive):
- Maxwell
- Simms (reduced), Porterfield, Parker, 8th Chester County
- 2 Pennsylvania Artillery
Both sides receive their normal reinforcements on turns 7, 8, and 9. Note: The New Jersey a Artillery unit is not used in this scenario.
7.3.2 How to Win
7.3.2.1 British Decisive Victory
At the end of any American player turn:
- At least 4 SPs of Parade Order British player infantry or light infantry units occupy either hex 2419 or hex 2428, regardless of American adjacency.
7.3.2.2 American Decisive Victory
At the end of game turn 12:
- The British player does not have a Parade Order infantry or light infantry unit in either of these hexes without American combat units adjacent: Birmingham Meeting House (hex 1910) and Proctor's Battery (hex 1127).
7.3.2.3 Substantial Victory
Either side can achieve a Substantial Victory as indicated in Series Rule 16.3.
7.3.2.4 Marginal Victory
If neither player wins a Decisive or Substantial victory by the end of Turn 12, the two players compare victory point scored for combat unit casualties, leader loss, and hex capture.
- If the British player has more VPs than the American player, the British player wins a marginal victory.
- Otherwise, the American player wins a marginal victory.
7.3.2.5 Victory Points
Combat Unit and Leader Casualties: See the Victory Point Schedule and Leader Summary Table on the Player Aid Card.
Howe's Column Worksheet
Players record, in secret, which entry hex and turn each formation of Howe's flanking column actually uses, based on the die roll on the Jeffrie's Ford Reconnaissance Table (see VI. Intelligence Variant). Each formation's original turn of entry (if the ford is passable) and its alternate turn(s) of entry at Hex B or Hex D (if Howe's column must double back) are checked off as follows:
| Unit Formation | Specific Units | Original Turn of Entry | Hex B (as scheduled) | Hex B (1 turn delay) | Hex D |
|---|---|---|---|---|---|
| Artillery Assets | 4th Brig Arty | Turn 7 | Turn 8 | Turn 7 | Turn 8 |
| Artillery Assets | Reserve "C" Arty | Turn 7 | Turn 8 | Turn 7 | Turn 8 |
| Artillery Assets | Lt. Arty | Turn 7 | Turn 8 | Turn 7 | Turn 8 |
| Artillery Assets | Hessian Lt. Arty | Turn 7 | Turn 8 | Turn 7 | Turn 8 |
| Artillery Assets | 3rd Brig Arty | Turn 8 | Turn 7 | Turn 8 | Turn 9 |
| Vanguard | Chasseurs, Amusettes, Ewald Rifles, A/B Jaegers | Turn 6 | Turn 9 | Turn 6 | n/a |
| Flank Companies | 1st Grenadiers, 2nd Grenadiers, 1st Lt. Infantry, 2nd Lt. Infantry, 17th Lt. Infantry | Turn 7 | Turn 8 | Turn 7 | Turn 8 |
| Guards Brigade | Grenadier Gds., Coldstream Gds. | Turn 7 | Turn 8 | Turn 7 | Turn 8 |
| Hessians Brigade | Lenge Grenadiers, v. Lin Grenadiers, v. Min Grenadiers, H. Jaegers | Turn 7 | Turn 8 | Turn 7 | Turn 8 |
| 4th Brigade | 33rd Foot, 37th Foot, 46th Foot, 64th Foot | Turn 7 | Turn 8 | Turn 7 | Turn 8 |
| 3rd Brigade (disregard if entering on T-3 per Rules 3.6.4 & 6.5) | General Grey, 15th Foot, 17th Foot, 44th Foot | Turn 8 | Turn 7 | Turn 8 | Turn 9 |
| Dragoons | Ewald Dragoons | Turn 6 | Turn 9 | Turn 6 | n/a |
| Dragoons | 1st Qn's Lt. Dragoons | Turn 6 | Turn 9 | Turn 6 | n/a |
| Dragoons | 2nd Qn's Lt. Dragoons | Turn 8 | Turn 7 | Turn 9 | Turn 9 |
| Column Leadership |
Note: General Howe must arrive on the same entry hex as the Black Watch. Permission to photocopy this worksheet for personal use.
Abbreviated Sequence of Play
With Brandywine-Exclusive References
A. Pre-Game British Reinforcement determination (Exclusive Rules 3.6.3, 3.6.4)
B. Initiative Determination (Series Rule 6.0)
- Possible Turn 6 "No Tea Stop" (Exclusive Rule 3.7)
C. Initiative Player Turn
- Flip the game-turn marker to indicate the correct player turn.
- Movement Phase (Series Rule 9.0)
- See Exclusive Rule 3.3 for stacking exceptions
- See Exclusive Rule 3.5 for strategic movement exceptions
- See Exclusive Rule 3.6 for American-specific movement restrictions
- See Exclusive Rules 3.8 and 3.9 for Birmingham Meeting House and Town effects
- See Exclusive Rules Section IV for unit-specific combat considerations
- See Exclusive Rule 5.1 for Brandywine Creek-specific movement considerations
- Rally Phase (Series Rule 15.0)
- Defensive Artillery Fire Phase (Series Rule 11.0)
- Rifle Fire Phase (Series Rule 10.0)
- See Exclusive Rule 4.5.5 for Ranged Fire considerations related to the Amusettes
- Close Combat Phase (Series Rule 12.0)
- See Exclusive Rules 3.8 and 3.9 for Birmingham Meeting House and Town effects
- See Exclusive Rules Section IV for specific unit considerations
- See Exclusive Rules 5.2 and 5.3 for Brandywine Creek-specific combat considerations
- Movement Phase (Series Rule 9.0)
- Move the game-turn marker to the bottom half of the game turn and flip it over
D. Second Player Turn
- Movement Phase
- Rally Phase
- Defensive Artillery Fire Phase
- Rifle Fire Phase
- Close Combat Phase
E. End-of-Turn Segment
- Check for Automatic Victory (Exclusive Rules 2.1 and 2.2)
- If it is the last game turn of the scenario, determine a winner (Exclusive Rules 2.3 through 2.5)
- Advance the game-turn marker to the top half of the next game turn
Note: See the Expanded Sequence of Play on the back cover of the Series Rules for a listing of all action steps.
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