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Louisbourg 1758

Louisbourg 1758 Rulebook

Table of Contents

Table of Contents

  • 2. Game Overview
  • 3. Game Board
  • 4. Game Components
  • 5. Game Units
    • 5.1 British Units
    • 5.2 French Units
  • 6. Operational Cards
    • 6.1 Card Play Procedure
  • 7. Game Set Up
  • 8. Sequence of Play
    • 8.1 Operational Phase
      • 8.1.1 Player Order
      • 8.1.2 Card Draw
      • 8.1.3 Weather Die Roll
    • 8.2 Bombardment Phase
      • 8.2.1 Bombarding Louisbourg
      • 8.2.2 Bombarding in Louisbourg Harbor
    • 8.3 Player Action Phase
      • 8.3.1 Land Move an Army Unit or Group of Army Units from One Location
      • 8.3.2 Raid an Adjacent Land Location
      • 8.3.3 Amphibious Movement of Army Units Using Ships
  • 9. Army Battle
    • 9.1 Army Battles
    • 9.2 Army Battle Rounds
    • 9.3 Location Effects in Army Battles
  • 10. Battle Retreat
  • 11. Ship Battles
  • 12. French Reinforcements
  • 13. How to Win the Game
  • 14. Solitaire Play
  • 15. Louisbourg 1758 Strategy and History
    • 15.1 British Strategy
    • 15.2 French Strategy
    • 15.3 Siege of Louisbourg 1758 History
      • 15.3.1 Background
      • 15.3.2 Order of Battle
      • 15.3.3 Siege
      • 15.3.4 Naval Action
      • 15.3.5 Capitulation and Aftermath
  • Sequence of Play Summary
    • Operational Phase
    • Bombardment Phase
    • Player Action Phase

2. Game Overview

Louisbourg 1758 is a two player game on the campaign to take the fortress. One side commands the British while the other commands the French. The object of the game for the British player is to occupy the fortress of Louisbourg with their army or occupy Louisbourg harbor with their ships. The French goal is to prevent the British from achieving their objectives by the end of the game.

The game has 16 turns. Each turn has an Operational Phase, Bombardment Phase, and a Player Action Phase for each side. During the Player Action Phase, a player has one action to use for the turn. Actions are used to move army units, make an amphibious move with ships and army units, conduct raids, or move ships into and out of sea areas.

Each side has the ability to bombard opposing units in adjacent locations around Louisbourg. Moving army and ship units can cause battles. Battles reduce the strength of units and cause retreats.

3. Game Board

The game board shows Louisbourg, its harbor and the surrounding locations. Land locations are shown by name and location circle. Adjacent locations are connected by solid and dotted lines that are movement paths representing waterways, trails, and roads. The terms "movement paths" and "roads" are synonymous. Movement for army units is regulated by adjacent location to location movement over solid and dotted lines.

All land locations start in French control. Location control can change based on the last side to occupy the location. Units do not need to remain in the location to keep control.

Example: Lighthouse Pt. is French controlled to start the game but once a British unit occupies the location it becomes British controlled (even if the British units move out) for the remainder of the game unless and until a French unit occupies it.

There are two sea area locations on the game board, Louisbourg Harbor and Gabarus Bay. These are the only location ships are allowed. There is a gray line that separates Louisbourg Harbor and Gabarus Bay. Land units are not allowed to occupy the sea locations but can pass through them to bordering land locations if transported by ships. The French ships start in Louisbourg Harbor and are used by the French for amphibious movement within the harbor to land locations. Louisbourg, Battery Royal, Lighthouse Point and Island Battery are the land locations that border Louisbourg Harbor.

The British ships start in Gabarus Bay. Also, there is a British Forces box in Gabarus Bay where the British army units start the game and can amphibiously move by ships to land locations that border Gabarus Bay. White Point, Flat Point and Kennington Cove are the land locations bordering Gabarus Bay. Within the box there are also landing site boxes.

The French have a Reinforcement Box on the game board for units that come in later in the game.

Turns are kept track on the game board.

4. Game Components

  • 2 Rule Books
  • 21 Blue Wooden Blocks with unit (and a turn marker) information printed on the blocks
  • 31 Red Wooden Blocks with unit information printed on the blocks
  • 28 Operational Cards
  • Game Board
  • 8 six-sided dice

5. Game Units

Game units represent the army units and ships during the campaign. Each unit is represented on a wooden block printed with unit information on the block. During game play units on board are in locations and any unit or units in the same location is considered a group.

French units are blue wooden blocks with unit information and British units are red wooden blocks containing unit information.

There are a few extra blue and red blocks to be used as game markers, spares, etc. and a block to track turns.

During game play army units on board are stood upright with their unit information facing the controlling player which are only revealed to their opponent in battle. Ships are placed face up.

On the blocks are unit type icons. Strength points (SP) are the pips located around the center of the icon and represent unit strength and how many dice they role in battle.

Example: A 2 SP army unit rolls 2 dice in battle, a 1 SP unit rolls 1 die in battle. A 2 SP unit can take 2 reductions before being eliminated, a 1 SP unit can take 1 reduction and then is eliminated.

The unit's current SP is the number of pips currently upright in the top of the block. Four pips are four SP, three pips are three SP, etc. The unit is rotated as hits in battle are applied to the unit. Once a unit is reduced to 1 SP the next hit applied to it eliminates the unit from the game and it is removed from play.

5.1 British Units

  • Regulars: Have a British flag on the unit. Movement rate is 1 and SP is 4.
  • Light Infantry: Have crossed muskets on the unit. Movement rate is 2 and SP is 3.
  • Rangers: Have crossed tomahawks on the unit. Movement rate is 2 and SP is 2. These may not bombard.
  • Ships: Have a ship symbol on the unit. SP is 4.
  • Landing: Are used to determine amount of units assigned to a landing site. Only used on the first turn of the game.

5.2 French Units

  • Regulars: Have a French flag on the unit. Movement rate is 1 and SP is 3 or 4.
  • Militia: Have crossed muskets on the unit. Movement rate is 2 and SP is 1 or 2. Represent light infantry and local Militia.
  • Indian: Have crossed tomahawks on the unit. Movement rate is 2 and SP is 2. May move through Louisbourg, but cannot end a turn in Louisbourg.
  • Ships: Have a ship symbol on the unit. SP is 3.

6. Operational Cards

Shuffle the 28 cards in the game to make one shared deck face down. Players can play or discard one card each turn or pass on either. Players only draw a new card on odd turns. They may not have more than 3 cards in their hand. If so they cannot draw a card until their hand is 1 or 2 cards.

6.1 Card Play Procedure

During set up deal two cards to each player.

The printed card diagram labels four parts of an Operational Card: who can play the card, when to play the card, how to play the card, and the history of the card. The sample card shown is the British flag card "Island Battery - Bombardment," whose printed text reads:

When to play: "Play during the bombardment phase." How to play: "If the British are occupying Lighthouse Point they may bombard Island Battery in addition to any other bombardment. Roll 1 die and use the Bombardment Table for results." History: "The British were eventually able to set up artillery batteries on Lighthouse Point to bombard Island Battery."

On odd turns during the Operational Phase, players draw one card from the operations deck if their cards in hand are less than three. They may play or discard (without showing it to your opponent) one card when they are active for the turn or when the card instructs. They may not play a card when their opponent is active. If a card is played it is played face up and only effective for the turn played.

In effect, players can draw one card in every odd turn (1, 3, 5, etc.) but can play or discard one card every turn.

Cards have a flag, British or French, that show which side is affected by it. The only card they can play is one that has their flag on it and is played face up. Players can only play cards that affect them, not their opponent.

Cards that have a flag of the opponent in a players hand can only be discarded.

Cards override game rules when in play.

Exception: The French have two attrition cards and the British have one. When drawn for the side it applies to it MUST BE PLAYED IMMEDIATELY AS THEIR CARD PLAYED FOR THE TURN. It cannot be discarded. If the attrition card drawn is for the opposing side it can ONLY be discarded, but whenever the player chooses.

7. Game Set Up

The British player sets up first. Set up army units standing upright in the British Forces box on Gabarus Bay facing the British player. Place ship units in Gabarus Bay face up. All units start at maximum Strength Points (SP).

Next, choose the landing sites on Gabarus Bay to amphibiously move land army units in their first landing attempt. This is accomplished by placing two landing blocks on each landing site square with the site choice being determined by the number of units (combining the top facing values of the two blocks to equal zero to 6) assigned for landing at each site at the top of the block facing the British player. You must attempt to land with at least 4 units on turn one. This process only applies at game set up for the first turn British amphibious movement and landing in Gabarus Bay. Future amphibious movements do not need to use the landing blocks.

Example: The British landing blocks show zero and zero at Kennington Cove, 4 and zero at Flat Point and 2 and zero at White Point. This choice would mean there is no landing at Kennington Cove, 4 army units will land at Flat Point, and 2 army units will land at White Point and all 6 ships are used for the amphibious move.

Next, the French player sets up. French ships are placed in Louisbourg Harbor area face up. Put two 2 SP militia units in the French reinforcement box on the game board. Place at least one unit in Louisbourg, Island Battery, and Lighthouse Point. All other army units can be placed in any land location or locations on the game board standing upright facing the French player. All units start at maximum Strength Points (SP).

Shuffle and deal 2 Operational cards to each player.

Place the turn marker on the turn one space on the game board and begin play.

8. Sequence of Play

The game has 16 turns and turns are tracked on the game board with the turn block. Every turn has a Operational Phase, Bombardment Phase, and a Player Action Phase for each player.

8.1 Operational Phase

Each turn players roll a die to determine player order for the turn. Then on odd numbered turns, each player draws a card from the Operational deck. On even turns there is a weather die roll.

8.1.1 Player Order

On the first turn, the British player is first and the French second. On the second turn and each succeeding turn which side is first for the phases of a turn is determined by a die roll. Both players roll one six-sided die. The player with the highest die roll decides who goes first that turn and any ties the French player decides who goes first.

8.1.2 Card Draw

Each player draws 1 card on the odd turns (1, 3, 5, etc.), in player order for the turn. Players may play one card each turn (odd or even). Play or discard the card when you are the active player or when the card instructs.

8.1.3 Weather Die Roll

Rough seas and weather affected British amphibious operations outside of Louisbourg Harbor. They had to call off several amphibious movements due to it. To reflect these conditions the British player rolls a die on even turns. If a 5 or 6 is rolled they may not do an amphibious move or ship move in that turn to represent the unpredictable seas outside of the harbor.

8.2 Bombardment Phase

Each turn there is a Bombardment Phase where both players may bombard if they have units in place. There must be at least 1 unit(s) in a land location if it is used for bombardment. If the units in the location bombard, they may move in the turn if active. A player does not have to bombard from an eligible location, it is a choice. Bombardment may occur as follows:

  • The French may bombard ONE British occupied land location adjacent to Louisbourg or bordering Louisbourg Harbor.
  • The British may bombard Louisbourg from occupied adjacent land locations or French ships from locations bordering Louisbourg Harbor.
  • Rangers by themselves cannot bombard.

Bombardments are done in player order. Bombardment losses are applied immediately on the units in the location, owning player's choice.

8.2.1 Bombarding Louisbourg

When the British are bombarding Louisbourg from an adjacent location(s), roll one die and compare the results to the Bombardment Table. Apply a +1 DRM if bombarding from two locations and a +2 DRM if bombarding from three or more.

When the French are bombarding FROM Louisbourg, they choose one adjacent location occupied by British units to bombard. They roll one die and compare the results to the Bombardment Table. The French apply a -1 DRM if less than two French ships are in Louisbourg Harbor.

Locations adjacent to Louisbourg are: Black Rock, Green Hills, Barachois, and Island Battery.

Example: The British occupy Green Hills with 3 units and Barachois with 6 units and Black Rock with 1 unit. They may bombard Louisbourg and add a +2 DRM to their bombardment die roll. The French could select 1 of the 3 adjacent locations occupied by British units to bombard.

Source note: the printed pages refer to a "Bombardment Table" for the result of a bombardment die roll, but the table itself is not legible on the printed rulebook pages. The PDF's text layer holds fragments of the table in the left margin, outside the visible page area. Read from that text layer, the table is: die roll 8+ = -3 S; 7 = -2 S; 6 = -2 S; 5 = -1 S; 4 = -1 S; 3 = -1 S; 2 = No Eff.; 1 = No Eff. The "S" is reproduced as printed. These values were not confirmed against a visible copy of the table.

8.2.2 Bombarding in Louisbourg Harbor

British units surrounding Louisbourg Harbor and French ships in the harbor may bombard each other.

The British player may use his bombardment phase for the turn to bombard French ships instead of Louisbourg from locations bordering the harbor and occupied by at least 1 British unit(s). Apply a +1 DRM if bombarding from more than one location.

French ship(s) in Louisbourg Harbor, may use the French Bombardment Phase for the turn to bombard British units in one location bordering Louisbourg Harbor (Royal Battery, Lighthouse Point, and Island Battery) instead of one location adjacent to Louisbourg. If only 1 French ship is in the harbor apply a -1 DRM to the die roll.

8.3 Player Action Phase

After the bombardment phase (if any) is completed for a turn, each side conducts a Player Action Phase in player order for a turn.

During a Player Action Phase of a turn, that side is considered the active one and completes its ONE action. After the action is used, any battles caused by moves are resolved.

A player does not have to use the action provided in a turn if they choose (Exception: British on turn 1). A player action may not be saved from game turn to game turn.

The action used for a turn allows a player to perform ONE of the following:

  • Land Move an army unit or group of army units from one land location to an adjacent land location or locations connected by roads/dotted line following road limits.
  • Raid an adjacent enemy occupied land location with 1 to 4 units.
  • Amphibious Move in a sea area using their ships to move their army units from one location on the sea area to one or more land locations on the same sea area. Each ship may move 1 army unit.
  • Ship Move allows a player to move 1-2 ships from Gabarus Bay into Louisbourg Harbor and vice-versa if Island Battery and Lighthouse Point locations are controlled by the player.

Once the player has completed his action for the turn he initiates and resolves Battle with any units that end a move in the same location that opposing units occupy. The active player is the attacker and the opposing side is the defender. Once all battles have been resolved that Player Action Phase ends.

After both player's have completed their Player Action Phase the turn ends. Play proceeds to the next turn.

8.3.1 Land Move an Army Unit or Group of Army Units from One Location

Players can use an action to move an army unit or group of units from one land location to an adjacent land location or locations. The move can be with one, some, or all units from one location within road limits. If moving a group of units, each unit in the group can move to the same or different adjacent locations.

A moving unit is able to move from location to adjacent location along the roads. Locations may not be skipped while moving. Any number of units may occupy a location however, roads limit how many units can move on a road in a Player Action Phase of a turn.

ROAD LIMITS: The number of units that may move on a solid road between adjacent locations is limited to 8 units and on dotted roads to 4 units. Once the road limit has been met, the road is closed for further movement in that turn for that moving player. Road limits do not apply to units retreating from battle however each retreating unit that exceeds the road limit must reduce 1 SP.

All movement occurs before battles.

Example of a Solid Road.

Example: If 10 units are at White Point, all 10 units could move, but road limits would affect how they could move. The active player could move 8 units to Flat Point and 2 units to Black Rock. Conversely, 5 units could move to Flat Point, 4 units could move to Black Rock and 1 unit could stay in White Point. Note the road limit from White Point to Flat Point is 8 units and from White Point to Black Rock is 4 units.

Example of a Dotted Road.

If a unit moves to a location where an opposing unit is, the moving unit must stop.

No unit may move more than once during his player turn (unless retreating in battle which is not counted as movement).

8.3.2 Raid an Adjacent Land Location

Raids allow units to raid one adjacent enemy occupied land location with 1 to 4 units. The raid is one battle round between the units. The defender fires first and also gets any defensive modifiers. The raiding attacking units fire second and the battle round is over. Then the attacking units MUST return from the location they came from and the raid is over.

Special: British Rangers and French Indian units attack and defend at double fire in raids.

Example 1: The French have 7 units in Louisbourg and the British have 7 units in Green Hills. The French may raid Green Hills with 1 to 4 units and the British would defend with 7 units.

Example 2: The French raid Lighthouse Point from Island Battery with four units at 4 SP each and the British defending units are a 2 SP Ranger and a 1 SP regular. The British fire first, rolling a 2 and a 5 on the dice for the Ranger unit which causes 1 hit (Rangers defend at double fire) for the 5 rolled. The regular rolls 1 dice and scores 1 hit for a 6 rolled. The French apply the two hits and then roll 14 dice scoring 3 hits with three sixes rolled. The British player applies the hits and removes both units from Lighthouse Point. The French units return to Island Battery and the raid is over.

8.3.3 Amphibious Movement of Army Units Using Ships

Ships allow amphibious movement of army units, limited to one army unit per ship. The 6 British ships in Gabarus Bay allow the movement of up to 6 British army units from and to their holding with the British Forces box and the land locations on Gabarus Bay (Kennington Cove, Flat Point, and White Point). They may also move army units from and to the bordering land locations. The 2 French ships in Louisbourg Harbor allow the movement of up to 2 French units from and to land locations on Louisbourg Harbor (Louisbourg, Royal Battery, Lighthouse Point and Island Battery).

Army units must stop at the first location when using amphibious movement and no further movement is allowed for those units in that turn.

Example 1: For their action the British could amphibiously move 6 army units to Flat Point or 2 army units to Flat Point and 2 units to White Point and 2 units to Kennington Cove.

Example 2: For 1 action the French could amphibiously move 2 army units from Lighthouse Point to Royal Battery or 1 army unit to Louisbourg and 1 army unit to Royal Battery.

Ships may only be used for amphibious movement once per turn. Any ship used for amphibious movement defends at 1 SP if attacked by opposing ships in that turn.

When amphibiously moving units to a location that is occupied by opposing units it causes an amphibious attack. The opposing defending units in the location fire at TRIPLE FIRE THE FIRST BATTLE ROUND.

8.3.4 Ship Move

The British may move two ships from Gabarus Bay into and out of Louisbourg Harbor IF the British control Lighthouse Point AND the Island Battery locations.

French ships may move two ships out of Louisbourg Harbor into and out of Gabarus Bay IF they control Lighthouse Point AND the Island Battery locations.

Ships may only be activated to move once per turn. If opposing ships are in the same sea area, a ship battle occurs.

9. Army Battle

An active player's action must be used and completed before battles occur including any moves.

9.1 Army Battles

Army battles occur when army units end a move in the same location as opposing units at the end of a Player Action Phase within the turn, or when a location is Raided. The active player is the attacker and the non-active player is the defender. If more than one location is having a battle, the active side determines the order in which the battles are fought. Each battle is resolved separately before any other battles are started.

9.2 Army Battle Rounds

To start the battle, both sides reveal the units in the location by tilting them forward, face up, at their current SP. Each army battle is conducted in a series of battle rounds, that continue until the units of one side are eliminated or retreat. The defending units fire first each battle round and any hits are applied immediately to the attacking units. The attacking unit's fire second and hits are then applied to the defending units. Once both sides have fired and applied hits the battle round is over.

Battle fire: Units conduct battle fire by rolling a number of dice equal to their current SP for each unit in battle. Players score a hit for each 6 rolled against his opponent's units on each die rolled, adjusted for any location effects. Losses are applied immediately.

Applying Hits: Allocation of losses are decided by the owning player receiving the hits. Those losses can be applied to owned units, including those that have fired or not fired in the battle round. Reductions in SP are shown by rotating the block once for each hit inflicted from its current SP to the new, reduced SP. Any units reduced below 1 SP are eliminated and removed the game board and game.

Example: 4 British army units at 4 SP each move from Flat Point to Green Hills which is occupied by 3 French army units of 4 SP each. The British are attacking and the French are defending. The French fire first and roll 12 dice. They roll 2 sixes which cause 2 hits to the British units. The British player applies the 2 hits immediately and decides to put both hits on 1 unit, reducing it from 4 SP to 2 SP. The British fire their units by rolling 14 dice and roll 3 sixes, scoring 3 hits. The French player applies the 3 hits by allocating 1 hit to each of his 3 units, reducing them from 4 SP to 3 SP. The first battle round is over. In battle round two the French decide to retreat to Louisbourg. This ends the battle.

9.3 Location Effects in Army Battles

In battle the firing units fire at SINGLE fire which hits the opposing side for each 6 rolled on the dice. However, in some locations that are attacked, the defending units get a firing advantage over the attacking units. Those locations and cases are:

Louisbourg: Defending units in Louisbourg fire at TRIPLE fire which hits attacking units on any 4, 5 or 6 rolled on their dice in EVERY round of battle.

Island Battery: Defending units in Island Battery fire at DOUBLE fire which hits attacking units on any 5 or 6 rolled on their dice in EVERY round of battle.

Locations Amphibiously Attacked: Defending units in a location that is attacked by an amphibious move fire at TRIPLE fire which hits attacking units on any 4, 5, or 6 rolled on their dice in the FIRST battle round.

These conditions apply to defenders when firing at raiding attacking units too.

Example: The British move 3 units at 3 SP each from Lighthouse Point to Island Battery which is occupied by 2 French units of 4 SP each. The French fire first and roll 8 dice and score hits on double fire for each battle round. They roll 2 fives and 2 sixes, scoring 4 hits. The British apply the hits by reducing 2 units from 3 SP to 1 SP. The British fire next at single fire, rolling 5 dice. They roll 1 six which causes 1 hit. The French player reduces 1 unit from 4 SP to 3 SP. This ends the first battle round. In round two the French stay and fire again at double fire rolling 7 dice. They roll a five and a six, which causes 2 hits. The British reduce their 3 SP unit to 1 SP. The British decide to retreat from Island Battery to Lighthouse Point. This ends battle round two and ends the battle.

10. Battle Retreat

After the first battle round is completed, in succeeding battle rounds players may retreat their army units in their phase of the battle. If retreating they may not fire.

For example: After the first battle round the defender in his battle phase decides to stay for a second round of battle. He fires his defending and any hits are applied to the attacking units. The attacker decides to retreat in his battle phase and retreats all of his units from the location they came from.

If a player decides to retreat, all of their units must retreat from the battle location. Units retreat one location.

Attacking units must retreat to the location they moved to the battle from. Defending units must retreat to an open location or locations the attacking side did not move from. Retreating defending units may disperse to multiple open locations. Units cannot retreat into an unresolved battle location. Any number of units may use a road to retreat, even if it had been used for movement that turn. However, each unit retreating above the road limit must reduce 1 SP.

Example: 6 units are retreating from Green Hills to Flat Point. The road limit allows 4 units to retreat without reducing but 2 retreating units must reduce 1 SP each.

If all retreat locations are blocked (occupied by opposing units or ongoing battles), then units may not retreat and must continue battle.

11. Ship Battles

A ship battle occurs if a ship(s) moves into a sea area location occupied by opposing ships. Ship battles are conducted the same as army battles with the following exceptions:

  • Defending ships cannot retreat.
  • Any ships that did an amphibious move in the current turn, defend at 1 SP.

Example: The British player controls both Island Battery and Lighthouse Pt and uses his action for the turn to move 1 ship that is 4 SP into Louisbourg Harbor. There are 2 defending French ships of 1 SP each. All the French ships fire rolling 2 dice. They roll 1 six causing a 1 SP reduction on the British ship. The British reduces his ship from 4 SP to 3 SP. The British ship fires rolling 3 dice and rolls 1 six causing 1 hit on the French ships. The French remove 1 one SP ship. This ends round 1. In round 2 the French ship rolls 1 die and scores a hit. The British reduce the 3 SP ship to 2 SP. The British fire rolling 2 dice and score 1 hit. The French remove their last ship in Louisbourg Harbor. The British ship now occupies the harbor and wins the game.

12. French Reinforcements

French reinforcements are available on turn 8. They arrive at Kennington Cove, Western Settlements, or Northern Settlements. They may enter on any turn the French player chooses. French reinforcement units can come together at a single location or they may enter individually or in divided groups at various entry locations. If British units are present, they may enter and battle as their action for the turn or wait till future turns. Reinforcements that come in can move in the turn they arrive if activated.

13. How to Win the Game

The British player wins at the end of any turn that:

At least 1 British army unit occupies Louisbourg

OR

At least 1 British ship occupies Louisbourg Harbor

AND

The British have at least 24 strength points

The French player wins if the British player has not won by the end of turn 16.

The French player also wins immediately if the British total Strength Points fall below 24 at the end of any turn.

14. Solitaire Play

Louisbourg 1758 was designed for two players. However, to learn the game or preference or to try different strategies it can be played solitaire. Play each side to the best of your ability. The only changes required are to have the unit type and SP information face you for the blocks for both sides. On the first turn after the British have made their landing location choices, set up the French units. Place one 1 SP militia unit in Louisbourg, Island Battery and Lighthouse Point. Place 2 Indian units, two 2 SP militia units and 1 SP militia unit in Kennington Cove. Place four 4 SP regulars at Flat Point. Place three 3 SP regulars in White Point with one 2 SP militia. Now roll one die and based on the result make the following adjustments:

  • 1 = Move 1 unit from Flat Point to Kennington Cove
  • 2 = Move 1 unit from Flat Point to White Point
  • 3 = Move 3 militia units from Kennington Cove to Flat Point
  • 4 = Move 3 militia units from Kennington Cove to White Point
  • 5 = Move 1 militia unit from White Point to Kennington Cove
  • 6 = Stay in place, make no adjustment

15. Louisbourg 1758 Strategy and History

15.1 British Strategy

You have a substantial advantage in troops and ships. Your units will over-match any like number of French units, army or navy. Your goal is to occupy Louisbourg and its harbor before the campaign season ends. And have enough troops and ships to continue up to Saint Lawrence to Quebec before winter.

The initial amphibious landing is the most perilous time for the British. During the campaign the French had prepared defenses at the likely landing sites in Gabarus Bay. The British split their forces to threaten 3 locations at once. The French were able to fight them on the beaches and inflicted high losses on the British landing forces. The British were ready to withdraw but in the end it worked for them. The landing that General Wolfe led found a poorly defended location on Kennington Cove (the French were concentrating on the other landing locations) and were able to establish a beachhead. Once ashore, the British quickly landed reinforcements and were able to move inland.

Your decision as the British is which site or sites do you want to amphibiously move your units to and at what strength. Do you concentrate all your forces at one landing location or split your forces? You will not know how many French units are at each site or their strength as they set up after your decision of the landing sites. Another key decision is how many ships to use for the initial landings. All six are preferred but if the two French ships in Louisbourg harbor decide to challenge the landings by moving into Gabarus Bay then each British ship used in the amphibious move only defends at 1 SP. This would provide the French almost even odds (6 SP vs 6 SP) in a ship battle if all British ships are used for the amphibious move. Keeping one or two out to defend against such a move is an option but reduces the number of army units that move amphibiously to the landing locations.

Once ashore and established there are more options to consider, depending on how well the initial landings went. The French are no match in open battles against your superior firepower. They will slowly withdraw towards Louisbourg and Lighthouse Point if allowed. Your path to get at them quickly at Green Hills and Black Rock is constricted by the swamps between them and the landing locations. During the campaign the British needed time to bring up siege guns, troops and supplies over this terrain to threaten the walls of Louisbourg. General Amherst described it as "the roughest ground I ever saw." Your opponent may contest your movements here as you may only move 4 units per turn through this area. If so, any fight on even terms is to your advantage. So if the French block your movements with a small number of units take them on. If they have a strength advantage, weigh the consequences compared to other moves. Barachois is another good choice location but it will take more time to march troops there.

Your goal in this area of the battlefield is to push the French back into Louisbourg as soon as possible then bombard them from multiple locations. The more time and locations you have to bombard them the better your chances become for victory. Be careful of weak positions adjacent to Louisbourg that are easy for the French to attack or raid. Build your strength into these locations with good planning.

Remember that the French may bombard too. An option to consider is bombarding the French ships to weaken the French bombardments. During the campaign the British concentrated fire on French ships in Louisbourg harbor to reduce their bombardment capability. By the end of the campaign all the French ships in the harbor had been sunk.

You must have some presence on the northern end of the battlefield. Some pressure on Island Battery is essential. Lighthouse Point is the key location to threaten Island Battery. Getting meaningful strength to Lighthouse Point takes time. And time is not on your side. But no pressure on Island Battery allows the French to put every unit into defending Louisbourg. Do not give them this option.

During the campaign the British secured Lighthouse Point early and used it to eventually subdue Island Battery. Once in possession of both of these locations it opened the harbor to entry by British ships which forced the surrender of Louisbourg. British rangers and light infantry units can move 2 locations a turn and provide a fast way to Lighthouse Point. They may need some help from regular units if a serious effort is made to take Island Battery. But just their presence will divert French units from defending Louisbourg.

Your army is strong and needs to be aggressive. The French will take advantage of good defensive locations so choose your moves and battles wisely. Some dispersement of your forces will be necessary to expand the siege around Louisbourg and its harbor. This will keep the French off guard. But do so in strength to limit French opportunities against isolated or weak forces. Be patient with your bombardments and expand them when possible. Assaults on Louisbourg before the garrison has been weakened may reduce your strength to unacceptable levels. Keeping up the pressure on multiple locations will provide your army and navy with multiple options for winning tactical moves and battles.

15.2 French Strategy

You know that your army and navy are much smaller than those the British have sent to take Louisbourg. But you have some advantages. Your engineers have wisely prepared defensive works at the likely landing locations along Gabarus Bay. Your troops and guns at Island Battery are fortified and block any entrance into the harbor. Swamps will slow movement on the approaches to Louisbourg. You have interior lines of movement around Louisbourg, especially with your militia. And the citadel itself is well defended with thick walls and many guns.

The British initial landing are your first major decision. How should you defend the landing locations on Gabarus Bay? This is not an easy decision. Defend them because these are some of the few locations around Louisbourg that provide your small army with a defensive advantage. The tough decisions are where to defend in strength and for how long. The most the British can land are 6 units. And if 6 units land on the first turn (or any turn) you must weigh the benefits of bringing your ships out of the harbor to attack the British ships on even terms. Sink a few of their ships and the British timetable for the siege would suffer a serious set back.

Your strategies are should you try and guess where the British will land and put overwhelming strength there or put equal strength in each location. Once battle commences you must decide how many battle rounds to stay. A slug match on the beaches is not to your advantage unless you can push the invaders back into the bay and minimize your losses. This will cause real damage to the British army but is only possible when you outnumber the British locally. Otherwise, stay a round or two to cause some damage then, slip away. Keep your losses low and study your retreat paths. Any withdrawal should be done with a view that focuses on the next stage of the campaign.

During the campaign the French contracted their defenses into Louisbourg after the British established themselves ashore. The British encircled the city quickly and started bombarding with strength. Anything that delays or weakens the British progress towards Louisbourg is good for your cause. Once they are ashore in force this becomes more difficult. Eventually they will reach the gates of the fortress. When and at what strength will determine what you can and cannot do.

Some of the approaches to the city limit how many units the British can get into position each turn for bombarding. Swampy terrain near Green Hills and Black Rock only allow 4 units to move up each turn. All of the locations adjacent to Louisbourg are isolated from each other. If the British try to expand their encirclement by occupying locations adjacent to city with weak forces, bombard a weak location and then raid it. Maybe attack it if you can leave enough troops in the city to defend it or if the British do not have adequate strength to assault it. But any attack by your army needs to be with local overwhelming force. The British can afford to exchange units on an even basis, you cannot.

Island Battery is safe in the early stages of the game. In the campaign the British quickly secured the western and northern areas around the harbor with little to no resistance. Any move by the British towards Lighthouse Point must be watched and maybe contested. Island Battery is a strong location to defend but it is not invincible. It fell to the British during the siege. Maintaining a strong position at Louisbourg AND Island Battery is a balancing act that can be tough depending on how effective the British bombardments have been.

French reinforcements are not huge but may make a huge difference if they can make their way into Louisbourg or Island Battery. If the British fail to block them bring them into those locations. If blocked, use these units to disrupt the British if possible.

The British will eventually force your small army into Louisbourg. But contesting advantageous locations, making them move slowly, and keeping the British besieging forces off balance with raids, local attacks and card play will go a long way to building a winning strategy.

Obviously, operations cards can alter and enhance these strategies for a turn, so take their affects on your strategy into consideration. Keep in mind that drawing an opponent card that can only be discarded is still powerful as your opponent will not be able to use its benefit/affect and this intelligence is only known by you.

15.3 Siege of Louisbourg 1758 History

The siege of Louisbourg was a pivotal operation of the Seven Years' War (known in the United States as the French and Indian War) in 1758. It ended the French colonial era in Atlantic Canada and led to the subsequent British campaign to capture Quebec in 1759 and the remainder of French North America the following year.

15.3.1 Background

The British government realized that with the Fortress of Louisbourg under French control, the Royal Navy could not sail up the St. Lawrence River for an attack on Quebec. After an expedition against Louisbourg in 1757 was turned back due to a strong French naval deployment, the British under the leadership of William Pitt resolved to try again with new commanders.

Pitt assigned the task of capturing the fortress to Major General Jeffery Amherst. Amherst's brigadiers were Charles Lawrence, James Wolfe and Edward Whitmore, and command of naval operations was assigned to Admiral Edward Boscawen.

As they had in 1757, the French planned to defend Louisbourg by means of a large naval build-up. However, the British blockaded the French fleet from sailing to their relief.

Consequently only 11 ships were available to oppose the British off Louisbourg. Most of the cannons and men were moved inside the fort but some strong ships were still available to protect Louisbourg Harbor.

British forces assembled at Halifax, Nova Scotia where army and navy units spent most of May training together as the massive invasion fleet came together.

15.3.2 Order of Battle

The British fleet consisted of 150 transport ships and 40 men-of-war. Housed in these ships were almost 14,000 soldiers, almost all of whom were regulars (with the exception of four companies of American rangers). The force was divided into three divisions: Red, commanded by James Wolfe, Blue, commanded by Charles Lawrence and White commanded by Edward Whitmore. On 2 June the British force anchored in Gabarus Bay.

The French commander, the Chevalier de Drucour, had at his disposal some 3,500 regulars as well as approximately 3,500 marines and sailors from the French warships in the harbor. Militias from the surrounding villages and some Indians filled out the forces. However, unlike the previous year, the French navy was unable to assemble in significant numbers, leaving the French squadron at Louisbourg outnumbered five to one by the British fleet. Drucour ordered trenches to be prepared and defended, along with other defenses, such as an artillery batteries along the landing locations in Gabarus Bay.

15.3.3 Siege

Weather conditions in the first week of June made any landing impossible. However, conditions improved, and at daybreak on 8 June Amherst launched his assault using a flotilla of large boats, organized into divisions, each commanded by one of his brigadiers. French defenses were initially successful and after heavy losses, Wolfe ordered a retreat. However, at the last minute, a boatload of light infantry in Wolfe's division found a rocky inlet protected from French fire and secured a beachhead. Wolfe redirected the rest of his division to follow. Wolfe said "we made a rash and ill-advised attempt to land, and by the greatest of good fortune imaginable we succeeded." Outflanked, the French retreated rapidly back to their fortress.

Continuing heavy seas and the difficulty inherent to moving siege equipment over boggy terrain delayed the commencement of the formal siege. In the meantime, Wolfe was sent with 1,220 picked men around the harbor to seize Lighthouse Point, which dominated the harbor entrance. On 19 June, the British artillery batteries were in position and the orders were given to open fire on the French. The British battery consisted of seventy cannons and mortars of all sizes. Within hours, the guns had destroyed walls and damaged several buildings. The bombardments of Louisbourg and the French ships in the harbor continued through June and into July. On 21 July a mortar round from a British gun struck a 64-gun French ship of the line and set it ablaze. A stiff breeze fanned the fire and two other French ships, also caught fire.

The next major blow to French morale came on the evening of 23 July. A British "hot shot" set the King's Bastion on fire. The King's Bastion was the fortress headquarters and the largest building in North America in 1758. Its destruction eroded confidence and reduced morale in the French troops and their hopes to lift the British siege.

15.3.4 Naval Action

Some historians think the French navy lost an opportunity early in the campaign by not contesting the British naval landings in Gabarus Bay. The French had some powerful ships of the line in the harbor that may have caused havoc while the British navy concentrated on the amphibious move of the army. During the campaign the French stayed in the harbor at the orders of the French Governor. The British blocked the harbor and used their artillery to slowly reduce the French ships in the harbor. Most historians regard the British actions of 25 July as the "straw that broke the camel's back". Using a thick fog as cover, Admiral Boscawen sent a party to destroy the last two French ships in the harbor. The British raiders eliminated these two French ships of the line by capturing one and burning the other, thus clearing the way for the Royal Navy to enter the harbor.

15.3.5 Capitulation and Aftermath

On 26 July the French surrendered having fought a spirited defense. Louisbourg had held out long enough to prevent an attack on Quebec in 1758. However, the loss of Louisbourg deprived New France of naval protection, opening the Saint Lawrence to attack. Louisbourg was used in 1759 as the staging point for General Wolfe's famous siege of Quebec ending French rule in North America.

(Source: Wikipedia edited)

Sequence of Play Summary

Printed as a summary panel on the final page of the rulebook under the heading "Sequence of Play".

Operational Phase

  1. Player Order (every turn)
  2. Card Draw (odd turns)
  3. Weather Roll (even turns)

Bombardment Phase

  • Bombard Louisbourg OR
  • Bombard Louisbourg Harbor

Player Action Phase

Choose One:

  • Land Move
  • Raid
  • Amphibious Move
  • Ship Move
  • 8.3.4 Ship Move