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Monmouth Rulebook

Table of Contents

Table of Contents

  • Part One: Series Rulebook
  • 1. Introduction
  • 2. Components
    • 2.1 The Game Map
    • 2.2 Counters
    • 2.3 The Die
  • 3. Game Scale and Terminology
    • 3.1 Game Scale
    • 3.2 Key Terms
  • 4. How to Win
  • 5. Sequence of Play Outline
  • 6. Initiative
    • 6.1 General Rules
    • 6.2 (Advanced) Momentum Chits and Initiative
  • 7. Stacking
    • 7.1 Stacking Limit
    • 7.2 Stacking during Movement and Retreat
    • 7.3 Overstacking Penalty
    • 7.4 Intelligence
  • 8. Zones of Control (ZOCs)
    • 8.1 General Rules
    • 8.2 Negating ZOCs
    • 8.3 Effects of ZOC on Movement
    • 8.4 Other Effects of ZOCs
  • 9. Movement
    • 9.1 General Rules
    • 9.2 Movement Restrictions
    • 9.3 Removing Pinned Markers
    • 9.4 Effects of Terrain on Movement
    • 9.5 Roads/Tracks/Paths and Strategic Movement
    • 9.6 Reinforcements
  • 10. Rifle Fire
    • 10.1 General Rules
    • 10.2 Selecting a Target
    • 10.3 Procedure
    • 10.4 Simultaneous Fire
    • 10.5 First Fire Bonus
    • 10.6 (Advanced) German Jaeger Rifles
  • 11. Defensive Artillery Fire
    • 11.1 General Rules
    • 11.2 Selecting a Target
    • 11.3 Procedure
    • 11.4 Line of Sight
  • 12. Close Combat
    • 12.1 General Rules
    • 12.2 Procedure
    • 12.3 Artillery in Close Combat
    • 12.4 Cavalry Withdrawal
    • 12.5 Tactics Chits
    • 12.6 (Advanced) Momentum Chits
    • 12.7 Surrounded Close Combat Modifier
  • 13. Combat Results
    • 13.1 Explanation of Results
    • 13.2 Retreat
    • 13.3 Disruption
    • 13.4 Shattered
    • 13.5 Morale Checks
  • 14. Leaders
    • 14.1 Stacking Leaders
    • 14.2 Using Leaders
    • 14.3 Affecting Leaders
  • 15. The Rally Phase and Unit Morale
    • 15.1 The Rally Phase
    • 15.2 Rally Effects
    • 15.3 Unit Morale
  • 16. Army Morale
    • 16.1 Adjusting Morale
    • 16.2 Army Morale Levels
    • 16.3 Demoralized and Substantial Victories
  • Expanded Sequence of Play
    • Series Rules Credits
  • Part Two: Monmouth Courthouse Exclusive Rulebook
  • I. Prepare for Play
  • II. Victory Conditions
  • III. Sequence of Play
  • IV. Special Rules
    • 4.1 Reinforcements
    • 4.2 Heavy Artillery & Howitzers
    • 4.3 Leader Rules
    • 4.4 Molly Pitcher (Optional)
    • 4.5 Heat Game Turns
    • 4.6 Command & Control
    • 4.7 British Rear-Guard Maneuver Zone
    • 4.8 Retreat
    • 4.9 ZOC
  • V. Play Balance (Optional)
  • VI. Historical Scenarios
    • 6.1 Scenario I: "Lee's Advance"
    • 6.2 Scenario II: "The Holding Action"
    • 6.3 Scenario III: "Washington's Stand"
  • Historical Article
    • Monmouth Courthouse — June 28th, 1778
    • Lee's Court Martial
    • Molly Pitcher
    • Morgan's Detachment Design Note
  • Credits
  • Order of Battle
    • ROYAL ARMY
    • CONTINENTAL ARMY
  • Your Monmouth Counter Sheet

Part One: Series Rulebook

Great Battles of the American Revolution — Series Rulebook. Game Design by Mark Miklos. Version: September 2015.

1. Introduction

Rules that apply only to a specific battle are found in the specific rulebook. Certain rules sections are marked as Advanced. These rules should be ignored until the players are familiar with the rules and the system. The Advanced rules should be used by experienced players and during all tournaments.

2. Components

See the specific rules for the list of components included in each game.

2.1 The Game Map

The map depicts the area over which the battle was fought, covered by a hexagonal grid that regulates movement and combat.

2.2 Counters

UNIT COLOR CODES: Each unit has a color band across the top of it. This band defines which group the unit belongs to. See the specific rules for their definition.

TWO-STEP UNITS: Some units have values on both sides; these units have two steps. The full-strength side is marked with either the setup hex, or the turn of entry and entry hex; the reduced side has a lower strength point value, and the unit morale is usually one less than on the full-strength side.

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. Combat units are also identified as Artillery, Militia, Light Infantry, or Dragoons and similar troop types, as applicable.

2.3 The Die

The game includes one 10-sided die that is used to resolve certain game functions. The 0 is treated as a 0 (not a 10).

Damaged/Missing Components, or Questions? If you have any questions about the rules, we'll be glad to answer them, if you provide us with a self-addressed, stamped envelope. Send questions to: GMT Games, P.O. Box 1308, Hanford, CA 93232-1308. Want a quick answer? Send email to the designer or developer at: [email protected], or [email protected]

3. Game Scale and Terminology

3.1 Game Scale

UNIT SCALE: Each infantry, light infantry, militia, rifle or mounted cavalry Strength Point equals approximately 100 men. Each artillery Strength Point equals two cannons.

MAP SCALE: Each hex is approximately 200 yards from hexside to hexside.

TIME SCALE: Each turn represents approximately one hour.

3.2 Key Terms

British Player: Refers to the player who controls the British Regulars, Loyalists and German units.

British units: The British Regulars, Loyalists and German units are treated as one nationality except in certain circumstances. See Exclusive Rules for any stacking or command limitations.

Combat Unit: Any infantry, light infantry, mounted cavalry, artillery or militia unit. Leaders and markers are not combat units.

Die Roll Modifier (DRM): An event or situation which causes a die roll to be adjusted.

Highest Ranking Leader: The Leader with the most stars listed for Rank. In the case where multiple Leaders have the same number of stars, their seniority is given in the specific rules.

Into Fieldworks: An attack across a fieldworks hexside from outside the hex which contains the fieldworks symbol (see Terrain Key).

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. American Militia units are designated by a kneeling soldier on the counter. British militia are depicted standing to attention.

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 Key).

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.

Rifle Unit: A light infantry or infantry unit which is armed with rifles. Rifles permitted units to fire over greater distances than units solely armed with muskets. Rifle units are either designated by a white "R" in a black circle or a black "R" in a white circle on the counter. The distinction will have bearing on Close Combat modifiers.

Musket/Rifle Unit: Typically these are mixed musket/rifle formations which are effective in Close Combat. The SP values are read as Close Combat/Rifle Fire, and each value is applied in the corresponding phase.

Strength Points (SPs): The combat strength of a unit. Used for stacking, artillery/rifle fire and close combat.

Surrounded: When all six hexes adjacent to a unit are occupied by enemy units or their ZOC. 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 Key).

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

See specific rules for Decisive and Marginal Victories. See rule 16.3 for a Substantial Victory.

VP Clarification: 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 which means more effort than providing replacements must be expended to return the unit to fighting capacity.

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. Initiative Segment

Determine which player has the Initiative this turn.

B. Initiative Player Turn

  1. Flip the game turn marker to indicate the correct player turn
  2. Movement phase
  3. Rally phase
  4. Defensive Artillery Fire phase
  5. Rifle Fire phase (simultaneous)
  6. Close Combat phase
  7. Move the game turn marker to the bottom half of the game turn and flip it over

C. Second Player Turn

  1. Movement phase
  2. Rally phase
  3. Defensive Artillery Fire phase
  4. Rifle Fire phase (simultaneous)
  5. Close Combat phase

D. End-of-Turn Segment

  1. Check for Automatic Victory
  2. If it is the last game turn of the scenario, determine a winner
  3. Advance the game turn marker to the top half of the next game turn

6. Initiative

6.1 General Rules

Initiative is determined by a die roll. Each player rolls a die and adds their Army Morale Initiative DRM (found on the Army Morale Track). The higher modified roll wins the Initiative for the game turn.

TIES: In case of a tie of modified rolls, both players roll again using the same modifiers.

NOTE: see Specific rules for exceptions.

6.2 (Advanced) Momentum Chits and Initiative

Besides the Army Morale DRM, this die roll can also be modified by use of Momentum chits (12.62).

7. Stacking

7.1 Stacking Limit

Each hex may contain up to six friendly SPs of infantry, light infantry, militia or mounted cavalry, and 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.

7.3 Overstacking Penalty

If units are found to be overstacked, the owning player must eliminate enough steps to meet the stacking limit. (Addition) Step losses taken for this reason impact Army Morale and Victory Points as if they were lost in combat.

7.4 Intelligence

Both sides may examine all stacks of friendly and enemy units. Where Exclusive Rules provide exceptions and players are prohibited from examining enemy stacks, follow the following procedure for designating Fire Combat targets and Close Combat.

  • Once a target hex is identified for Artillery or Rifle Fire, the firing player is free to examine all units in that specific hex in order to pick the specific target.
  • One unit in the reviewed hex must be fired upon in that very same Fire Phase before any other targets are identified.
  • It is also permitted to examine an enemy stack for purposes of calculating odds in Close Combat but only after friendly units have been moved adjacent and the Close Combat phase is in effect.
  • A penalty of –1 Army Morale will be imposed upon a player EACH TIME he examines an enemy stack other than for the above stated purposes.

8. Zones of Control (ZOCs)

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 that 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 (12.7). 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. In addition, it costs +1 MP to enter or exit an enemy rifle unit's ZOC.

8.32 A unit which begins movement in an enemy ZOC may move directly into another enemy ZOC but must stop in that hex. If the first hex entered does not contain an enemy ZOC, the unit may continue moving until it again enters an enemy ZOC.

8.4 Other Effects of ZOCs

  • ZOCs and the Surrounded Close Combat Modifier (12.7)
  • ZOCs and Retreat (see 13.22).

Diagram note: the rulebook illustrates ZOC extension with a worked example — a unit's ZOC does not extend into a Plantation House or Heavy Woods hex, but does extend out of (though not into) Light Woods hexes.

9. Movement

9.1 General Rules

During the movement phase, the phasing player may move all, some, or none of his units. Units expend Movement Points (MPs) to enter hexes and cross hexsides moving into adjacent (contiguous) hexes (see the Terrain Effects Chart [TEC]). MPs may never be saved for use in future turns or transferred to other units in any way. Each unit must complete its movement before any other unit may move. Units are never required to move. A unit may never expend more MPs than its movement allowance.

Exception: A unit may always move one hex as long as no movement restrictions are broken (Under certain circumstances, heavy artillery in Savannah may not automatically move 1 space).

9.2 Movement Restrictions

The following movement restrictions apply:

  • Shattered units may not move (13.4).
  • Disrupted units may only move 1 hex per turn (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 (9.3 & 13.1).
  • A unit may never enter an enemy occupied hex or prohibited terrain (see TEC).
  • A unit may never move through a hex in excess of stacking limits (7.2).

9.3 Removing Pinned Markers

After all movement is complete, remove pinned markers from all units on both sides which are not adjacent to enemy units (see PIN under 13.1). The phasing player must reduce his Army Morale by one if any pinned markers are removed.

9.4 Effects of Terrain on Movement

See the TEC and the specific rules booklets for terrain cost. All terrain effects of hexes and hexsides on movement are cumulative. Exceptions: Up Slope/Creek and Down Slope/Creek hexsides are each treated as a distinct combined terrain type as indicated on the Terrain Effect Chart (i.e. when reading Up Slope/Creek, ignore the Up Slope and Creek effects).

9.5 Roads/Tracks/Paths and Strategic Movement

9.51 ROADS/TRACKS/PATHS: If a unit moves from one hex to another through a hexside crossed by a road, track or path, it spends 1 MP. It ignores the cost of the other terrain in the hex and of any other hexside terrain.

9.52 STRATEGIC MOVEMENT: A unit may move up to twice its printed movement allowance if it conducts its entire movement along roads or tracks, provided it does not begin or move adjacent to enemy units at any point in its movement. Therefore, every hexside crossed must contain connected road or track. Creek fords do not impede Strategic Movement.

9.6 Reinforcements

9.61 PLACEMENT: At the beginning of their side's Movement Phase on the game turn of arrival, reinforcements are placed in hexes marked with the letter that appears after the turn of entry on their counter. Reinforcements may be placed in excess of stacking limits, but the units must obey normal stacking limits as soon as they leave the entry hex, or by the end of the player turn of entry. Reinforcements may always be voluntarily delayed until a later game turn unless the Exclusive Rules for that game prohibit it.

9.62 MOVEMENT: Placement on the board does not cost any movement points. The unit can expend its entire movement allowance and use Strategic Movement during the game turn of entry. See Exclusive Rules for exceptions.

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 Fire 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 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.

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.

Example: The two American militia 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 the +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.

10.5 First Fire Bonus

The DRM for first-time rifle fire can only be used if ALL the units are conducting their first fire. (Players should keep a record of which rifle units have fired.) All firing units lose their first-fire bonus for future fire combats even if no hit is attained. A rifle unit also loses its First Fire capability if it participates in Close Combat in any Game Turn prior to attempting Rifle Fire.

10.6 (Advanced) German Jaeger Rifles

The German Jaegers may make two die rolls against their "To Hit" number if:

  • they are not in a clear or crops hex, and
  • there is an open flank as defined in the Turn Flank requirements (12.52).

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.

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 a unit chooses to fire, it must select a target combat unit that is within range and LOS (11.4). All artillery units have a maximum range of three hexes (in Vol. IV there will be an exception). The range is the number of hexes from the firing unit to the target, counting the target's hex but not the firing unit's hex. No unit may be the target of more than one Defensive Artillery Fire per phase. If more than one artillery unit wants to fire at a unit, the number of SPs firing is totaled and the range of the farthest unit is used to determine the "To Hit" number.

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. All artillery of this period was smooth bore and, like the musket, inaccurate at anything but comparatively short distances.

11.3 Procedure

STEP 1: The firing player cross references his SPs with the range to the target on the Fire Table to determine the "To Hit" number.

STEP 2 (same as in 10.3 above): The player rolls a die which is modified by all applicable DRMs given in the 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 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 at a target two or three hexes away, 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 and slope/run hexsides are considered to be exactly the same, and are referred to solely as slope hexsides.

Diagram note: the rulebook illustrates LOS blocking with a worked example — an artillery unit tracing fire across a hex field where some hexes are blocked by blocking terrain (marked "B"), some by slopes (marked "S"), and some by an intervening combat unit (marked "U").

11.42 BLOCKING TERRAIN: The following hex types are blocking terrain: forest, light forest, Meeting House and Town (see exclusive rules for additional examples of blocking terrain). In addition, any hex that contains combat units, whether friendly or enemy, is blocking terrain. LOS can always be traced into blocking terrain, but never through it (Exception: 11.43, case C — Both units are "up slope").

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.

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 not part of the firing or target unit's hexes. The up slope direction of the hexside must be in the same orientation as the up slope direction of the slope hexside in the firing or target unit's hex. If the orientation is not the same, the LOS is blocked. If both the firing and target units have slope hexsides and the range is 3 hexes, the intervening hexside must also be a slope hexside with the same orientation as the other two hexsides. If this intervening hexside is not a slope hexside or if the orientation is different, the LOS is blocked.

C. Both units are "up slope". The LOS between these units is always clear. Ignore blocking terrain.

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.

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 (Advanced) DIVERSION: During each Close Combat phase, the phasing player may designate one stack of defending units as receiving a Diversion. The Attacker does not attack these defending units, but the adjacent 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).

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.

Example: one attacking hex versus two or more defending hexes or two or more attacking hexes versus one defending hex are legal, but two or more attacking hexes versus two or more defending hexes in a single Close Combat is illegal.

Worked 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 (13.1).

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.
  • The defender may declare a Cavalry Withdrawal at this time (see 12.4)

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).

  • 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 only this kind of unit is available, it can be selected as the lead unit, but will not be allowed to advance after combat.

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.

NOTE: 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.

NOTE: Rifle units designated by a white letter "R" in a black circle will suffer adverse DRMs in Close Combat while those designated by a black letter "R" in a white circle are immune from adverse DRMs in Close Combat.

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 its eligible Tactics Chits by placing the chit face-up under their hand. The two Tactics Chits are then revealed simultaneously and cross-referenced on the Tactics Matrix to determine if there is any DRM.

  • NC Tactics Matrix Result: No combat takes place. If a side played a Withdraw chit and the Tactics Matrix result is NC, the side playing the Withdraw chit must retreat all units one hex. Exception, artillery in the attacker's stack never retreats. If both sides chose Withdraw, the Defender retreats first. Skip to step 9.

STEP 5, RESOLVE CLOSE COMBAT: Close Combat is resolved by rolling a die, applying the 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 (Advanced), 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 (Advanced), GAIN MOMENTUM: If the final modified Close Combat die roll is less than or equal to -1, the Defender gains one Momentum Chit. If the final modified Close Combat die roll is greater than or equal to 10, the Attacker gains one Momentum Chit.

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. If the only defending units are artillery, they are captured. Place all the defending artillery units in the captured box and skip to step 9.

12.4 Cavalry Withdrawal

If all the defending units in a Close Combat are Parade Order cavalry and none of the attacking units are cavalry, the Defender has the option to announce a Cavalry Withdrawal. Instead of resolving the Close Combat normally, his mounted cavalry retreats three hexes to a hex not adjacent to an enemy unit. Mark the unit(s) with a Cavalry Withdrawal marker and go straight to step 9 of the Close Combat procedure.

RESTRICTIONS: Mounted cavalry units marked with a Cavalry Withdrawal marker:

  • May not move or attack
  • Defend normally
  • Retain their ZOC.

Mounted cavalry that are attacked again while already marked with a Cavalry Withdrawal marker may not choose back-to-back Cavalry Withdrawal options.

Pinned cavalry can choose the Cavalry Withdrawal option at a cost of –1 Army Morale adjustment according to Series Rule 13.1.

REMOVAL: Cavalry Withdrawal markers are automatically removed from friendly units during the owning player's next Rally phase.

12.5 Tactics Chits

NOTE: Beginning with Pensacola, Tactics Cards are now provided as an alternative to Tactics Chits. They are used in the same way as the chits are used.

12.51 At the beginning of the game, each player takes one set of Tactics Chits. During each Close Combat, each player will select one eligible Tactics Chit to influence the battle.

12.52 (Advanced) TACTICS CHIT USE RESTRICTION: The following requirements must be met before a Tactics Chit is eligible to be selected in each Close Combat.

  • Skirmish, Attack en Echelon, Stand Fast, Withdraw: No restriction. Exception: An all-infantry force may not choose the 'Withdraw' tactic in clear, field, or crops terrain if the attacking force contains any mounted units.
  • 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 leader restrictions.
  • Turn Flank, Refuse Flank: There must be one empty hex adjacent to both players' units (one hex with defending units in it, and one hex with attacking units in it), AND a friendly Leader must be stacked with or adjacent to at least one unit involved in the Close Combat; the unit does not have to be the lead unit. See Exclusive Rules for additional restrictions.

Note: Flanks may not be turned if the only empty flank hex as described above is prohibited terrain.

12.53 One Leader can meet the eligibility requirements for Tactics Chit use for all units with which it is stacked or to which it is adjacent.

12.54 (Advanced) If one player plays an illegal Tactics Chit, their opponent receives a modifier of one in their favor (+1 for attacker or -1 for the defender). If both players play illegal Tactics Chits, the Tactics modifier is 0.

12.6 (Advanced) Momentum Chits

12.61 There is a pool of five back-printed Momentum Chits. Players accumulate Momentum Chits during the game. See specific rules to determine if one side starts the game with a Momentum chit.

12.62 SPENDING MOMENTUM CHITS: Momentum chits may be used in one of the three methods below. When a Momentum Chit is used, it is returned to the pool and is eligible to be accumulated again.

  • 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 (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 (6.0).
  • INITIATIVE: A player may spend three Momentum Chits AFTER the initiative die rolls to negate the result of the die rolls and instead dictate which player has the initiative (6.0).

See Exclusive Rules for other ways to spend Momentum.

12.63 GAINING MOMENTUM CHITS:

  • 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.

12.64 LOSING MOMENTUM CHITS: 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.

12.65 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. See Army Morale Adjustment chart for additional cases.

12.7 Surrounded Close Combat Modifier

When all six hexes adjacent to a defending unit are occupied by enemy units, enemy ZOCs or prohibited terrain, the attacker modifies his Close Combat die roll by +1. The converse also applies — if the attacker is surrounded, the Close Combat die roll is modified by -1. For this rule only, friendly units negate enemy ZOCs in their hex.

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 (but not the Attacker's artillery), 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.

"DC" Captured, Defender's Choice: One combat unit of the Defender'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, neither does it have to be at full strength. 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 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 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 but not any of the Attacker'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: The opposing units remain engaged. All disrupted and shattered units on both sides are captured. The Defender, followed by the Attacker, then places his or her units in the captured box and adjusts army morale. A pinned marker is then placed on all hexes involved in this close combat. The next phasing player must either:

  • A. Attack with all units marked as pinned, 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 his or her Army Morale by one (9.3).

NOTE: In Case B above, One Army Morale point is spent for EACH individual PIN result that is removed in this way.

NOTE: 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.

"Pin" markers are removed from all friendly and enemy units either at the end of the movement phase, with an Army Morale Penalty (9.3), or after all Close Combats are assigned (12.22). Pinned defending units may not receive a diversion. This is an Exception to 12.14.

"*" Leader casualty: The modified die roll must equal this number exactly. 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. In addition, the unit must retreat towards a friendly map edge if possible. See specific game rules for definition of 'friendly map edge'.

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 (see 13.23 two-step unit exception).

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 Any unit that is retreating three hexes must end three hexes from its starting hex, counting by the shortest distance, or else be captured. The 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. Cavalry Withdrawal (12.4) may never end adjacent to an enemy unit.

13.25 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 in the Close 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 (per 13.1).

13.26 LEADER RETREATS: Any Leader may freely retreat along with any friendly retreating units with which it is stacked. Leaders are never required to retreat.

13.27 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. Automatic capture only occurs to defending artillery units during the Determine Odds Ratio Step.

13.3 Disruption

Disrupted units:

  • 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, it must use its one hex move to move away from (i.e. no longer adjacent to) as many enemy units as possible
  • May not attack; artillery and rifle units may not fire
  • 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
  • Suffer an additional "D" result, if they end their own Close Combat phase adjacent to enemy units, and are not stacked with friendly Parade Order units. This results in the unit becoming shattered (i.e. they must retreat 3 hexes or be captured).

13.4 Shattered

Shattered units:

  • May not move
  • 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.

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 (14.23)

14. Leaders

14.1 Stacking Leaders

Any number of friendly Leaders may stack in a hex. However, only the highest ranking Leader (see 3.2) may command units in a hex (that is, provide DRMs for those units). Place the Leader in command on top of the friendly units. Check Exclusive Rules for limitations to leader stacking.

14.2 Using Leaders

14.21 CLOSE COMBAT DRM: During Close Combat, a Leader in command modifies the die roll with his Close Combat DRM. When attacking, the rating is added to the die roll; when defending, it is subtracted.

14.22 TACTICS CHITS: If a combat unit is stacked with or adjacent to a Leader during Close Combat, the player is eligible to play additional Tactics Chits (12.5).

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 Function reference: the Close Combat DRM applies to Close Combats fought in the leader's hex only, and applies to all units in that combat. The Leadership DRM applies in the leader's hex to all units (and, for George Washington only, also to units in adjacent hexes — see his Exclusive Rule). Tactics Chit usage eligibility extends to units in the leader's hex and to units adjacent to the leader. The leader must be in-command in order to perform any of these functions.

14.3 Affecting Leaders

14.31 Leaders are never disrupted. If stacked with units which retreat or suffer disruption, the leader may either retreat with them or remain in place. Leaders are only affected directly in combat by an "*" result.

14.32 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.

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 adjacent to enemy combat units 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).

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 Army Morale Adjustment Chart):

  • A Fire or Close Combat result is other than 'no effect'.
  • A unit rallies (+1)
  • A Leader casualty (see specific rules)
  • PIN markers are removed in the Movement Phase (9.3).

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.

16.24 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.

Expanded Sequence of Play

A. Initiative Segment (see 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

  1. Flip the game-turn marker to indicate the correct player turn.

  2. MOVEMENT PHASE (see 9.0)

    • Shattered units may not move (13.4).
    • Disrupted units may only move one hex (13.3)
    • 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 (9.4).
    • Units may conduct Strategic Movement along roads or tracks (rule 9.22)
  3. RALLY PHASE (see 15.0)

    • Make a Morale Check (13.5) for each friendly Disrupted (13.3) or Shattered (13.4) unit that is not adjacent to an enemy combat unit.
    • A modified die roll ≥ 5 Rallies the unit.
    • Shattered units that Rally become Disrupted, Disrupted units that Rally become Parade Order.
  4. DEFENSIVE ARTILLERY FIRE PHASE (see 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 Fire 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).
  5. RIFLE FIRE PHASE (rule 10.0) — Both players may conduct Rifle Fire with their Rifle units. Fire is considered simultaneous (10.4).

    • STEP 1: Determine the "To Hit" number (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).
  6. CLOSE COMBAT PHASE (rule 12.0)

    • A. Designate all attacks (12.21). The phasing player must attack with all his units that are adjacent to enemy units (exception: artillery and rifles), and all adjacent enemy units must be attacked.
    • 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 — Artillery Capture (12.3); Cavalry Withdrawal (12.4)
    • STEP 2: Determine Lead Units
    • STEP 3: Determine DRMs
    • STEP 4: Select and Resolve Tactics
    • STEP 5: Resolve Close Combat

C. Second Player Turn

Same as above, except ignore B1 and B7.

D. End-of-Turn Segment

  1. Check for Automatic Victory (see Exclusive rules booklet)
  2. If it is the last game turn of the scenario, determine a winner.
  3. Advance the game-turn marker to the top half of the next game turn.

Series Rules Credits

GAME DESIGN: Mark Miklos. DEVELOPMENT: Andy Lewis. ART DIRECTOR: Rodger MacGowan. RULES LAYOUT: Mark Simonitch.

Part Two: Monmouth Courthouse Exclusive Rulebook

Monmouth Courthouse — Exclusive Rulebook. Game Design by Mark Miklos. © 2007 GMT Games, LLC. #0702.

I. Prepare for Play

Counters:

American Player

  • Blue with lt. blue stripe: Continentals of Lee's Advanced Corps
  • Blue with no stripe: Continentals of Washington's Main Army
  • Blue with green stripe: Patriot Militia

DESIGN NOTE: Two American units have different names on their reverse side. This represents the fact that those unit commanders were casualties during the actual battle and were replaced by their subordinates. The units are Wesson/Ramsay and Durkee/Olney.

British Player

  • Tan with red stripe: British Regulars
  • Tan with yellow stripe: Provincials
  • Tan with green stripe: Hessians

Set Up:

Several units have 4-digit hex locater numbers printed on the counters. These should be set up on the board accordingly.

Place all other units on the Game Turn Track corresponding to their printed turn-of-entry information. [See 4.11, 4.12 & 4.13]

Army Morale:

Each army has a starting Army Morale of 20.

Momentum:

Neither side begins the game with Momentum.

Initiative:

The Initiative on Game Turn 1 is American followed by British. Turns 2–14 are random player order.

Game Length:

The Campaign Game is 14 turns long, unless either side achieves automatic victory. (See also individual scenarios for shorter games.)

II. Victory Conditions

British Decisive Victory

Case 1: Eliminate, capture, or shatter 16 SPs of American combat units, excluding militia, on or before game turn 7.

Case 2: Occupy hex 1211, at the intersection of the Englishtown and Manalapan Roads, at the end of any game turn. A large red star identifies this hex. Occupation is defined as having a Parade Order combat unit, excluding artillery, in the hex - regardless of enemy units or their zones of control.

DESIGN NOTE: Possession of this hex indicates the British have gotten in the rear of the American position and can threaten the American depot at Englishtown.

American Decisive Victory

Case 1: Eliminate, capture, or shatter every combat unit in the British rear-guard, on or before game turn 7.

The British rear-guard can be identified by their MP values shown in white boxes.

Case 2: Occupy hex 4114, at the intersection of the Burlington and Shrewsbury Roads and Dutch Lane, at the end of any game turn. A large blue star identifies this hex. Occupation is defined as having a Parade Order combat unit, excluding artillery or militia, in the hex - regardless of enemy units or their zones of control.

DESIGN NOTE: Possession of this hex indicates the Americans have gotten behind the British rear guard and can threaten the British baggage train making its way to Middletown and Sandy Hook.

Substantial Victory

See Series Rules

Marginal Victory

A margin of 3 or more victory points at the end of the game. Any other result is considered a draw.

Terrain Victory-Points

Hex 2716: Indicated on the map with a small yellow star, is worth 1/2 VP to whichever player controls* it at the end of the game.

DESIGN NOTE: Known today as "Overlook Hill," this high ground was a significant vantage point for both sides during the battle and dominated the battlefield during the mid day action.

Hex 3519: Monmouth Courthouse is worth xx VP per turn to the American player only when controlled* by him at the end of any game turn. This objective is indicated with a small blue star.

Hex 1815: Parsonage Farm. This hex is worth xx VP per turn to the British player only when controlled* by him at the end of any game turn. This objective is indicated with a small red star.

*Control of these terrain objectives is defined as occupying or being the last to pass through the hex with a Parade Order combat unit other than artillery or militia. Friendly control of an unoccupied victory hex can be negated by the presence of an enemy ZOC. In such a case, neither player receives the VPs.

Back-printed "Control" markers are provided for players to keep up with the changing status of control throughout the game.

Important: Players should keep a sidebar record of these VPs.

III. Sequence of Play

A. Initiative Segment (Begin on turn 2)

B. Initiative Player Turn

  1. Command & Control Phase: Begin on turn 2, Americans only. Omit after Lee is relieved of command, (See Command & Control Rule 4.64).
  2. Movement Phase. Receive reinforcements as scheduled on the Game Turn Track. Reinforcements can enter play at any time during a player's movement.
  3. Rally Phase
  4. Defensive Artillery Fire Phase (non-phasing player)
  5. Rifle Fire Phase (simultaneous)
  6. Close Combat Phase

C. Second Player Turn

Repeat steps 1-6

D. End of Turn Segment

E. Victory Determination/Advance Game Turn Marker

IV. Special Rules

4.1 Reinforcements

Reinforcements enter the game according to the Game Turn Track. American reinforcements enter at hexes A-1, A-2, A-3 or A-4. British reinforcements arrive at hex "B." Exception: See British Conditional Reinforcements (Rule 4.12).

BONUS MOVEMENT:

  • On Turn 1 and 2 American reinforcements receive +2 MPs on turn of arrival.
  • All British artillery receives +1 MP on turn of arrival.

BLOCKED ENTRY HEXES: If enemy units or their ZOC occupy the entry hex, reinforcements are delayed for one Game Turn, after which they may enter at the nearest hex that is neither blocked by units nor their ZOC. If two such hexes are equally distant, the owning player may choose. In such a case the arriving units must pay normal terrain cost to enter the hex.

ENTRY AND STACKING: Reinforcements may enter play over stacked but must immediately move to conform to stacking limits. Units unable to conform to stacking limits are delayed until the next game turn. Such units must enter play ahead of any other reinforcements scheduled to enter at the same hex on subsequent turns.

4.11 Morgan's Detachment

The American player has several units labeled "MD" for Morgan's Detachment. Place these units on Turn-8 of the Game Turn Track at the start of the game. Beginning on the American half of Game Turn 8, the American player rolls a die and consults the Game Turn Track to see if the die roll corresponds to the range necessary to allow Morgan's Detachment to enter play. Morgan's units enter through the hex marked "A-4" and may not use Strategic Movement on the turn they enter play.

If Morgan's Detachment does not enter play on a given turn, the units should be moved along the Turn-Track accordingly.

4.12 British Conditional Reinforcements

The British player has Conditional Reinforcements that enter only if Morgan's Detachment has entered the game. These reinforcements consist of the Hessian Mounted Jaeger unit "v. Wurmb" and the British "17th Light Dragoons." They enter play during the British player's Movement Phase of the Game Turn following the turn in which Morgan's Detachment arrived. Note: These two units are marked "MD +1" accordingly.

Place these units on Turn-9 of the Game Turn Track at the start of the game and move them along the Turn-Track as necessary.

  • v. Wurmb enters at any hex along the southern map edge, between 4127 and 3527 inclusive, and pays normal terrain cost to arrive. These hexes are identified on the map with red arrows.
  • The 17th Light Dragoons enter at hex "B."

4.13 Variable Reinforcements

Units belonging to either player whose turn of entry information is in parenthesis are Variable Reinforcements that require a die roll to enter play.

4.131 The American player has Variable Reinforcements that may enter play on Game Turn 12. The American player rolls a die and consults the Variable Reinforcement Entry Table to see if the die roll corresponds to the range necessary to allow these units to enter the game.

American Variable Reinforcements enter through the hex marked "A-1."

4.132 The British player has Variable Reinforcements that may enter play on Game Turn 9. The British player rolls a die and consults the Variable Reinforcement Entry Table to see if the die roll corresponds to the range necessary to allow these units to enter the game.

SECOND DIE ROLL: British units that pass their variable entry die roll must roll again, individually, and enter play on a second die roll of 5-9. Hessian units do not require a second die roll to enter.

4.14 Momentum and Reinforcements

Each player may spend 1 Momentum chit per turn to add +2 DRM to his Variable Reinforcement die roll. This is an addition to Series Rule 12.62. The British may do so on turn 9. The Americans may do so on turn 12.

Important Exception: Morgan's Detachment is not affected by this rule.

4.2 Heavy Artillery & Howitzers

The British player has two special artillery units: "Pattison," representing 12-pound heavy field guns, and "Howitzers," representing 8" howitzers. Both of these units have a range of 4 hexes.

  • Howitzers may throw arching fire over intervening blocking terrain or units and do not require LOS. This is an Exception to Series rule 11.4
  • The Exception in Series Rule 9.1 does not apply to heavy artillery, which must always be able to pay the cost of a space in order to enter it.

4.3 Leader Rules

4.31 American

Any American leaders may command any American units, unless specified below.

Lee: By the end of the 3rd American player-turn, Lee must be on or east of hex row 21xx. (Historical Footnote: Hex 2115 contains the silhouette of a mounted officer. This is the approximate location where Washington relieved Lee of command.) If Lee fails to reach or cross hex row 21xx by the end of the 3rd turn, or if having reached it he subsequently moves west of it for any reason while still in command of the Advanced Corps, the American player loses 2 Army Morale points and the British player gains 1 Victory Point. Players should keep a sidebar record of this VP gain if applicable.

This is a one-time penalty and the VP and AM adjustment is permanent, even if Lee later returns onto or east of hex row 21xx.

PLAYER NOTE: Even if the American player has incurred this penalty, he must still move Lee onto or east of hex row 21xx as soon as possible. To not do so is to violate the spirit of the game.

Once Washington removes Lee from command of the Advanced Corps, Lee may move freely on the board without penalty. (See 4.64)

Washington: Washington has the ability to project his Leadership DRM into adjacent hexes. This is an Exception to Series Rule 14.23. His Leadership DRM is +1 for combat units with whom he is adjacent. This adjacency modifier is unique to Washington and is in addition to any Leadership DRM provided by a leader in command in the adjacent hex.

Morgan: May only command units belonging to "Morgan's Detachment." He may influence the play of Tactics Chits, however, according to Series Rule 14.22

Von Steuben: Von Steuben is removed from play without VP or Army Morale adjustments at the end of Game Turn 4. He may return to the game with American Variable Reinforcements scheduled to arrive on Game Turn 12. If von Steuben is a casualty prior to turn 4, he is treated normally.

4.311 American Seniority: (Major Generals) Lee followed by Greene, Stirling, Lafayette, and von Steuben.

4.32 British

Any British leaders may command any British, Provincial, or Hessian units unless specified below.

Erskine: May only command units belonging to the British or Provincial Lt. Infantry. He may influence the play of Tactics Chits, however, according to Series Rule 14.22

Webster: May only command the 33rd Regiment.

Monckton: May only command units belonging to the British 2nd Grenadiers.

Simcoe: May only command Provincial units.

4.321 British Seniority

  • (Lt. Generals) Clinton followed by Cornwallis
  • (Lt. Colonels) Monckton, followed by Webster and Simcoe

4.33 Demi-Leader

Oswald: Oswald can stack with any American artillery unit, regardless of the other unit's SP. This is an Exception to Series Rule 7.1. Artillery stacked with Oswald can move at his 4 MP rate of movement while it remains stacked. Oswald has no influence over the play of Tactics Chits.

4.4 Molly Pitcher (Optional)

AUTOMATIC RALLY: Whenever any American artillery unit attempts to rally from Disruption, the American player may invoke this rule (one time only). Place the Molly Pitcher counter on top of the artillery unit. That unit automatically rallies without die roll. Apply normal Army Morale adjustments. That artillery unit will always automatically rally after a Disruption. This is true even during Heat Game Turns.

SHATTERED ARTILLERY: Molly Pitcher will not automatically rally an artillery unit that is Shattered. Such rally must occur normally. Once the artillery has rallied from Shattered to Disrupted, Molly Pitcher can, during the next Rally Phase, complete the rally automatically as described above.

PROPERTIES: The Molly Pitcher counter remains stacked with that artillery unit for the rest of the game. The Molly Pitcher counter has the following properties:

  • does not count against stacking, has no combat value, and cannot be targeted by enemy rifle or artillery fire.
  • If the artillery unit is eliminated or captured, Molly Pitcher is permanently removed from the game. (A step loss to a back-printed artillery unit does not eliminate Molly.)
  • There are no additional VP or Army Morale adjustments for Molly Pitcher.
  • If the artillery unit retreats or countermarches off the board, Molly Pitcher may not reenter play.

Clarification: It is always the American player's option as to which artillery unit will benefit from Molly Pitcher and when such benefit will be invoked, subject only to an initial Disruption result.

Historical Deployment Option: To play Molly Pitcher historically, deploy her only with Proctor's artillery, subject to the above conditions.

4.5 Heat Game Turns

Turns 6–12 are Heat Game Turns. They are indicated on the Game Turn Track by yellow informational bands that span each Heat Game Turn box. The following rules are in effect for both sides during Heat Game Turns:

  • –1 DRM to all Morale Checks.
  • If the Initiative die rolls result in a tie, the Game Turn is skipped unless at least 1 player used Momentum to influence the die roll. In that case, roll again until the tie is broken in the standard fashion.
  • Any Reinforcements due to arrive during a Game Turn that is skipped due to heat, are delayed until the next playable turn.

4.6 Command & Control

4.61 Procedure:

Beginning on Game Turn 2, the American player rolls 1 die to identify any brigades or detachments that may be affected by a break down in Command & Control (C&C) for the turn. Place the C&C ID marker on the ID Table located on the map. The marker will fit into the box corresponding to the die roll. Align the marker so that the arrow points to the selected brigades or detachments.

CONFUSION MARKERS: Place individual C&C Confusion markers, (Question Marks), on each unit of the identified brigades or detachments, wherever those units may be on the board.

IDENTIFICATION: Units can be easily identified by the corresponding letter code printed on each one. For example, units belonging to Maxwell's Brigade have the letter "M" displayed on the counters, while units belonging to Scott's Brigade have the letter "S" etc.

IMPACT: Roll the die a second time to determine impact on the designated units. Place the C&C Impact marker on the Impact Table, also located on the map. The marker will fit into the box corresponding to the die roll. Align the marker so that the arrow points to the nature of the Command & Control breakdown.

The impact of Command & Control breakdown will equally affect all units belonging to the designated brigades or detachments, wherever they may be on the board, as previously identified by the placement of the C&C Confusion markers.

4.62 C&C Impact / "Countermarch" Results

When called upon to countermarch, units must, if possible, move their full MP toward their entry hex, subject to all normal movement and stacking restrictions. Units that begin on a road must use strategic movement during their countermarch, if possible.

Units that countermarch off the board may not re-enter play.

An Army Morale adjustment of –1 is made each turn in which any American units countermarch off the board. No VP is awarded.

Clarification: It doesn't matter if one unit countermarched off the board or a stack of 3 units. The penalty would still be a loss of 1 AM point for that Game Turn.

Units called upon to countermarch as a result of Command & Control Impact, but who are unable to because of the presence of enemy units, enemy ZOC, or prohibited terrain, are captured instead.

4.63 C&C Impact / Leaders, Modifiers, & Other Effects

See Command & Control Table.

4.64 Relieving Lee of Command:

Lee is relieved as soon as he and Washington occupy the same hex. Washington must end the turn with Lee and neither can move any further that turn. The change of command has the following effects:

  • American Army Morale is increased by 1.
  • There are no British Army Morale adjustments.
  • There are no VP adjustments for either player.
  • C&C restrictions are lifted at the beginning of the next American player turn.
  • Place the "Command & Control Intact" marker on the corresponding turn of the Game Turn Track as a reminder.
  • Lee remains in the game after being relieved and functions like a normal leader for all game purposes thereafter.

IF LEE DIES: If Lee is a casualty prior to being relieved of command, units of the Advanced Corps still roll on the Command & Control Table. In this case, C&C restrictions are lifted on the turn after Washington enters the game, (Game Turn 7.) Place the C&C Intact marker on turn 7 as a reminder.

If Lee is a casualty prior to being relieved, apply normal Army Morale and VP adjustments.

4.7 British Rear-Guard Maneuver Zone

A progression of hexes, extending from hex 3028 to hex 4308, is marked by subtle dashed outlines within each hexagon. This "line" represents the extent of the British Rear Guard Maneuver Zone. British and Provincial units with their MP values in white boxes belong to the British Rear Guard and are under the following restrictions:

  • may not move beyond the Maneuver Zone although they may move freely on or behind it (east, southeast, or south.) Exception: Lt. Colonel Simcoe and the Diemar Hussars may move without restriction.
  • Rear Guard units that attack while at the Maneuver Zone limit cannot advance after combat. This is an exception to Series Rule 12.23 Step 9.

These restrictions remain in effect until the British player-turn of Game Turn 6.

4.8 Retreat

AMERICAN: American units must retreat toward the west edge of the map if possible. American units belonging to Morgan's Detachment may also retreat toward the southern map edge if desired.

BRITISH: British units must retreat toward the east edge of the map if possible.

4.9 ZOC

In addition to Series Rule 8.1, ZOC extends out of (but not into) village hexes.

V. Play Balance (Optional)

5.1 Pro-British

To tilt the balance of the game in favor of the British:

  • The British player automatically receives his turn 9 reinforcements.
  • The American player does not receive his turn 12 reinforcements.
  • Apply +2 DRM to all Morgan's Detachment die rolls.

5.2 Pro-American

To tilt the balance of the game in favor of the Americans:

  • British player does not receive his turn 9 reinforcements.
  • American player automatically receives his turn 12 reinforcements.
  • Apply –1 DRM to all Morgan's Detachment die rolls.

VI. Historical Scenarios

6.1 Scenario I: "Lee's Advance"

6.11 Scenario Length

Game Turns 4 through 7 (9:00 AM to Noon) unless either side achieves automatic victory.

6.12 Set Up.

British

HexUnits
39152nd Queen's Light Dragoons, Dismounted Dragoons
4014Queen's Rangers, 1st Light Infantry Company
40151st Light Infantry, 1st Light Infantry Artillery
41131st Queen's Light Dragoons, Diemar Hussars
4114Clinton

American

HexUnits
22154th NJ
23143rd NJ, Randall Artillery
24142nd NJ
25131st NJ
3013Cilley's Picked Men, Wells Artillery
3015Lee
3113Parker's Picked Men
3213Gist
3218Seward Artillery
3219Wesson's Picked Men
3319Livingston
3414Oswald Artillery
3416Durkee, Rhode Is., Cook Artillery
3420Lafayette, Stewart's Picked Men
3612Patton
3613Wayne, 9th PA, Jackson, Blue Regiment
3614White's Militia Horse
3712Grayson, VA "Converged"

6.13 British Reinforcements

10:00 AM: Cornwallis, Erskine, 1st Grenadiers, 1st Grenadier Company, 1st Grenadier Artillery, Monckton, 2nd Grenadiers, 2nd Grenadier Artillery, Lengerke Grenadiers, von Linsing Grenadiers, von Minnigerode Grenadiers, Coldstream Guards, & 1st Foot Guards

11:00 AM: "No Flint" Grey, 1st & 2nd Black Watch, 44th, 17th, 15th, & 3rd Brigade Artillery

Noon: Webster, 33rd, 46th, 37th, 64th, 4th Brigade Artillery, Howitzers, & Pattison Artillery.

6.14 Army Morale

  • British 20
  • American 19

6.15 Momentum

Neither side begins with Momentum.

6.16 Initiative

Initiative on the first turn (9:00 AM) is British followed by American. Remaining turns are random player order.

6.17 Command & Control

Use "Turn 4 +" on the C&C Table.

6.18 Rules Not Used

  • Molly Pitcher (4.4)
  • British Rear Guard Maneuver Zone (4.7)
  • Restrictions and penalties associated with Lee's movement (4.31)
  • Procedures and consequences for relieving Lee of command (4.64)

6.19 Victory Conditions

British Decisive: Occupy 2716 with at least 1 Parade Order combat unit other than artillery at the end of any Game Turn.

American Decisive: Occupy 4114 with at least 1 Parade Order combat unit other than artillery or militia at the end of any Game Turn.

Substantial: Cause the enemy's Army Morale to Waiver.

Marginal: Achieve a margin of 1.5 or more VP by the end of the game.

6.2 Scenario II: "The Holding Action"

6.21 Scenario Length

Game Turns 7 through 10 (Noon to 3:00 PM) unless either side achieves automatic victory.

6.22 Set Up

British

HexUnits
20181st Queen's Light Dragoons, Dismounted Dragoons
2117Monckton, 2nd Grenadiers, 2nd Grenadier Artillery
2218Clinton, Cornwallis, 1st Grenadiers, 1st Grenadier Artillery
22172nd Queen's Light Dragoons, 1st Grenadier Company
2318Howitzers
2317Coldstream Guards
2419Pattison Artillery
24171st Foot Guards
231215th
2311"No Flint" Grey, 2nd Black Watch, 17th, 2nd Brigade Artillery
231044th, 1st Black Watch
2706Diemar Hussars
2807Erskine, 1st Light Infantry Company, Queen's Rangers, 1st Light Infantry Artillery
29071st Light Infantry

American

HexUnits
1512Lafayette, 2nd N.J.
1715White's Light Horse
1815Livingston, Cook Artillery
1914Olney (as Durkee reduced), Oswald Artillery, Seward Artillery
19131st N.J.
1811Cilley's Picked Men
1810Parker's Picked Men
2115Washington, Lee
2316Wayne, Ramsay (as Wesson reduced), Stewart's Picked Men (reduced), VA "Converged" Regiment
1208Stirling, Conn. Brigade, Conn. Artillery
1107Glover's Brigade, Proctor Artillery
1106Learned's Brigade, Mass. Artillery
10072nd PA Brigade, PA Artillery

6.22 American Reinforcements

(As printed: the Exclusive Rulebook labels both this subsection and the setup above "6.22" — reproduced as printed.)

2:00 PM: 3rd PA, Malcolm, Spencer, 1st PA Brigade (Hex A-1)

NOTE: American reinforcements cannot use Strategic Movement on their turn of arrival.

6.23 Army Morale

  • British = 20
  • American = 18

6.24 Momentum

The British begin with 1 Momentum chit.

6.25 Initiative

The first turn (Noon) consists of the British Close Combat phase only. Initiative on turns two and three (1:00 & 2:00 PM) is American followed by British. Initiative on turn four (3:00 PM) is random player order.

6.27 Rules Not Used

  • Command & Control (4.6)
  • Restrictions and penalties associated with Lee's movement (4.31) The scenario begins with Washington relieving Lee of command, however no Army Morale adjustment occurs.
  • British Rear Guard Maneuver Zone (4.7)
  • Molly Pitcher (4.4)

6.28 Victory Conditions

British Decisive: Simultaneously occupy both sides of the bridge spanning the West Morass with at least 1 Parade Order combat unit in each hex, other than artillery, at the end of any Game Turn [OR] Occupy any hex along Perrine Ridge (1511, 1611, 1610, 1709) with at least 1 Parade Order combat unit, other than artillery, at the end of any Game Turn [OR] capture or eliminate George Washington.

American Decisive: Eliminate or capture 15 SP of British or Provincial combat units.

Substantial: Cause the enemy's Army Morale to Waiver.

Marginal: Achieve a margin of 3 or more VPs by the end of the game.

6.29 Special Scenario Rules

6.291 Abbreviated First Turn: The first Game Turn consists of British Close Combat only.

6.292 Hedgerow: The American units along the hedgerow (1715, 1815, and 1914) cannot move until attacked in Close Combat. As soon as any unit along the hedgerow is attacked, all units along the hedgerow are free to move.

6.3 Scenario III: "Washington's Stand"

6.31 Scenario Length

Game Turns 8 through 13 (1:00 PM to 6:00 PM) unless either side achieves automatic victory.

6.32 Set Up

British

HexUnits
1716*Monckton, 2nd Grenadiers, 2nd Grenadier Artillery
1816*Pattison Artillery
19102nd Black Watch
1915*Clinton, 1st Grenadiers, 1st Grenadier Artillery
2007Diemar Hussars
2015*1st Grenadier Company, Howitzers
2018Dismounted Dragoons, 1st & 2nd Queen's Light Dragoons
2106Queen's Rangers, 1st Light Infantry Company
2107Erskine, 1st Light Infantry, 1st Light Infantry Artillery
21091st Black Watch, 44th
2111"No Flint" Grey, 15th, 17th, 3rd Brigade Artillery
2217Webster, 33rd
2314*1st Foot Guards
2414*Coldstream Guards
271746th
271837th
281864th
2912Lengerke Grenadiers
2913von Minnigerode Grenadiers
3013von Linsing Grenadiers
####Cornwallis: In any hex marked with an asterisk above

American

HexUnits
1107Delaware Blues
12081st MD Brigade
1308N.C. Brigade
1313Wayne, 3rd PA, Spencer, Malcolm
1407Lafayette, Weedon's Brigade
14101st N.J., 2nd N.J.
14121st PA Brigade
1507N.H. Brigade
15112nd PA Brigade, PA Artillery
1610Glover's Brigade, Proctor Artillery, Molly Pitcher
1611Learned's Brigade, Mass. Artillery
1706N.J. Militia Brigade
1708Cilley's Picked Men, Parker's Picked Men (reduced)
1709Conn. Brigade, Conn. Artillery
####Washington and Stirling: Anywhere on Perrine Ridge (1511, 1611, 1610, 1709)

6.33 American Reinforcements

2:00 PM: Greene, Woodford's Brigade, Middlesex Militia, Chevalier du Plessis Artillery (Hex A-3)

5:00 PM: Von Steuben, 2nd MD Brigade, Patterson's Brigade, Muhlenberg's Brigade (Hex A-1)

6.34 Army Morale

  • British = 19
  • Americans = 19

6.35 Momentum

The Americans begin with 1 Momentum chit.

6.36 Initiative

Initiative on the first turn (1:00 PM) is American followed by British. Remaining turns are random player order.

6.37 Rules Not Used

  • Command & Control (4.6)
  • British Rear guard Maneuver Zone (4.7)

6.38 Victory Conditions

British Decisive: Occupy Hex 1211 with at least 1 Parade Order combat unit other than artillery at the end of any Game Turn.

American Decisive: Occupy either the Deacon Craig farm (2512) or the Peter Wikoff farm (2017) with at least 1 Parade Order combat unit other than artillery of militia at the end of any Game Turn.

Substantial: Cause the enemy's Army Morale to Waiver.

Marginal: Achieve a margin of 3 or more VPs by the end of the game.

6.39 Special Scenario Rules

6.391 Hessian Grenadiers

The three Hessian Grenadier Battalions must pass a Morale Check each time they wish to move during the British player's Movement Phase. Each Hessian Battalion must roll individually. Apply –1 DRM in addition to any other applicable modifiers to this Hessian Morale Check die roll. Once a Hessian Battalion is involved in either Fire or Close Combat it may move normally for the rest of the scenario.

6.392 Comb's Hill

British units may not cross to the south side of Spotswood South Brook /Weamacock Brook before turn-4 (4:00 PM.)

DESIGN NOTE: Clinton was aware of high ground to his left but considered the marshy ground at the base of Comb's Hill to be too much of an obstacle. Furthermore, he was not expecting the arrival of Greene's American reinforcements on that flank.

Historical Article

Monmouth Courthouse — June 28th, 1778

By Mark S. Miklos

"His presence inspired none, discouraged many, and left the Division to work their own way out of confusion."

In spite of the early privations suffered by the Continental Army at Valley Forge, during the winter of 1777-1778, the force that emerged in the spring of the New Year was renewed, replenished, and eager to prove itself. General Washington intended to use this trained and disciplined cadre to deal a decisive blow to his newest adversary, British Lt. General Sir Henry Clinton.

Clinton had replaced General Howe as Commander in Chief of British forces in North America in late May and began immediately to execute a new directive from London. Philadelphia, captured the previous autumn by Crown forces, (see GMT's "Brandywine"), was to be evacuated. British forces were to shift their base of operations back to New York City. Clinton had naval transport for a portion of his host but he could not move it all by sea. A land march across New Jersey would be necessary and it was here, along this line of march, that Washington intended to strike.

Clinton was responding to secret orders that precluded any inland offensive operations against the Americans while the new British Peace Commission, slated to arrive in early June, undertook their negotiations to end the war. Coastal raids against New England towns were to be the only aggressive operations allowed. Washington, of course, was unaware of this handicap to British arms. As early as April 20th, he called a council of war at his headquarters in Valley Forge to determine whether the army should remain on the defensive or strike against Philadelphia.

His general officers were of mixed opinion. Firebrands, such as Anthony Wayne, called for the attack, and the sooner the better. The Europeans, von Steuben among them, were more conservative and urged defense. Several others, including Henry Knox, argued for a march across New Jersey to threaten New York. General Greene suggested a flying column to push toward New York while the rest of the army remained at Valley Forge. In the end, Washington elected to hold the army in place and await developments. He did, however, deploy General Maxwell and the four regiments of the New Jersey Brigade into that State on May the 7th. They were to supplement the New Jersey militia and keep close tabs on the movements of the enemy.

II

By the 2nd of June, patriot informers from Philadelphia had advised General Washington of the intended evacuation of the British and he, in turn, raised the level of alert to General Maxwell and the American forces in New Jersey. The failure of the British Peace Commission, which is not a subject for the present historical summary, was apparent by June 16th and Clinton wasted no time in hastening the evacuation. Over 17,000 troops, with baggage and followers, began their laborious movement over the next several days.

Confronted with the imminent departure of the British, Washington called another council of war on the 17th. This was the 3rd such gathering of his general officers in a month. Vocal in his opinion that the Continental Army not take the offensive was newly arrived Major General Charles Lee. Lee was the army's second in command, a veteran soldier of European service, and was considered by many in America to be the preeminent officer in the service of the new nation.

Lee had arrived in the American camp on April 23rd after a prisoner exchange. The British captured him some 15 months earlier during the American retreat across New Jersey in 1776. It is worth mentioning that, while he was a prisoner, Lee actually authored a plan suggesting how the British could win the war and end the Rebellion. It proposed an invasion of Maryland with the aim of cutting Virginia off from Pennsylvania to split the colonies. His plan was very detailed, even specifying troop strengths, deployments, and interior lines by which the forces could be mutually supporting. Lee's subsequent conduct, both during councils of war and on the fateful day of June 28th, can be better understood when one acknowledges the cozy relationship he had with his captors.

Generals Wayne and Lafayette urged a bold attack to take advantage of the British, strung out as they were with 1,500 wagons in column. The British were only achieving 6 to 7 miles a day. Heavy rains had been falling since their march began and the New Jersey militia had been cutting bridges and sniping at their flanks and rear.

Washington sent an advanced force toward the British on June 18th. The rest of the Continental Army broke camp at Valley Forge the next day and joined the march. Stryker writes, in his definitive study on the Battle of Monmouth, "All day Friday, [June 19th], it rained heavily and this hindered not only the corps under Washington's command, but those which preceded it...but the spirits of the men...were greatly elated...and every man felt a strong incentive to push rapidly toward the British and, if possible, deal a bold stroke for liberty." This may have been true of everyone, that is, except Charles Lee, whose urgings against approaching the enemy went unheeded by the Commander in Chief.

Both armies maneuvered across the narrow waste of the State, coping with heavy rain as they went. By the 24th of June, the Americans were at the village of Hopewell in Hunterdon, (now Mercer), County, about 14 miles from Trenton and 8 miles from Princeton. The British, at this time, were dispersed among several villages in Monmouth County; Cornwallis' 1st Division at Cabbage Town, (now Canton), one mile northeast of Allentown and Knyphausen's 2nd Division at Imlaystown, 3-miles distant.

Washington called his 4th council of war while at Hopewell on the 24th. [As an interesting footnote to history, this council of war took place during a solar eclipse at 9:00 in the morning.] More than at any other time up to this point, Lee showed disdain for any kind of offensive action against the British. He said that only a small detachment, if any, should be sent to reinforce Maxwell on the enemy flanks. The main American army should march toward the Hudson River. He said that, "to risk an engagement with the enemy would appear to him very criminal" and that, "the late alliance with France would be a more effective step toward independence then any act of the army, however bold it might be in conception." Stryker points out that Lee "seems to have been strenuous in his efforts to give the enemy an uninterrupted march across the State."

Because of Lee's seniority and reputation, his argument impressed many of the younger officers. Lafayette, on the other hand, said it "would be disgraceful and humiliating to allow the enemy to cross the Jerseys in tranquility." In the end it was decided to reinforce the troops on the enemy's flanks with Morgan's 600 riflemen and the 1,440 men of the 1st New Hampshire, 9th Pennsylvania, 1st Virginia, and 4th Maryland regiments. The next day, June 25th, another 1,000 troops were sent forward under Wayne and Lafayette. The latter was instructed to take overall command of all forces now gathering to impede the march of the British. Meanwhile, the rest of the army would continue it's measured pace forward.

III

Washington was convinced, in spite of General Lee's opinions to the contrary, that what was called for was a bold stroke. The army of Great Britain would not be granted a leisurely stroll across the State. Lafayette was in command of over 5,000 troops with explicit orders from Washington to mount as large an offensive operation against the enemy's flank and rear as prudence would allow.

Yet, it is precisely at this juncture that Washington's renowned sense of decorum and right conduct nearly proved to be his undoing. By the standards of the day, a force this size was larger than that customarily assigned to a junior Major General such as Lafayette. Protocol would suggest that Lee, as second in command and the senior Major General on the field, be given this command as a post of honor. Washington's instincts on the matter were initially correct. He gave command to Lafayette because Lee was outspoken against this, or any other aggressive action against the British. Lee had confided to friends that these plans would lead to certain defeat, if not to the utter rout, of the American army. Speaking of Lafayette's appointment, Lee said he was "well pleased to be free from all responsibility for a plan which he was sure would fail."

By the evening of the same day, however, General Lee fell victim to second thoughts. He became convinced that his reputation would suffer irrevocably if he allowed the junior Frenchman to remain in the post of honor that was, by right, his. He began to speak to those around him of the wrong that was being done him by the Commander in Chief and that he regretted his first decision in declining the honor. Finally, Lee officially requested General Washington to place him in command of the Advanced Corps.

Washington was somewhat frustrated by this turn of events at such a critical moment. He might have listened to his own counsel and acknowledged that the opinions Lee had so often and forcibly expressed, rendered him unfit for command. Instead, Washington yielded to protocol and correct form and restored Lee to command. To avoid offending Lafayette, he assigned two more brigades to the Advanced Corps, leaving no doubt that a more senior officer was required in command. He also left Lafayette attached to the corps and left the overall orders unchanged.

Virtuous men tend to assume virtue in others. On this occasion, Washington singularly misjudged Lee's character. The result was nearly disastrous for American arms.

IV

The British approached the village of Monmouth Courthouse, (now Freehold), on June 25th, in a column 12-miles long. As Stryker describes, "there followed in close succession all the soldiers of Clinton's army, foot, horse and artillery, provision train, baggage, army wagons, numerous private carriages, a large number of bat-horses, bakeries, laundries and blacksmiths' shops on wheels, large hospital supplies, boats, bridges, magazines, withal a crowd of female camp followers and every kind of useless stuff."

All that day the British were continually harassed by American forces in greater numbers than before; Morgan's riflemen were operating on the British right, Maxwell's New Jersey Continentals on the left, General Scott's detachment assaulting the rear guard, and, operating in front of Knyphausen's leading division, General Dickinson's New Jersey militia was doing all it could to destroy bridges and check the progress of the British army. In addition, many diarists speak of the intense heat of the day. It has been estimated that nearly one-third of the troops fell out by the roadside, overcome with heat. To compound the discomfort, swarms of mosquitoes attacked these soldiers, as they lay prostrated on the ground.

By the morning of the 26th, the British divisions were encamped at and around the village of Monmouth Courthouse. American forces were as near as five miles from the rear of the British column. American pickets skirmished sharply throughout the day with Hessian Jaegers supported by the Queen's Rangers. Notwithstanding the proximity of the opposing forces, Clinton issued orders for his army to remain in place the next day, June 27th, to rest and recuperate from the exertions of the march. The night of the 26th brought drenching rains with lightning and thunder, lasting nearly to daybreak, that added a degree of misery to the encampment.

Historians speculate why Clinton did not resume the march on June 27th. He was near enough to Sandy Hook, his embarkation point to transfer the land force across to New York City, that, as Stryker describes, "A strong physical exertion and the great object of the march would have been attained." Certainly the 40-hour delay has the appearance of courting a fight with the pursuing Americans.

At mid-day on the 27th he issued orders to break camp before dawn on the 28th and march as rapidly as possible on the Middletown Road toward the coast. Knyphausen would lead the march, taking the baggage of the whole army, most of the Hessian troops, the Provincials and the British 1st and 2nd Brigades. Cornwallis' 9,500-man 1st Division, comprising the elite units of the army as well as the British 3rd, 4th, and 5th Brigades, would follow. A rear guard of dragoons and light infantry, attended by Clinton himself, would remain behind until the whole was well under way. In anticipation of the specified early departure, and to safeguard against marauding American patrols, the entire army lay on its arms throughout the night. The air was hot and the breeze was absent until another severe thunderstorm came up, more intense than on the previous evening.

V

For Washington, the hour was at hand. He might have chosen not to fight, if his only concerns were military necessity. It could have been argued that waiting for French intervention to materialize would have been the prudent thing to do. But Washington was astute enough to realize that by striking a blow, America would show the world that it continued in its struggle for freedom and was not content to merely wait passively for help from a foreign nation. Washington also understood that he had to silence his detractors, such as those that had supported the Conway Cabal to replace him as Commander in Chief. He needed to demonstrate that the army had confidence in him and would follow where he led.

Tactically, he understood that at Monmouth he could bring his entire force to bear while Clinton, ever mindful of the vulnerability of his immense baggage train, would only be able to respond with half his forces. Under the circumstances, Washington had to show that he did not fear to offer battle to the most formidable army in the world. He was convinced that these Continental soldiers, trained by von Steuben at Valley Forge, would not hesitate in a bold attack. He was eager, he was confidant, and he expected nothing short of resounding success.

Meanwhile, 5-miles from Monmouth Courthouse, at Englishtown, Lee reviewed his Advanced Corps. He told an aide that he hardly knew any of the officers now serving under him. Not only was he unfamiliar with his subordinates, he also revealed in a staff meeting on the 27th that he had no reliable intelligence about the exact strength or location of the enemy to his front or, for that matter, of the ground over which they were to fight. He formulated no plan of action and merely asked that all subordinate officers serve as required. In addition, he wrote to Washington saying he had no knowledge of where Morgan's detachment was operating even though it was under his command.

In the early hours of the 28th, Washington replied that Morgan was operating to the south. He also advised Lee to position men in battalion strength in close contact with the enemy's rear-guard to pin it so that the rest of the Advanced Corps could come up. All the while the main Continental Army would continue its approach, remaining in supporting distance. In compliance, Lee ordered Colonel William Grayson's 600-man detachment to break camp at 6:00 AM and march toward the enemy. He also sent a confusing message to Morgan that led him to believe Lee was planning an attack on the 29th rather than the 28th. As a result, Morgan did not participate in the Battle of Monmouth and Lee's right flank was unprotected throughout the coming day.

At 7:00 AM the rest of the Advanced Corps began to march out of Englishtown. Many troops left their coats, packs and other equipment behind in expectation of another day of intense heat. (Their British and Hessian counterparts, having no such privilege, would suffer immeasurably from the heat as the day wore on.) Washington sent word to Lee that his divisions were also on the march and to, "bring on an engagement or attack as soon as possible unless some very powerful circumstances forbid it."

As a foreshadowing of the confusion that would mark the morning's action, Lee's line of march, consisting of Durkee's, Wayne's, Scott's, Maxwell's and Jackson's commands, got entangled. There was also contradictory intelligence coming in from Dickinson's New Jersey militia. Some reports indicated that the British had left Monmouth, others that one division still remained there, and still others that the British were moving toward the Americans. Under these circumstances, the American approach toward Monmouth was a halting one at best.

The first actual contact of the Battle of Monmouth Courthouse occurred at about 8:00 AM. One hundred and fifty members of the Hunterdon County militia were conducting a reconnaissance along the Englishtown Road, under the temporary command of Baron von Steuben of Washington's staff. They were attacked by the mounted contingent of the Queen's Rangers, known as the Deimar Hussars. Although the militia was initially scattered, they were able to stabilize a line along a hedgerow near the Parsonage Farm. The hussars were checked and eventually fell back to Monmouth when they saw Grayson's detachment approaching from the west. Lee ordered Grayson's detachment to be reinforced by 200 men under Colonel Henry Jackson, by Butler's 9th Pennsylvania Regiment and by four guns under Colonel Eleazer Oswald. Brigadier General Anthony Wayne was given command of this vanguard and ordered to proceed toward Monmouth with caution.

Back at Monmouth Courthouse, meanwhile, Clinton ordered Cornwallis to lead his division out of the village, confident that the Americans were no nearer than 6 miles distant. He was to follow the same line of march taken previously by Knyphausen who had broken camp at 4:00 in the morning. Clinton himself remained with the rear guard.

At about 9:30 AM, the American vanguard of the Advanced Corps came into contact with cavalry and light infantry elements of the British rear guard outside of the village. After an exchange of musketry and several shots from the field pieces, the rear guard withdrew toward Briar Hill to the northeast of town. This high ground dominated the otherwise relatively flat land immediately around Monmouth Courthouse. It was also the direction taken by both Knyphausen and Cornwallis as they marched out of town.

At this point, Lee rode forward with Wayne to observe the enemy. He saw the dust of Cornwallis' column heading east and perceived a chance to destroy the enemy rear guard. Wayne was directed to move some of his units in direct pursuit of the British, to pin them, while the rest of his detachment was ordered to swing north and east, around the British left, to encircle them. By 10:00 AM additional units of the Advanced Corps were arriving. Lafayette was ordered to march through the village, deploy on the flat plain beyond, and attack the left flank of the rear guard while Wayne descended upon it from the north. So confident was Lee that he sent a presumptive message to Washington declaring he was about to capture the entire British rear guard.

VI

Clinton, meanwhile, was not remaining passive. Cornwallis' column had barely covered a mile when it received word to countermarch in support of the beleaguered rear guard. Clinton deployed his rear guard on the right, to oppose Wayne, while the freshly arriving Grenadiers, Foot Guards, and British Brigades under Cornwallis advanced in two columns; one opposing the American center and another marching toward the Courthouse with the goal of turning Lee's right. Artillery was placed in the center, cavalry were deployed in front and the Hessian Grenadiers held in reserve.

Where Lee had had a fleeting opportunity to outnumber the rear guard of the enemy, he now found himself with the tables turned. It was he that was outnumbered by Cornwallis' entire 1st Division. Coupled with his certain belief that the Americans could not stand up to Clinton's best troops, and his lack of due diligence and preparation before the battle, it is no wonder that paralysis of command settled in. Things unraveled quickly.

By 11:30 AM Lee's entire Advanced Corps was in full retreat. Some units were retreating in orderly fashion while others retreated in disarray. Most had not fired a shot and could not say why they were retreating, or even if definitive orders to that effect had been given. Scott and Maxwell, seeing the withdrawal of troops to their left and right, made an independent decision to withdraw in the absence of command and control from Lee's Headquarters. Oswald's guns were falling back. Jackson withdrew despite orders, delivered by one of Lee's aides, to hold. Grayson was then ordered to withdraw but Butler's 9th Pennsylvania, which had gotten over extended, was about to be encircled. Butler escaped the pocket by crossing Spotswood North Brook, circling north of Forman's Mills, and taking the Amboy Road. In total, some 3,000 men and 10 guns were leaving the field. Lee, at last, took decisive action. He called a general retreat, whereupon Lafayette immediately withdrew his three regiments, heavily pressed by the British.

Lt. Colonel Laurens, aide de camp to General Washington, later said, "all this disgraceful retreating passed without the firing of a musket, over ground which might have been disputed inch by inch." The mayhem that ensued during the mid-morning hours of June 28th is best summarized in Carrington's Battles of the American Revolution; "It is equally clear that General Lee made no adequate effort to concentrate his division, promulgated no definite orders; and in the conducts of his movements and the precipitate retreat, absolutely failed to control his army and keep it in hand. His presence inspired none, discouraged many, and absolutely left the division to work their own way out of confusion, as if there were no officer in general command." Considering all of Lee's comments before the battle, and his expressed opinion that any engagement would end in failure, the outcome of his morning action must be viewed, if not as treason, at least as a self-fulfilling prophecy.

As Lee's entire force streamed toward the rear, Oswald attempted to check the British advance by assembling a grand battery of 10-guns but was soon forced back by the oncoming British. The detachments of Stewart and Livingston attempted to make a second stand further west on the Ker Farm but were forced back when the British gained higher ground that made the position untenable. As the British juggernaut rolled on, Lee was desperately trying to rally troops and find a defensible position. He learned of high ground, (Perrine Ridge), further to the rear that would support both flanks and had shade for the men who were dropping from fatigue in what became the hottest day in recorded weather history in New Jersey up until that time. He sent Captain Peter Wikoff, a local resident and militia officer, toward Perrine Ridge with instructions to find the commander of the first Continental unit he saw and guide him to the ridge with instructions that no other units should retreat beyond that point.

Near midday, Washington was riding at the head of the main Continental column just then passing Tennent Meetinghouse. Earlier messages from the front had him full of the expectation of success but as he drew nearer to the action he began to see a steady stream of troops moving to the rear. There were stories of a great retreat, some calling it a rout, which had befallen the Americans. Washington threatened to have a young fifer whipped for sharing this intelligence, thinking it was a defeatist lie. Yet, more and more evidence seemed to be arriving to the contrary, including testimonials from some local civilians. At the bridge over the West Morass of the Spotswood Middle Brook, Washington met Peter Wikoff who was directing the 2nd New Jersey Regiment toward Perrine Ridge as Lee had instructed. Washington deployed Stewart's and Ramsay's men in a wood just east of the bridge and then saw Lee approaching at the head of several columns of retreating troops.

VII

What happened next has become the stuff of legend. With enemy troops only 15-minutes away, the Commander in Chief demanded to know the meaning of the retreat. Lee offered a confused response, blamed his subordinates for dereliction of duty, and bluntly stated that he had never favored attacking the British in the first place. Washington's reply was "warm," according to eyewitnesses, although it probably fell short of General Scott's second-hand assertion that Washington swore until the leaves shook on the trees. He did, however, remark to Lee that he should have never requested the command if he had not intended to attack.

Washington relieved Lee of command on the spot and personally took over management of the situation. A defensive line was established along nearby Perrine Ridge while a holding action, supervised by Lee at Washington's request, and located along the hedgerow previously mentioned, bought much needed time.

Clinton personally led an attack to break the hedgerow line. At the head of the 2nd Grenadiers with elements of the 1st Grenadiers in support, he shouted, "Charge, Grenadiers, never heed forming!" Despite Oswald's guns firing grapeshot at 40 yards and a blaze of musketry at barely 20 yards, the Grenadiers succeed in overrunning the hedgerow.

The Foot Guards meanwhile, with two companies of the 1st Grenadiers, succeeded in driving Stewart and Ramsay out of the woods and across the bridge over the West Morass. Farther north, Scott's Brigade had crossed the Craig Farm that lay between Spotswood Middle and North Brooks. The 2nd Battalion, 42nd Highlanders, (Black Watch), pursued him over the Sutfin Farm toward Perrine Ridge. The Highlanders were checked by artillery fire and halted in an orchard on the Sutfin Farm.

By 1:00 PM, all American units were across Spotswood Middle Brook. Lee was ordered to continue to the rear to reorganize his exhausted command. Of the twenty regiments, battalions or detachments that made up Lee's initial force, only the 1st and 2nd New Jersey Regiments and the picked men of Parker and Cilley's detachments remained on the field. Washington's main army, however, was coming up in fine fashion. Between 12:30 and 1:00 PM Lord Stirling's Division, of Huntington's, Glover's, Learned's, and the 1st Pennsylvania Brigades, 14 regiments in all, arrived and deployed along Perrine Ridge while Knox assembled 12 guns in support.

By 1:00 the British had also succeeded in forming a massed battery of their own. Ten guns took post approximately 1,000 yards away, between the Wikoff and Parsonage Farms. From 1:00 to 3:00 PM a cannonade boomed across the New Jersey farmland. During this interlude, Washington sent von Steuben to the rear to take over from Lee the task of reforming the units that had left the field. He also deployed Lafayette with four Brigades plus the 1st and 2nd New Jersey Regiments, in a second line of defense to cover Stirling's left flank north of Spotswood North Brook. That second line was tested by the British around 2:00 PM when part of "No Flint" Grey's 3rd Brigade, supported by light infantry under Brigadier General Sir William Erskine, the Queen's Rangers, and two 3-pounders, sparred with Lafayette for an about an hour. Seeing, however, that the Americans were too numerous in that quarter, Clinton ordered those troops back across Spotswood North Brook to rejoin the rest of Grey's Brigade east of the Sutfin Farm.

At approximately 3:00 PM, just as the British probe in the north was ending and the great cannonade in the center was dying down, Major General Nathanael Greene appeared on the high ground of Comb's Hill on the British left flank. Shortly before Noon, Washington had sent him on a flank march. With Woodford's Virginia Brigade, some militia, and 4-guns under the command of Brevet Lt. Colonel the Chevalier du Plessis, Greene was now able to enfilade the entire British position along the hedgerow. Comb's Hill was virtually unassailable because of swamp and marsh that encircled the hill on the side fronting the British. The danger posed by this new American battery, combined with Grey's failure to turn the American left, and Washington's strong position on Perrine Ridge, convinced Clinton to order a general withdrawal.

Washington probed the retreating British with a series of limited counterattacks along the line. Cilley and Parker, with 600 men, drove the Highlanders from the Sutfin orchard. Wayne attacked the 1st Grenadiers on the British left with the 3rd Pennsylvania Regiment and the regiments of Malcolm and Spencer. He was checked, however, by the timely arrival of British Lt. Colonel James Webster in command of his own crack 33rd Regiment of Foot and Wayne was driven back across the hedgerow. Washington planned other attacks while von Steuben was leading more American troops forward. By now, however, it was 6:00 PM. The grueling heat, the exertions of the day and the late hour led to Washington's decision to call off the planned attacks. American troops slept on the ground they occupied and the British marched, unmolested, off the field of battle.

VIII

Clinton's retreat from Monmouth was as deft as some of those executed by Washington in the course of the war. By dawn on the 29th, Cornwallis' entire Division had joined that of Knyphausen, 13 miles away. This was done in spite of the fact that Poor's New Hampshire Brigade was a mere half mile away from the British position when it began marching away at 10:00 PM. By July 5th the British were embarking their army at Sandy Hook for destinations on Long Island, Staten Island, and Manhattan Island. It took the British just two days to cover the last 24 miles of their march to Sandy Hook whereas it had taken them 9 days to cover the first 60 miles from Philadelphia to Monmouth Courthouse, fueling speculation among some that Clinton wanted Washington to catch up as was suggested earlier in this summary.

Washington reported 362 casualties, (69k, 161w, 132m.) The official British return cites 361 casualties (67 killed in action, 59 dead as a result of heat, 170w, 65m.) In addition, the American's estimated that 440 Hessians and 136 British had deserted, and another 100 troops had been taken prisoner, during the march across New Jersey.

The numbers, as well as the strategic situation after the battle, seem to suggest a draw. Washington held the field, which was the standard measure of victory in the 18th century. Clinton, however, continued unmolested to New York, which had been his strategic objective. Washington failed to deal his adversary a crushing blow as he had hoped, yet the American Army acquitted itself valiantly once the command and control problem was resolved by Lee's dismissal. Perhaps the salient feature of the battle was that it represented the last major field action of the war in the northern theater.

After Monmouth the British would shift their focus to the south in an attempt to contrive a new winning strategy for ending the American Revolution. (See GMT's "Savannah" & "Guilford")

Lee's Court Martial

A court martial was convened in New Brunswick, New Jersey, on the 4th of July. Lee was formerly charged with three offenses.

  1. Disobedience of orders in not attacking the enemy on the 28th of June agreeable to repeated instructions.
  2. Misbehavior before the enemy on the same day, by making an unnecessary, disorderly and shameful retreat.
  3. Disrespect to the Commander in Chief in two letters (written 6/29 and 6/30.)

The court was presided over by Lord Stirling and was comprised of 4 Brigadier Generals and 8 Colonels. Lee chose to defend himself. On August 12th he was convicted of all three charges, although the word "shameful" was removed from the 2nd charge. He was suspended from the service for one year.

On December 5th the Congress upheld the verdict, voting 6 to 2 by State and 16 to 7 by individuals. Lee was subsequently wounded in a duel with Laurens and narrowly avoided a duel with von Steuben. Congress officially withdrew his commission as an officer in the Continental Army in January 1780. Lee returned to Philadelphia where he sold his estates and lived in poverty until his death in October 1782.

Molly Pitcher

A colorful legend about the Battle of Monmouth concerns Mary Ludwig Hayes. She was the wife of John Hayes, a private in the 7th Pennsylvania Regiment. At Monmouth he was detailed to Proctor's 4th Continental Artillery to serve as a matrose. She had been drawing and fetching water for the hot and thirsty artillerists throughout the afternoon while her husband worked his field piece. After he was wounded, she took his place at the gun during the great cannonade.

Private Joseph Plumb Martin, the ubiquitous diarist of the Revolutionary War, was stationed as a skirmisher along the rail fence just below the gun line and writes that she had a cannon ball pass through her petticoats and between her legs during the action.

After the death of her husband she remarried one John McCauley and was known in Carlisle, where they lived, as Molly Pitcher. In 1822, the Pennsylvania legislature granted her the sum of $40 and an annuity of the same amount. She died January 22nd, 1832, at the age of 79.

Despite images to the contrary, there is no certain evidence that she was ever introduced to General Washington after the battle.

Morgan's Detachment Design Note

Morgan's Detachment did not play a part in the Battle of Monmouth Courthouse. Sometime after 11:30 am, Wayne received a message from Morgan, asking for orders. Wayne replied vaguely that since Lee was in retreat, Morgan should govern himself accordingly. Wayne also failed to pass this communication on to Lee who remained ignorant of Morgan's precise whereabouts. Had Morgan been engaged, pressure could have been brought upon the British left-rear since Morgan was only 3-miles away to the south at Richmond's Mill. This failure by Wayne to seize an opportunity to damage the enemy was uncharacteristic and may have been due to his utter disgust at having to retreat in the first place.

The Morgan rules allow players to experience the "what-if" possibilities had Morgan become engaged. Odds are low that Morgan will enter play. This reflects the imprecise nature of his initial orders and of Wayne's reply to his request on the 28th.

Had Morgan emerged on Clintons left, the British Commander-in-Chief would have responded by calling up more mobile reinforcements; hence British Conditional Reinforcements. The 17th Light Dragoons are deployed from the baggage train while the Hessian Mounted Jaegers are hypothetically shown as "shadowing" Morgan's men. That nuance is added for balance.

Credits

GAME DESIGN: Mark Miklos

DEVELOPMENT: Paul Stoecker

ART DIRECTOR: Rodger B. MacGowan

COUNTERS: Rodger B. MacGowan and Mark Simonitch

RULES LAYOUT & MAP: Mark Simonitch

PRODUCTION COORDINATION: Tony Curtis

PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley and Mark Simonitch

PLAYTESTERS: Andrew Maly, Charles Orndorff, Dr. Don Hanle, Jeff Lange Sr., Ric Manns, Bill Beswick, John Foley, Tommy Miklos, Walter Clayton, Bill Madison, and Rob McCracken

PROOFREADERS: Bob Schindler, Paul Stoecker, Kevin Duke

Special Thanks: I would like to say a special thank you to Dr. Gary Wheeler Stone and Mr. Pete Michel, of the Monmouth Battlefield Park. Their assistance was invaluable to this project.

Dr. Stone, the Park Historian and Curator, not only opened the archives to me, but also generously provided me with a copy of the 1778 "base map." This map was my basis for the terrain featured on the game board. Previous Battle of Monmouth games where incorrect in certain terrain details, especially the portrayal of the road net over which the battle was fought. Dr. Stone was a wealth of information and was patient with my many questions throughout the design phase.

Mr. Michel invested an entire day assisting me in my research while I was at Monmouth Battlefield Park. His knowledge of the troops engaged translates directly into many of the combat and morale values, as well as into some of the leadership ratings, of the units in the game. He too was extremely patient and helpful.

Mark S. Miklos, Designer

Order of Battle

Battle of Monmouth Courthouse — June 28th, 1778

ROYAL ARMY

Lt. General Sir Henry Clinton

1st Division — Lt. General Charles, Earl Cornwallis

Rear Guard: Queen's Lt. Dragoons (Lt. Col. Hon. William Harcourt); 1st Battalion Lt. Inf. (Lt. Colonel Robert Abercromby); Queen's Rangers (Major John Graves Simcoe)

British Grenadiers: 1st Battalion Grenadiers (Lt. Colonel William Meadows); 2nd Battalion Grenadiers (Lt. Col. Hon. Henry Monckton)

Hessian Grenadiers: Colonel Henrich Julius von Kospoth — Battalion Linsing (Lt. Colonel Otto von Linsing); Battalion Lengerke (Lt. Colonel Georg Lengerke); Battalion Minnigerode (Lt. Col. Friedrich v. Minnigerode)

Guards Brigade: Brigadier General Edward Mathew — Coldstream Guards (Colonel Henry Trelawney); 2nd Battalion Foot Guards (Lt. Colonel James Ogilvie)

3rd Brigade: Major General Sir Charles "No Flint" Grey — 15th Foot (Lt. Colonel Joseph Stopford); 17th Foot (Lt. Colonel Charles Mawhood); Black Watch (Lt. Colonel Thomas Stirling); 44th Foot (Lt. Colonel Henry Hope)

4th Brigade: Major General Agnew — 33rd Foot (Lt. Colonel James Webster); 37th Foot; 46th Foot (Lt. Colonel Enoch Markham); 64th Foot (Major Robert McLeroth)

5th Brigade: Major General Hon. Alexander Leslie — Royal Fusiliers (Lt. Colonel Alured Clarke); Cameronians (Lt. Colonel Charles Stuart); 63rd Foot (Lt. Colonel James Paterson)

Royal Artillery

2nd Division — Lt. General Wilhelm von Knyphausen [Not Engaged]

17th Lt. Dragoons; 2nd Battalion Lt. Infantry; Jaeger Korps; 1st Brigade; 2nd Brigade; Hessian Brigade Stirn; Hessian Brigade von Loos; Loyalist Corps; Provincial Horse; Royal Artillery

CONTINENTAL ARMY

General George Washington

Continental Artillery: Brigadier General Henry Knox

Advanced Corps — Major General Charles Lee

Grayson's Detachment: Colonel William Grayson — Grayson's Additional Regiment (Col. William Grayson); Patton's Additional Regiment (Lt. Colonel John Parke); VA Converged Battalion (Colonel James Woods)

Durkee's Detachment: Colonel John Durkee — CT Converged Battalion (Colonel John Durkee); RI Converged Battalion (Lt. Colonel Jeremiah Olney)

Wayne's Detachment: Major Gen. the Marquis de Lafayette — Wesson's Picked Men (Colonel James Wesson); Livingston's Battalion (Col. Henry Beekman Livingston); Stewart's Picked Men (Colonel Walter Stewart)

Scott's Detachment: Brigadier General Charles Scott — Cilley's Picked Men (Colonel Joseph Cilley); Gist's Battalion (Colonel Nathaniel Gist); 9th Pennsylvania (Colonel Richard Butler); Parker's Picked Men (Colonel Richard Parker)

Jackson's Detachment: Colonel Henry Jackson

New Jersey Brigade: Brigadier General William Maxwell — 1st NJ (Colonel Mathias Ogden); 2nd NJ (Colonel Israel Shreve); 3rd NJ (Colonel Elias Dayton); 4th NJ (Lt. Colonel David Brearly); Somerset County Lt. Horse (Lt. Colonel Anthony White)

Morgan's Detachment: Colonel Daniel Morgan

New Jersey Militia Brigade: Brig. Gen. Philemon Dickinson

Right Wing — Major General Nathanael Greene

Woodford's Brigade: Brigadier General William Woodford — 3rd/7th VA (Colonel William Heth); 11th/15th VA (Lt. Colonel John Cropper)

North Carolina Brigade: Vice Brigadier General Lachlan McIntosh — 1st NC (Colonel Thomas Clark); 2nd NC (Colonel John Patten)

New Hampshire Brigade: Brigadier General Enoch Poor — 1st NH (Colonel Joseph Cilley); 2nd NH (Colonel Nathan Hale); 3rd NH (Colonel Alexander Scammell); 2nd NY (Colonel Philip van Cortlandt); 4th NY (Colonel Henry Beekman Livingston)

Connecticut Brigade: Brig. General Jedediah Huntington — 2nd/5th CT (Colonel Philip Bradley); 1st/7th CT (Colonel Heman Swift)

1st Maryland Brigade: Brig. General William Smallwood — 1st MD (Colonel John Hawkins Stone); 3rd MD (Colonel Mordecai Gist); 5th MD (Colonel William Richardson); 7th MD (Colonel John Gunby); Delaware (Colonel David Hall)

2nd Maryland Brigade: Brig. General William Smallwood — 2nd MD (Lt. Colonel Thomas Woolford); 4th MD (Colonel Josias Carvil Hall); 6th MD (Colonel Otho Holland Williams)

Muhlenberg's Brigade: Brigadier General Peter Muhlenberg — 1st/5th/9th VA (Colonel Richard Parker); 1st VA State (Colonel George Gibson); 2nd VA State (Colonel Gregory Smith); German Battalion (Lt. Colonel Ludowick Weltner)

Weedon's Brigade: Vice Brigadier General George Weedon — 2nd VA (Colonel Christian Febiger); 6th VA (Colonel John Gibson); 10th VA (Colonel John Green); 14th VA (Colonel William Davies)

Glover's Brigade: Brigadier General John Glover — 1st MA (Colonel Joseph Vose); 4th MA (Colonel William Shepard); 13th MA (Colonel Edward Wigglesworth); 15th MA (Colonel Timothy Bigelow)

Learned's Brigade: Brigadier General Ebenezer Learned — 2nd MA (Colonel John Bailey); 8th MA (Colonel Michael Jackson); 9th MA (Colonel James Wesson)

Paterson's Brigade: Brigadier General John Paterson — 10th MA (Colonel Thomas Marshall); 11th MA (Colonel Benjamin Tupper); 12th MA (Colonel Samuel Brewer); 14th MA (Colonel Gamaliel Bradford)

Left Wing — Major General William Alexander Lord Stirling

1st Pennsylvania Brigade: Colonel William Irvine — 1st PA (Colonel James Chambers); 2nd PA (Colonel Henry Bicker); 7th PA (Colonel William Irvine); 10th PA (Colonel George Nagel)

2nd Pennsylvania Brigade: Colonel Francis Johnston — 4th PA (Lt. Colonel William Butler); 5th PA (Colonel Francis Johnston); 11th PA (Colonel Richard Humpton); 1st NY (Colonel Goose Van Schaick)

3rd Pennsylvania Brigade: Colonel Robert Magaw — 3rd PA (Colonel Thomas Craig); 6th PA (Lt. Colonel Josiah Harmar); 12th PA (Colonel William Cooke); Malcolm's Additional Regiment (Lt. Colonel Aaron Burr); Spencer's Additional Regiment (Colonel Oliver Spencer)

Your Monmouth Counter Sheet

This counter sheet includes seven replacement counters for previous games in the Battles of the American Revolution Series.

Saratoga (2nd Edition)

  1. Latimore's Connecticut Militia
  2. Cook's Connecticut Militia
  3. Connecticut Light Dragoons

All three had the designation "CN" changed to "CT," which is the correct abbreviation for the State of Connecticut.

Brandywine

  1. The Philadelphia Associators unit has had changes made to its uniform specs.
  2. The Coldstream Guards unit is a replacement for the 1st Foot Guards. Only the name has changed.

Guilford

  1. The Royal Fusiliers unit is a replacement for the British 7th Regiment. Only the name has changed.

Eutaw

  1. The Swamp Fox has had his Movement Allowance increased to 5.
  • STEP 6: Momentum Decision*
  • STEP 7: Apply Close Combat Results — Make Army Morale Adjustments
  • STEP 8: Gain Momentum*
  • STEP 9: Advance after Combat
  • *Advanced Game only

  • Move the game-turn marker to the bottom half of the game turn and flip it over