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The Battle of Monmouth (2008)

The Battle of Monmouth (2008) Rulebook

Table of Contents

Table of Contents

  • 1. Game Information
    • 1.1 Introduction
    • 1.2 Charts and Tables
      • 1.2a Loss Charts
      • 1.2b Terrain Effects Chart
      • 1.2c Command Color Codes
      • 1.2d Turn Record Track
      • 1.2e Special Results Charts
      • 1.2f Morale and Disorder Check Charts
      • 1.2g Formation Change Diagrams
      • 1.2h Formation, Fire Arc, ZOC, etc. Diagrams
  • 2. General Special Rules
    • 2.1 Strength Point Modifications
      • 2.1a Line
      • 2.1b Square
      • 2.1c Road Column
      • 2.1d Skirmish
      • 2.1e Maximum SPs Firing
      • 2.1f Fire Defense Value (Optional)
    • 2.2 BAR Standard Rules Alterations
      • 2.2a Regimental Integrity
      • 2.2b "00" Initiative Rolls
      • 2.2c Disorder Check (A) Modifiers
      • 2.2d Artillery
  • 3. American Special Rules
    • 3.1 American Unit Characteristics
      • 3.1a Infantry
      • 3.1b Light Infantry
      • 3.1c Artillery
    • 3.2 American Leaders
      • 3.2a American Leader Replacement
      • 3.2b Specific American Leaders
    • 3.3 American Detachments
    • 3.4 American Movement Rules
      • 3.4a Limited Voluntary Rout
      • 3.4b New Jersey Brigade
  • 4. British Special Rules
    • 4.1 British Unit Characteristics
      • 4.1a Infantry
      • 4.1b Light Infantry
      • 4.1c Artillery
    • 4.2 British Leaders
      • 4.2a British Leader Replacement
      • 4.2b Specific British Leaders
    • 4.3 British Detachments
    • 4.4 British Movement Rules
      • 4.4a British Voluntary Rout
      • 4.4b British Initial Movement Limitations
  • 5. Terrain Notes
    • 5.1 General Notes
    • 5.2 Hexes
      • 5.2a Open Hexes
      • 5.2b Grade Hexes
      • 5.2c Orchard Hexes
      • 5.2d Woods Hexes
      • 5.2e Marsh Hexes
      • 5.2f Building Hexes
      • 5.2g Road Hexes
      • 5.2h Stream Hexes and Hexsides
      • 5.2i Lake Hexes and Hexsides
    • 5.3 Hexsides
  • 6. Special Results Notes
    • 6.1 General Notes
    • 6.2 Initiative Special Results
      • 6.2a Army Morale
      • 6.2b Leader Lapse
      • 6.2c Confusion*
      • 6.2d Free Combat*
      • 6.2e Special Rally*
      • 6.2f Leader Initiative*
      • 6.2g Battle Tempo
    • 6.3 Infantry Fire Special Results
      • 6.3a Leader Losses
      • 6.3b Free Fire
  • 7. Scenarios
    • 7.0 Introduction to the Scenarios
      • 7.0a Overview
      • 7.0b Format
      • 7.0c Setup
    • 7.1 Scenario 1: Lee's Repulse
      • 7.1a Special Rules
      • 7.1b American Setup
      • 7.1c British Setup
      • 7.1d Victory Conditions
    • 7.2 Scenario 2: Washington's Stand
      • 7.2a Special Rules
      • 7.2b American Setup
  • Unit Key and Loss Chart Explanation

1. Game Information

1.1 Introduction

'The Battle of Monmouth: Climax of the Philadelphia Campaign' is Clash of Arms' sixth game of the 'Battles from the Age of Reason' (BAR) series of games. It was released in 2008 along with the Second Edition BAR rules. In 2012 the Third Edition of the BAR rules (BAR v3) was released. This improvement to the BAR series begged for a further update of Monmouth. This rules book is intended to update this BAR classic to the latest BAR standards for rules and charts.

Because ownership of the original Monmouth game is necessary for the use of these revised rules, the historical commentary, design notes, and design credits found in the original rules are not included here. The BAR v3 rules are necessary to use this update. Players will also need to download and print the Monmouth Charts as found on the BAR website (see the Monmouth Game Support note in the PDF).

1.2 Charts and Tables

The revised game-specific charts and tables for Monmouth differ in some ways from the original charts. The charts contain the same information, just in a different format. It is hoped that players will find these innovations more user-friendly.

1.2a Loss Charts

A. Players may record losses to units by using the black and white SP loss markers and placing them under the unit, or by using the army 'Loss Charts.' The 'Loss Charts' contain all the information found on the counters. On the 'Loss Charts,' Army Leaders are colored white, Special Leaders blue, Wing Leaders yellow, and Command Leaders green. An explanation of the information on the 'Loss Charts' is found on the back page of these rules.

B. To use the 'Loss Charts,' mark off the highest numbered box by each unit that takes losses. In addition to marking the loss to the unit, for each infantry or cavalry loss sustained, mark off one box on the correct nationality's 'Army Loss Record.' For artillery losses, see Monmouth Rule 2.2d H. For leader losses, mark off a number of boxes equal to the leader's loss value.

C. If the losses recorded on the 'Army Loss Record' plus the number of currently routed SPs reach one of the loss levels listed in grey, then that army must make an Army Morale roll on the next :00 turn, per Series Rule 23.0. After a player rolls on his army's 'Current Loss Level' table, there is a track on which to make a note of the time rolled and the result. This will help keep track of which 'Current Loss Level' columns have already been used and the effects.

1.2b Terrain Effects Chart

The 'Terrain Effects Chart' (TEC) differs from the original chart in that it includes separate columns for costs when in Line or Column formations. It also includes the maximum stacking values for each hex (in parentheses). The TEC page also contains the 'Fire Combat Multiples & Ranges Chart.' This chart shows the Fire Multiples for each type of unit for each hex in its range, and also the artillery minimum ranges. Note that units in the AWI battles do not have inherent regimental guns so the only infantry units with a 2+ hex range are the units accustomed to firing at long range: Lights and Rifle units.

1.2c Command Color Codes

The numbers for Strength Points/Command Rating and Movement Points have been color-coded. Units and leaders belonging to the same Command share the same color; black usually means a non-Command unit. This helps with organization on the OOBs and in tracing LOC on the map. These colors are also shown on the 'Loss Charts.'

1.2d Turn Record Track

The 'Turn Record Track' is used to record both the passage of time (Game-Turns) as well as progress along the End Turn track. It has separate spaces for each 20 minute turn, which makes it easy to place wounded leaders or reinforcements so that they arrive on the correct turn. Monmouth uses older markers so it does not have the 'GAME TURN' and 'END TURN' markers used with the Third Edition BAR rules. Place Monmouth's 'MINUTES' marker on the correct time (in place of the 'GAME TURN' marker) and place Monmouth's 'HOUR' marker on the '0' box of the 'Turn Record Track' (in place of the 'END TURN' marker). The 'Turn Record Track' lists the End Turn Numbers for each of the scenarios and shows the Reinforcement, Heat, Dusk, Moonlit, and Night turns. There are also boxes in which players can place numbered loss marker counters in order to show each Army Leader's current Command Rating and Wing Activation Number.

1.2e Special Results Charts

The 'Special Results' charts are different for each side. Take care to use the correct column for Americans or British. The 'Special Results' charts contain abbreviated information on the results. For full explanations of the Special Results, see section 6 of these Monmouth rules.

1.2f Morale and Disorder Check Charts

The 'Morale Check' and 'Disorder Check' charts are found alongside the 'Special Results' charts for Morale and Disorder Checks. The 'Special Results' charts contain general comments about the results. A description of how to use the Morale and Disorder Check Special Results is found in Monmouth rules section 6.9.

1.2g Formation Change Diagrams

The 'Formation Change Diagrams' chart shows the formation change costs for both armies. When using this chart, simply find the proper diagram for the type of unit and the formation change desired. Orient the diagram appropriately to the unit's facing, and use the proper costs for the nationality involved.

1.2h Formation, Fire Arc, ZOC, etc. Diagrams

A. This chart shows the various formations and their Front, Flank and Rear facings. It also shows Zones of Control and the firing arc for each formation. The arrows on the page show the allowed formation changes between the various formations.

B. At the bottom of the page is the 'Single Hex Facing Change Cost' diagram which shows facing change costs. This diagram is BAR-generic so it includes information that does not apply to Monmouth. The two diagrams on the right will be used the most in Monmouth. The diagram on the far left is used for units in Attack Column but do not apply the +1 penalty for the Americans since Monmouth takes place in 1778.

2. General Special Rules

2.1 Strength Point Modifications

In order to represent the smaller scale of the battles in the American War for Independence, each infantry unit Strength Point (SP) represents 50 men instead of 100 men, each cavalry SP represents 25 men and their horses instead of 50, and each artillery SP represents 1 gun instead of 2 guns. This scale change for SPs requires the following adjustments to the BAR Standard Rules. Players should carefully analyze the stacking limits (as found on the revised 'Terrain Effects Chart') for each unit and formation.

2.1a Line

Both the British and American infantry are portrayed as using 2-rank Lines. The minimum SPs necessary for an infantry unit to form a 2 hex Line is 7 SPs. For all Line/Hook Formations, the average (rounded) of the Combat Value of the units that contribute the top 6 (not 4) SPs for each hex of the Line/Hook is used when calculating a stack's final Combat Value. This is due to the adjustment for changing the SP scale and, for infantry, because Line density in a hex is reduced to reflect the two-line deployment in use at this time.

2.1b Square

There must be at least 6 (not 3) SPs in a hex for there to be a Square. If a Square formation falls below 6 SPs (not 3) it immediately changes to a single-hex Line. A maximum of 8 (not 4) SPs may fire from a Square into each target hex.

2.1c Road Column

A maximum of 8 (not 4) SPs per hex may be in Road Column formation. In a multi-hex Road Column, each hex must have 8 (not 4) SPs with any remaining SPs (1 through 7) in the column's last (trailing) hex. Since no unit in The Battle of Monmouth is larger than 16 SPs, a single unit can occupy at most 2 hexes in Road Column. Artillery in Road Column formation can have up to 2 SPs per hex (not 1).

2.1d Skirmish

Per the stacking chart, up to 6 SPs may stack in Skirmish formation. However, a single unit that has more than 6 SPs may be in Skirmish formation if it is not stacked with any other unit. Such a unit can only fire a maximum of 6 SPs.

2.1e Maximum SPs Firing

Due to the SP changes in Monmouth, the maximum number of SPs that can fire from a hex for each formation is changed. Per the 'Fire Formation Chart,' Artillery may fire up to 8 SPs per hex, Attack Column: 2, General Order: 6, Line: 6, Skirmish: 6, Square: 8 per target hex. For Hook, see the diagrams on the 'Fire Combat Card.'

2.1f Fire Defense Value (Optional)

The reduced SP scale of Monmouth creates Fire Combats with much higher odds columns than in other BAR games. As an option, double the Fire Defense Value of all terrain. This will even out the Fire Combat with the rest of the BAR series.

2.2 BAR Standard Rules Alterations

2.2a Regimental Integrity

Do not use the BAR Regimental Integrity rules in Monmouth.

2.2b "00" Initiative Rolls

Whenever players roll "00" for their Initiative rolls, instead of ignoring the roll (per the normal BAR rules) it is an 'Army Morale' special result. See Monmouth rule 6.2a for details.

2.2c Disorder Check (A) Modifiers

For a Disorder Check (A), all American units and all British Light Infantry units add +3 to their ER for each hex or hexside of triggering terrain instead of the normal +5.

2.2d Artillery

A. A Limbered artillery unit may stack with an infantry unit in Attack Column. The artillery unit is placed on the bottom of the stack and when the stack moves, the MP costs are calculated as for artillery and the Facing Change costs as for infantry. If the units unstack, the Limbered artillery unit is faced, at no cost, to either hexside adjacent to the hexpoint it was facing.

B. SP losses to artillery units due to fire from other artillery units are never rounded down to 0; there will always be at least a 1 SP loss if an SP loss is secured (but, see Monmouth Rule 2.8f).

C. An artillery unit may Rapid March if it is in Road Column and is using Road Movement for its entire move.

D. Artillery units may perform Opportunity Fire at any range against any enemy unit performing Road Movement. This fire is not restricted to an artillery unit's minimum fire range. A reactive unit can perform Op. Fire once per Activation against each eligible active unit. The same active unit may be the target of Op. Fire from any number of reactive units during its Road Movement so long as the restrictions already noted are observed. Op. Fire triggered by Road Movement is resolved after the unit has performed Road Movement into a hex. The reactive player announces "Halt" at which time the unit's Road Movement pauses. This can occur even at the conclusion of the unit's Road Movement. The reactive player may select any eligible units to perform this special Op. Fire, but their Fire Strengths may only be combined if they are stacked in the same hex. If the target unit suffers no adverse result, it may continue its Road Movement and may undergo Opportunity Fire again from other reactive units. This type of Opportunity Fire does not count against the twice per hex limitation stated in Standard Rule 12.8e. The Artillery Special Ability of Knox, du Plessis-Mauduit, and Pattison cannot be applied to this form of artillery Opportunity Fire.

E. The four artillery units labeled "Rgt" are Hessian regimental guns. They can with equal accuracy be referred to as "battalion guns (Bn)." Regimental guns are governed by the following special rules:

i. It costs regimental guns 1 MP to limber or unlimber.

ii. Regimental artillery units may only unlimber in and/or fire from a hex that contains its owning infantry regiment.

iii. Limbered regimental guns can stack with their owning infantry unit when that unit is in Road Column, March Column, or Attack Column. When stacked with its infantry unit, regimental guns count as zero SPs for stacking purposes. Its Facing conforms to that of its infantry unit, and it expends MPs to change Facing like the infantry unit it is stacked with.

iv. An infantry unit and its regimental guns may combine their fire against the same target during the Fire Combat Segment. Regimental guns stacked with infantry in Line or Hook may fire as long as the guns are stacked above the sixth SP in the stack. For purposes of Fire Combat, regimental gun SPs count as zero SPs when stacked with their owning unit.

v. Regimental guns from different hexes may fire on the same target during the Fire Combat Segment as long as their owning infantry units are firing at that same target.

vi. Fire Combat losses are never assessed against regimental guns stacked with infantry unless the player performing the Fire Combat chooses to do so. In this latter case, follow the procedure as described at Standard Rule 12.9g.

vii. A Limbered regimental gun unit that Routs (see Monmouth rule 2.5b) may end its Rout Retreat movement stacked with its owning infantry unit. Close Combat against a Routed infantry unit stacked with its regimental guns always results in an SP loss to the infantry unit.

viii. Regimental guns always conform to the Organizational and Morale States of their owning regiment when stacked with that regiment, never vice versa. Therefore they do not undergo separate Disorder or Morale Checks when so stacked.

F. All artillery units may fire and prolonge as described in Standard Rule 11.6. Regimental guns can prolonge 2 hexes per Activation instead of just 1. If regimental guns prolonge only 1 hex, they still cannot make a Formation/Facing change (per Standard Rule 9.5).

G. Artillery may not perform prolonge across/into certain hexsides/hexes that it could enter via normal movement. These terrain types are indicated by a "No Prolonge" indication on the 'Terrain Effects Chart.'

H. Artillery units do not count as losses in the standard BAR manner. Instead, it takes two 'Field' artillery losses before one box is marked off on the Army Loss Chart, and four 'Light' and/or 'Regimental' artillery losses before one box is marked off on the Army Loss Chart. See each army's 'Loss Charts' for the loss boxes and details.

2.3 Cavalry Capabilities

2.3a SCM Costs

The 'Terrain Effects Chart' lists the SCM costs to enter each of the game's terrain types and which of those terrain types require charging cavalry to make a Movement Actions Disorder Check (A) at the end of its charge movement.

2.3b SCM Prohibitions

Special Cavalry Movement (SCM) is prohibited into/across the following terrain types: Bridge hexsides, Hedgerow hexsides, Lake hexes/hexsides, and Marsh hexes. A Countercharge/Op Charge cannot be triggered if it would require the cavalry to enter/cross terrain prohibited to SCM.

2.3c Stacking

A cavalry unit cannot end any Phase stacked with another cavalry unit. This means there can be only one cavalry unit per hex. Furthermore, a cavalry unit can never occupy more than one hex, no matter what its formation.

2.3d Cavalry Charge Range

Cavalry in Monmouth have a Charge Range of 2 hexes. On Moonlit turns this is reduced to 1 hex. On Night turns they can only charge adjacent units and may not Pursue.

2.3e Cavalry and Woods

A cavalry unit may not enter a woods hex while moving as part of its Charge. It may charge, however, if in a woods hex at the start of its Charge, and it may charge an enemy unit in a woods hex; in both cases, its charge range is zero. Cavalry does not gain a -5 for morale or a +1 to its CV for Close Combat when it is in a woods hex. There is no Pursuit for a cavalry unit charging against an enemy unit in a woods hex.

2.3f Cavalry Types

All cavalry in Monmouth are Light Cavalry, whatever their type: Dragoons, Light Horse, etc. They can Retreat Before Close Combat when attacked by Infantry.

2.4 Leader Rules

2.4a Wing Leaders and Activation

There are no actual Wing Activations in Monmouth. If a player would roll a Wing Activation per BAR rule 6.5a, he instead can activate two Commands.

2.4b Command Leader Replacements

A. Use the standard BAR black and white Leader Loss counters (labeled A or B) for lost Command Leaders. All leaders are replaced with the A counters except for American Brigadier General Dickinson. He, and any of his successors, are replaced with B counters. (As a reminder, this information is included on the army 'Loss Charts.')

B. When the appropriate counter is picked, apply the modifiers listed on that counter to the original leader's values. The EM line modifies the original leader's ER Bonus modifier (this cannot go higher than 0). The IR line modifies the original leader's Initiative Rating (this cannot be less than 0). The CM line modifies the original leader's CV Bonus modifier (this cannot be less than 0). Record these modified values wherever convenient and return the Leader Loss counter to the other counters, or keep the Leader Loss counter with the affected leader as a reference.

C. If a Command Leader becomes a Wing or Army Leader (Monmouth rules 3.2a C and 4.2a C) pick a Leader Loss marker to represent the new Command Leader; this marker will modify the original Command Leader's values.

2.4c Leader Loss Value

Every leader has a value which affects Army Morale when that leader is killed. This value is found on the army 'Loss Charts.' Whenever a leader is killed, mark off the appropriate number of boxes on the 'Army Loss Record' track. If a generic replacement leader is killed, use the value of the leader that was being replaced, minus 2, for the army loss result. With this rule, players get proper credit for killing off the replacement leaders.

2.5 Rout

In Monmouth there are numerous distinctions between Routed and Voluntarily Routed units. It is therefore very important to know which type of Rout status a unit is under. Units that are Routed in the normal manner should be flipped over to their Rout side. Units that are Voluntarily Routed should have a ROUT marker placed on them. This system will keep the unit status clear.

2.5a Voluntary Rout

A. A player may decline to perform a Rally Morale Check (I) for a Voluntarily Routed unit. The player may instead allow the unit to continue to perform Rout Retreat. For a continuation of Voluntary Rout, the unit also does not undergo a Morale Check (I) and no additional SPs are lost. A Voluntarily Routed unit's SPs do not count toward the current Routed SP total when rolling for Army Morale. If a Voluntary Rout unit undergoes a Rally Morale Check (I) and fails, it suffers the normal effects of failing the Morale Check and its status is changed from Voluntary Rout to Routed.

B. Routed units may also perform Voluntary Rout Retreat during the Movement Segment of their Command's Activation in addition to the Rally Phase. Voluntary Rout Retreat that is performed during a Movement Segment Activation is up to 8 hexes for both infantry and cavalry and a unit may move fewer than 8 hexes during this Activation Rout Retreat.

C. Voluntary Rout Retreat performed during a Rally Phase due to a declined Morale Check is up to 4 hexes for infantry and up to 6 for cavalry but the units are not required to move all the hexes. Rout Retreat due to a failed Morale Check remains a mandatory 4 hexes for infantry and 6 for cavalry.

D. Units performing Rout Retreat during an Activation are automatically considered "In Command." Moreover, a unit need not be "In Command" in order to Voluntarily Rout and perform Rout Retreat during its Activation Phase. A unit may Voluntarily Rout if activated during a Limited Activation.

2.5b Artillery and Rout

A. A Limbered artillery unit that routs may perform Rout Retreat; such units are not eliminated. In addition, a Limbered artillery unit may perform a Voluntary Rout. Use a single Rout marker to signify an artillery unit is undergoing Voluntary Rout and two Rout markers to signify involuntary Rout. Like infantry units, a Limbered artillery unit can move up to 8 hexes for voluntary Rout Retreat during an Activation and up to 4 hexes during the Rally Phase.

B. If the artillery unit traverses a non-clear hex or hexside during its Rout Retreat, it may lose an SP. For each non-clear hex entered or hexside crossed, the owning player rolls a die: If the result is a 0 or 1, the artillery unit loses one SP.

Exception 1: A bridged hexside is treated as a clear hexside.

Exception 2: A road hex is treated as a clear hex if the artillery unit enters and exits the hex along hexsides containing the road (if this is the last hex entered, the artillery unit need only enter the hex along a road hexside).

C. An activated Unlimbered artillery unit may also Voluntarily Rout during its Movement Segment by limbering and then performing a Voluntary Rout Retreat up to 4 (not 8) hexes. This may also be done during a Limited Activation. If the limbering occurs in an EZOC, the Formation Change precipitates Opportunity Fire as normal.

2.5c Leaders and Rout

A leader must perform Rout Retreat if stacked with a unit the instant it initially Routs, whether voluntarily or involuntarily. The leader's Rout Retreat begins and ends with that unit's Rout Retreat. During any subsequent Rout Retreat of that unit, the leader is not required to Rout with that same unit.

2.5d Close Combat & Routed Units

A Voluntarily Routed unit that is attacked in Close Combat does roll a Morale Check (B). If it fails, its status is changed to that of involuntary Rout and it is subject to the normal penalties per Series rule 13.7d. If it passes its Morale Check, it retains its Voluntary Rout status and does not lose an SP, but it still must retreat the full number of hexes (4 for infantry and Limbered artillery and 6 for cavalry) and is subject to Pursuit with all its normal ramifications.

2.6 Special Units

2.6a Light Infantry Units

There are numerous types of Light Infantry units in the game, all of which are Skirmish-capable. (See Monmouth rules 3.1b and 4.1b for a full description of each nationality's Light Infantry as well as their special characteristics.) When these units are in Skirmish formation, place a SKIRMISH marker on them. Without the marker, they are considered to be in a non-Skirmish formation. A unit in Skirmish formation is limited to using 2 MPs during a Movement Segment in which, at the start or end of its Movement Segment, the unit is not within 2 hexes of a friendly non-Routed combat unit. In other words, Skirmish units must stay within 2 hexes of friendly units to move normally.

2.6b Rifle-Armed Units

A. The following units are armed with rifles: the American Rifle Battalion (armed with Pennsylvania rifles); and, for the British side, the Hessian Jaegers and Anspach Chasseurs (both armed with jaeger rifles). Rifle-armed units have a range of 3 hexes instead of 2.

B. An activated rifle-armed unit may perform leader sniping during its Fire Segment. Leader sniping is in addition to normal Fire Combat performed during that segment. Leader sniping can be performed at any time during the unit's Fire Segment as determined by the player owning the rifle unit. To perform leader sniping, the rifle-armed unit must be unrouted and have an LOS through a Front hex to a hex containing a leader that is within 3 hexes. The owning player rolls two dice and if the result falls within the number range (inclusive) listed below for the hex range, the leader is a casualty.

Range from Unit to Leader in Hexes: 1 Hex = 91-99; 2 Hexes = 94-99; 3 Hexes = 97-99.

If a leader casualty results, the owning player rolls again: If the result is a 0-4, the leader is killed. If the result is 5-9, the leader is wounded and another die roll is made to determine the length of his absence, per the 'Leader Loss Table'.

C. A unit can perform leader sniping against all eligible leaders in the same Fire Segment. Moreover, a leader can be the target of leader sniping by more than one unit in the same Fire Segment. There are no Special Results for leader sniping.

2.7 Light Conditions

A. Day turns are the 5:00 AM through 6:40 PM turns (inclusive). The Dawn turn is the 4:40 AM turn, and the Dusk turn is the 7:00 PM turn. Moonlit turns are the 7:20 PM through 10:40 PM turns (inclusive). Night turns are the 11:00 PM through 4:20 AM turns (inclusive). These light conditions are noted on the 'Turn Record Track.' The effects of these different light conditions are as follows:

B. Dawn and Dusk: Artillery fire at a range of greater than 5 hexes uses the smaller multiplier in brackets (see the 'Fire Combat Multiples' chart on the bottom of the 'Terrain Effects Chart').

C. Moonlit Turns: Artillery fire during Moonlit turns also uses the smaller multiplier in brackets but cannot fire over 5 hexes. Any unit that expends more than half (rounded) of its MPs must make a Disorder Check (A) with a +5 modifier, at the conclusion of its movement. The +5 modifier is in addition to any other modifiers. (Exception: A unit whose movement in a turn consists only of Road Movement does not make this Disorder Check). On Moonlit turns the cavalry Charge Range is reduced to 1 hex.

D. Night: The maximum Fire Combat range for all units is 1 hex. Any unit that expends more than half (rounded) of its MPs must make a Disorder Check (A) with a +10 modifier, at the conclusion of its movement. The +10 modifier is in addition to any other modifiers (Exception: A unit whose movement in a turn consists only of Road Movement does not make this Disorder Check.) Any unit (including Leaders and Independents) that is outside of its proper LOC cannot roll for Initiative and is automatically Out of Command. Units perform Road Movement at the rate of ½ MP per road hex and Rapid March is not permitted. On Night turns cavalry can only charge adjacent units and may not Pursue.

2.8 Heat

A. Heat turns comprise all consecutive turns from Noon to 4:40 PM inclusive. During these turns, a unit must undergo a Disorder Check (A) for Heat when any of the three conditions described below applies.

B. MP Expenditure: After a unit (or stack) completes expending MPs as part of its Activation during a Heat turn, the unit undergoes an extra Disorder Check (A) at the end of its Movement Segment, after any other Disorder Checks have been made. When performing this check, an American unit or British mounted cavalry unit has its Effectiveness Rating (ER) increased (i.e., worsened) by +1 for each MP (or fraction thereof) it expended during that same Activation. If the unit is a British infantry, dismounted cavalry, or artillery unit, its ER is increased by +1 for each ½ MP it expended during that same Activation.

C. Advance and Retreat: A unit that performs Advance After Combat or Retreat Before Close Combat must undergo a Disorder Check (A) after completing that action. When performing this check, an American unit has its ER increased by +1 for each 2 hexes (rounded) it enters for that action. If a British unit, its ER is increased by +1 for each hex entered.

D. Charge and Pursuit: A cavalry unit that performs a Charge and/or Pursuit must undergo a Disorder Check (A) for Heat at the conclusion of a Pursuit or after it is Recalled (after any other Disorder Checks). Determine the total number of hexes the unit traversed for the Charge and any associated Pursuit. When performing this check, an American unit has its ER increased by +1 for each 2 hexes (rounded) it entered for the combined Charge and Pursuit. If a British unit, its ER is increased by +1 for each hex entered.

E. If a unit is already Disordered and fails a Disorder Check for Heat, it becomes Shaken/Disordered. If already Shaken/Disordered, it cannot expend any MPs during its next activation--place a 'CAPTURED' marker on such a unit to denote this status. A unit cannot Rout due to a Heat Disorder Check.

F. The Fire Multiple for artillery is halved (retaining fractions) during a Heat turn. In addition, as a modification to Monmouth Rule 2.2d B, an SP loss for artillery fired on by artillery can be rounded down to zero (in other words, normal BAR rules apply during Heat turns).

G. If using the Optional BAR Fatigue rules (see Monmouth Game Support on page 2) ignore points B-E of these Heat rules and simply double all Fatigue roll modifiers during Heat turns. If a Fatigue roll would be made with no modifier, add +10 to the unit's ER during Heat turns. Any unit that uses more than half its MPs in its turn or Retreats Before Close Combat must make a Fatigue Check for Rapid March even if it did not Rapid March.

3. American Special Rules

3.1 American Unit Characteristics

3.1a Infantry

The American army has Militia, Line, and Guard infantry. Each of these types of units has its own row on the 'Fire Multiples and Ranges Chart.' (See also Light Infantry below.) All of the units in Dickinson's Brigade are Militia as is the New Jersey unit of Morgan's Command (MNJM/MOR). Washington's Guard (WG/MOR) is the only Guard unit. These type distinctions are noted on the American 'Loss Chart.'

3.1b Light Infantry

A. The Americans have two Light Infantry units: the North Carolina Light Infantry (NCLI/MOR) and the Rifle Battalion (RB/MOR). The North Carolina unit fires using the Light Infantry row of the 'Fire Multiples and Ranges Chart' while the Rifle Battalion uses its own separate row of the same chart. The Rifle Battalion is rifle-armed (see Monmouth rule 2.6b).

B. Per Monmouth Rule 2.6a, these units are Skirmish-capable. They do not have parent units so they may not Breakdown or Reform. Light Infantry in Skirmish formation may Retreat Before Close Combat when attacked by infantry, or by cavalry when the Skirmishers are in Woods or Marsh.

3.1c Artillery

All American artillery are Field Artillery; the rules for Regimental guns do not apply to them. See Monmouth rule 2.2d for special rules pertaining to artillery.

3.2 American Leaders

3.2a American Leader Replacement

A. The American line of seniority is as follows: Washington, Lee, Greene, Alexander, Lafayette, von Steuben, Maxwell, Smallwood, Poor, Glover, Paterson, Wayne, Woodford, Muhlenberg, Scott, Huntington, Bailey, Magaw, Irvine, Morgan, Johnston, Grayson, Jackson, and Ferbiger. (Although he is a Brigadier General, Dickinson is a militia leader and therefore does not succeed any of the above leaders.)

B. General Washington is the American Army Leader. He has a Wing Activation Number (WAN) of 7. If the Army Leader is lost, the most senior American leader replaces him as Army Leader. Any replacement Army Leader will have a WAN of 9 and a Command Rating of +1 (Exception: Monmouth Rule 3.2b G).

C. The American army has three Wing Leaders (Lee, Alexander, and Greene) and may have Detachment Leaders (see Monmouth rule 3.3). Special Leaders Wayne and von Steuben can act as Wing Leaders (Monmouth Rules 3.2b E, 7.4a H). If a Wing/Detachment Leader becomes a casualty (or becomes the Army Leader), he is succeeded by the most senior available Special Leader, or Command Leader that is part of his Wing/Detachment. Command Leaders are replaced per Monmouth Rule 2.4b. None of the four Special Leaders (Wayne, von Steuben, Knox, and du Plessis-Mauduit) can be replaced.

3.2b Specific American Leaders

A. Major General Lafayette's Command Range in scenarios 2 and 3 can be used to extend LOC from Washington and/or Alexander to any Command(s) comprising the 3:00 PM American reinforcements and/or to the New Jersey Brigade.

B. Major General von Steuben is a Special Leader. In scenarios 2 and 3 his Command Range can be used to extend LOC from Washington and/or Alexander and/or Greene to any Command(s) comprising the 6:00 PM American reinforcements. In scenario 4 he acts as a Wing leader (see Monmouth Rule 7.4a H).

C. Brigadier General Knox is a Special Leader with a special artillery ability. When stacked with an activated artillery unit, that artillery unit and all American artillery units that have not yet been activated in the current turn that are in the same and/or adjacent hexes may fire at the same target during the Fire Combat Segment, even if the target is 4 or more hexes away in range. However, this 4+ hex fire is conducted separately by each hex of artillery units involved (this is an exception to Standard Rule 12.2c). Knox also has the ability to Attach any American artillery unit within 5 hexes to any American Command as described in Standard Rule 6.4. Knox, as a Special Leader, is activated along with any American Command or Wing.

D. Lieutenant Colonel du Plessis-Mauduit is also a Special Leader with a special artillery ability. He functions just like Knox except that his special abilities are limited to units of Greene's Wing.

E. Brigadier General Wayne is a Special Leader who can act as a Wing Leader or a Detachment Leader (Monmouth Rule 3.3). In scenarios 1, 3, and 4 he begins the game as a Wing Leader in Lee's Detachment. Wayne's Wing in these scenarios consists of the following organizations: Jackson's Command, Grayson's Command, Butler's Picked Men (Bpm/SD), and the Somerset County Light Horse (SCLH/NJB). Per BAR Wing Leader rules, Wayne's Command Range can be used to extend Lee's LOC to place these Commands 'In Command.' Wayne himself can only move when either Grayson's or Jackson's Commands are activated, but not both. If Wayne is killed or wounded and removed from play, Butler's Picked Men and the Somerset County Light Horse devolve to their normal Commands as indicated on the American Organization Chart. While they are part of Wayne's Wing, these two units are considered to be Independent units (they do not need to be Attached).

F. Colonel Durkee was a casualty shortly before 10:00 AM on the 28th. For all scenarios in which he is present, the American player picks a Replacement Leader marker and applies the "A" side to modify his values. Durkee's loss does not count for American Army Morale; however, loss of his replacement leader does count.

G. Major General Lee is a Detachment Leader in scenarios 1, 3, and 4. His Detachment consists of the six Commands of the Advanced Corps.

i. Lee also acts as the American Army Leader until he is relieved by Washington. Lee has a Command Rating of +0 and a WAN of 9. In scenarios 3 and 4, once Washington enters the same hex as Lee, Lee is removed from play for the rest of the scenario (without replacement), his Detachment is dissolved, and Washington takes over as Army Leader. Until this occurs, Lee remains the Army Leader and also the Detachment Leader of the Advanced Corps. When Lee's Detachment is dissolved, Wayne's Wing retains its Wing status and the other four Commands act as independent Commands.

ii. When activating each Command of Lee's Detachment, the American player first selects the Command to be activated. He then rolls to determine if Lee is himself 'In Command.' If the die roll is less than or equal to Lee's Initiative Rating, Lee may use his full Command Range for that Activation. If the die roll exceeds his Initiative, Lee's Command Range is only 1 hex.

iii. Per normal BAR Wing Leader rules, Wayne can extend Lee's current Command Range, to the Commands of Wayne's Wing, even if Lee is Out of Command.

iv. If an activated Command is not in Lee's LOC, the American player rolls for the Command Leader's Initiative as usual. If the Command Leader fails his Initiative, he is Out of Command and in addition to the effects of Series Rule 7.6c, the American player rolls one die to determine the extra penalties of being Out of Command:

0 or 1: No extra penalties.

2 or 3: Command may expend only half its MPs (rounded).

4 or 5: Command may only perform a Limited Activation.

6 or 7: Command may expend no MPs.

8 or 9: Command becomes Voluntarily Routed and must perform a Rout Retreat of 8 hexes. If already Voluntarily Routed, the unit(s) become involuntarily Routed and perform a Rout Retreat of 8 hexes. If already involuntarily Routed, the unit(s) perform a Rout Retreat of 8 hexes. This applies even on the 10:00 and 10:20 AM turns.

v. If rolling for a Command, all units of the Command in the LOC of its leader are affected by the above result as is the leader himself. The American player can, before rolling the die, have any units of the Command perform a Voluntary Rout (unless it is the 10:00 or 10:20 AM turn, when it is not allowed --see Monmouth Rule 3.4a). Any units that do not Voluntarily Rout are affected by the results of the die roll.

vi. For Scenario 1 only, this Out of Command penalty roll ends at the beginning of the Noon turn (it is assumed that Washington has chastised Lee). For scenarios 3 and 4, the penalty roll does not cease until such time as Washington relieves Lee.

3.3 American Detachments

In Scenarios 1, 3, and 4, MG Lee starts the game as a Detachment Leader (per Monmouth Rule 3.2b G). In Scenarios 2, 3, and 4, an American Detachment can be created during any Command Control Segment. To create a Detachment, the American player announces the Wing Leader who will command the Detachment. This Detachment Leader must be outside the LOC of the Army Leader. Any Wing Leader (Lee, Greene, Alexander, or their replacements) or Special Leaders Wayne and von Steuben can be made a Detachment Leader under Standard Rule 24.0, and the Detachment must consist only of Commands belonging to that Detachment Leader's Wing. The leader remains a Detachment Leader until he rejoins the Main Army per Standard Rule 24.3. No more than one American Detachment can be in play at any one time.

3.4 American Movement Rules

3.4a Limited Voluntary Rout

No American unit can perform a Voluntary Rout in scenarios 1, 3, and 4 until any part of the British 10:20 AM reinforcements enter the map sheet or once the 10:40 AM, 28 June, turn commences, whichever comes first.

3.4b New Jersey Brigade

In scenarios 1, 3, and 4, during the 10:00 AM turn, the New Jersey Brigade (NJB), including BG Maxwell, may not voluntarily exit the hexes in which they begin the scenario. However, these units may change Facing and/or Formation.

3.4c Off-Map Movement

A. In scenarios 2, 3, and 4, American units in Road Column and American leaders may exit and enter the map sheet at hexes W0114 and W0124. Exiting units must have sufficient MPs to move off the map sheet as if performing Road Movement. Units that exit the map cannot reenter until at least the entire next game turn has elapsed (skip a turn) and can reenter at either hex. Exited units may remain off the map indefinitely.

B. No more than fifteen combat units can be off the map at any one time by exiting at W0114 and/or W0124. Units that are off-map are treated as reinforcements for purposes of Activation and entry (see Standard Rule 22.0). If an entire Command is off-map, it is nevertheless activated as normal even if not reentering the map in that turn (it simply does nothing). If a Command Leader is off-map, all units of his Command still on-map are automatically Out of Command.

4. British Special Rules

4.1 British Unit Characteristics

In these rules, the term 'British' encompasses all of the nationalities that are part of the British Army at Monmouth.

4.1a Infantry

A. The British army has Foot, Grenadier, and Guard infantry. Each of these types of units has its own row on the 'Fire Multiples and Ranges Chart.' (See also Light Infantry below.)

B. Each time that a Hessian Grenadiere unit expends ½ MP above 3 MPs in a single Activation, the unit undergoes a Disorder Check (A). The unit must undergo multiple successive checks for each such ½ MP expenditure; however, it first completes the MP expenditure before undergoing the Disorder Check. (Example: The Lengerke Grenadiere is in Line and has already expended 3 MPs. To move into an Open terrain hex, it must expend 1 MP and undergo two checks, once for each ½ MP expended.) If the unit is already Disordered, it may not expend more than 3 MPs in a single Activation. If the unit becomes Disordered, it may not expend any more MPs in that Activation in excess of 3 MPs. Do not check for Disorder under this rule for any action that costs all of the Grenadiere unit's MPs (e.g., About Face, Back Up movement).

4.1b Light Infantry

A. The British army has several Light Infantry units: the Queen's Rangers (QR), 1st and 2nd Light Infantry battalions (1 Lt, 2 Lt), Mounted Jaegers (MtdJ/JC), Hessian Jaegers (Jag/JC), and Anspach Chasseurs (Chas/Jag).

B. The Queen's Rangers (QR), 1st and 2nd Light Infantry battalions (1 Lt, 2 Lt) and the Hessian Jaegers (Jag/JC) all have parent units and breakdown counters. They may Breakdown and Reform per Series Rule 8.5. Only the breakdown counters are Skirmish-capable; the parent units are not. The Mounted Jaegers (MtdJ/JC) and the Anspach Chasseurs (Chas/Jag) do not have parent units so they may not Breakdown or Reform.

C. Per Monmouth Rule 2.6a, all of these Light Infantry units (except the parent units) are Skirmish-capable. Light Infantry in Skirmish formation may Retreat Before Close Combat when attacked by infantry, or by cavalry when the Skirmishers are in woods or marsh.

D. The Queen's Rangers fire just as normal Foot Infantry. The Jaegers and the Chasseurs fire on their own row of the 'Fire Multiples and Ranges Chart.' The 1st and 2nd Light Infantry also have their own row on the same chart. The Jaeger and Chasseur units are rifle-armed (see Monmouth rule 2.6b).

E. The Mounted Jaeger (MtdJ/JC) unit can be in either of two modes, mounted or dismounted (but never both modes simultaneously). When mounted, use a counter labeled "Mtd" to designate that it is mounted. To change from mounted to dismounted mode or vice versa, the unit must expend all of its MPs and can assume any eligible Facing and Formation in its hex. When mounted, the unit cannot perform a Cavalry Charge or Pursuit, but may engage in Close Combat; however, treat the Mounted Jaegers as infantry for all Close Combat purposes. The Mounted Jaegers have a movement allowance of 7 MPs and move as cavalry when mounted. They may only act as Skirmishers when they are Dismounted.

4.1c Artillery

British army artillery comes in three types: Field (Fld), Light (Lt), and Regimental (Rgt). Field artillery have no inherent special rules. (However, see Monmouth rule 2.2d for special rules pertaining to artillery.) The single Light Artillery unit is treated as normal artillery except that it uses the 'Fire Multiples and Ranges' for regimental guns. The Light Artillery are not, however, regimental guns. The regimental guns do have special rules specific to them; see Monmouth rule 2.2d E.

4.2 British Leaders

4.2a British Leader Replacement

A. The British army line of seniority is as follows: Clinton, Cornwallis, Knyphausen, Grey, Stirn, Grant, Mathew, Leslie, Kospoth, Loos, and Wurmb.

B. General Clinton is the British Army Leader. He has a Wing Activation Number (WAN) of 7. If the Army Leader is lost, the most senior British leader replaces him as Army Leader. Any replacement Army Leader will have a WAN of 9 and a Command Rating of +1.

C. The British army has two Wing Leaders (Cornwallis and Knyphausen) and may have Detachment Leaders (see Monmouth rule 4.3). If a British Wing/Detachment Leader becomes a casualty (or becomes the Army Leader), he is succeeded by the most senior available Command Leader that is part of his Wing/Detachment. Command Leaders are replaced per Monmouth Rule 2.4b. Of the two Special Leaders (Clinton and Pattison) only Clinton can be replaced.

4.2b Specific British Leaders

A. General Clinton acts as both the Army Leader and a Command Leader in the 10:00 and 10:20 AM, June 28th, turns of scenarios 1, 3, and 4. For these two turns, Clinton is able to activate himself and all Independent British units that were on the map at the start of play using his Command Range for the LOC (which is traced like an Army Leader). For these two turns, Clinton is, in effect, the Command Leader for these Independent units. If Clinton is lost before Cornwallis arrives on the battlefield, Series Rule 21.6 will come into effect. If, on the 10:00 or 10:20 turns, there is a Special Initiative Result that affects a Command, it instead affects only one British unit.

B. Major General Grant commands both his own Command (the 1st Brigade) and, when desired, the 2nd Brigade as well. Ordinarily, the 2nd Brigade can be activated as its own Command under its generic Commander. However, if the British player wishes, he may use Grant to activate the units of both the 1st and 2nd Brigades as well as the 2nd Brigade Commander. All normal rules for Activation apply. If the British player obtains a Wing Activation (see Monmouth Rule 2.4a), he may use this result to activate both of Grant's Commands and an additional third Command. If Grant becomes a casualty, his successor cannot activate the 2nd Brigade.

C. Major General Grey commands both his own 3rd Brigade and, when desired, 4th Brigade as well. The rules for him are the same as for MG Grant.

D. Brigadier General Pattison is a leader with special artillery ability. When stacked with an activated artillery unit, that artillery unit and all British artillery units that have not yet been activated in the current turn in the same and/or adjacent hexes may fire at the same target during the Fire Combat Segment, even if the target is 4 or more hexes away in range. However, this 4+ range fire is conducted separately by each hex of artillery units involved. Pattison also has the ability to attach any British artillery unit within 5 hexes to any British Command as described in Standard Rule 6.4. Pattison, as a Special Leader, can be activated along with any British Command or Wing.

4.3 British Detachments

There is no British Detachment in scenario 1. In scenarios 2, 3, and 4, a British Detachment can be created during any Command Control Segment. To create a Detachment, the British player announces the Wing Leader who will command the Detachment. This Detachment Leader must be outside the LOC of the Army Leader. Either Wing Leader (Knyphausen or Cornwallis) can be made a Detachment Leader under Standard Rule 24.0, and the Detachment must consist only of Commands belonging to that Detachment Leader's Wing. The leader remains a Detachment Leader until he rejoins the Main Army per Standard Rule 24.3. No more than 1 British Detachment can be voluntarily in play at any one time.

4.4 British Movement Rules

4.4a British Voluntary Rout

A British unit may not Voluntarily Rout unless it is already Disordered/Shaken and:

  • When activated, is within 5 hexes and LOS of a non-routed American infantry unit; or
  • When activated, is within 10 hexes and LOS of a non-routed American cavalry unit; or
  • Is fired on by an American artillery unit (the British unit may immediately Rout); or
  • Becomes Shaken/Disordered as the result of American artillery fire (the British unit may immediately Rout).

This rule does not apply in Scenario 4 on June 29th turns.

4.4b British Initial Movement Limitations

During the 10:00, 10:20, and 10:40 AM turns of 28 June, British units starting the battle on the map have their movement allowance limited as follows: infantry and artillery units have 2 MPs; cavalry units have 4 MPs. Moreover, no British infantry or cavalry units can change their Formations during these same turns. Infantry units, however, may Rapid March. These limitations end for all British units if an American unit moves within one hex of or adjacent to any British unit or initiates Close Combat during a friendly (i.e., American) Activation. This limitation does not apply to any British reinforcements arriving during these turns.

5. Terrain Notes

5.1 General Notes

Section 5 is mostly for reference, but it should be read through at least once as there are some terrain-specific rules detailed here. The 'Terrain Effects Chart' (TEC) shows the costs for each terrain type for different unit types in differing formations. Take care that you use the correct column for a unit's type/formation. Also note that the stacking limits are included in the TEC. The numbers in parentheses show the maximum stacking allowed (in SPs) for each unit type/formation. Other notes listed on the TEC are fully explained in this section.

5.2 Hexes

5.2a Open Hexes

Open terrain is basic, open terrain--plains and fields. Open terrain does not block Line of Sight and is clear terrain.

5.2b Grade Hexes

If an artillery unit or unit in Line moves from one grade hex to another without crossing a slope hexside, the MP cost is an additional ½ MP. Artillery may not prolonge into a grade hex. A unit/stack attacking in Close Combat from one grade hex to another grade hex without crossing a slope hexside has its CV decreased by -1. Grade hexes do not block LOS but they are non-clear terrain for a Disorder Check (A) and for Series Rule 8.7.

5.2c Orchard Hexes

An orchard hex is clear terrain, but it blocks LOS. This is its only effect. Orchard hexes have the tree symbols laid out in a regular pattern and the hex background has a yellow-green tone.

5.2d Woods Hexes

A unit/stack defending in Close Combat in a woods hex has its CV increased by +1. A unit undergoing a Morale Check in a woods hex has its Effectiveness Rating reduced (i.e., improved) by -5. To be a woods hex, the hex must contain at least four tree trunks that randomly intersect the ground within the hex. Treat a combination marsh/woods hex as a marsh hex for movement and as a woods hex for combat, LOS, and Morale Checks. For the special effects of woods on cavalry, see Monmouth Rule 2.3e. Artillery may not prolonge in a woods hex. A woods hex blocks LOS and is non-clear terrain for a Disorder Check (A) and for Series Rule 8.7.

5.2e Marsh Hexes

Marsh hexes force infantry and cavalry to cease movement and go to General Order upon entry into the hex. They then must undergo a Disorder Check (A) after entering the hex. Artillery may not enter marsh hexes. Units in Skirmish formation retain their Skirmish formation in marsh hexes. Treat a marsh/woods hex as a marsh hex for movement and as a woods hex for combat, LOS, and Morale Checks. Marsh does not block LOS but is non-clear terrain for a Disorder Check (A) and for Series Rule 8.7.

5.2f Building Hexes

These have no effect on play and are only for historical interest.

5.2g Road Hexes

These represent both well-traveled roads (major roads) and those less frequently used (minor roads). A unit performing road movement expends MPs at the Road Movement rate (see Series Rule 11.2c). Along a major road, the Road Movement rate is up to 3 continuous road hexes of movement for every ½ MP expended by the unit (basically 6 hexes per MP). Along a minor road, the Road Movement rate is up to 2 continuous road hexes of movement for every ½ MP expended by the unit (basically 4 hexes per MP). If, in expending ½ MP, a unit traverses both a major and minor road during road movement, that unit can only move a maximum of 2 road hexes for that ½ MP expenditure. Leaders move along major and minor roads at these Road Movement rates. As an exception to the above, during Night turns, the road movement rate is reduced. A unit instead expends ½ MP per road hex. This applies whether the unit is moving along a major or minor road.

5.2h Stream Hexes and Hexsides

These have no effect on play and are provided for historical interest and to assist in determining the elevation of contour lines. Treat as per other terrain in the hex or along a hexside.

5.2i Lake Hexes and Hexsides

The "Mill Pond" is treated as a lake. Movement or Close Combat in a lake hex or across a hexside that is more than half water is prohibited.

5.3 Hexsides

5.3a Bridge Hexsides

A unit in Road Column may cross a bridge hexside at no additional MP cost. A unit/stack attacking across a bridge hexside in Close Combat has its CV decreased by -1 instead of the usual -3 for a creek hexside. Bridge does not block LOS but is non-clear terrain for a Disorder Check (A) and for Series Rule 8.7.

5.3b Creek Hexsides

Non-Skirmish units crossing a creek hexside enter General Order, immediately cease movement, and must make a Disorder Check (A). Units in Skirmish Formation or Routed units do not adopt General Order after crossing a creek hexside; however, they must cease movement in the first hex entered after crossing, unless the creek hexside is bridged. A unit attacking across a creek hexside in Close Combat has its CV decreased by -3. An artillery unit forced to cross a creek (not bridge) hexside is eliminated. A cavalry unit may not perform Charge movement or Pursuit across a creek hexside. Cavalry may perform Close Combat across a creek hexside but if it advances after combat it enters General Order and ceases movement. Creek does not block LOS but, when crossing the hexside, is non-clear terrain for a Disorder Check (A) and for Series Rule 8.7.

5.3c Hedgerow Hexsides

The only hedgerow hexsides are those labeled "The Hedgerow," which runs from W1725 to W2422. A non-Skirmish infantry or a cavalry or artillery unit crossing a hedgerow hexside expends all its MPs to do so. This means it must occupy a hex containing the hedgerow hexside at the start of its Activation in order to cross it in that same Activation. In addition, it undergoes a Disorder Check (A) after crossing the hedgerow. Fire Combat across a hedgerow hexside against a unit occupying a hex containing that same hedgerow hexside is at 3/4 of its normal strength (i.e., multiplied by .75). A unit/stack attacking in Close Combat across a hedgerow hexside has its CV decreased by -2. A cavalry unit may not perform Charge movement or Pursuit across a hedgerow hexside. Hedgerow does not block LOS and, when crossing the hexside, it is non-clear terrain for a Disorder Check (A) and for Series Rule 8.7.

5.3d Regular Slope Hexsides

Artillery may not prolonge across a regular slope hexside. Fire Strength is halved (rounded) for a unit firing across a regular slope hexside from a lower to a higher elevation hex. A unit attacking in Close Combat across a regular slope hexside from a lower to a higher elevation hex has its CV reduced by -2. Regular Slope does not block LOS but, when crossing the hexside, it is non-clear terrain for a Disorder Check (A) and for Series Rule 8.7.

5.3e Gentle Slope Hexsides

Units in Line and artillery incur an added MP cost only when crossing a gentle slope hexside from a lower to a higher elevation hex. A unit does not incur this cost when going from a higher to a lower hex. An infantry or cavalry unit in a Column formation never incurs an MP cost for crossing a gentle slope hexside. A unit attacking in Close Combat across a gentle slope hexside from a lower to a higher elevation hex has its CV reduced by -1. Gentle slope is clear terrain and does not block LOS.

5.4 Line Of Sight

5.4a Elevation Levels and Contours

A. The Battle of Monmouth maps use contour lines to depict elevation. These lines are in 25-foot intervals. Each hex belongs to a single elevation. All the hexes between 2 different contour lines are at the same elevation. Note that, for artistic purposes, the contour lines have been drawn approximately rather than exactly along hexsides. A hex is considered to be at the elevation where the majority of the hex's area lies. The elevation of hexes should be obvious in almost all cases. If the hex's elevation is ambiguous, the hex is considered to be at the height of the contour line passing through it; if the hex has more than 1 contour line, the hex is considered to be at the higher level. Contour lines do not affect movement. (To follow the examples below, see The Battle of Monmouth Maps for instructions on hex designations.)

B. Elevation features (hills, spurs, ridges, etc.) are not treated as flat layers of terrain. Although it is not shown on the map, each elevation has a crest or hilltop, and LOS is blocked by them. The location of a crest or hilltop is determined by the relative position of the units between which the LOS is being traced and the contour lines the LOS crosses.

C. Because of the short Fire Combat ranges involved and the broken nature of the Monmouth battlefield, virtually all LOS questions can be resolved by the intuitive reasoning of the players. However, when a question remains or the situation is too close to call, players must resort to the following procedure which itself might not yield an indisputable conclusion. In the extreme case where the LOS cannot be determined, roll the die to arbitrate the question.

5.4b Determining Line of Sight

A. To determine a unit's position on an elevation feature relative to some other unit's position on the same or different elevation level, follow this procedure:

  1. Trace a LOS from the center of each hex occupied by the units in question and extend it beyond each unit. The hexes containing contour lines that this LOS crosses are called intersection hexes. When there is a pair of intersection hexes for the same (connected) higher elevation contour line, then the LOS crosses an elevation feature (a hill, spur, ridge, etc.). If only one intersection hex is generated for a contour line, it can be ignored, since there is no elevation feature relevant to that LOS.

  2. Count the number of the LOS's hexes between these intersection hexes (inclusive). If the number is even, the elevation feature's crest is the hexside halfway between the 2 intersection hexes along the LOS. If the number is odd, the feature's hilltop is the hex midway between the intersection hexes along the LOS. (There will be either a crest or a hilltop, never both.) The hexes between the crest/hilltop and the intersection hex that is closest to the hex from which the LOS is being traced are called forward slope hexes; those between the crest/hilltop and the farther intersection hex are the reverse slope hexes. (Note: A hilltop hex is neither a forward nor reverse slope hex.)

  3. Determine the crest/hilltop for each elevation feature between the 2 units and for the features they are on (if any). Crests/hilltops block LOS if either unit occupies one of the reverse slope hexes (i.e., is on the reverse slope).

Example 1: An LOS is traced between units on hexes E2920 and E2522. There are 2 intersection hexes: E2920 and E2721. The inclusive distance between them along the LOS is 3 hexes: E2920, E2821, and E2721. There is a hilltop at hex E2821. No LOS exists between the units because they are on opposite sides of this hilltop hex.

Example 2: An LOS is traced between units on hexes E2207 and E2804. There are 3 pairs of relevant intersection hexes: E1908-E2306; E1908-E2406; and E2804-E2903. The distance between the first pair is 5 hexes, placing a hilltop at hex E2107. The distance between the second pair is 6 hexes, placing a crest at E2107/E2207. The distance between the third pair is 2 hexes, placing a crest at E2804/E2903. The lower hexes between the units at E2505 and E2605 are irrelevant. An LOS exists between the units because each of them is on the forward slope sides of the elevation features defined by intersection hexes and there is no intervening terrain that lies between them.

Example 3: An LOS is traced between unit on hexes E3504 and E3509. There are 3 pairs of intersection hexes: E3501-E3506 (with a crest at E3503-E3504); E3503-E3505 (with a hilltop at E3504); and E3509-E3511 (with a hilltop at E3510). Disregard E3509 as it is not a pair of hexes although it has two contour lines of the same elevation. Since no hilltops or crests lie between the units, the LOS is not blocked.

Example 4: An LOS is traced between 2 units on hexes E335J and E3849. There are 2 intersection hexes: E3451 and E3749. However, they are on different contour lines, and there are no pairs for the same contour line. The LOS is valid.

Example 5: An LOS is traced between 2 units on hexes E2810 and E3513. The intersection hexes at E3011 and E3111 create a crest at hexside E3011-E3111. There is no LOS because both units are on opposite sides of that hilltop.

B. An LOS can be traced into but not through hexes with combat units, with terrain identified as blocking LOS (see Terrain below), or a hilltop hex. LOS can be traced through a hex occupied by a leader. LOS also cannot be traced through a crest hexside (Exception: An LOS can be traced through a crest hexside when both units are adjacent to the same crest hexside).

Example 6: An LOS is traced between 2 units on hexes E3404 and E3504. The 2 intersection hexes, E3303 and E3605 create a crest hexside between the units. Even though both units are on the reverse slopes of the elevation feature, there is a LOS between the units because they are adjacent to one another along the crest hexside.

C. Due to the greatly varying topography of the battlefield, elevation numbers have not been placed on the contour lines for aesthetic reasons. Players can instead use the many streams, which are of course at lower elevation, to determine the relative elevation of contour lines for determining LOS.

6. Special Results Notes

6.1 General Notes

Section 6 does not need to be read as "rules." This section is a reference for use when Special Results are rolled. The various 'Special Results' tables contain abbreviated descriptions of the results, but the full explanations of those results are given in this section. Because of this, players should read these notes for each result until such time as they become familiar enough with them to be able to use the abbreviated descriptions.

6.2 Initiative Special Results

There are four Initiative Special Results that are marked with an asterisk on the chart and in these rules. When one of these results is successfully applied to a Command Leader, none of these asterisked events, of any type, can be applied to him for the rest of the turn.

6.2a Army Morale

A. When a '00' Initiative result is rolled, both sides make an Army Morale Check based on their armies' current level of losses, but with an automatic -1 to the roll. (This Army Morale Check is not made by a player who has not yet reached any triggering Army Loss levels.) An Army Leader can modify this Army Morale Check as any normal Army Morale Check with whatever he has left of his Command Rating (per Series Rule 23.2b), but the points used will be subtracted from his Command Rating for the remainder of the hour (until the next :00 turn). He may not apply Command Rating points that have already been used in the current hour.

B. This Army Morale Check must be made even if the current level of losses has already been rolled for. If the current level of army losses has not yet been rolled for, then this check is considered to have "used up" that loss level for purposes of rule 23.1c (though further '00' rolls can still be made on that loss column). This event is used in addition to the normal hourly Army Morale Checks but may be applied only once per turn; any further Army Morale results on a given turn are ignored.

C. If a player rolls a natural '0' for this Special Result's Morale Check, his Army Morale is reduced by -5; the troops have taken fresh courage. Army Morale cannot be reduced below 0.

6.2b Leader Lapse

A. The affected Army Leader may not trace his LOC--even to his own hex. In effect, all other leaders will have to roll for Initiative. He may not use his Command Rating to modify the Initiative dice roll or Army Morale rolls (although his WAN is still used for any potential Wing Activations). This result is to be applied only to whomever is the current Army Leader.

B. If, on the same Game Turn, this event is rolled again, the Army Leader can function normally. An Army Leader can have this event affect him and then be removed from him as many times as the event is rolled in a turn.

6.2c Confusion*

A. The player who did not roll this Special Result picks an unactivated Command of the player who did roll this Special Result. The affected player must roll two Leader Initiative rolls for the affected Command Leader. If he fails both rolls, the Command is marked as Finished and may not be activated. If he passes one roll, the Command is activated with ½ of its MPs (retain fractions but quarter the MPs for units that are Disordered or Out of Command) but no Rapid March is allowed, nor may it initiate any Close Combats, attach units or activate Independents. If he passes both rolls, the Command is activated without penalty.

B. If all of the combat units of the chosen Command are outside of the Command Range of their leader, or if the Command does not have a Leader on the map, do not roll for Initiative--all units are automatically considered as Finished.

C. This Special Result is applicable once the End Turn has been reached, but any movement is subject to the End Turn limitations found in Series Rules 6.7 and 6.8. Mark the affected Command Leader with a 'CAPTURED' counter to show that he has already "used" a Special Result for this turn. Remove all such markers during the Rally Segment.

6.2d Free Combat*

A. The player who rolled this result picks one of his Command Leaders who must pass an Initiative roll to be eligible for this event. If he fails the roll there is no penalty other than that there is no Special Result; the players roll again for Initiative.

B. If the Leader passes the Initiative roll, any eligible units of his Command or eligible Independent units will have either a Fire Combat or a Close Combat Segment--that is, the same type of combat must be chosen for all eligible units. For a unit to be eligible to take advantage of this result it must not be Disordered and must be within the Command Range of the chosen leader; furthermore an Independent unit has to be stacked with a combat unit or leader of the Command. If the units involved have not yet been activated, they are still not considered so. If there are mixed stacks with units from multiple Commands, only the units of the Command chosen may engage in combat, and only if they are the top units.

C. If the Command chosen is to initiate Close Combat, the units of the Command may advance one hex in order to engage in Close Combat. (Cavalry are allowed to advance one hex and then Charge.) Any such advance is subject to Op Fire and Op Charge. Stacked units must advance together--they may not advance one at a time to limit the effects of Op Fire.

D. This result is applicable once the End Turn has been reached with no End Turn limitations or restrictions. Mark the affected leader with a 'CAPTURED' counter to show that he has already "used" a Special Result for this turn. Remove all such markers during the Rally Segment.

6.2e Special Rally*

A. Pick any one Command and perform a Disorder Recovery Phase and then a Rally Phase for all units of the Command that are within the Command Range of their Leader. If units of the Command are stacked with units of other Commands, the whole stack receives the benefit. If the Command has not yet been activated, it is still not considered so.

B. This result is applicable once the End Turn has been reached with no End Turn limitations or restrictions. Mark the affected leader with a 'CAPTURED' counter to show that he has already "used" a Special Result for this turn. Remove all such markers during the Rally Segment. This event is always considered to be successfully applied to the leader, even if all units fail their Rally or Disorder Recovery rolls.

6.2f Leader Initiative*

A. Pick one Command (and any attached or Independent units that are stacked with a unit or leader of the Command) for a possible free Movement Segment (only).

B. All affected units must be within the chosen Command Leader's Command Range, and the leader must make an Initiative roll and pass it. If he does pass, he is 'In Command' and all affected units get a free Movement Segment. If he does not pass the Initiative roll there is no event.

C. If the Command (or Independents) has not yet been activated, it is still not considered so. If the Command (or Independents) has been activated, this is an extra move. If this is applied to a Command of a Detachment, it does not trigger Series Rule 24.2b.

D. This result is applicable once the End Turn has been reached, but any movement is subject to the End Turn limitations found in Series Rules 6.7 and 6.8. Mark the affected leader with a 'CAPTURED' counter to show that he has already "used" a Special Result for this turn. Remove all such markers during the Rally Segment.

6.2g Battle Tempo

The player may move the END TURN (or HOUR) marker up or down one box on the 'Turn Record Track.' Once the 'End' box is reached, this result is a no effect.

6.3 Infantry Fire Special Results

This table is used for infantry's regular fire and Opportunity Fire but not for Defensive Fire. For rerolls, retain all originally calculated modifiers and rolls of 00-09 are not Special Results.

6.3a Leader Losses

A diceroll of 00, 02, 04, 06, 08 causes a possible leader casualty check, which is made using the 'Leader Loss Table' before the Special Result is applied.

6.3b Free Fire

Reroll two times. Apply the first roll's result before making the second roll. The firing units are Disordered after all firing. An already Disordered unit is marked 'Shaken/Disorder.'

6.3c Full Volley

Double the total Fire Strength and reroll.

6.3d Poor Discipline

Adjust the odds column one column to the left and reroll.

6.3e Blowing Smoke

If the range is 1 hex, reroll and subtract 20 from the result. If the range is 2+ hexes, the fire has no effect.

6.3f Ammo Low

Halve the Fire Strength (rounded) and reroll. After the fire is resolved, make a Morale Check (J) for the firing units but with a -5 ER modifier.

6.4 Artillery Fire Special Results

This table is used for artillery's regular fire and Opportunity Fire but not for Defensive Fire. For rerolls, retain all originally calculated modifiers and rolls of 00-09 are not Special Results.

6.4a Leader Losses

A diceroll of 00, 02, 04, 06, 08 causes a possible leader casualty check, which is made using the 'Leader Loss Table' before the Special Result is applied.

6.4b Rapid Fire

Reroll two times; apply the first roll before making the second roll.

6.4c Accurate Fire

Shift the odds column one to the right and reroll.

6.4d Wild Fire

A unit or stack, enemy or friendly, adjacent to the original target stack becomes the new target. If there are several adjacent and eligible units or stacks, determine the new target randomly. If there is no adjacent unit or stack, or the new target is outside the range or facing of the firing unit, treat the result as 'No Effect.' A unit that is out of LOS can be the new target. Use the odds and modifiers originally calculated and reroll the Fire Combat, applying the result to the new target.

6.4e Caisson Explosion

Reroll the combat. Whatever the rerolled result (even a 'No Effect' result) if the target hex or any adjacent hex contains an artillery unit, the artillery loses 1 SP in addition to the normal Fire Combat result. This extra 1 SP artillery loss result is not halved per Standard Rule 12.9f. If there are multiple eligible artillery units, randomly determine which one is affected. A Morale Check (A) is made for any stack that loses an artillery SP from this result even if the rerolled diceroll is not even.

6.4f Blowing Smoke

If the target is at 1 hex range, reroll the dice and subtract 20 from the result. If the target is at 2+ range, there is no effect.

6.4g Ammo Low

Halve the Fire Strength (rounded) and reroll. After the fire is resolved, make a Morale Check (J) for the firing units but with a -5 ER modifier.

6.4h Ammo Exhausted

The fire has no effect. The artillery unit is displaced one hex to the rear (or more hexes to avoid illegal stacking) and is placed in Limbered formation. After the displacement, make a Morale Check (J) for the firing units with a +5 ER modifier.

6.5 Defensive Fire Special Results

For rerolls, retain all originally calculated modifiers and rolls of 00-09 are not Special Results.

6.5a Leader Losses

A diceroll of 00, 02, 04, 06, 08 causes a leader casualty check, which is made using the 'Leader Loss Table' before the Special Result is applied.

6.5b Whites Of Eyes

Defenders hold their fire until the last possible moment. Shift the calculated odds one column to the right and reroll.

6.5c Premature Fire

Impatient defenders fire too soon. Halve the total Fire Strength (rounded) of all firing units and reroll.

6.5d Blowing Smoke

The defender's aim is obscured. Defensive Fire is cancelled.

6.6 Leader Loss Special Results

Leader Loss Special Results are applied whenever any even numbered (00, 02, 04, 06, 08) Special Result is rolled for Fire Combat, Defensive Fire, or Artillery Fire. Subtract 1 from the dieroll if any of the firing units are: 1) artillery at 1-3 hex range, or 2) skirmishers. (Exception: Do not apply this -1 bonus to the 'Fate' result or to the 'Wounded' roll.) Leader Losses for Close Combat use a different format as found in the 'Close Combat Special Results.'

6.6a Fate

Pick any enemy Leader. Roll one die for that Leader (without any modifiers): 0 = Killed, 1 = Wounded, 2-9 = No Result.

6.6b The Lucky Shot

Randomly pick any enemy Leader within range and in Line of Sight of the firing units. ('Randomly' means that the Leaders that can potentially be affected should be identified and then a die rolled to determine which leader is affected.) Roll a die for that Leader: 0-3 = Killed, 4-7 = Wounded, 8-9 = No Result.

6.6c In the Line of Fire

Roll one die separately for each enemy Leader in or adjacent to the target hex: 0-2 = Killed, 3-5 = Wounded, 6-9 = No Result.

6.6d Braving Enemy Fire

Roll one die separately for each enemy Leader in the target hex: 0-2 = Killed, 3-5 = Wounded, 6-9 = No Result.

6.6e Wounded Results

If a 'Wounded' result is obtained, roll another die for the duration of the wound. The number of turns that the Leader is lost is equal to half the die roll (rounded). Place the wounded Leader the number of turns indicated forward on the 'Turn Record Track.' A roll of '0' means the Leader does not leave the battle but he is still considered wounded for Series Rule 21.4c.

6.7 Pursuit Special Results

A Pursuit Special Result re-roll of '0' is a roll of zero PPs but a Recall Disorder Check (F) must still be made.

6.7a No Quarter!

Re-roll for Pursuit Points and the Routed units suffer 2 SPs lost for each hex of Pursuit. Voluntary Recall is allowed.

6.7b No Control

Re-roll for Pursuit Points and add 5 to the result. No voluntary Recall is allowed for the length of the Pursuit. If the pursuing unit is Disordered, halve the total Pursuit Points (rounded). If the pursuing cavalry eliminates its opponent, it will still engage in Pursuit to its full extent in a straight line from where the last enemy SP was eliminated. Modifiers to the Recall Disorder Check (F) are based on the entire Pursuit.

6.7c Hesitation

Re-roll for Pursuit Points and halve (round down) the result (quarter if unit is Disordered). Recall is allowed.

6.7d No Pursuit

There is no Pursuit but the involved units must still make a Recall Disorder Check (F).

6.8 Close Combat Special Results

When a Close Combat Special Result is rolled, consult the 'Close Combat Special Results' table and use the protocol as set forth in Series Rule 14.8.

6.9 Morale and Disorder Check Special Results

6.9a The Tables

First, identify the check required (Disorder or Morale) and the letter designation (A, B, H, etc.) of the Disorder or Morale Check. Next, cross-index the dice roll with the results listed for that letter designation. Some of the rolls produce a numbered hierarchy of results. When this is the case, always check to see if result #1 applies first. If result #1 does not apply, then use result #2. If result #2 does not apply, use result #3. Whatever modifier is listed for any re-roll, that is the only modifier that is used for the re-roll; ignore all previously calculated modifiers. Note that some Morale results, marked with an asterisk (*), can cause leader losses. This possible leader loss is different from any other leader loss in the game and is explained below the 'Morale Check Special Results' table.

6.9b Shaken/Disorder

When a result states that a unit becomes 'Shaken/Disordered' its new morale/organizational state is applied to its existing state as follows:

A. A Disordered or non-Disordered unit in Good morale becomes 'Shaken/Disordered.'

B. A Disordered or non-Disordered unit with Shaken morale Routs (artillery is eliminated--even in Monmouth).

C. A non-Shaken unit in Skirmish formation is 'Shaken.'

7. Scenarios

7.0 Introduction to the Scenarios

7.0a Overview

There are 4 scenarios in Monmouth. The first scenario focuses on the British attack on Lee's Advanced Corps. The second scenario covers the American counterattack. The third scenario is the historical full battle of June 28th. The fourth scenario is an extended full battle scenario that allows players to commit all of their forces for a potential two day battle.

7.0b Format

The scenarios are presented in the following format:

  • 7.# Brief summary of the scenario
  • 7.#a Special Rules
  • 7.#b American Setup
  • 7.#c British Setup
  • 7.#d Victory Conditions

7.0c Setup

A. Set up all units according to the setup instructions for the scenario. The specific units are listed, and then their setup hex or setup instructions is listed (in parentheses). The setup hex has a letter (W: West, or E: East) indicating which map to set up on, followed by the hex number. The initial Facing and Formation of each unit is noted in the scenario setups.

B. In all scenarios the line of retreat for any units will first of all be locally away from the enemy, but ultimately American units will flee towards hex W0201 and British units will flee towards hex E3915.

C. If the entry point for reinforcements is occupied by an enemy unit or in an EZOC, the reinforcements enter the map sheet on any map edge hex(es) within 5 hexes of the original entry hex. These alternative entry hexes may not themselves be occupied by an enemy unit or EZOC. This is a change to the last sentence in Standard Rule 22.4.

7.1 Scenario 1: Lee's Repulse

This scenario recreates the British counterattack by Clinton following Lee's advance against the rear of the British column marching to New York. The start point for this scenario shows the British rearguard, grenadiers, and 1st Division just at the moment when they are launching their counterattack.

7.1a Special Rules

A. This scenario starts on the 10:00 AM turn of June 28th and its last turn is the 1:00 PM turn of June 28th. The End Turn Number is 7. Both maps are used, but no movement is allowed west of the W21xx hex row. However, an American unit may exit the map and be out of play by moving west of the W21xx hex row; such units are out of play but are not eliminated and do not count for army losses.

B. The American player deploys his units first. All units start in the Formation and Facing indicated. Where more than one hex of deployment is allowed, different units of the same Command may start in different, eligible hexes. American units that set up in Line may form a Hook prior to the start of the battle. Unless otherwise stated, Command Leaders can set up with any unit of their Command.

C. Optional Scenario 1 Variant: This variant includes Morgan's Command in Lee's Detachment by assuming that Morgan was not misled about the day of Lee's attack. The British forces provided assume that Morgan's commitment to the American vanguard frees some British units to reinforce their rearguard.

i. As part of the American deployment, place all units of Morgan's Command (MOR) within 4 hexes of hex E1535 in any desired Facing and Formation. Morgan is stacked with any unit of his Command. Morgan's Command is not subject to the rules for General Lee (Monmouth Rule 3.2b G).

ii. The British player can select units totaling up to 25 SPs from the British "Flank Guards" and/or "Jaeger Corps" (see the British Order of Battle display). These units deploy anywhere within 6 hexes of General Clinton and south of the Monmouth Court House-Shrewsbury Road in any Facing or Formation.

7.1b American Setup

MG Lee [LEE/GW] (within 1 hex of E1525)

BG Wayne [WAY/LEE] (E2024)

Col Grayson's Command [GD/LEE]:

  • Fld/GD (E1726, Unlimbered facing east)
  • Colonel Grayson, Patt/GD, Gray/GD, Va Bn/GD (within 1 hex of E2019 in Line facing east)

Col Jackson's Command [JD/LEE]:

  • Fld/JD (E1726, Unlimbered facing east)
  • Colonel Jackson, Jack/JD, Lee/JD, Hen/JD (within 1 hex of E2023 (except E2024) in Line facing southeast)

BG Scott's Command [SD/LEE]:

  • Bpm/SD (E2024 in Line facing southeast)
  • BG Scott, Cpm/SD, Gpm/SD, Ppm/SD, Fld/SD [x2] (within 1 hex of E0827 but no farther east than the E08xx hex row; infantry are in Line and artillery are in any Formation; units face east or southeast)

BG Maxwell's Command [NJB/LEE]:

  • SCLH/NJB (E1924 in Line facing southeast)
  • 1NJ/NJB (E1023), 2NJ/NJB (E0923), 3NJ/NJB (E0823), 4NJ/NJB (E0723), Fld/NJB (E0623)
  • The infantry and artillery units all set up in March Column or Limbered, facing the easternmost road hexside in their hex.

MG Lafayette's Command [LAF/LEE]:

  • LBn/LAF, SBn/LAF, WBn/LAF, Fld/LAF (within 1 hex of E1525 in any Formation facing southeast)

Col Durkee's Command [DD/LEE]:

  • See Monmouth Rule 3.2b F for Col Durkee's status
  • RIBn/DD (E1228 in Line facing east)
  • CTBn/DD (E1229 in Line facing east)
  • Fld/DD (with either infantry unit; Unlimbered facing east)

7.1c British Setup

General Clinton [HC] (E2827)

See Monmouth Rule 4.2b A for General Clinton's status.

Independent Units:

  • 16 Da (E3020 in Line facing west)
  • 16 Db (E2628 in Line facing northwest)
  • 16 Dc (E2429 in Line facing northwest)
  • A/QR (E3025 in Skirmish facing west)
  • B/QR (E3024 in Skirmish facing west)
  • QRD (E3023 in Line facing west)
  • A/1 Lt (E3022 in Skirmish facing west)
  • B/1 Lt (E3021 in Skirmish facing west)
  • Lt/COR (E2925, Unlimbered facing west)

British Reinforcements:

A. LG Cornwallis [COR/HC] accompanies any unit in the second group of British reinforcements. BG Pattison [PAT/HC] enters with any non-German British artillery unit. All other leaders enter with any unit of their Command.

B. The first group of British reinforcements arrives during the 10:20 AM turn at E3915 in Road Column. They may expend only 2 MPs in that turn, and are not eligible for the Leader Initiative Special Result in their turn of entry. They arrive in the following order: Cornwallis Field Artillery [Fld/COR], 2nd Grenadier Battalion [2 Gr], 1st Grenadier Battalion [1 Gr], Lengerke Grenadiere [Len/HG], Linsingen Grenadiere [Lin/HG], and Minnigerode Grenadiere [Min/HG]. Colonel von Kospoth [HG/COR] may enter with any of the Hessian Grenadiere.

C. The second group of British reinforcements arrives during the 10:40 AM turn at E3915 in Road Column and has no restrictions upon arrival except that units in this second group must arrive in the following exact order:

  • BG Mathew's Guards Command [Gds/COR]: 2 Gd/Gds, 1 Gd/Gds
  • BG Leslie's 5th Brigade [5th/COR]: Fld/5th, 63/5th, 26/5th, 7/5th
  • The 4th Brigade [4th/COR]: Fld/4th, 64/4th, 46/4th, 37/4th, 33/4th
  • MG Grey's 3rd Brigade [3rd/COR]: Fld/3rd, 44/3rd, 2/42/3rd, 1/42/3rd, 17/3rd, 15/3rd

7.1d Victory Conditions

A. Victory is determined at the end of the 1:00 PM turn by comparing the value of the actual losses of the British and American sides as recorded on their respective 'Loss Charts' (do not count Routed units). Total the losses of both sides and then divide the British total into the American total. Next, round this result down to the second decimal place. For example, if the Americans have lost 17 and the British have lost 6, the 17 is divided by 6 (resulting in a 2.8333), rounded to 2.83. Finally, increase or decrease this number according to the modifiers below to produce the victory result.

B. Add .25 to the victory result if the British occupy all the hexes comprising the orchard at W2314, W2414, W2415, and W2514. For purposes of this rule, "occupy" means that a non-Routed British unit was the last unit to enter the hex.

C. Add 1.00 to the victory result if a non-Routed British unit is in or adjacent to W2220 at the end of the scenario and the British line of communications to that hex is not interdicted. For purposes of this rule, the British line of communications consists of any continuous road hexes from W2220 to hex E3915 inclusive. "Interdicted" is defined as: 1) a non-Routed American unit or its ZOC occupies any above road hex; and/or 2) a non-Routed American unit can perform Fire Combat against any hex of the line of communications. When determining if Fire Combat can be performed against a hex of the line of communications, ignore the presence of units that block an American LOS.

D. Add .25 to the victory result if a non-Routed British unit is in or adjacent to W2220 at the end of the scenario and the line of communications is interdicted as described above.

E. Subtract 1.00 from the victory result if a non-Routed American unit is in or adjacent to E3915 at any point in the scenario.

F. Victory is based on where the modified victory result falls within the following ranges:

  • British Major Victory: 3.00 or higher
  • British Minor Victory: 2.25 or greater but less than 3.00
  • Draw: less than 2.25 but greater than 1.75
  • American Minor Victory: 1.75 or less but greater than 1.00
  • American Major Victory: 1.00 or lower

G. The game is automatically a draw unless there is a loss value of at least 8 for the side with the greater number of SPs lost as recorded on the unit roster.

Example 1: The Americans have lost 9 SPs and the British 6, yielding a 1.50. The British occupy Hex W2220 with an Unrouted unit and have an uninterdicted line of communications to Hex E3915. The result is therefore 2.50 and a British minor victory.

Example 2: Same as Example 1, except the British also occupy or were the last to occupy the four orchard hexes. The result is therefore 2.75 and a British minor victory.

Example 3: Same as Example 1, except that the Americans had a non-Routed unit adjacent to Hex W3915 on the 12:20 turn. The result is therefore 1.50 and an American minor victory.

7.2 Scenario 2: Washington's Stand

This scenario recreates the American stand under Washington after the British counterattack against Lee's advance. The start point for this scenario is at the conclusion of the indecisive artillery duel between the opposing massed batteries of the British rearguard and the American main body.

7.2a Special Rules

A. This scenario starts at 3:00 PM of June 28th and its last turn is 11:00 PM of June 28th. The End Turn Number is 9.

B. The British player deploys his units first. All units start in the Formation and Facing indicated (units in Line may also be in Hook). Where more than one hex of deployment is allowed, different units of the same Command may start in different, eligible hexes. Unless otherwise stated, Command Leaders can set up with any unit of their Command.

C. Due to the early fighting and due to many units still being off map, not all Commands or even units of a Command are part of this battle. This is intentional.

7.2b American Setup

General Washington [GW] (with any unit of Alexander's Wing)

BG Knox [KNO/GW] (W1918)

BG Dickinson's Independent Command [DIC]:

  • HM/DIC, MoM/DIC, MiM/DIC, BM/DIC (in a woods hex within 1 hex of W2208 in Line facing east)

Remnants of the Advanced Corps:

MG Lafayette [LAF/LEE] (W1408 or W1409)

BG Maxwell's Command [NJB/LEE]:

  • 1NJ/NJB (W1409 in Line facing east)
  • 2NJ/NJB (W1408 in Line facing east)
  • Lafayette can extend Washington's Command Range to this Command (see Monmouth Rule 3.2b A.)

BG Scott's Command [SD/LEE]:

  • Cpm/SD, Ppm/SD, Fld/SD [x1] (within 1 hex of W1613 in any Facing and Formation)
  • Fld/SD [x1] (within 1 hex of W1527) Treat this artillery unit as an Independent unit. It sets up Unlimbered in any Facing.

Alexander's Wing:

MG Alexander [ALE/GW] (with any unit of his Wing)

Colonel Bailey's Command [LEA/ALE]:

  • 2Ma/LEA, 8Ma/LEA, 9Ma/LEA (hexes W1717 and/or W1817 in Line facing southeast)
  • Fld/LEA (W1819, Unlimbered facing southeast)

BG Glover's Command [GLO/ALE]:

  • 1Ma/GLO, 4Ma/GLO, 13Ma/GLO, 15Ma/GLO (W1818 and/or W1917 in Line facing southeast)
  • Fld/GLO (W1819, Unlimbered facing southeast)

Colonel Irvine's Command [1PaB/ALE]:

  • 1Pa/1PaB, 2Pa/1PaB, 7Pa/1PaB, 10Pa/1PaB (W1620 and/or W1719 in Line/General Order facing southeast)
  • Fld/1PaB (W1918, Unlimbered facing southeast)

Colonel Johnston's Command [2PaB/ALE]:

  • 4Pa/2PaB, 5Pa/2PaB, 11Pa/2PaB, 1NY/2PaB (W1518 and/or W1419 in Line/General Order facing southeast)
  • Fld/2PaB (W1918, Unlimbered facing southeast)

Colonel Magaw's Command [3PaB/ALE]:

  • 3Pa/3PaB, 6Pa/3PaB, 9Pa/3PaB, 12Pa/3PaB, Malc/3PaB, Spen/3PaB (W1619 and/or W1718 in Line facing southeast)
  • Fld/3PaB (W2018, Unlimbered facing southeast)

Greene's Wing:

MG Greene [GRE/GW], LC Du Plessis-Mauduit [duPM/GRE] (within 1 hex of W1527)

BG Huntington's Command [HUN/GRE]:

  • 1&7Ct/HUN, 2&5Ct/HUN (W2017 and/or W2016 in Line facing east)
  • Fld/HUN (W2018, Unlimbered facing southeast)

BG Woodford's Command [WOO/GRE]:

  • 11&15Va/WOO, 3&7Va/WOO, Fld/WOO (within 1 hex of W1527 in Line/Unlimbered facing northeast)

American Reinforcements

A. The first group of American reinforcements consists of BG Poor's Command [POR/GRE], Colonel Febiger's Command [WEE/GRE], Colonel Clark's Command [NCB/GRE], and BG Smallwood's Command [1MdB/GRE]. These brigades arrive beginning on the 3:00 PM turn at W0201 in Road Column and may expend only 2½ MPs in that turn. They are not eligible for the Leader Initiative Special Result in their turn of entry. The Commands may be activated in any order desired.

B. The second group of reinforcements consists of BG Paterson's Command [PAT/ALE], BG Muhlenberg's Command [MUH/GRE], and the 2nd Maryland Brigade [2MdB/GRE]. These Commands arrive beginning on the 6:00 PM turn at W0201 in Road Column and may expend their entire movement allowance. The Commands may be activated in any order desired. MG von Steuben [STE/GW] arrives with any Command of these 6:00 PM reinforcements.

7.2c British Setup

General Clinton [HC] (with any British unit)

General Cornwallis [COR/HC] (with any British unit)

BG Pattison [PAT/HC] (W2222)

Independent Units:

  • 16 Da (W2328 in Line facing west)
  • 16 Db (W2329 in Line facing west)
  • 16 Dc (W2429 in Line facing west)
  • QRD (W2607 in Line facing west)
  • A/QR (W2706 in Skirmish facing west)
  • B/QR (W2707 in Skirmish facing west)
  • A/1 Lt (W2708 in Skirmish facing west)
  • B/1 Lt (W2709 in Skirmish facing west)
  • 1 Gr (W2323 in Line facing northwest)
  • 2 Gr (W2025 in Line facing northwest)
  • Lt/COR (W2608, Unlimbered facing west)
  • Fld/COR (within 1 hex of W2025, Unlimbered facing northwest)

Colonel von Kospoth's Hessian Grenadiers [HG/COR]:

  • LEN/HG (E0426), LIN/HG (E0427), MIN/HG (E0428)
  • All units set up in Line facing west.

BG Mathew's Guards Command [Gds/COR]:

  • 1 Gd/Gds (W2923), 2 Gd/Gds (W2824)
  • All units set up in Line facing northwest.

MG Grey's 3rd Brigade [3rd/COR]:

  • Fld/3rd (W2122, Unlimbered facing northwest)
  • 1/42/3rd (W2710), 2/42/3rd (W2314), 15/3rd (W2716), 17/3rd (W2715), 44/3rd (W2811)
  • All infantry units set up in Line facing west.

The 4th Brigade [4th/COR]:

  • Fld/4th (W2222, Unlimbered facing northwest)
  • 33/4th (W3427), 37/4th (W3430), 46/4th (W3428), 64/4th (W3429)
  • All infantry units set up in Line facing west.

BG Leslie's 5th Brigade [5th/COR]:

  • Fld/5th (W2321, Unlimbered facing northwest)
  • 7/5th (E0933), 26/5th (E0935), 63/5th (E0934)
  • All infantry units set up in Line facing west.

7.2d Victory Conditions

A. Victory is determined at the end of the 11:00 PM turn or when there are no more British units on the map sheet. Victory determination is based on the victory ratio, which itself is based on the comparison of the value of the losses of the British and American sides as recorded on the 'Loss Charts.' Routed units are not counted for victory purposes. Total the losses of both sides and then divide the lower total into the higher total. Next, round this result down to the first decimal place. (Example 1: If the Americans have lost 14 and the British have lost 20, the 20 is divided by 14 (resulting in a 1.4286), rounded to 1.4.)

B. Any British unit remaining on the game map at the end of the 11:00 PM turn also counts as one British SP loss. British units may exit the map edge within 5 hexes of E3915 on any moonlit or night turn. Once exited, a unit may not return to the battle.

C. The level of victory is based on where the modified victory result falls within the following ranges of the victory ratio:

  • Major: 2.0 or more
  • Minor: 1.5 or more but less than 2.0
  • Marginal: 1.1 or more but less than 1.5
  • Draw: Less than 1.1

Example 2: In the Example 1 calculation above, the victory ratio is 1.4 in the Americans' favor (in that the British suffered more SP losses). The Americans would attain a marginal victory.

D. The game is automatically a draw unless there is a loss value of at least 10 for the side with the greater number of SPs lost as recorded on that side's 'Loss Charts.'

7.3 Scenario 3: The Grand Battle

This scenario recreates the entire historical battle of Monmouth. It therefore encompasses scenarios 1 and 2.

7.3a Special Rules

A. This scenario starts at 10:00 AM of June 28th and its last turn is 11:00 PM of June 28th. The End Turn Number is 7 from 10:00 AM until 12:00 PM (noon), 8 from 12:20 PM until 2:40 PM, and 9 from 3:00 PM the end of the battle.

B. The American player deploys his units first. All units start in the Formation and Facing indicated (units in Line may also be in Hook). Where more than one hex of deployment is allowed, different units of the same Command may start in different, eligible hexes. Unless otherwise stated, Command Leaders can set up with any unit of their Command.

7.3b American Setup

MG Lee [LEE/GW] (within 1 hex of E1525)

BG Wayne [WAY/LEE] (E2024)

Col Grayson's Command [GD/LEE]:

  • Fld/GD (E1726, Unlimbered facing east)
  • Colonel Grayson, Patt/GD, Gray/GD, Va Bn/GD (within 1 hex of E2019 in Line facing east)

Col Jackson's Command [JD/LEE]:

  • Fld/JD (E1726, Unlimbered facing east)
  • Colonel Jackson, Jack/JD, Lee/JD, Hen/JD (within 1 hex of E2023 (except E2024) in Line facing southeast)

BG Scott's Command [SD/LEE]:

  • Bpm/SD (E2024 in Line facing southeast)
  • BG Scott, Cpm/SD, Gpm/SD, Ppm/SD, Fld/SD [x2] (within 1 hex of E0827 but no farther east than the E08xx hex row; infantry are in Line and artillery are in any Formation; units face east or southeast)

BG Maxwell's Command [NJB/LEE]:

  • SCLH/NJB (E1924 in Line facing southeast)
  • 1NJ/NJB (E1023), 2NJ/NJB (E0923), 3NJ/NJB (E0823), 4NJ/NJB (E0723), Fld/NJB (E0623)
  • The infantry and artillery units all set up in March Column or Limbered, facing the easternmost road hexside in their hex.

MG Lafayette's Command [LAF/LEE]:

  • LBn/LAF, SBn/LAF, WBn/LAF, Fld/LAF (within 1 hex of E1525 in any Formation facing southeast)

Col Durkee's Command [DD/LEE]:

  • See Monmouth Rule 3.2b F for Col Durkee's status
  • RIBn/DD (E1228 in Line facing east)
  • CTBn/DD (E1229 in Line facing east)
  • Fld/DD (with either infantry unit; Unlimbered facing east)

BG Dickinson's Independent Command [DIC]:

  • HM/DIC, MoM/DIC, MiM/DIC, BM/DIC, SM/DIC (within four hexes of W1406 in any Formation and Facing)

American Reinforcements

A. General Washington [GW] arrives on the map during the 12:00 PM (noon) turn at Hex W0201 as part of any American activation.

B. The first group of American reinforcements arrives beginning on the 12:40 PM turn at W0201 in Road Column. They arrive in the following order:

  • BG Woodford's Command [WOO/GRE]: MG Greene [GRE/GW] and Lt. Col. du Plessis-Mauduit [duPM/GRE] arrive with Woodford's Brigade.
  • BG Huntington's Command [HUN/GRE]
  • BG Knox [KNO/GW] with these artillery units: Fld/GLO, Fld/HUN, Fld/LEA, Fld/1PaB, Fld/2PaB, Fld/3PaB
  • BG Glover's Command [GLO/ALE] (less artillery): MG Alexander [ALE/GW] arrives with Glover's Command.
  • Colonel Bailey's Command [LEA/ALE] (less artillery)
  • Colonel Irvine's Command [1PaB/ALE] (less artillery)
  • Colonel Johnston's Command [2PaB/ALE] (less artillery)
  • Colonel Magaw's Command [3PaB/ALE] (less artillery)

C. The second group of American reinforcements consists of BG Poor's Command [POR/GRE], Colonel Febiger's Command [WEE/GRE], Colonel Clark's Command [NCB/GRE], and BG Smallwood's Command [1MdB/GRE]. These brigades arrive beginning on the 3:00 PM turn at W0201 in Road Column and may expend only 2½ MPs in that turn. They are not eligible for the Leader Initiative Special Result in their turn of entry. They may be activated in any order desired.

D. The third group of reinforcements consists of BG Paterson's Command [PAT/ALE], BG Muhlenberg's Command [MUH/GRE], and the 2nd Maryland Brigade [2MdB/GRE]. These Commands arrive beginning on the 6:00 PM turn at W0201 in Road Column and may expend their entire movement allowance. The Commands may be activated in any order desired. MG von Steuben [STE/GW] arrives with any Command of these 6:00 PM reinforcements.

7.3c British Setup

General Clinton [HC] (E2827)

See Monmouth Rule 4.2b A for General Clinton's status.

Independent Units:

  • 16 Da (E3020 in Line facing west)
  • 16 Db (E2628 in Line facing northwest)
  • 16 Dc (E2429 in Line facing northwest)
  • A/QR (E3025 in Skirmish facing west)
  • B/QR (E3024 in Skirmish facing west)
  • QRD (E3023 in Line facing west)
  • A/1 Lt (E3022 in Skirmish facing west)
  • B/1 Lt (E3021 in Skirmish facing west)
  • Lt/COR (E2925, Unlimbered facing west)

British Reinforcements:

A. LG Cornwallis [COR/HC] accompanies any unit in the second group of British reinforcements. BG Pattison [PAT/HC] enters with any non-German British artillery unit. All other leaders enter with any unit of their Command.

B. The first group of British reinforcements arrives during the 10:20 AM turn at E3915 in Road Column. They may expend only 2 MPs in that turn, and are not eligible for the Leader Initiative Special Result in their turn of entry. They arrive in the following order: Cornwallis Field Artillery [Fld/COR], 2nd Grenadier Battalion [2 Gr], 1st Grenadier Battalion [1 Gr], Lengerke Grenadiere [Len/HG], Linsingen Grenadiere [Lin/HG], and Minnigerode Grenadiere [Min/HG]. Colonel von Kospoth [HG/COR] may enter with any of the Hessian Grenadiere.

C. The second group of British reinforcements arrives during the 10:40 AM turn at E3915 in Road Column and has no restrictions upon arrival except that units in this second group must arrive in the following exact order:

  • BG Mathew's Guards Command [Gds/COR]: 2 Gd/Gds, 1 Gd/Gds
  • BG Leslie's 5th Brigade [5th/COR]: Fld/5th, 63/5th, 26/5th, 7/5th
  • The 4th Brigade [4th/COR]: Fld/4th, 64/4th, 46/4th, 37/4th, 33/4th
  • MG Grey's 3rd Brigade [3rd/COR]: Fld/3rd, 44/3rd, 2/42/3rd, 1/42/3rd, 17/3rd, 15/3rd

7.3d Victory Conditions

A. Victory is determined at the end of the 11:00 PM turn or when there are no more British units on the map sheet. Victory determination is based on the victory ratio, which itself is based on the comparison of the value of the losses of the British and American sides as recorded on the 'Loss Charts.' Total the losses of both sides and then divide the lower total into the higher total. Next, round this result down to the first decimal place. (Example 1: If the Americans have lost 14 and the British have lost 20, the 20 is divided by 14 (resulting in a 1.4286), rounded to 1.4.) Routed units are not counted for victory purposes.

B. The American army 'Loss Chart' value is modified by the extent of the British advance. This is measured by a non-Routed British unit having occupied, at any point in the scenario, the following hexes:

  1. E1623 (-30)
  2. E0623 (-25)
  3. E0627 (-20)
  4. W3425 (-10)
  5. W2823 (-5)
  6. W2018 (+5)
  7. W1615 (+10)
  8. W1212 (+15)
  9. W1306 (+20)
  10. W0201 (+25)

These modifiers are not cumulative. The American player's loss value is only modified by a single modifier. The modifier used is that which is of the highest value and where all hexes of lesser value were occupied by the British at some point in the battle. (It is suggested that players put Loss Markers on the map with the numbers corresponding to the hexes above. This will give both players a reminder of the order of the needed hexes.) The American loss value cannot be decreased to less than 1.

Example 2: The British occupied E1623, E0623, E0627, W3425, W2823, and W2018. The American loss value is therefore modified by (i.e., increased by) +5 to the British advantage.

Example 3: The British occupied E1623, E0623, E0627, W3425, and W2018. Note that they did not occupy hex W2823. The American loss value is therefore modified by (i.e., decreased by) -10 because the highest value hex, in order, occupied by the British was W3425.

C. The British army 'Loss Chart' value is modified as follows: Any unit remaining on the game map at the end of the 11:00 PM turn also counts as one British SP loss. British units may exit the map edge within 5 hexes of E3915 on any moonlit or night turn. Once exited, a unit may not return to the battle.

D. The level of victory is based on where the modified victory result falls within the following ranges of the victory ratio:

  • Major: 2.0 or more
  • Minor: 1.5 or more but less than 2.0
  • Marginal: 1.1 or more but less than 1.5
  • Draw: Less than 1.1

Example 4: In the Example 1 calculation above, the victory ratio is 1.4 in the Americans' favor (in that the British suffered more SP losses). The Americans would attain a marginal victory.

E. The game is automatically a draw unless there is an unmodified loss value of at least 15 for the side with the greater number of SPs lost as recorded on that side's 'Loss Charts.'

7.4 Scenario 4: The General Engagement

This scenario recreates the entire historical battle, and enables both sides to commit all forces available for a second day of combat on June 29th. It therefore encompasses scenarios 1, 2, and 3 and goes beyond into the next day.

7.4a Special Rules

A. This scenario starts at 10:00 AM on June 28th and its last turn is 7:00 PM on June 29th. For June 28th, the End Turn Number is 7 from 10:00 AM until 12:00 PM (noon), 8 from 12:20 PM until 2:40 PM, 9 from 3:00 PM until 12:00 AM (midnight). The End Turn Number is 13 for the rest of June 29th.

B. The American player deploys his units first. All units start in the Formation and Facing indicated (units in Line may also be in Hook). Where more than one hex of deployment is allowed, different units of the same Command may start in different, eligible hexes. Unless otherwise stated, Command Leaders can set up with any unit of their Command.

C. Beginning with the 5:00 AM turn of June 29th, cavalry units can be in either of two modes, mounted or dismounted (but never both simultaneously). When dismounted, use a 'DMTD' counter to designate that it is dismounted. To change from mounted to dismounted mode or vice versa, the unit must expend all of its MPs and can assume any eligible Facing and Formation in its hex. When dismounted, a cavalry unit has a movement allowance of 4 MPs, moves as an infantry unit, and performs Fire Combat like Line/Foot Infantry on the 'Fire Multiples and Ranges Chart.' The expenditure of MPs to mount or dismount does not necessitate a Disorder Check (A) for Heat per Monmouth Rule 2.8.

D. In the 4:40 A.M. turn of June 29th, the Army Morale modifier for both the Americans and British is reduced by -5. Thus, a +13 modifier changes to a +8, a +5 changes to a 0, and a 0 is unchanged. The Army Morale modifier can subsequently change for the worse for an army that same day.

E. For turns where movement and combat is limited, players may wish to speed play. By mutual agreement, players can agree to skip whole phases or remaining activations, as desired.

F. In the 7:00 PM, June 28th turn, the British player may designate any units to serve as the baggage train guard.

i. The baggage train guard can be any infantry or cavalry units not yet brought onto the map. The units designated as the baggage train guard cannot be brought into play onto the map sheet for the entire scenario.

ii. Beginning with the 7:20 PM, June 28th turn, the American player rolls two dice at the start of each turn (before any other activity) to determine if there are any American militia raids against the baggage train. Subtract the number of baggage train guard SPs from the dice roll result. If the modified dice result equals or exceeds the number listed below for the indicated light condition, the raid is successful and the British player marks off one baggage train loss on the British 'Loss Chart.'

  • Day: 80+
  • Dawn/Dusk: 70+
  • Moonlit: 60+
  • Night: 50+

iii. British baggage train losses cannot exceed 24 for the entire battle. If this number is reached, the American player nevertheless continues to check for raids due to the possibility of British unit losses. At the end of the game, the amount of baggage train losses is added to the number of army losses as if each baggage train point were an SP.

iv. If the American dice result is 00 through 09, there is a Special Result that is applied according to this chart:

  • 00 Guard Ambushed: The American player rolls a die and divides the result by 2 (rounding down but no less than 1). Mark off these losses on the British 'Loss Chart' for any British unit assigned to the baggage train and also mark the loss on the 'Army Loss Chart.' In addition, the number of losses rolled is marked off the British baggage train. This result can only happen once per game; if it is rolled again, use the 01 Guard Casualties result.
  • 01 Guard Casualties: Permanently reduce the British baggage train guard by 1. Mark off this loss on the British 'Loss Chart' for any British unit assigned to the baggage train and also mark the loss on the 'Army Loss Chart.' In addition, mark off a loss to the British baggage train.
  • 02 Baggage Train Explosion: Mark off 2 losses on the British baggage train.
  • 03 Successful Raid: Mark off 1 loss on the baggage train.
  • 04 Raids Intensify: Reroll for raids twice this turn. Another roll of 01-09 is no effect.
  • 05, 06 Raids Pause: No raid this turn.
  • 07 Raids Slacken: No raid this turn or next.
  • 08 Guard Riposte: No raid this turn. American player rolls 1 die. The result indicates the number of consecutive, subsequent turns that must pass before raids resume.
  • 09 Raids End: If a Day turn, the raids cease for the rest of the battle. If not a Day turn, ignore this result.

G. If an infantry or cavalry unit originally of Lee's Wing (the Advanced Corps) exits the map sheet within 20 hexes of W0201 before any Night turns occur, it may be reorganized. These units may exit via normal activations or by Routing; they are not subject to the restrictions of BAR Standard Rule 20.2d. This reorganization occurs once per game per unit during the Army Morale Check Phase of any Night or Moonlit turn (American player's choice), just before rolling for American Army Morale. Reorganized units lose any Shaken/Rout/Disorder status and return to Good Morale and Order. In addition, roll one die for each unit that suffered at least 1 SP loss but is not eliminated. If the roll is equal to or less than the number of losses suffered by the unit up to that point, the unit recovers 1 SP, and the unit's loss record (as well as the 'Army Loss Chart') are amended to reflect the new loss total.

H. Beginning with the 5:00 AM, June 29th turn, American units and leaders of the Advanced Corps that exited within 20 hexes of W0201 may reenter the map sheet as reinforcements in Good Order at hex W0201. Any SP losses they incurred remain lost except those recovered through reorganization per the paragraph above. These Commands, units, and leaders all fall under a Wing commanded by MG von Steuben. Von Steuben enters the map sheet as a reinforcement along with any reentering unit. If Jackson's Command and/or Grayson's Command exits the battlefield, their Commands are no longer considered a member of Wayne's Wing. If Butler's Picked Men or the Somerset County Light Horse exits the battlefield, the unit reverts to its former Command and is no longer a member of Wayne's Wing. (Butler reverts to Scott's Command and the Somerset County Light Horse to Maxwell's Command.) If Wayne has no Commands or units in his Division due to this, he becomes a Special Leader with no special abilities beyond the BAR Standard Rules.

I. Units of the British Loyalist Corps are all Independent units. As for normal Independent units, they are activated along with a Command. However, unlike normal Independent units, a unit of the Loyalist Corps is only 'In Command' when it successfully undergoes an Initiative die roll per Standard Rule 7.4c., even if it is in the LOC of a Command Leader.

J. The British Jaeger Corps is a Command under Lieutenant Colonel Wurmb [JC/KNY] that consists entirely of Independent units: the Mounted Jaegers [MtdJ/JC], Hessian Jaegers [Jag/JC], and Anspach Chasseurs [Chas/Jag]. Wurmb's Command nevertheless can be activated like any other Command. A Jaeger Corps unit in Skirmish is not required to be within 2 hexes of a British Formed unit (per Monmouth Rule 2.6a) if it meets all the following criteria:

  • The unit is activated as part of Wurmb's Activation;
  • It begins its Activation in Wurmb's LOC; and
  • It ends its Activation in Wurmb's LOC.

7.4b American Setup

MG Lee [LEE/GW] (within 1 hex of E1525)

BG Wayne [WAY/LEE] (E2024)

Col Grayson's Command [GD/LEE]:

  • Fld/GD (E1726, Unlimbered facing east)
  • Colonel Grayson, Patt/GD, Gray/GD, Va Bn/GD (within 1 hex of E2019 in Line facing east)

Col Jackson's Command [JD/LEE]:

  • Fld/JD (E1726, Unlimbered facing east)
  • Colonel Jackson, Jack/JD, Lee/JD, Hen/JD (within 1 hex of E2023 (except E2024) in Line facing southeast)

BG Scott's Command [SD/LEE]:

  • Bpm/SD (E2024 in Line facing southeast)
  • BG Scott, Cpm/SD, Gpm/SD, Ppm/SD, Fld/SD [x2] (within 1 hex of E0827 but no farther east than the E08xx hex row; infantry are in Line and artillery are in any Formation; units face east or southeast)

BG Maxwell's Command [NJB/LEE]:

  • SCLH/NJB (E1924 in Line facing southeast)
  • 1NJ/NJB (E1023), 2NJ/NJB (E0923), 3NJ/NJB (E0823), 4NJ/NJB (E0723), Fld/NJB (E0623)
  • The infantry and artillery units all set up in March Column or Limbered, facing the easternmost road hexside in their hex.

MG Lafayette's Command [LAF/LEE]:

  • LBn/LAF, SBn/LAF, WBn/LAF, Fld/LAF (within 1 hex of E1525 in any Formation facing southeast)

Col Durkee's Command [DD/LEE]:

  • See Monmouth Rule 3.2b F for Col Durkee's status
  • RIBn/DD (E1228 in Line facing east)
  • CTBn/DD (E1229 in Line facing east)
  • Fld/DD (with either infantry unit; Unlimbered facing east)

BG Dickinson's Independent Command [DIC]:

  • HM/DIC, MoM/DIC, MiM/DIC, BM/DIC, SM/DIC (within four hexes of W1406 in any Formation and Facing)

American Reinforcements

A. General Washington [GW] arrives on the map during the 12:00 PM (noon) turn at W0201 as part of any American activation.

B. The American independent units (Moylan's Dragoons [MD], Monroe's Detachment [MDet], and Bassett's Detachment [BD]) may each enter the map sheet at W0201 along with any other American Command entering the map.

C. The first group of American reinforcements arrives during the 12:40 PM turn at W0201 in Road Column. They arrive in the following order:

  • BG Woodford's Command [WOO/GRE]: MG Greene [GRE/GW] and Lt. Col. du Plessis-Mauduit [duPM/GRE] arrive with Woodford's Brigade.
  • BG Huntington's Command [HUN/GRE]
  • BG Knox [KNO/GW] with these artillery units: Fld/GLO, Fld/HUN, Fld/LEA, Fld/1PaB, Fld/2PaB, Fld/3PaB
  • BG Glover's Command [GLO/ALE] (less artillery): MG Alexander [ALE/GW] arrives with Glover's Brigade.
  • Colonel Bailey's Command [LEA/ALE] (less artillery)
  • Colonel Irvine's Command [1PaB/ALE] (less artillery)
  • Colonel Johnston's Command [2PaB/ALE] (less artillery)
  • Colonel Magaw's Command [3PaB/ALE] (less artillery)

D. The second group of American reinforcements consists of BG Poor's Command [POR/GRE], Colonel Febiger's Command [WEE/GRE], Colonel Clark's Command [NCB/GRE], and BG Smallwood's Command [1MdB/GRE]. These Commands arrive beginning on the 3:00 PM turn at W0201 in Road Column and may expend only 2½ MPs in that turn. They are not eligible for the Leader Initiative Special Result in their turn of entry. The Commands may be activated in any order desired.

E. The third group of reinforcements consists of BG Paterson's Command [PAT/ALE], BG Muhlenberg's Command [MUH/GRE], and the 2nd Maryland Brigade [2MdB/GRE]. These Commands arrive beginning on the 6:00 PM turn at W0201 in Road Column and may expend their entire movement allowance. The Commands may be activated in any order desired.

F. Colonel Morgan [MOR] and his entire Command enter the map along the south edge of the West map during any Night turn in any desired formation except Road Column (nor may any unit change to Road Column in its turn of entry). Entry hexes must all be within 3 hexes a common hex.

G. MG von Steuben [STE/GW] arrives as the Wing Leader of the reorganized Commands of the Advanced Corps per Monmouth rule 7.4a H.

7.4c British Setup

General Clinton [HC] (E2827)

See Monmouth Rule 4.2b A for General Clinton's status.

Independent Units:

  • 16 Da (E3020 in Line facing west)
  • 16 Db (E2628 in Line facing northwest)
  • 16 Dc (E2429 in Line facing northwest)
  • A/QR (E3025 in Skirmish facing west)
  • B/QR (E3024 in Skirmish facing west)
  • QRD (E3023 in Line facing west)
  • A/1 Lt (E3022 in Skirmish facing west)
  • B/1 Lt (E3021 in Skirmish facing west)
  • Lt/COR (E2925, Unlimbered facing west)

British Reinforcements:

A. LG Cornwallis [COR/HC] accompanies any unit in the second group of British reinforcements. BG Pattison [PAT/HC] enters with any non-German British artillery unit. All other leaders enter with any unit of their Command.

B. The first group of British reinforcements arrives during the 10:20 AM turn at E3915 in Road Column. They may expend only 2 MPs in that turn, and are not eligible for the Leader Initiative Special Result in their turn of entry. They arrive in the following order: Cornwallis Field Artillery [Fld/COR], 2nd Grenadier Battalion [2 Gr], 1st Grenadier Battalion [1 Gr], Lengerke Grenadiere [Len/HG], Linsingen Grenadiere [Lin/HG], and Minnigerode Grenadiere [Min/HG]. Colonel von Kospoth [HG/COR] may enter with any of the Hessian Grenadiere.

C. The second group of British reinforcements arrives during the 10:40 AM turn at E3915 in Road Column and has no restrictions upon arrival except that units in this second group must arrive in the following exact order:

  • BG Mathew's Guards Command [Gds/COR]: 2 Gd/Gds, 1 Gd/Gds
  • BG Leslie's 5th Brigade [5th/COR]: Fld/5th, 63/5th, 26/5th, 7/5th
  • The 4th Brigade [4th/COR]: Fld/4th, 64/4th, 46/4th, 37/4th, 33/4th
  • MG Grey's 3rd Brigade [3rd/COR]: Fld/3rd, 44/3rd, 2/42/3rd, 1/42/3rd, 17/3rd, 15/3rd

D. LG von Knyphausen's Wing [KNY], the Jaeger Corps [JC], all units of the Loyalist Corps, and all units of the Flank Guards enter the map at E3915. These units may enter during any Night turn. A Command must enter in its entirety (less any baggage train guards) in a single activation. Units enter in any desired formation except Skirmish or Unlimbered. Any units assigned to the baggage train guard are not a part of this reinforcement group (see Monmouth Rule 7.4a F).

7.4d Victory Conditions

A. Victory is determined at the end of the 11:00 PM turn or when there are no more British units on the map sheet. Victory determination is based on the victory ratio, which itself is based on the comparison of the value of the losses of the British and American sides as recorded on the 'Loss Charts.' Total the losses of both sides and then divide the lower total into the higher total. Next, round this result down to the first decimal place. (Example 1: If the Americans have lost 14 and the British have lost 20, the 20 is divided by 14 (resulting in a 1.4286), rounded to 1.4.) Routed units are not counted for victory purposes.

B. The American army 'Loss Chart' value is modified by the extent of the British advance. This is measured by a non-Routed British unit having occupied, at any point in the scenario, the following hexes:

  1. E1623 (-30)
  2. E0623 (-25)
  3. E0627 (-20)
  4. W3425 (-10)
  5. W2823 (-5)
  6. W2018 (+5)
  7. W1615 (+10)
  8. W1212 (+15)
  9. W1306 (+20)
  10. W0201 (+25)

These modifiers are not cumulative. The American player's loss value is only modified by a single modifier. The modifier used is that which is of the highest value and where all hexes of lesser value were occupied by the British at some point in the battle. (It is suggested that players put Loss Markers on the map with the numbers corresponding to the hexes listed above. This will give both players a reminder of the order of the needed hexes.) The American loss value cannot be decreased to less than 1.

Example 2: The British occupied E1623, E0623, E0627, W3425, W2823, and W2018. The American loss value is therefore modified by (i.e., increased by) +5 to the British advantage.

Example 3: The British occupied E1623, E0623, E0627, W3425, and W2018. Note that they did not occupy hex W2823. The American loss value is therefore modified by (i.e., decreased by) -10 because the highest value hex, in order, occupied by the British was W3425.

C. The British army 'Loss Chart' value is modified as follows: Any unit remaining on the game map at the end of the 11:00 PM turn also counts as one British SP loss.

D. The level of victory is based on where the modified victory result falls within the following ranges of the victory ratio:

  • Major: 2.0 or more
  • Minor: 1.5 or more but less than 2.0
  • Marginal: 1.1 or more but less than 1.5
  • Draw: Less than 1.1

Example 4: In the Example 1 calculation above, the victory ratio is 1.4 in the Americans' favor (in that the British suffered more SP losses). The Americans would attain a marginal victory.

E. The game is automatically a draw unless there is an unmodified loss value of at least 15 for the side with the greater number of SPs lost as recorded on that side's 'Loss Charts.'

Unit Key and Loss Chart Explanation

The final page of the PDF is a diagram of sample counters and a 'Loss Chart' entry. Its callouts are printed only as field labels (Command Range, Army Leader, Army Loss Value, Full Name, Counter Explanation, ER Bonus, Command Leader, CV Bonus, Initiative Rating, Counter Abbreviation, Artillery Unit, Replacement Type, Command Color Code) with no explanatory prose, so there is no text to transcribe beyond the labels.

  • 2.3 Cavalry Capabilities
    • 2.3a SCM Costs
    • 2.3b SCM Prohibitions
    • 2.3c Stacking
    • 2.3d Cavalry Charge Range
    • 2.3e Cavalry and Woods
    • 2.3f Cavalry Types
  • 2.4 Leader Rules
    • 2.4a Wing Leaders and Activation
    • 2.4b Command Leader Replacements
    • 2.4c Leader Loss Value
  • 2.5 Rout
    • 2.5a Voluntary Rout
    • 2.5b Artillery and Rout
    • 2.5c Leaders and Rout
    • 2.5d Close Combat & Routed Units
  • 2.6 Special Units
    • 2.6a Light Infantry Units
    • 2.6b Rifle-Armed Units
  • 2.7 Light Conditions
  • 2.8 Heat
  • 3.4c Off-Map Movement
    • 5.3a Bridge Hexsides
    • 5.3b Creek Hexsides
    • 5.3c Hedgerow Hexsides
    • 5.3d Regular Slope Hexsides
    • 5.3e Gentle Slope Hexsides
  • 5.4 Line Of Sight
    • 5.4a Elevation Levels and Contours
    • 5.4b Determining Line of Sight
  • 6.3c Full Volley
  • 6.3d Poor Discipline
  • 6.3e Blowing Smoke
  • 6.3f Ammo Low
  • 6.4 Artillery Fire Special Results
    • 6.4a Leader Losses
    • 6.4b Rapid Fire
    • 6.4c Accurate Fire
    • 6.4d Wild Fire
    • 6.4e Caisson Explosion
    • 6.4f Blowing Smoke
    • 6.4g Ammo Low
    • 6.4h Ammo Exhausted
  • 6.5 Defensive Fire Special Results
    • 6.5a Leader Losses
    • 6.5b Whites Of Eyes
    • 6.5c Premature Fire
    • 6.5d Blowing Smoke
  • 6.6 Leader Loss Special Results
    • 6.6a Fate
    • 6.6b The Lucky Shot
    • 6.6c In the Line of Fire
    • 6.6d Braving Enemy Fire
    • 6.6e Wounded Results
  • 6.7 Pursuit Special Results
    • 6.7a No Quarter!
    • 6.7b No Control
    • 6.7c Hesitation
    • 6.7d No Pursuit
  • 6.8 Close Combat Special Results
  • 6.9 Morale and Disorder Check Special Results
    • 6.9a The Tables
    • 6.9b Shaken/Disorder
  • American Reinforcements
  • 7.2c British Setup
  • 7.2d Victory Conditions
  • 7.3 Scenario 3: The Grand Battle
    • 7.3a Special Rules
    • 7.3b American Setup
    • American Reinforcements
    • 7.3c British Setup
    • 7.3d Victory Conditions
  • 7.4 Scenario 4: The General Engagement
    • 7.4a Special Rules
    • 7.4b American Setup
    • American Reinforcements
    • 7.4c British Setup
    • 7.4d Victory Conditions