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The Battle of Monmouth

The Battle of Monmouth Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Components
    • 2.1 The Map
    • 2.2 Charts and Tables
    • 2.3 Playing Pieces
      • 2.3.1 Sample Pieces
      • 2.3.2 Counter Abbreviations
    • 2.4 Terms
      • 2.4.1 Activation Points
      • 2.4.2 Command
      • 2.4.3 Command Radius
      • 2.4.4 Gun Size
      • 2.4.5 Initial Strength
      • 2.4.6 Line of Sight (LOS)
      • 2.4.7 Morale Bonus
      • 2.4.8 Morale Rating
      • 2.4.9 Movement Allowance (MA)
      • 2.4.10 Subordination
    • 2.5 Scale
  • 3.0 Sequence of Play
    • 3.1 General Rule
    • 3.2 Sequence of Play
      • 3.2.1 First Player-Turn
        • 3.2.1.1 Command Phase
        • 3.2.1.2 Rally Phase
        • 3.2.1.3 March Phase
        • 3.2.1.4 Reciprocal Artillery Fire Phase
        • 3.2.1.5 Reciprocal Infantry Fire Phase
        • 3.2.1.6 Shock Combat Phase
      • 3.2.2 Second Player-Turn
    • 3.3 Fatigue Interphase
  • 4.0 Movement
    • 4.1 Limits
    • 4.2 Terrain Effects on Movement
    • 4.3 Entry into Hex with Other Friendly Units
    • 4.4 Entry into Enemy-Occupied Hexes
    • 4.5 Movement in Minimum Range Fire Zone
    • 4.6 MPs to Change Facing
    • 4.7 Retreat
    • 4.8 Command Effect on Movement
  • 5.0 Grand Tactical Movement
    • 5.1 Prohibitions
    • 5.2 Changing Facing during GTM
    • 5.3 Reinforcements Using GTM
  • 6.0 Facing
    • 6.1 Changing Facing During Facing/Formation Option
    • 6.2 MP Cost to Change Facing
    • 6.3 Attack Only via Frontal Hexsides
    • 6.4 Facing Same Side at End of Movement Phase
    • 6.5 Effects of Fire Across Unit's Rear or Flank
    • 6.6 Effects of Attacks to Flank or Rear
    • 6.7 Changing Face in Minimum Range FZ
    • 6.8 Leaders and Rallying
  • 7.0 Formation
    • 7.1 Change of Formation
    • 7.2 Battery Change of Formation
    • 7.3 Disordered Effects on Facing and Formation
    • 7.4 Change of Formation in Minimum Range FZ
    • 7.5 Restriction on Units in Column Formation
    • 7.6 British Option to Break Down Light Infantry
    • 7.7 Open Line Formation
    • 7.8 Woods and Disorder
  • 8.0 Stacking
    • 8.1 Terrain Effects on Stacking
    • 8.2 Determining Strength in a Hex
    • 8.3 Changing Stacking Order
    • 8.4 MP Cost to Stack or Unstack
    • 8.5 Free Stacking Units
    • 8.6 Effects on Unit Types and Formations on Stacking
    • 8.7 Top Unit in Stack in Fire Combat
    • 8.8 Strength in Shock Attack
    • 8.9 Changing Stacking Order in Minimum Range FZ
  • 9.0 Morale
    • 9.1 Morale Modifiers
    • 9.2 Situations Requiring a Morale Check
    • 9.3 Top Unit Checks for Entire Stack
    • 9.4 Morale Lower Limit
    • 9.5 Recovery
    • 9.6 Rout Effects
  • 10.0 Fire Combat
    • 10.1 Line of Sight (LOS)
    • 10.2 Fire Routine
    • 10.3 Fire Zone
    • 10.4 Restrictions
    • 10.5 Target Classes
    • 10.6 Units Exiting Minimum Range FZ
    • 10.7 Retreats in Minimum Range FZ
    • 10.8 Changing Facing, Formation, or Stacking Order in Minimum Range FZ
    • 10.9 Fire Combat Effects
    • 10.10 SP Losses
    • 10.11 Effect of Firing Unit's Formation and Range on Attack
  • 11.0 Shock Combat
    • 11.1 Shock Attack DRMs
    • 11.2 Restrictions
    • 11.3 Attacker Subject to Enemy Fire
    • 11.4 Attacker Disordered across Stream or Bridge
    • 11.5 Morale Check when Attacked across Flank/Rear
    • 11.6 Defender Disordered when Attacked across Flank/Rear
    • 11.7 Attacker Facing After Shock Attack
    • 11.8 Shock Attack Effects
    • 11.9 Shock Attack against Batteries
    • 11.10 Shock Attacks outside Table Limits
  • 12.0 Retreat
    • 12.1 General Rule
    • 12.2 Retreating Stacks
    • 12.3 Retreat Direction
    • 12.4 Retreating off Map Edge
    • 12.5 Retreat through Friendly Units
    • 12.6 Retreating into a Friendly Stack
    • 12.7 Retreat Prohibited into Enemy-Occupied Hexes
    • 12.8 Failure to Rally
    • 12.9 Facing of Retreating Units
  • 13.0 Artillery
    • 13.1 Elimination Due to Shock Combat
    • 13.2 Crewed vs Uncrewed
    • 13.3 Battery Composition
    • 13.4 Retreating Battery
    • 13.5 Firing on Batteries
    • 13.6 Counter-Battery Fire
    • 13.7 Limbered vs Unlimbered
  • 14.0 The Hedgerow Scenario
    • 14.1 Leader Casualties
    • 14.2 Scenario Victory Conditions
      • 14.2.1 Casualties
      • 14.2.2 Control of Terrain
    • 14.3 Victory Levels
    • 14.4 Command Status
    • 14.5 Map Area Used
    • 14.6 British Setup
    • 14.7 Colonial Setup
  • 15.0 Fatigue
    • 15.1 Reinforcements on a Skipped Turn
    • 15.2 Automatic Rally
    • 15.3 VPs during Skipped Turns
  • 16.0 Command
    • 16.1 Tracing Command Radius
    • 16.2 In Command Effects
    • 16.3 Units Stacked with Leaders
    • 16.4 Colonial Command
    • 16.5 Colonial General Wayne
    • 16.6 British Command
    • 16.7 Out of Command
    • 16.8 Isolated
  • 17.0 Activation
    • 17.1 Activation Effects
    • 17.2 Duration of Activation
    • 17.3 Colonial Army Leader Abilities
    • 17.4 Colonial General Wayne
    • 17.5 Colonial General Lee
    • 17.6 Washington's Abilities
    • 17.7 British Generals Clinton and Cornwallis
    • 17.8 British General Erskine's Restrictions
    • 17.9 Battery Activation Cost
  • 18.0 Rally
    • 18.1 Leader Stacked with Unit
    • 18.2 Brigade Leader
    • 18.3 Army Leader
    • 18.4 Leader Morale
  • 19.0 Advanced Scenarios
    • 19.1 Leader Eliminated
    • 19.2 Victory Points
    • 19.3 Victory Levels
  • 20.0 Monmouth Courthouse Scenario
    • 20.1 Victory Points
    • 20.2 British Setup
    • 20.3 Colonial Setup
  • 21.0 The Grand Battle Scenario
    • 21.1 Victory Points
    • 21.2 Reinforcements
      • 21.2.1 British Reinforcements
      • 21.2.2 Colonial Reinforcements
      • 21.3 British Setup
      • 21.4 Colonial Setup
  • Additional Scenarios
  • 22.0 Molly Pitcher Introductory Scenario
    • 22.1 Map Restrictions
    • 22.2 British Setup
    • 22.3 Colonial Setup
    • 22.4 Victory Points
    • 22.5 Special Rule: Demoralization
    • 22.6 Victory Levels
  • 23.0 Washington's Recovery Advanced Scenario
    • 23.1 British Setup
    • 23.2 Colonial Setup
    • 23.3 Colonial Reinforcements
    • 23.4 Victory Points
    • 23.5 Victory Levels
    • 23.6 Special Rule: Demoralization
  • 24.0 Optional Rules
    • 24.1 Stacking (8.6)
    • 24.2 Morale Changes for Brigade Leaders (9.1)
    • 24.3 Increased FZ Range on Hilltop (New 13.8)
    • 24.4 Fire Restrictions for Units on Hilltop (New 13.9)
    • 24.5 Leader Casualties (14.1)
    • 24.6 Command Changes (16.3)
    • 24.7 Units Not Isolated If in Command Radius (16.8)
    • 24.8 Activation Effects of Brigade Leaders (17.0)
    • 24.9 Additional Abilities for General Wayne (17.4)
    • 24.10 Leaders' Ability to Rally (18.0)

1.0 Introduction

Monmouth is a tactical-level simulation of the battle of Monmouth, fought on 28 June 1778 near the village of Freehold in Monmouth County, New Jersey. The Colonial Army of General George Washington intercepted the rear guard of the British Army under Sir Henry Clinton as the latter was moving his base of operations from Philadelphia to New York. The resulting battle, the longest of the American Revolution, ended in a bloody draw. The British changed base successfully, and the war continued.

2.0 Game Components

2.1 The Map

A. The map depicts the terrain on which the battle was fought. A hexagonal grid is superimposed on the terrain to regularize movement and positioning of the playing pieces.

B. Five elevation levels are represented on the map. Elevation 1 is the lowest, and Elevation 5 the highest. Each level is an increment of 30 feet.

C. When two levels are represented in the same hex, a unit is considered to occupy the lower of the two levels only. Thus, hex 1009 is an Elevation Level 1 hex.

2.2 Charts and Tables

Several charts and tables are used to play the game. The Terrain Effects Chart, Fire Combat Results Table, Shock Combat Results Table, and General Lee Table are explained in the appropriate sections.

2.3 Playing Pieces

There are three types of playing pieces: combat units, leaders, and markers.

2.3.1 Sample Pieces

Sample Infantry Unit – Front: Line Formation. Back: Column Formation.

There are two types of infantry: regular and militia.

Sample Dragoon Unit – Front: Mounted. Back: Reduced Efficiency.

A dragoon unit has only one formation (mounted). A dragoon counter's back is blank.

Sample Artillery Unit – Front: Unlimbered. Back: Limbered.

Sample Army Leader – Front: Normal Efficiency.

Sample Brigade Leader – Front: Normal Efficiency.

Sample Army and Brigade Leaders – Back: Reduced Efficiency.

A. Some leaders have no Reduced Efficiency side. Remove them from the game when they are eliminated in combat.

B. For leaders that do have Reduced Efficiency sides, the back values loosely represent the ongoing efforts of a leader's staff after the leader has suffered a casualty of some kind.

Summary of Playing Pieces: see the counter examples above.

Players may use the Loss markers on the Game-Turn Record Track to record accumulated losses as they occur.

2.3.2 Counter Abbreviations

The following abbreviations are used on the Monmouth playing pieces.

British Units

AbbrName
BrGdBritish Guard
BtlnBattalion (Hessian)
BtGrBritish Grenadiers
BtyBattery
CrnwllsCornwallis
DIVDivision
FtFoot
lndpntIndependent
Lt DgLight Dragoon
LtInLight Infantry
QnRgQueen's Ranger

Colonial Units

AbbrName
ADVAdvance Wing
Adv GdAdvance Guard
BtyBattery
ChmbsChambers
CtConnecticut
DcknsnDickinson
DelDelaware
DetDetachment
HtngtnHuntington
JknDetJackson's Detachment
JohnsnJohnson
LafytteLafayette

2.4 Terms

The following terms are used extensively throughout these rules.

2.4.1 Activation Points

Points that an army leader may expend to affect brigade leaders or combat units within his Command Radius, used in Advanced Scenarios only.

2.4.2 Command

A. The name or designation of a leader's subordinate unit. Example: General Washington commands the Colonial Army, and General Wayne commands the Advanced Wing of that army.

B. Command is used only in the Advanced Scenarios.

2.4.3 Command Radius

A. The distance (in hexes) a leader may be from one of his units and still be able to affect that unit.

B. Command Radius is used in Advanced Scenarios only.

2.4.4 Gun Size

The weight of the shot fired by a gun (measured in pounds).

  1. A 3-pounder's maximum range is 8 hexes.
  2. 6 and 12-pounders' maximum range is 10 hexes.

2.4.5 Initial Strength

The number of SPs or guns with which a combat unit begins play. When a unit suffers losses, place a Current Strength marker beneath the unit to reflect its reduced strength.

2.4.6 Line of Sight (LOS)

This is the concept that a unit must be able to see the unit it is firing upon. Elevation, terrain, and combat units between the unit and its target can affect the LOS.

2.4.7 Morale Bonus

A. The amount by which a combat unit's Morale Rating is increased when it is stacked with or adjacent to that brigade leader.

B. This rating is used in both the Introductory and Advanced Scenarios.

2.4.8 Morale Rating

The relative morale of the men comprising a combat unit, measured from 1 (poor) to 6 (excellent). A unit's Morale Rating may be altered during play due to such elements as losses and leadership.

2.4.9 Movement Allowance (MA)

The number of MPs a unit may expend moving in the course of a friendly March Phase.

2.4.10 Subordination

The name of a combat unit's brigade leader. Some independent British units have no brigade leaders. (lndpnt is printed on their counters.) Subordination affects only Advanced Scenarios.

2.5 Scale

A. Each infantry unit represents a regiment (or several regiments for some Colonial units).

B. Each artillery unit represents a battery (or section) of two guns.

C. Each dragoon unit represents a regiment of cavalry.

D. Each SP represents 50 men or one gun (for artillery).

E. Each turn represents 20 minutes of real time.

F. Each hex represents 100 yards of terrain from hexside to hexside.

3.0 Sequence of Play

3.1 General Rule

A. The game is played in a series of Game-Turns. Each Game-Turn is divided into one British and one Colonial Player-Turn. (When the term "Turn" is used, it means Game Turn rather than Player Turn.)

B. The player whose Player-Turn is in progress is the phasing player (or side), and the other player is the non-phasing player (or side).

C. Throughout each turn, the following series of steps (Sequence of Play) must be performed in the order given.

D. Each side's Rally Phase occurs in its opponent's turn.

3.2 Sequence of Play

3.2.1 First Player-Turn

The scenario rules specify who the first player is. All phases apply to the phasing player (or side) unless specified otherwise.

3.2.1.1 Command Phase

A. This occurs in advanced scenarios only.

B. Examine units to determine which are in Command and which are Out of Command or Isolated. Place the relevant markers on those units.

C. Expends Activation Points from army leaders to activate brigade leaders and combat units.

3.2.1.2 Rally Phase

A. The non-phasing side rallies its disordered and routed units.

B. After all eligible units have been rallied, units that remain routed must retreat four hexes.

3.2.1.3 March Phase

A. The phasing side may move all, some, or none of its units within the restrictions of the movement and formation rules.

B. Units are moved singly or one stack at a time.

C. Before moving a unit or stack, its owner may change its facing or formation. (This is the Facing/Formation Option).

D. Then move the unit or stack hex by hex, expending MPs from its total MA as it goes.

E. Reinforcements also enter play during this phase.

3.2.1.4 Reciprocal Artillery Fire Phase

A. Roll a die. If the result is odd, the British artillery fires first, otherwise the Colonial artillery fires first.

B. Fire alternates down the flanks of the two armies, one unit at a time.

3.2.1.5 Reciprocal Infantry Fire Phase

A. Roll a die to determine which side fires first as in the Reciprocal Artillery Fire Phase.

B. Infantry, militia, and dragoons fire in this phase.

3.2.1.6 Shock Combat Phase

A. The phasing side initiates shock combat with units adjacent to enemy units.

B. Resolve shock attacks one at a time, in any order the phasing side desires.

C. The non-phasing side may not make shock attacks in this phase.

3.2.2 Second Player-Turn

The second player performs the same phases in exactly the same way as the first player has performed them.

3.3 Fatigue Interphase

(The source prints this heading as "Fatigue lnterphase"; the "lnterphase" spelling is a typeface artifact and is corrected here.)

A. This occurs in advanced scenarios only.

B. Beginning with Turn 6, both sides roll a die to determine whether or not the armies have fatigued.

C. If both players roll the same number, skip the following turn altogether.

3.4 Game-Turn Record Interphase

The turn is over. Advance the Game-Turn marker one space on the Game-Turn Record Track (or two spaces, if fatigue has occurred during the Fatigue Interphase).

4.0 Movement

A. The Movement Allowance (MA) is printed on both sides of each unit counter. This number represents the maximum number of MPs a unit may expend in a single friendly March Phase.

B. A unit's MA may vary, depending on its formation and whether or not it is in command.

C. Each side may voluntarily move its units only during its own March Phase.

D. Move each unit or stack individually in any direction or combination of directions.

E. Before moving a unit or stack, the owning side may perform a facing or formation change at no cost in MPs. This is called the Facing/Formation Option.

F. A unit may change facing during movement, but only by expending MPs (Facing, 6.0).

G. Units spend MPs to move from hex to adjacent hex. The number of MPs spent to enter a hex depends on the type of terrain in the hex or along its hexsides.

H. A unit may continue until its MA is expended, or until the owning side decides to stop moving it. When a player removes his/her hand from the unit, that unit may not be moved again in that phase, nor may its position on the map be changed.

I. The March Phase ends when the phasing side has moved all its units to the limit of their MAs or when the phasing side decides it has moved as many units as far as desired.

4.1 Limits

A. A unit may be moved no farther than its MA permits.

B. Each side may move all, some, or none of its units during its March Phase.

C. A unit may be moved less than its MA, but never more.

D. Units are never forced to move in the March Phase.

E. Unused MPs may not be accumulated from turn to turn nor transferred from one unit to another.

4.2 Terrain Effects on Movement

A. The number of MPs spent to enter a hex depends on the type of unit moving and the terrain entered or crossed.

B. The Terrain Effects Chart lists the number of MPs a given unit type must expend to enter a hex or cross a type of hexside.

C. A unit may not enter a hex if it has insufficient MPs to enter or cross that terrain type.

D. The cost to cross terrain hexsides is added to the cost to enter a hex. Thus, an infantry unit would expend 3 MPs to enter a clear hex by crossing a stream hexside (1 to enter the clear hex; +2 to cross the stream).

E. The number of MPs a unit must expend to enter a hex or cross a hexside may be reduced if the unit is moving along a road.

  1. To benefit from the road movement cost, a unit must enter the road hex by crossing a road hexside.
  2. When using road movement, the cost of the other terrain in the hex or along its hexside is ignored and only the road cost is paid.
  3. An infantry unit must be in column formation to benefit from road costs or to cross bridges.

4.3 Entry into Hex with Other Friendly Units

Generally, a unit may enter a hex occupied by a friendly unit at no extra cost in MPs, but it must have sufficient MPs to change facing, if required (6.4).

4.4 Entry into Enemy-Occupied Hexes

A. A unit may not enter a hex occupied by an enemy combat unit.

B. Shock combat is an attempt to enter an enemy unit's hex and force it out.

C. Unmanned batteries and lone leaders are not combat units, so their hexes may be entered. An unmanned battery would be immediately eliminated (13.4), while the leader would be reduced and placed on the nearest friendly unit.

4.5 Movement in Minimum Range Fire Zone

A unit may be immediately fired upon when it leaves a hex in an enemy minimum range Fire Zone (FZ) in the March Phase.

4.6 MPs to Change Facing

A unit expends one MP to change its facing during the March Phase, unless it is using grand tactical movement.

4.7 Retreat

Retreat does not expend MPs and is not considered movement.

4.8 Command Effect on Movement

A. In Advanced Scenarios, a unit's movement is affected by whether or not it is in Command.

B. In the Introductory Scenario, all units are always in Command.

C. The Advanced Scenarios include rules to limit the movement ability of units that are not within the command radius of a friendly leader.

5.0 Grand Tactical Movement

Historically, a unit on a road and beyond effective range of enemy artillery could move with impunity. This situation is reflected in the game by allowing such units to move more quickly on roads.

A. During its March Phase, a side player may move an eligible unit or stack of units by using Grand Tactical Movement.

B. To be eligible for Grand Tactical Movement (GTM), a unit (or stack) must meet all of the following criteria:

  1. The unit is not Routed or Disordered.
  2. The unit starts and ends that March Phase on a road hex and remains on road hexes throughout its movement.
  3. The unit remains at least six hexes away from any unrouted enemy combat unit throughout its movement.
  4. The unit does not exceed 12 SPs per hex in any hex it enters during movement, in combination with other units already occupying the hex.
  5. The unit is in command and activated (Advanced Scenarios only).

5.1 Prohibitions

A. A unit must cease GTM the instant it is unable to fulfill any condition of the procedure.

B. A unit must use either GTM or regular movement in a March Phase; it may not use both.

5.2 Changing Facing during GTM

A. A unit using GTM expends no MPs to change facing.

B. The unit may still move only out its frontal hexsides, but there is no cost to change facing to do so.

5.3 Reinforcements Using GTM

Reinforcements may enter using GTM, so long as the first hex they enter is a road hex and they fulfill all other conditions.

6.0 Facing

Regiments and artillery batteries during the time of the American Revolution were organized to extend the maximum amount of fire power in only one direction. Thus, each unit had a front, rear, and flanks.

A combat unit must always be placed so that the top of the unit faces the vertex of two hexsides.

(The facing diagram in the source is a figure with no printed rule text; it is not reproduced.)

6.1 Changing Facing During Facing/Formation Option

A. A unit or stack may change facing during its Facing/Formation Option at no cost in MPs.

B. An artillery unit may change both facing and formation during the same Facing/Formation Option, but infantry may alter only one or the other.

6.2 MP Cost to Change Facing

A. A unit or stack may change facing as it moves at a cost of one MP.

B. A unit may change facing to any hexside at the cost of 1 MP.

C. A unit expends no MPs to change facing during GTM (5.2).

6.3 Attack Only via Frontal Hexsides

A. A unit may move, fire, or shock attack across only its two frontal hexsides.

B. As a unit moves, it may enter only a frontal hex.

C. A unit may never move directly into a hex in its flank or rear.

D. If such a move is desired, the unit must first change its facing so that the hex it wishes to enter becomes a frontal hex.

6.4 Facing Same Side at End of Movement Phase

A. All units occupying the same hex at the end of a March Phase must face the same hexside.

B. A unit that remains in the same hex as another unit is required to face the same direction as that unit, even if either or both units must expend a MP to change facing.

C. If a unit has insufficient MPs to both enter the hex and align its facing with a unit already in the hex, it may not enter the hex.

6.5 Effects of Fire Across Unit's Rear or Flank

A. A unit fired upon across one of its flank or rear hexsides is enfiladed.

B. An enfiladed unit is a Class 1 target on the Fire CRT. If the LOS exactly bisects a flank and front hexside, the unit is not enfiladed.

6.6 Effects of Attacks to Flank or Rear

A. A unit that is shock attacked across one of its flank or rear hexsides is immediately disordered.

B. This disorder takes place before resolving the shock attack.

C. An already disordered unit that is shock attacked across its flank or rear must make a morale check before the shock attack is resolved. This may cause the unit to rout and retreat before the attack can be resolved, in which case the attacking unit or stack would still have to occupy the retreating unit's hex.

6.7 Changing Face in Minimum Range FZ

A unit may be immediately fired upon if it changes facing in an enemy minimum range FZ.

6.8 Leaders and Rallying

A. Leaders and routed units have no facing, regardless of their positions in a hex.

B. When a routed unit rallies, the owning side may face the unit in any direction it chooses at no cost in MPs.

7.0 Formation

To be used effectively, a body of men must be organized into a specific formation. A unit's formation enhances its combat ability or its mobility. A formation is a fragile thing, since it is difficult to keep a large group of men in good order in the face of the enemy or in bad terrain. Thus, a unit may be disordered or even routed by the effects of terrain and enemy units.

A. A unit's formation is indicated by which side of its counter is face up.

B. Disorder and rout are indicated by placing a marker on the unit.

C. During its Facing/Formation Option (i.e., before it moves), a unit, or units in a stack, may change formation. This is not considered movement and does not cost MPs.

D. Flip a unit over to indicate a change of formation.

E. Leaders and dragoons have only one formation and may not change it.

7.1 Change of Formation

A. A unit may change formation only in the Facing/Formation Option of its owner's March Phase.

B. As a result of combat or rally, a unit may change from good order to disorder or rout, or vice versa, but this is not considered a formation change.

7.2 Battery Change of Formation

A. When a battery changes formation, it is also allowed to change its facing.

B. This facing change costs no MPs.

C. Other combat units may not change both facing and formation in the same Facing/Formation Option.

7.3 Disordered Effects on Facing and Formation

A. A disordered unit retains its current facing and formation.

B. A disordered unit is disorganized and shaken, but remains a functioning unit. However, there is a separate line on the Fire CRT to be used when such units fire.

C. Disordered units may not change formation, but they may move, change their facing, and fight.

7.4 Change of Formation in Minimum Range FZ

A. A unit may be immediately fired upon when it changes formation in an enemy minimum range FZ.

B. It may not be fired upon if it changes from good order to disordered or rout, since this is not a change of formation.

7.5 Restriction on Units in Column Formation

A. A unit in Column formation may not voluntarily enter an enemy minimum range FZ or initiate shock combat across an enemy's frontal hexside.

B. A column unit is not required to leave an enemy minimum range FZ should an enemy unit advance.

C. Column units have an FZ just like line units; however, they fire on the column line of the Fire Combat Results Tables, which is the least effective fire possible.

D. A column unit may initiate shock combat across the flank or rear hexsides of an enemy unit, but not across frontal hexsides.

7.6 British Option to Break Down Light Infantry

A. During their Facing/Formation Option, the British have the option to break down either or both light infantry regiments.

B. To be broken down, a unit must be in good order (neither routed nor disordered) and in Command (Advanced Scenarios only).

C. Each light infantry unit breaks down into two smaller units which have the original unit's designation printed on them.

D. Any losses the regiment has suffered must be allotted equally between the two breakdown units.

Example: If the parent unit has suffered 2 losses, when it breaks down, each breakdown unit has its printed strength reduced by 1.

E. Odd losses are reallocated to either unit as the British see fit.

F. The two units which constitute one light infantry regiment may recombine during the British Facing/Formation Option, provided they are stacked together and both in good order.

G. Breakdown or recombination is not considered a formation change. Thus, the unit(s) may change facing or formation in that Option as well.

H. When a unit recombines, adjust the parent unit's strength to reflect any losses suffered by the breakdown units.

7.7 Open Line Formation

A. Colonial line infantry (including militia) which occupy woods hexes, and broken down British light infantry in line, are considered to be in open line formation.

B. Units in open line have reduced firepower (see Fire Combat Results Table), but increased defense.

C. British broken down light infantry in line formation are always in open line, while Colonial infantry are in open line only when in line and in a woods hex.

7.8 Woods and Disorder

A. Generally, a unit is disordered when it enters a woods hex, unless it is using road movement.

B. A unit in column (infantry) or limbered (artillery) is not disordered if it enters a woods hex by crossing a road hexside.

C. Colonial line infantry and broken down British light infantry are not disordered when they enter a woods hex (7.7).

D. All other types of units/formations are disordered upon entering a woods hex. If already disordered, there is no further effect.

E. Disorder occurs before the affected unit resolves a shock attack into a woods hex, but after the defending unit has had a chance, if eligible, to fire.

8.0 Stacking

Each hex in Monmouth represents 100 yards of terrain, from hexside to hexside. In an area this large, it was historically possible to have more than one combat unit. In game terms, when more than one unit occupies a hex, the units in that hex are stacked. The number of units that may occupy a hex together depends on the size of the units and the terrain in the hex.

8.1 Terrain Effects on Stacking

A. The number of SPs that may occupy a hex at one time depends on the terrain in that hex.

B. The SP limit for each terrain type is listed on the Terrain Effects Chart. These limits are in effect at all times.

C. The stacking limit of a hex may be violated, but the following penalties apply at once:

  1. All the units in the hex are immediately disordered. If one or more units in the hex are already disordered, then the entire stack is routed and must retreat three hexes.
  2. The maximum number of SPs that may participate in fire or shock combat may not exceed the hex's stacking limit.

8.2 Determining Strength in a Hex

A. A unit's current strength is used in determining the total strength occupying a hex.

B. The current strength of a battery is determined by the number of guns it contains, not by the strength of its crew.

8.3 Changing Stacking Order

A. A unit may change stacking order only during a friendly March Phase.

B. All units in a stack must remain together when retreating and may not split off into different hexes. However, retreating units that begin in separate hexes may end a retreat stacked together and may retreat through other units (Retreat, 12.0).

8.4 MP Cost to Stack or Unstack

A. There is no additional MP cost to stack or unstack.

B. However, units that end a phase stacked must face the same direction (6.4).

8.5 Free Stacking Units

A. Markers and leaders do not count as units and may stack freely.

B. Eliminated artillery crew's guns do not affect stacking.

8.6 Effects on Unit Types and Formations on Stacking

A. Units of different types or in different formations may not end the March Phase stacked together.

B. During the March Phase, they may freely move through other friendly units without penalty, subject to the stacking limits of the terrain type (8.1).

C. Units of different types or formations may end up stacked together as a result of retreat. These units must unstack in the following March Phase.

8.7 Top Unit in Stack in Fire Combat

Only the top unit in a stack may engage in fire combat, suffers combat losses, and makes morale checks.

8.8 Strength in Shock Attack

A. A stack's entire strength is used when making a shock attack.

B. However, if the strength of the stack exceeds the stacking limit of the type of hex entered, the excess strength is ignored.

Example: If a 15 SP stack were about to shock attack defenders in a woods hex, only 12 SPs would be counted in the attack. However, all 15 SPs would be subject to the results of the attack.

8.9 Changing Stacking Order in Minimum Range FZ

A stack may be immediately fired upon when it changes stacking order in an enemy minimum range FZ.

9.0 Morale

A combat unit comprises men with various degrees of discipline. These men are influenced by each other and by their officers to greater or lesser degrees of discipline in the face of the enemy.

A. Each combat unit in the game is given a Morale Rating from 1-6 (poor-excellent) which represents the aggregate morale of that unit.

B. When a unit engages in combat, or when a friendly unit retreats past it, a unit will be called upon to decide whether discretion is the better part of valor; this is called a morale check.

C. As a result of a morale check, a unit will be either unaffected, disordered, or routed.

D. When a unit is required to make a morale check, the owner rolls one die.

  1. If the result is less than or equal to the unit's current Morale Rating, it passes the check and is unaffected.
  2. If the die roll exceeds the Morale Rating, the unit fails.

E. A unit in good order that fails a morale check becomes disordered.

F. A disordered unit that fails a morale check is routed and must retreat three hexes.

G. When a routed unit is called on to make a morale check, no check is made; instead the unit fails automatically.

H. A unit's Morale Rating is modified by the factors listed in 9.1.

I. However, regardless of modifiers, a result of 6 on the die is always a failure.

9.1 Morale Modifiers

A. A unit's Morale Rating is modified depending on its losses, whether it is disordered or routed, and its proximity to friendly brigade leaders.

FactorEffect
Losses-1 per SP or gun lost
Disorder-2
RoutMorale Rating = 0
Brigade Leader+ Leader's Morale Bonus

B. A brigade leader may modify the Morale Rating of any friendly unit with which he is stacked or adjacent to.

C. A unit may be affected by only one leader, even if stacked with or adjacent to more than one.

D. Optional: An army leader may provide a +1 morale modifier to any unit he is stacked with. This is used instead of a brigade leader modifier.

9.2 Situations Requiring a Morale Check

A unit must make a morale check when:

A. A result on the Fire or Shock CRT calls for a check.

B. All friendly units in an adjacent hex are eliminated or forced to retreat as a result of fire or shock combat. This applies only to units immediately adjacent to the retreating/eliminated unit, and not to units adjacent to the retreating unit. In other words, units in one hex may cause units in the six adjacent hexes to make morale checks; however, should any of these adjacent units fail their checks and retreat, their retreat does not trigger still more morale checks.

C. The top unit in a stack is eliminated, the second unit (or third, if both the topmost and second were eliminated) must make a morale check.

D. It is disordered and is shock attacked across one of its flank or rear hexsides.

9.3 Top Unit Checks for Entire Stack

A. Only the top unit in a stack makes a morale check. The result of the check applies to the entire stack.

B. If the top unit is eliminated, then the second unit makes the check, and so on.

9.4 Morale Lower Limit

A. A unit's Morale Rating may be reduced to 0, but not to less than 0.

B. Leaders have no Morale Rating and do not make checks. They only affect the checks of friendly combat units.

9.5 Recovery

A. Units recover from rout and disorder in the friendly Rally Phase.

B. Disordered markers are removed before Rout markers.

C. A unit recovers from disorder if it does not occupy a hex in the minimum range FZ of an enemy unit, but units that are disordered because they occupy woods remain disordered (7.8).

D. Routed units may rally only if they are stacked with a friendly leader. (See 18.0 for additional Advanced Scenario Rally rules.) The unit must not be in an enemy minimum range FZ.

E. When a unit rallies, it becomes disordered. Thus, it will take two Rally Phases for a routed unit to regain good order.

F. When a routed unit rallies, it may be faced in any direction the owner chooses, at no cost in MPs.

9.6 Rout Effects

A. A routed unit that is unable to rally in the owner's Rally Phase must retreat four hexes (12.8).

B. Routed units may not move in the March Phase, engage in combat, or change facing or formation.

10.0 Fire Combat

During the American Revolution, both sides were armed with smoothbore muskets. These weapons made a lot of smoke and noise, but were very inaccurate. The musket's maximum range was near 200 yards, but its effective range was less than 100 yards. To increase firepower, both sides used massed volleys. Artillery, on the other hand, was very effective, although hard to deploy.

A. Fire combat occurs during the Reciprocal Fire Phase of each player's turn.

B. In addition, a unit may be immediately fired upon in any Phase when changing facing, formation, or stacking, or exiting a hex, in the minimum range FZ of an enemy unit.

C. Regardless of when a unit fires, it must have a clear Line of Sight (LOS) to the enemy unit.

D. At the beginning of each Fire Combat Phase, both Artillery and Infantry Phases, the phasing side rolls one die. If the result is even, the Colonials fire first. If odd, the British fire first.

E. The side firing first selects an eligible combat unit occupying a hex on the far side of either of its flanks, then resolves that unit's attack.

F. The other side then follows the same procedure by picking a unit on one of its flanks and resolving its attack.

G. The first side then fires a second unit by proceeding down the length of its army from the flank where the first unit was selected.

H. Then the other side attacks with a second unit, in the same way.

I. Continue alternating until all desired, permissible fire has been executed.

J. Once a side chooses a direction of fire resolution, it may not change that direction, but may skip over units that do not fire at all in that phase.

K. Regardless of when it fires, each unit always fires individually (i.e., two or more units may not combine their strength to attack the same unit).

L. A single enemy unit may be attacked by as many eligible friendly units as have an LOS to the unit and are in range.

10.1 Line of Sight (LOS)

A. A unit may only fire at a unit it can see. A unit sees only out of its frontal hexsides, constituting its FZ (10.3). It may never see out its flanks or rear hexsides.

B. An LOS is then determined by tracing a straight line from the center of the attacking unit's hex to the center of the defending unit's hex.

C. If both units are on the same elevation level, the LOS is blocked if any hexes along the LOS contain woods, combat units, or elevation levels higher than those occupied by the units.

Example: The LOS between 4418 and 4720 would be blocked by the higher elevation level in 4519.

D. If the units are on different elevation levels, use the LOS Gauge to determine if the LOS is blocked.

E. The elevation level of the attacking unit is located on the leftmost row of the gauge.

F. Determine the range in hexes between the units by counting the hexes from the firing unit (excluding the hex it occupies) to the defending unit (including the hex it occupies).

G. Locate the elevation of the defending unit on a row corresponding to the range.

H. Connect the two points on the graph with a straight edge.

I. Locate potential obstacles at their range and elevation between the two points.

J. Between different elevations, combat units do not block LOS. Optional: Unless in the hex directly in front of target hex.

K. If they exactly correspond or fall below the line, the LOS is clear; above, the LOS is blocked.

L. If it is a close call, roll a die to determine the LOS.

M. Woods are half a level tall and are marked on the Gauge. Thus, the elevation plus the woods height is used to determine if a woods hex blocks LOS.

N. The players will better understand the gauge if they see it as a side view of the two units.

Example: The firing artillery unit occupies hex 2124 at Elevation Level 3. The defending unit is in hex 1720 at Level 1. The range between the two is 6 hexes. Thus, the firing unit is located at Level 3 on the Gauge while the defending unit is located at Level 1 on the 6 row. Hex 1922 is the potential obstacle; located on the 3 row (3 hexes from the attacker) at Level 2. A straight line shows that 1922 exactly touches the line, and thus the LOS is clear. Had the obstacle been in hex 1821, the LOS would have been blocked.

O. If the LOS exactly bisects two hexes, and one contains blocking terrain and the other does not, then the LOS is clear.

P. Hedgerow hexsides do not affect LOS and do not block it.

Q. Abandoned artillery guns and their separated crews do not block LOS.

R. Hex 5324 (Monmouth Courthouse) should be considered an LOS obstacle (the same as a woods hex).

10.2 Fire Routine

The Fire Routine is used to resolve all fire combat attacks regardless of when these occur. Refer to the Fire CRT while reading the following explanation of its use.

A. Determine the formation of the firing unit and its range from the target unit. A unit that changes formation, facing, or stacking order in the minimum range of an enemy unit (including enemy artillery) is fired upon by that unit before the change is completed (i.e., using its situation prior to the change: formation, facing, or stacking order).

B. At the top left of the CRT are four possible rows which correspond to range and formation possibilities of firing units (10.11).

C. Determine the firing unit's current strength.

D. This strength is cross-indexed with the result of Step I to determine which of the five columns of possible results the attacker uses.

E. Cross-index the Target Class of the defending unit with the type of unit firing.

F. Each defending unit will fall into one of the four Target Classes listed on the left side of the CRT. Each firing unit is of one of three types.

TypeExplanation
AArtillery unit (regardless of nationality)
BBritish unit
CColonial unit

G. The attacker rolls one die, cross-referencing the result with the Target Class of the defending unit, the attacker's column, and the Unit Type within that column, to determine the result of the attack.

H. Apply the result immediately, before any other unit fires. See 10.9 for explanation of results.

10.3 Fire Zone

A. Each combat unit has a Fire Zone (FZ) which extends into all hexes it can observe within its maximum fire range.

B. A unit may only see hexes in its FZ. Hexes outside the zone may not be observed or fired into.

10.4 Restrictions

A unit engaging in fire combat is subject to the following conditions:

A. A unit may fire only once per Fire Combat Phase.

B. Each unit may fire only in its own Phase (Artillery Phase or Infantry Phase). Dragoons fire in the Infantry Phase.

C. During other phases, a unit may fire as often as it is eligible.

D. Leaders, routed units, limbered batteries, and artillery crews may never fire.

E. Unlimbered batteries with crews may fire.

F. A unit may not fire at a unit that it cannot see.

G. A unit must have a clear LOS to fire.

H. Only the top unit of a stack may fire or be fired upon.

I. A unit's strength may not be divided to attack more than one unit.

J. A unit's current strength is always used in combat.

K. A unit may not fire through its flank or rear hexsides. It may only fire through its frontal hexsides at a unit in its FZ.

L. A unit is never required to fire. It is always a player's option to fire or not to fire.

M. Infantry units in column formation may fire, however, they use the Column row on the Fire CRT, which is the least effective row.

10.5 Target Classes

A defending unit falls into one of four Target Classes:

ClassDefender
1Units in more than one class; Unit in column; Unit that is enfiladed
2Infantry/dragoon that does not fall into any other class
3Routed units (regardless of type); Broken down British light infantry in open line; Unit in woods (except Colonial in open line); Artillery fired upon by artillery
4Colonial units in open line; Artillery fired upon by non-artillery; Leaders alone

10.6 Units Exiting Minimum Range FZ

A. A unit may be immediately fired upon if it voluntarily exits a hex in an enemy minimum range FZ.

B. The unit may be attacked by all units exerting a minimum range FZ into the hex. This is especially important during the Shock Combat Phases (11.3).

10.7 Retreats in Minimum Range FZ

A. Aside from the hex in which a retreat began, a retreating unit may be fired upon if the hex from which it retreats is within an enemy minimum range FZ.

B. A unit may not be fired upon a second time when it leaves the hex from which it began its retreat. However, it may be fired upon when it leaves hexes along its path of retreat that are within enemy minimum range FZs.

10.8 Changing Facing, Formation, or Stacking Order in Minimum Range FZ

A. A unit may be immediately fired upon when it voluntarily changes its facing, formation, or stacking order in an enemy minimum range FZ.

B. A unit may not be fired upon when it is caused to change into disordered or rout formation, because these are not voluntary formation changes.

C. A unit may be fired upon by all enemy units exerting a minimum range FZ into the hex.

10.9 Fire Combat Effects

A. The effects of fire combat depend on the condition of the defending unit, depending on whether the defender is in good order, disordered, or routed.

B. Fire combat results are handled somewhat differently with artillery (13.5 and 13.6) and leaders (14.1).

10.10 SP Losses

A. When a unit suffers a SP loss, place a marker beneath the unit to represent its new strength.

B. When a unit suffers losses equal to its current strength, it is eliminated.

C. If more losses are called for than the strength of the top unit in a stack, apply the excess losses to the second unit in the stack.

D. Losses and eliminations may cause stacked and adjacent units to check morale (9.2).

10.11 Effect of Firing Unit's Formation and Range on Attack

A. The formation of the firing unit and its range to the defender affect its attack.

B. The firing unit's formation and range determine the section of the Fire CRT it uses.

10.11.1 Section 1

A. Artillery units firing at maximum range, units in column formation, dragoons, and disordered units use this section.

B. Should a unit qualify for more than one section, this section takes precedence.

10.11.2 Section 2

Infantry and militia in line formation and in good order firing at a unit at two hexes range use this section.

10.11.3 Section 3

Open line infantry (both British and Colonial) at one-hex range and artillery firing at medium range (3-4 hexes) use this section.

10.11.4 Section 4

Infantry and militia in line formation firing at one-hex range and artillery firing at minimum range (1-2 hexes) use this section.

11.0 Shock Combat

Shock attacks represent the psychological and physical confrontation that occurs when opposing units close to within hand-to-hand combat range.

A. Shock combat is resolved while the opposing units are adjacent. The attacking unit is considered to be attempting to enter the hex occupied by the defender.

B. Shock attacks are made during the Shock Combat Phase at the phasing player's option.

C. The purpose of shock attack is to overwhelm the enemy unit and force it from its hex. If successful, the attacker then advances into the hex vacated by the defender.

D. During the Shock Attack Phase, the phasing side may initiate shock attacks in any desired order.

E. All shock attacks need be announced at the same time. The phasing side announces one and resolves it before announcing a second.

F. Friendly units in different hexes may not be combined to attack the same hex.

G. Enemy units in separate hexes must be attacked separately.

H. All units in a hex, whether attacking or defending, are combined into one total strength.

I. Resolve shock attacks using the following procedure and the Shock CRT.

  1. Announce the attack. Once a shock attack has been announced, the attacking side must go through with it.

  2. The defending unit (if eligible) may fire at the attacking unit or stack. The attacker is assumed to be attempting to enter the defender's hex, and thus may be leaving a hex in the defender's minimum range FZ, depending on the formation and facing of the defending unit. Other enemy units which have minimum range FZs in the hex that the attacker is leaving may also fire at the attacker. Thus, it is possible that a single attacking unit or stack may be attacked by several enemy units before the shock attack is resolved. The results of these attacks (if any) are applied to the units undertaking the shock attack before that attack is resolved.

  3. Determine the Attack Percentage. If the attacker survives Step 2 and does not rout, determine its Attack Percentage by dividing the attacker's total strength by the defender's total strength. Locate the resulting [percentage] on the left side of the Shock CRT. Always round any odd percentages down to the nearest percentage on the Table.

(The source reads "Locate the resulting on the left side"; the missing noun is supplied in brackets here.)

Example: If British 7 SPs attacked 3 Colonial SPs, the final percentage would be 200% (7 ÷ 3 = 233%, rounded down to 200%). (The source prints the division sign as a blank; "÷" is supplied here.)

  1. Determine the Morale Differential. Subtract the Morale Rating of the topmost defending unit from the Morale Rating of the topmost attacking unit. The resulting number is the Morale Differential. Locate this number on the horizontal line at the top of the Shock Combat Results Table. Apply relevant modifiers to the Morale Rating (9.1).

  2. Roll a die. Locate the result by cross-referencing the Attack Percentage with the Morale Differential. Apply the results (11.8) of the attack immediately, before any other shock attacks are announced or resolved. If the attack is successful, the attacker must advance into the defender's vacated hex. The attacker may not fire at the defending unit if it is forced to retreat, even though the defender would be exiting the attacker's minimum range FZ (at least in a technical sense).

11.1 Shock Attack DRMs

A. Sum all applicable DRMs, then add or subtract the sum from the die roll result.

B. Results of less than 1 or greater than 6 are treated as 1 or 6, respectively.

11.2 Restrictions

A. Shock attacks are subject to the following restrictions.

B. A unit or stack may only shock attack an adjacent enemy unit or stack that it faces. A unit may not shock attack through its flank or rear hexsides.

C. Units or stacks occupying different hexes must make separate shock attacks.

D. A unit or stack may make only one shock attack per friendly Shock Attack Phase. A unit may not shock attack in the enemy's Shock Attack Phase.

E. A unit or stack may be shock attacked any number of times in the same Shock Attack Phase.

F. Defending units occupying different hexes must be shock attacked separately.

G. Leaders, batteries, and routed units may not initiate shock attacks. These units may, however, be targets of enemy shock attacks.

H. A unit is never required to launch a shock attack. Each side has the option to attack or not to attack during its Shock Attack Phase.

I. A defending unit must always defend when shock attacked. It may not retreat before a shock attack.

11.3 Attacker Subject to Enemy Fire

A. A unit that initiates a shock attack may be fired upon by all units whose minimum range FZ the unit leaves. This includes the unit or stack the unit is shock attacking.

B. The firing units fire at the shock attacking unit in the hex it occupies, not the hex occupied by the defender.

C. If, after this fire, the shock attack forces the attacker to advance into the defender's hex, the attacking units cannot be fired upon while making this advance.

11.4 Attacker Disordered across Stream or Bridge

A. A unit or stack that initiates a shock attack across a stream or bridge hexside is immediately disordered.

B. The disorder applies before the shock attack is resolved, but after the defender, if eligible, has had a chance to fire.

C. A previously disordered unit is unaffected.

11.5 Morale Check when Attacked across Flank/Rear

A. Check morale for a disordered unit shock attacked across a flank or rear hexside.

B. The check is made before resolving the shock attack.

C. As a result, the unit may retreat away before the attack can be made. If so, the shock attacking unit must advance into the vacated hex.

11.6 Defender Disordered when Attacked across Flank/Rear

A. A unit in good order that is shock attacked across its flank or rear hexside is immediately disordered.

B. The disorder is applied before resolving the shock attack.

11.7 Attacker Facing After Shock Attack

At the conclusion of a successful shock attack, the attacker receives a free facing change, and may face in any direction.

11.8 Shock Attack Effects

The effects of shock attack depend on the condition of both the attacking and defending units, whether the unit is in good order, disordered, or routed at the moment the attack is made.

11.9 Shock Attack against Batteries

A battery, regardless of its condition, is eliminated whenever it receives an M1, Dr, R, or R1 result in shock combat.

11.10 Shock Attacks outside Table Limits

A. Once a shock combat is announced, it must be carried out.

B. Shock attacks at less than 50% use the 50% ratio, while those made at greater than +6 use the +6 differential.

C. Shock attacks may be made at greater or lesser Morale Differentials or Attack Percentages than those printed on the table.

  1. An attack made at a differential less than -2 is an automatic Dr result for the attacker, while the defender is unaffected.
  2. Attacks at greater than 300% use the 300% ratio.

12.0 Retreat

A. Units may be forced to retreat as a result of shock combat or as a result of being routed.

B. Each side retreats its own units.

C. Retreating units must always retreat toward friendly lines; that is, toward the friendly edge of the map. The friendly edge for the Colonials is the western edge, and the eastern edge is friendly to the British.

12.1 General Rule

A. Generally, a retreating unit must retreat three hexes.

B. A unit must retreat four hexes if it is unable to rally in the Rally Phase (12.8).

C. A unit may not retreat more than four hexes in a single retreat.

D. A unit that has performed one retreat and is called on to retreat again, retreats only one hex in any subsequent retreat in the same phase.

12.2 Retreating Stacks

A. The units in a retreating stack must stay together.

B. The units from more than one hex may, however, end a retreat stacked together. This is one way for a side to make it easier to rally its troops.

C. However, units of different types or formation that end up stacked together must unstack in the following March Phase. If unable to unstack, the owner must eliminate units so that the stack contains units of only one type and formation of its choice.

12.3 Retreat Direction

A. Colonial units must retreat toward the west map edge. British units must retreat toward the east map edge.

B. A Colonial unit must always retreat into a non-enemy-occupied hex northwest or southwest of the hex it currently occupies.

C. A British unit must always retreat into a hex northeast or southeast.

D. Both British and Colonial units may retreat into north and south hexes, but only if both other legal hexes are occupied by enemy units or enemy minimum range FZs.

E. A unit may not retreat into a hex away from its friendly map edge. If forced to do so, the unit is eliminated instead.

12.4 Retreating off Map Edge

A. A unit that retreats into a friendly map edge hex does not leave the map. Instead, the retreating unit stops its retreat and loses one SP.

B. If not rallied in the ensuing friendly Rally Phase (9.7), the unit remains in place and loses another SP at the end of the Rally Phase, and so on until the unit or stack is either eliminated or rallied. (The source cites "9.7"; no section 9.7 exists in this rulebook. The reference is transcribed as printed.)

12.5 Retreat through Friendly Units

A. A unit may retreat into or through hexes occupied by other friendly units, thereby immediately disordering those units.

B. A unit whose hex is retreated through is immediately disordered. If the unit is already disordered, it becomes routed and must retreat three hexes. No losses are incurred due to rout.

12.6 Retreating into a Friendly Stack

A. If retreating units end their retreat stacked with other units, all units in the hex automatically adopt the status of the retreating units.

B. The non-retreating units may become routed or disordered when they remain stacked with retreating units.

12.7 Retreat Prohibited into Enemy-Occupied Hexes

A. Retreating units may never enter enemy-occupied hexes.

B. If no retreat path is available, they are eliminated instead.

12.8 Failure to Rally

A. A routed unit that does not rally in the friendly Rally Phase must retreat four hexes.

B. If the unit occupies a friendly map edge hex, it loses one SP instead.

12.9 Facing of Retreating Units

A. An unrouted unit that retreats faces as if it were moving.

B. The last hex of a retreat will always find the retreating unit faced away from the hexside through which it entered the hex. This is important, since the unit may present its rear or flank involuntarily to the enemy.

C. The facing of routed units makes no difference.

13.0 Artillery

13.1 Elimination Due to Shock Combat

Artillery units are eliminated if they suffer an M1, Dr, R, or R1 result in shock combat.

13.2 Crewed vs Uncrewed

A. A crewed artillery unit is considered to have one SP for determining shock combat percentages. The unit's Morale Rating is that on its counter.

B. An uncrewed battery has a strength of 0. It may be taken automatically in shock combat. The attacker need not roll a die when shock attacking a hex containing only uncrewed batteries.

13.3 Battery Composition

Each battery comprises two parts: its guns and its crew. When a battery is disordered or routed, this applies to the battery's crew, not to the guns. Only one counter, the battery counter, is used to indicate both crew and battery, unless the crew has retreated from its unlimbered guns (13.4).

13.4 Retreating Battery

A. When a limbered battery retreats, the entire battery is retreated; when an unlimbered battery retreats, only the crew retreats. The guns are abandoned in the hex they occupy.

B. When an unlimbered battery is forced to retreat, place a lettered Crew marker on the battery, and retreat the marker. Place an Abandoned Guns marker, with the same code letter as the Crew marker, on the battery whose guns have been abandoned.

C. The battery may be recrewed when the retreated crew has rallied and returned to the hex where the guns were abandoned.

D. Only a battery's original crew may be used to recrew the battery.

E. Abandoned guns have no significance; both sides may freely move or fire through a hex occupied solely by abandoned guns.

F. If an enemy combat unit enters a hex occupied by abandoned guns, those guns and their crew are immediately removed from play.

G. Crews are considered line infantry for movement purposes, as well as if they are fired on while away from their battery.

H. Artillery crews (whether with their guns or not) have a strength (size) of 1. If they suffer a loss in any manner they are eliminated (the whole unit). This may happen as a result of fire combat.

I. A crew has no FZ and is considered to face all six hexsides of the hex it occupies, thus, it may not be enfiladed.

J. Crews may not engage in fire combat and may defend only against shock attack.

K. A crew's morale is not reduced by losses to its battery's guns.

L. When an artillery crew is eliminated while still with guns, replace the eliminated unit with an Abandoned Gun marker. If an enemy unit moves through that hex (not just a leader), the abandoned guns are eliminated (removed from play) and count as eliminated guns for VP purposes.

13.5 Firing on Batteries

A. Infantry fire from any range and artillery fire from a range of four hexes or less affects only a defending battery's crew.

B. The battery is considered a Class 4 target for an infantry attack, and a Class 3 target for an artillery attack.

C. Regardless of its Target Class, a battery is immediately eliminated when its crew is eliminated, whether or not the crew is with the battery.

13.6 Counter-Battery Fire

A. Artillery fire from a range of 5-10 hexes affects only a target battery's guns.

B. Such fire (at maximum range) is called counter-battery fire.

C. A D or R result that occurs as a result of counter-battery fire eliminates one gun from the target battery.

D. The battery's crew does not make a morale check or rout as a result of the loss. The crew is, however, disordered.

E. Counter-battery fire has no effect upon an M result.

13.7 Limbered vs Unlimbered

A. A limbered battery may move but not fire.

B. An unlimbered battery may fire but not move.

14.0 The Hedgerow Scenario

The Hedgerow Scenario is a standalone game designed as an enjoyable introduction to the game. It is highly recommended that this scenario be played at least once before players move on to the more complex Advanced Scenarios. This Scenario recreates the stand made by the Colonials at the midpoint of the battle, which allowed Washington to bring up and form the main body of the army. The Scenario lasts for five turns, beginning with Turn 15 and ending at the conclusion of Turn 19. The British player is the first player.

14.1 Leader Casualties

A. When a leader is eliminated, his counter is flipped over to reveal his reduced values.

B. Leaders with no reduced values are removed from play when they suffer a loss.

C. When a leader is stacked with a unit that suffers losses in fire or shock combat, the owning side rolls a die. On a 1, the leader is reduced. Any other result has no effect.

D. A leader stacked with an eliminated unit is placed on the nearest friendly combat unit. Roll to determine whether the leader is reduced.

E. A leader alone in a hex is automatically reduced if an enemy combat unit enters his hex during the enemy March Phase. In this case, the leader is displaced after reduction.

F. A lone leader may be fired upon as a Class 4 target. Any result against him forces him to be placed on the nearest friendly combat unit. He is not reduced, merely displaced.

14.2 Scenario Victory Conditions

A. The winning side accumulates more Victory Points (VPs) than its opponent.

B. VPs are awarded for inflicting enemy casualties and for controlling terrain.

14.2.1 Casualties

Each side receives VPs for inflicting enemy casualties:

VPsEvent
1per enemy infantry/dragoon SP eliminated
2per enemy gun eliminated*
2per enemy leader loss**

* Crews do not count for VP.

** Each time a leader is suffers casualties, the other side receives VPs, not just the first time when the leader counter is flipped to its reduced side. (The source prints "a leader is suffers"; transcribed as printed.)

14.2.2 Control of Terrain

A. The Colonials begin the game controlling all the hexes listed below.

B. A side controls a hex if it was the last to have an unrouted combat unit in the hex at the end of a turn.

C. A hex is not controlled simply by moving through it.

D. Hexes 1519 and 1619 are each worth 4 VPs to the side controlling them at the end of the game.

E. The British receive 2 VPs for each hex on the north side of Weamaconk Creek, beginning with hexes 1617 and 1618 and going west (i.e., hexes 1718 east do not count) at the end of the game.

F. The British receive 1 VP for each of these hexes controlled at the end of the game: 1122, 1220, 1221, 1222, 1320, 1321, 1322, 1323, 1419, 1420, 1421, 1520, 1521, 1619, and 1620.

14.3 Victory Levels

A. At the end of the game, the players consult the following schedule to determine the winner.

B. The players total their VPs (14.2) and subtract the smaller total from the larger. The resulting differential is located below to determine the winner.

DifferentialVictory Level
20+Decisive
13-19Substantial
6-12Marginal
0-5Draw

14.4 Command Status

A. All units in the Hedgerow Scenario are always in Command.

B. The units may fight and move without the more complex rules of the Advanced Scenarios.

C. Leaders are used in this scenario to rally routed units (9.5) and to modify the Morale Ratings of adjacent units (9.1).

14.5 Map Area Used

A. Only part of the map is used in this scenario, indicated by a line printed on the map.

B. The eastern edge is the friendly map edge for the British, while the western edge is friendly to the Colonials (12.3).

C. The battle is considered to be raging outside these boundaries. Thus, if the only path of retreat open to a unit is into a hex outside the boundary on the north or south, the unit is removed from play, but is not considered eliminated.

D. If a unit reaches the friendly edge of the play area, it begins to lose one SP per turn, as described in 12.3.

14.6 British Setup

A. British begin in column (infantry) and limbered (artillery).

B. Units set up as follows:

HexUnitHexUnit
29211BtGd28252/2BtGr
29222 BtGd262616LtDg
29231/1BtGr3024BtyA
29242/1BtGr2923Clinton
28241/2BtGr

14.7 Colonial Setup

A. Colonial begin in line (infantry) and unlimbered (artillery).

B. Units set up as follows:

HexUnitsHexUnits
2419Wayne1923VrnBde
24203Md2022SctBde
252013Pa2122NJ
25195Va18234NY
1822Lafytte1824Bty1
1625JknDet1725Bty2

15.0 Fatigue

The temperature during the battle of Monmouth hovered near 100°, resulting in a high rate of exhaustion and fatigue on both sides. The battle often slowed to a crawl as the troops took time to rest and gather water.

A. To reflect this factor, each side rolls a die during the Fatigue Interphase, starting at noon (Turn 6). If both players roll the same number, then both sides are considered to have sat down for a breather. The following turn is skipped.

B. There are no Fatigue Checks for the next two turns following the skipped turn.

C. Resume On the third turn after a skipped turn, the Fatigue Check is resumed.

D. There is no roll on the last turn of a scenario.

15.1 Reinforcements on a Skipped Turn

Reinforcements due to enter on a turn that is skipped enter on the next turn played.

Example: If Turn 8 were skipped, the British reinforcements due to arrive that turn would enter on Turn 9. The Turn 9 reinforcements would also enter on that turn, but after the reinforcements from Game-Turn 8.

15.2 Automatic Rally

A. Routed and disordered units that are not Isolated nor in an enemy minimum range FZ automatically rally when a turn is skipped. The skipped turn acts as a Rally Phase for these units.

B. Routed units do not need leaders to rally, and they change from routed to disordered.

15.3 VPs during Skipped Turns

A. VPs awarded for controlling terrain are still awarded, even if the turn is skipped.

B. Either side may receive VPs during a skipped turn if in control of hexes that award VPs on a turn by turn basis.

16.0 Command

The Advanced Scenarios add the concepts of Command Control and differing abilities among leaders to the game. The two armies differ in organization, and this is reflected in their respective command systems.

A. Each leader has a Command Radius which is the number of hexes that leader's combat units may be away from the leader and still be in command.

B. A combat unit will always be in one of three states: in command, out of command, or isolated.

C. During the Command Phase, the phasing side examines its combat units to determine their command state.

D. When tracing a leader's radius, the hex the leader occupies is not counted, while the hex the combat unit occupies is counted. That leader's combat units are in command if they occupy a hex in that leader's radius.

E. A leader may command only those units that are subordinate to him, or units with which he is stacked. This is indicated by the leader's name being printed on the combat units of his command.

Example: The 9th Pennsylvania would be in command if it began the Colonial Command Phase within three hexes of General Wayne.

F. Artillery batteries may be commanded by any leader of their army (British) or wing (Colonial).

G. The British Army contains many independent units which may be commanded by the three British Army Commanders, Clinton, Cornwallis, and Erskine.

H. A unit that is out of command or isolated is greatly reduced in its abilities to fight and move.

I. Place the appropriate marker on a unit judged to be out of command or isolated.

J. A unit's command status remains as determined until the next friendly Command Phase, thus, a unit will be in command, out of command, or isolated for an entire turn.

16.1 Tracing Command Radius

A. A Command Radius may not be traced through lake hexes or enemy combat units.

B. A Command Radius may be traced through enemy FZs and across other types of terrain.

Designer's Note (as printed): Players familiar with other SPI tactical games will note that this is a more liberal rules than usual. This is due to the short range of enemy weapons and the ability of couriers to get through these FZs with little danger.

16.2 In Command Effects

A. A combat unit must be in Command in order to move and fight at its full potential.

B. Leaders are always in command, regardless of their rank.

C. A unit in command may move its entire MA and may fire in the Fire Combat Phases.

D. A unit may enter enemy minimum range FZs, initiate shock combat, and use GTM only if the unit (or its brigade) has been activated (17.0).

E. A unit that is in command may execute any action except those requiring activation.

16.3 Units Stacked with Leaders

A. A unit that is stacked with a friendly leader is automatically in command.

B. This is true even if the unit and leader are from different wings, brigades, etc.

16.4 Colonial Command

A. Colonial infantry are commanded by brigade leaders, while the batteries are commanded by brigade and army leaders.

B. A Colonial infantry or militia unit is in command if it begins the Colonial Command Phase stacked with a leader (16.2) or is within the command radius of its brigade leader.

C. Units that do not meet these restrictions are out of command. Place an Out of Command marker on them.

D. Colonial batteries are in command if they are stacked with a leader or begin within the command radius of any leader, brigade or army, of the same wing.

Example: Colonial Battery I may be commanded by Dickinson, Maxwell, Wayne, Lafayette, Scott, or Lee (the wing commander) if it begins the Command Phase within the command radius of any of these leaders.

16.5 Colonial General Wayne

General Wayne was assigned to lead the Advance Guard, and his old command was turned over to Lafayette. Colonial General Wayne may command any number of units from Lafayette's brigade in addition to those of his own brigade.

16.6 British Command

A. Some British units are commanded by brigade leaders; others are independent and are commanded by army leaders.

B. British units that have a name printed under their designations are subordinate to the leader named and may be commanded by him if they begin the British Command Phase in his command radius.

C. Independent units are in command if they begin the Command Phase in the command radius of either Clinton or Cornwallis.

D. In addition, General Erskine, a staff officer, may command any two independent units within his radius. Erskine may also command the units with which he is stacked, in addition to the above.

E. British batteries are in command if they are within the command radius of Clinton, Cornwallis, any brigade leader, or one of Erskine's two units.

F. British units are in Command if stacked with a leader (16.3).

16.7 Out of Command

A. A unit that is not stacked with a leader or in the command radius of its leader is out of command.

B. A unit that is out of command may also be isolated if the conditions of 16.8 are met.

C. A unit that is out of command:

  1. Has its MA reduced by half (round down).
  2. May not use GTM.
  3. May not initiate shock combat (although it still must defend if shock attacked).
  4. May not voluntarily enter an enemy minimum range FZ. The unit could enter such a hex by retreat, or an enemy unit could advance to within range. A unit is not required to exit the minimum range FZ if it begins there, or if the enemy unit moves up; it simply cannot enter another hex in an enemy minimum range FZ in the owner's March Phase.
  5. May not fire in the Fire Combat Phase. The unit retains its FZ and may fire in any other phase, due to changes in enemy facing, formation, etc., in its minimum range FZ.

16.8 Isolated

A. A unit is isolated if, during the friendly Command Phase, the unit is out of command and all six hexes around the unit contain enemy combat units or their minimum range FZs.

B. Place an Isolated marker on the unit and make an immediate morale check in the Command Phase.

C. If the unit passes, it remains isolated and may not rally during the friendly Rally Phase (even from disorder).

D. If it fails, it is immediately routed (not disordered, even if it was in good order) and retreats three hexes.

E. An isolated unit unable to retreat is eliminated.

17.0 Activation

A. Each of the seven army leaders has a number of Activation Points printed on his counter. These points are used to activate brigade leaders and/or individual combat units during the friendly Command Phase.

B. An individual unit or the units of an activated brigade may use GTM, initiate shock combat, and enter enemy minimum range FZs. Unactivated units may not.

C. Each side, during its Command Phase, may expend Activation Points from its army leaders to activate individual units or brigade leaders.

D. To be activated, the unit or leader must be within that army leader's command radius, and the army leader must expend one Activation Point.

Example: General Clinton has six Activation Points he may expend in each Game-Turn. It costs one Activation Point to activate an individual combat unit or brigade leader. However, if a brigade leader is activated, then all the units in his brigade that are in command within his command radius are also activated. So, if Lafayette is activated, and all his regiments are within his command radius and in command, then all six regiments are activated.

E. An army leader may not exceed the number of Activation Points printed on his counter during a Command Phase. However, a leader may use his maximum amount listed on his counter in each turn.

F. For an army to launch an offensive, it needs to activate as many units as possible.

G. Unactivated units are adequate, however, for defense.

17.1 Activation Effects

A. Only activated units in command may enter an enemy minimum range FZ, use GTM, or initiate shock combat.

B. Units that are in command but unactivated may not perform these actions, while out of command units are even more restricted in their actions (16.7).

C. An unactivated unit may be forced into an enemy minimum range FZ, but only an activated unit may voluntarily enter such a zone in the friendly March Phase.

D. An unactivated unit must always defend in shock combat, but only an activated unit may initiate it.

17.2 Duration of Activation

A. A unit is activated for an entire turn when its owner activates it.

B. A unit must be reactivated in each friendly Command Phase if its owner wishes to continue its activation.

17.3 Colonial Army Leader Abilities

A. A Colonial Army leader may activate only brigade leaders or units of his wing.

B. General Washington may not activate leaders, but he has other special abilities (17.6).

C. Generally speaking, the Colonials spend most of their Activation Points activating brigade leaders, not individual units.

D. Each wing has more brigades than the wing commander has Activation Points. Therefore, all brigades may not be activated at the same time.

E. An individual unit must always be in command to be activated by either its own activated brigade leaders or its own wing leader.

F. Both sides will often find their batteries falling behind the rest of the army because there are simply not enough Activation Points to go around.

17.4 Colonial General Wayne

A. Colonial General Wayne is always considered activated.

B. The Colonial side never needs to expend Activation Points on General Wayne, since his personal initiative was, historically, greater than that of any other leader present at the battle. Those of his units that are in command (and possibly those of Lafayette; 16.5) will all usually be activated.

17.5 Colonial General Lee

A. Colonial General Lee was unpredictable and his Activation Points are determined each turn through use of the General Lee Table.

B. During the Command Phase, the Colonial side rolls one die and locates the result on the General Lee Table to determine his Activation Points for that turn.

C. Apply a +1 DRM if Lee is stacked with Washington.

D. Record the point total as a reminder.

17.6 Washington's Abilities

A. Washington increases the Activation Point total of each wing commander with which he is stacked.

B. Washington does not have a command radius or Activation Point total of his own; rather, he influences his wing commanders.

C. If Washington begins the Colonial Command Phase stacked with one or more wing commanders, increase each of their Activation Point totals by 1.

D. If Lee is stacked with Washington, apply a +1 DRM to his roll on the General Lee Table (17.5).

17.7 British Generals Clinton and Cornwallis

A. British Generals Clinton and Cornwallis may expend their Activation Points to activate any units or brigade leaders in the British Army.

B. The British have many independent units. It costs one Activation Point to activate each of them.

C. British batteries and brigade leaders also cost one Point, just as the Colonials do.

D. Units must always be in command to be activated.

17.8 British General Erskine's Restrictions

A. British General Erskine has two Activation Points which he may expend to activate two independent units or batteries.

B. He may not activate brigade leaders because he is a staff officer and does not have the rank necessary to do so. See also 16.6.

17.9 Battery Activation Cost

A battery in command is automatically activated at no cost.

18.0 Rally

The ability of leaders to rally their troops is expanded in the Advanced Scenarios to reflect more accurately the reality of the Revolutionary battlefield. Thus, leaders are able to rally units within their command radii under certain circumstances.

18.1 Leader Stacked with Unit

A. A leader may rally a friendly unit with which it is stacked.

B. The rally procedure used in the Introductory Scenario still applies.

C. A leader who rallies units in his same hex (i.e., stacked with him), does not have to expend Activation Points to do so. He may rally up to his activation limit of other units not stacked with him.

18.2 Brigade Leader

A. A brigade leader may rally the units of his brigade that are within his command radius in the friendly Rally Phase.

B. Trace a Line of Command, as in 16.1, for the brigade leader to tally units within his Command Radius.

C. This may be blocked by lake hexes and enemy combat units.

18.3 Army Leader

A. An army leader may rally a number of units (or stacks) equal to his Activation Point total, that are within his command radius.

B. Colonial wing commanders may only rally units of their own wing in this way, although they may still rally any unit with which they are stacked.

C. British army leaders may rally any British unit, even General Erskine.

Example: General Clinton has 6 Activation Points and could thus rally all the British units occupying up to six hexes within his Command Radius.

18.4 Leader Morale

Leaders are themselves never routed or disordered, although they may be stacked with units in either state.

19.0 Advanced Scenarios

The two Advanced Scenarios are Monmouth Courthouse and the Grand Battle. Monmouth Courthouse is the easier and shorter of the two. The following rules apply to both Scenarios.

19.1 Leader Eliminated

When a leader is eliminated, his counter is flipped over to reveal his reduced values, as in the Hedgerow Scenario (14.1).

19.2 Victory Points

A. Each side accumulates VPs according to the following schedule:

VPsEvent
1per Colonial infantry/militia SP eliminated (British)
2per British infantry/dragoon SP eliminated (Colonial)
2per enemy gun eliminated*
2per reduced enemy brigade leader
4per reduced wing leader (Colonial) or General Cornwallis (British)**
7per reduced army leader (i.e., Washington and Clinton)

* Crews do not count for VPs.

** Each time a leader is lost, the enemy receives VPs, not just the first time. British General Erskine counts as a brigade leader for VP purposes.

B. Players also receive VPs for controlling terrain, as described in each scenario. Control of a hex is the same as in 14.2.

19.3 Victory Levels

A. At the end of the game, each side totals its VPs. Subtract the Colonial total from the British total to determine the winner.

B. The resulting differential is located below to determine the winner.

DifferentialVictory Level
41+British Decisive Victory
26 to 40British Substantial Victory
11 to 25British Marginal Victory
6 to 10Draw
-5 to 5Colonial Marginal Victory
-15 to -6Colonial Substantive Victory
-16 or lessColonial Decisive Victory

(The bands are transcribed exactly as printed. Note that the printed table places "Draw" at 6 to 10 and "Colonial Marginal Victory" at -5 to 5, which reads oddly against the British-minus-Colonial rule above; this is a printed-table inconsistency left unaltered.)

20.0 Monmouth Courthouse Scenario

The Monmouth Courthouse Scenario recreates the initial Colonial advance by Lee's Advance Wing. The scenario lasts ten turns, beginning with Turn 5 and ending at the conclusion of Turn 14. The Colonial player is the first player.

20.1 Victory Points

VPs are awarded per 19.2, and for the following terrain.

A. The Colonials receive 5 VPs for control of the Monmouth Courthouse (5423) at the conclusion of the game.

B. The British player receive 5 VPs if the Colonials control none of the road hexes from 5422 through 5915, inclusive.

20.2 British Setup

A. British units begin in line (infantry) and unlimbered (artillery).

B. British units set up as follows:

HexUnitHexUnit
5812QnRg59241Btln
561516LtDg58232Btln
55191/1Ltln57233Btln
55192/1Ltln5522BtyA
55201/1BtGr5823Loos
55202/1BtGr5716Erskine
55211/2BtGr

20.3 Colonial Setup

A. Colonial units begin in column (infantry) and limbered (artillery).

B. Colonial units set up as follows:

HexUnitHexUnit
2820Lee31211/12Va
4019Wayne30211NH
4019JknDet302114Ma
41199Pa3021Scott
3920SctBde2720Maxwll
3920VrnBde27202NJ
35213NH

Continuation of the 20.3 Colonial setup, printed at the top of the right-hand column on the same page:

HexUnitHexUnit
34204NY2521Bty5
34203Md4806Htngtn
34204Pa4806Dcknsn
36205Va4807Mmth2
29214Md4906Mmth1
32204/8Va

21.0 The Grand Battle Scenario

This scenario recreates all the major action of the Battle of Monmouth. The scenario lasts 28 turns, beginning with Turn 1 and ending at the conclusion of Turn 28. The Colonial player is the first player.

21.1 Victory Points

A. VPs are awarded per 19.2, and for the following terrain.

B. The battle was fought largely for control of the four road junctions at 2511, 2820, 4119, and 3811, which control lateral movement across the central morasses. VPs are awarded for controlling these hexes at the end of the enemy Player-Turn. Thus, the Colonials receive VPs at the end of the British Player-Turn.

C. The number of VPs received depends on the number of hexes controlled:

VPs# of hexesVPs# of hexes
00-123
1234

D. VPs are awarded for a group of hexes, not for each hex controlled. Thus, if the Colonials controlled three hexes, they would receive two VPs rather than six.

E. Hexes 2511 and 2820 begin the game in Colonial control; 4119 and 3811 begin uncontrolled.

F. The Colonials receive five VPs at the end of each British turn in which they control Monmouth Courthouse (5423).

G. The British receive two VPs at the end of each Colonial turn in which they control hex 0716, and two VPs per turn for control of 0117.

21.2 Reinforcements

A. Each side receives reinforcements during the game.

B. Reinforcements enter on a specific turn but may be delayed one or more turns at the their owner's option, or because a turn has been skipped due to Fatigue Check. (The source reads "at the their owner's option"; transcribed as printed.)

C. Reinforcements enter the map at specified road hexes and may use GTM when entering, so long as no enemy unit is within six hexes of the entry hex.

D. Reinforcements enter in column (infantry) and limbered (artillery) and may stack up to the clear terrain stacking limit when entering.

E. The units that enter the same hex enter one unit or stack at a time. Imagine that the road extends off the map edge and that the units are deployed one behind the other. Thus, if the first stack pays one MP to enter, then the second would pay two MPs, and so on.

F. If a reinforcement's entry hex is blocked by an enemy unit or minimum range FZ, the player has the option of delaying the reinforcements or bringing them in at the closest clear terrain hex. If two clear hexes are equidistant, the owner may select one.

G. Reinforcements are always in command and activated on the turn in which they enter.

21.2.1 British Reinforcements

TurnHexUnits
85915Grey, 15Ft, 17Ft, 1/42Ft, 2/42Ft, 44Ft, Agnew, 33Ft, 37Ft, 46Ft, 64Ft, BtyB, Bty1/C, Bty2/C, 1BrGd, 2BrGd
95915Leslie, 7Ft, 26Ft, 63Ft, Clinton, Bty1/D, Bty2/D, BtyE, BtyF

21.2.2 Colonial Reinforcements

Colonial reinforcements with two listed entry hexes must enter only on one hex for that turn, Colonials' choice.

TurnHexUnits
150111 or 0117Chmbr, Johnsn, String, Wshntn, 1-2Pa, 7-10Pa, 5-11Pa, 8Pa, Bty6A, Bty6B
160111 or 0117Glover, Learnd, 1-4Ma, 13-15Ma, 2Ma, 8Ma
160117Magaw, 3-6Pa, 12Pa
170117Mcints, Poor, 1-2 NC, 3-10NC, 2NH, 2NY
180117 or 0128Wdfrd, Weedn, Greene, 3-7Va, 1-5Va, 2-6Va, 10-14Va, Bty8A, Bty8B, Bty9
190117 or 0128Hntndn, 1-3-5Ct, 2-7Ct, Bty7
240117 or 0111Smllwd, Patersn, Mhlbrg, 5-7Md, 2-6Md, 10-11Ma, 12Ma, 9-13Va, 1Va/Gm, Del

(In the source, the Turn 18 row prints "I 5Va" and "Bry8A"; they are read here as "1-5Va" and "Bty8A" as the likely intended labels. The Turn 17 row's "McInts" is written as the abbreviation "Mcints" used elsewhere.)

21.3 British Setup

British units begin in line (infantry) and unlimbered (artillery) and are set up as follows:

HexUnitHexUnit
43201/1Ltln51242/2BtGr
43192/1Ltln51241/2BtGr
4314QnRg56181Btln
4518Erskine56192Btln
5423Crnwlls5619Loos
51231/1BtGr56203Btln
51232/1BtGr

21.4 Colonial Setup

A. Colonial units are deployed in column (infantry, except where noted otherwise) and limbered (artillery).

B. Colonial units are set up as follows:

HexUnitHexUnit
1519Wayne07164-8Va
14189Pa07161-12Va
1418JknDet0816Btv3
1519SctBde05164Md
1519VrnBde0416Bty4A
1318Bty10416Bty4B

Continuation of the 21.4 Colonial setup, printed at the top of the right-hand column on the next page:

HexUnitHexUnit
1318Bty203171NJ
1016Lafytte03172NJ
12173NH02163NJ
121713Pa02164NJ
11179Ma0216Lee
0616Scott0216Maxwll
06161NH

(The source prints "Btv3" for the 0816 unit; transcribed as printed.)

Additional Scenarios

These two scenarios are offered to give additional play value and life to this game. Both simulate interesting aspects of the battle. The Molly Pitcher scenario was extensively playtested with surprisingly different results. The in-house Simulations Publications, Inc., playtesters saw the scenario as totally unbalanced in favor of the Colonials, because the British had to make frontal assaults against fixed artillery. The result was usually disastrous. But to our surprise, many of the outside playtesters came to the exact opposite conclusion: the British assaults would always eliminate the Colonial artillery in shock combat and lead to decisive victories. The Washington's Recovery scenario enables one to begin the game with the Colonials having a chance to go on the offensive immediately.

22.0 Molly Pitcher Introductory Scenario

This scenario recreates the action on the northern flank of the battle during which Molly Pitcher earned her fame. She carried water to the battle-weary Colonials and then took over her husband's place at a battery when he was wounded.

A. The scenario lasts six turns, beginning with Turn 23 and ending with the conclusion of Turn 28.

B. The British player is the first player.

C. This scenario does not use Sections 15.0 to 18.0.

22.1 Map Restrictions

The play area is bounded on the west by the western map edge, on the east by hex rows 3608 through 3614, on the north by McGellaird's Brook, and on the south by Weamaconk Creek, (inclusive).

22.2 British Setup

British units begin in line (infantry) and unlimbered (artillery), and are set up as follows:

HexUnitHexUnit
1910Qns Rg (7)191515 Foot
19111/1 LtIn (7)191644 Foot
191217 Foot1914Grey
19141/42 Foot1912Cornwallis
19132/42 Foot

* Number in parentheses indicates reduced strength.

22.3 Colonial Setup

Colonial units begin in line (infantry) and unlimbered (artillery) and are set up as follows:

HexUnit*HexUnit*
1111Poor10151-2Pa
11112NY10157-10Pa
11112NH1015Chambers
11121NH(3)0913Stirling
11123NH1113Johnson
1012Glover11135-11Pa
10121-4Ma

* Number in parentheses indicates reduced strength.

22.4 Victory Points

In addition to the usual VPs given for enemy losses (19.2), each side receives VPs for controlling these hexes:

HexBritish VPsColonial VPsInitial Control
071555Colonial
0117100Colonial

22.5 Special Rule: Demoralization

A. Each side keeps track of the casualties suffered during the game. Upon a side's tenth SP/Gun loss, its army is demoralized. It is possible for both armies to become demoralized in this matter.

B. When an army is demoralized, the Morale Rating of all the units in the army is lowered by one, but not lower than zero.

C. Demoralization also shifts the Victory Level (22.6) one in the enemy's favor at the end of the game.

D. Example: If the British won a marginal victory but their army was demoralized and the Colonial's was not, the final victory level would be a draw. However, if both armies were demoralized, the result would remain a British marginal victory.

22.6 Victory Levels

The Victory Level is obtained by subtracting the smaller V number from the larger number.

DifferentialVictory Level
20+Decisive Victory
13-19Substantial Victory
6-12Marginal Victory
0-5Draw

23.0 Washington's Recovery Advanced Scenario

This scenario simulates the course of the battle after Washington's arrival on the field. The scenario lasts 14 turns, beginning with Turn 15 and ending at the conclusion of Turn 28. The British player is the first player. This scenario uses Sections 15.0 to 18.0.

23.1 British Setup

A. All British units begin the scenario on the map; there are no reinforcements.

B. Three units begin the scenario with less than their original strength because of the losses suffered earlier in the battle. All units begin in column (infantry), limbered (artillery), and mounted (dragoons) formation and are set up as follows:

HexUnitHexUnit
29211 Gd3025Battery B
29222 Gd3126Battery 1/C
29231/1 BtGr3126Battery 2/C
2923Clinton3127Battery 1/D
29242/1 BtGr3127Battery 2/D
28241/2 BtGr3327Battery E
2825

23.2 Colonial Setup

A. Deploy per the Hedgerow scenario (14.7).

B. All command and strength restrictions listed in 14.7 are also in effect.

C. Additional Colonial units enter as reinforcements as listed below. Infantry reinforcements enter in column formation and artillery in limbered formation.

23.3 Colonial Reinforcements

Colonial reinforcements which have two entry hexes listed must all enter through one of the hexes (Colonials' choice of which hex to use).

TurnHexUnits
150111 or 0117Chambers, Johnson, Stirling, Washington, 1-2 Pa, 7-10 Pa, 5-11 Pa, 8 Pa, Bty 6a, Bty 6b
160111 or 0117Glove, Learned, 1-4 Ma, 13-15 Ma, 2 Ma, 8 Ma
160117Magaw, 3-6 Pa, 12 Pa
170117McIntosh, Poor, 1-2 NC, 3-10 NC, 2 NH, 2 NY
180117 or 0128Woodford, Weedon, Greene, 3-7 Va, 15 Va, 2-6 Va, 10-14 Va, Bty 8a, Bty 8b, Bty 9
190117 or 0128Huntington, 1-3-5 Ct, 2-7 Ct, Bty 5
240117 or 0111Smallwood, Peterson, Muhlenberg, 5-7 Md, 2-6 Md, 10-11 Ma, 12 Ma, 9-13 Va, 1 Va / Gm

23.4 Victory Points

In addition to the usual VPs given for enemy losses (19.2), each side receives VPs for controlling these hexes at the end of the scenario:

A. Britain: 5 VPs for 0716, 10 VPs for 0117.

B. Colonial: 10 VPs for each of 2820, 2511, 3811, 4119.

23.5 Victory Levels

Use the Schedule found for the Advanced Scenarios (19.3).

23.6 Special Rule: Demoralization

A. The Colonial Army becomes demoralized when it has suffered its 40th SP/Gun loss.

B. The British become demoralized after their 30th SP/Gun loss.

C. Effects of demoralization are the same as in the Molly Pitcher Scenario (22.5).

24.0 Optional Rules

The rules below are from an article by the designer. He felt they added more realism to the game but were remove to make the game less complex. The cite for each change is to the section within these rules.

(The source prints "were remove to make"; transcribed as printed.)

24.1 Stacking (8.6)

A. Colonial units may stack only with friendly units of their own brigades.

B. Any units within the command radius of General Wayne (see below) may stack together.

C. British units may be stacked with friendly units not of the same brigade when all the units are commanded by the same army commander (Clinton or Cornwallis).

D. The Hessian Brigade under Loos may never stack with other British units, only with each other.

24.2 Morale Changes for Brigade Leaders (9.1)

Brigade Leaders may modify the Morale Rating only of the units in their own brigades.

Exception: General Wayne (24.9).

24.3 Increased FZ Range on Hilltop (New 13.8)

An artillery unit has its maximum range FZ increased by one hex when it fires from level four and by two hexes when firing from level five.

24.4 Fire Restrictions for Units on Hilltop (New 13.9)

A. When using rule 13.8, all fire must be directed at targets on lower elevations than the artillery unit.

B. The minimum and maximum range FZs are not affected by this rule.

24.5 Leader Casualties (14.1)

When a die roll must be made to see if Wayne is reduced, roll two dice. On a 2, Wayne is reduced.

24.6 Command Changes (16.3)

A unit stacked with any friendly leader is still in command. However, a unit may only function and receive the benefits of command (morale bonus, rally, activation, etc.) from its brigade, wing, or army leader (within its normal chain of command).

Player's Note: This modification allows a line to be oriented for defense. In order to become activated for an advance, the units must be under the command of their own leader (except in the case of General Wayne).

24.7 Units Not Isolated If in Command Radius (16.8)

A. A unit is isolated, if during any friendly Command Phase, it is out of command and is unable to trace to its brigade leader a command radius of any length that is free of enemy units or enemy minimum fire zones.

B. If a unit can trace a line of communication to the brigade leader, no matter how many hexes, it is not isolated, so long as it is within the command radius of the leader.

24.8 Activation Effects of Brigade Leaders (17.0)

As with the modification of 16.3, an activated brigade leader may activate only the units of his own brigade which are within his command radius. Thus, units of one brigade which are stacked with another brigade leader are in command, but they cannot be activated by that leader.

24.9 Additional Abilities for General Wayne (17.4)

Wayne may place under his command any units from Pennsylvania. These units receive all leader benefits, if within Wayne's command radius, as though they were part of his brigade.

24.10 Leaders' Ability to Rally (18.0)

Leaders may rally only the units of their own command. Thus, brigade leaders may rally regiments of their own brigade, wing/division leaders may rally any unit of their command, and an army leader may rally any unit.

  • 3.4 Game-Turn Record Interphase
  • 10.11.1 Section 1
  • 10.11.2 Section 2
  • 10.11.3 Section 3
  • 10.11.4 Section 4
  • LearndLearned
    MaMassachusetts
    MaxwllMaxwell
    McintsMcIntosh
    MdMaryland
    MhlbrgMuhlenberg
    MilitMilitia
    MmthMonmouth
    NCNorth Carolina
    NHNew Hampshire
    NJNew Jersey
    NYNew York
    PaPennsylvania
    PaBdePennsylvania Brigade
    PatersnPaterson
    RegRegular
    SctBdeScott's Brigade
    SmllwdSmallwood
    VaVirginia
    Va/GmVirginia State German Battalion
    Vrn BdeVernon's Brigade
    WdfrdWoodford
    WeednWeedon
    WshgtnWashington
    5521
    Crnwlls
    55212/2BtGr
    2620
    3NJ
    3820Bty128201NJ
    3820Bty228204NJ
    3420Lafytte3321Bty3
    362013Pa3321Bty4a
    35219Ma3321Bty4b
    5621
    BtyA
    432316LtDg
    0117
    Bty5
    061614Ma3616Mmth 1 (line)
    11174NY3716Mmth2 (line)
    10163Md3716Dcknsn
    10164Pa3815Htngtn (line)
    09175Va
    1113
    8Pa
    101213-15Ma1214Battery 7
    1215Battery 6a1116Battery 5
    1215Battery 6b
    2/2 BtGr
    3328
    Battery F
    262616 LtDg (5)Within 1 hex of 3326Agnew
    3024Battery AWithin 1 hex of 332633 Ft
    2509QnRg (7)Within 1 hex of 332637 Ft
    25111/1 Ltln (6)Within 1 hex of 332646 Ft
    25132/1 LtlnWithin 1 hex of 332664 Ft
    30181/42 FtWithin 1 hex of 4421Leslie
    30182/42 FtWithin 1 hex of 44217 Ft
    311964 FtWithin 1 hex of 442126 Ft
    3119CornwallisWithin 1 hex of 442163 Ft
    321944 FtWithin 1 hex of 3932Loos
    3219GreyWithin 1 hex of 39321 Btln
    332015 FtWithin 1 hex of 39322 Btln
    2511ErskineWithin 1 hex of 39323 Btln