They Died With Their Boots On, Volume 1 Quebec '75 & Custer's Last Stand
They Died With Their Boots On, Volume 1 Quebec '75 & Custer's Last Stand
They Died With Their Boots On, Volume 1 Quebec '75 & Custer's Last Stand
236
Game Title: They Died With Their Boots On 1: Quebec 75 & Custers Last Stand
Date of Publication: April 2006
Decision Games, PO Box 21598, Bakersfield, CA 93390
Decision Games hereby grants permission for its customers to download and/or print
copies of this file for their personal use. Discussion folders for this game are located on
Consimworld.com's discussion board.
These eRules were first posted on 22 March 2006. They contain 16,368 words.
These eRules were updated on 10 May 2006. They now contain 16,658 words. The
changes are shown below in red/bold and at: 6.7, 21.1, 22.7, 22.13, 22.14, 22.26 and
22.28.
Counter Sheet
Quebec 75 markers: The 1Con, 2Con and 3Con units should be 1Can[adian],
2Can, 3Can, as per 21.16.
Custers Last Stand: The "Det 20" Gatlings should be Det/7.
Heroism markers: The Honors of War marker is missing. Use one of the
entrenched markers.
THEY DIED WITH THEIR BOOTS ON, Volume 1
Quebec 75 & Custers Last Stand
CONTENTS
1.0 INTRODUCTION
2.0 COMPONENTS
3.0 SETTING UP
4.0 SEQUENCE OF PLAY
5.0 SUB-COMMANDS & ACTIVATIONS
6.0 HEROISM
7.0 MOVEMENT
8.0 STACKING
9.0 ZONES OF CONTROL
10.0 COMBAT
11.0 RETREATING AFTER COMBAT
Throughout the course of a game, players will draw markers at random from those
pools. Place all command markers in one container; that is the Command Pool. Place
all heroism markers in the second container; that is the Heroism Pool.
3.3 The scenario rules designate the order in which players set up their forces. Units
may be assigned specific set up hexes, or the players may be instructed to choose set
up hexes. After all units in the initial deployment have been set up, the remaining units
are placed aside and brought into play according to the reinforcement schedules.
3.4 First Player
The scenario rules indicate which player is the First Player. Hes the player who
draws first from the heroism and command pools each game turn. The other player is
the second player. Note that the player who sets up first is not necessarily the first
player.
4.0 SEQUENCE OF PLAY
4.1 Boots 1 is played in sequential game turns, each of which is composed of
interactive phases and sub-phases. During each operations phase, the players
alternate picking command markers; each such pick thereby indicating which subcommand will be activated for movement and combat at that time. The player
controlling a selected sub-command then receives reinforcements for it, if any are
available that game turn, and then moves and conducts combat with the units of that
sub-command. The player who is currently conducting an operations phase is called the
phasing player; the other player is then the non-phasing player.
4.2 Sequence of Play
Each game turn consists of the following sequence, which players must go through in
the order specified.
I. Heroism Marker Phase. The first player draws the number of heroism markers from
that pool equal to the number indicated in the scenario rules. The second player then
does the same.
II. Operations Phases.
A. First Operations Phase. The first player draws a command marker from that pool.
That sub-command named on the drawn chit is thereby activated. The player who
controls that sub-command no matter who actually drew the chit then executes the
following steps with those units.
1. Reinforcement Sub-Phase. The phasing player determines if he receives any new
units of the activated sub-command and places them as indicated by the scenario
and reinforcement rules.
2. Movement Sub-Phase. The phasing player moves all, some, or none of the units of
his activated sub-command.
3. Combat Sub-Phase. The phasing player uses units of his activated sub-command to
attack enemy units.
B. Second Operations Phase. The second player then draws a new chit as in A
above, and the player owning that activated sub-command works through steps one
through three, again, as described above.
C., D., etc. Subsequent Operations Phases. Continue alternating between the first
and second players drawing chits to activate sub-commands until all command markers
have been picked from that pool, or until both players have passed consecutively. For
example, if there are five command markers in that pool, there could be up to five
operations phases in a single game turn. Also note certain heroism markers may end an
operations phase before all its sub-phases have been completed.
IV. Game Turn Inter-Phase
A. Return Phase. Return all command markers to that pool.
B. Attrition Phase. The first player checks all of his unsupplied units for attrition, then
the second player does the same with his own units. In Quebec 75, the players
check all unsupplied units for attrition each game turn. In Custers Last Stand, players
check all out of supply units for attrition only during III game turns (the end of each
calendar month).
C. Game Turn Advance. Move the game turn marker to the next box on the Game
Turn Record Track printed on the mapsheet. If this is the last turn of the scenario, the
game comes to an end and victory is determined.
4.3 After a command marker is picked, its placed aside. It is returned to the command
pool only during the return phase of that game turn (that is, after all operations phases
have been completed for that game turn).
4.4 Even if no units of a sub-command are on the map, its marker is still put into the
command pool unless otherwise noted in the scenario rules. If its picked, nothing will
actually happen during that particular operations phase unless there are reinforcements
for that sub-command due that game turn.
4.5 Passing
Players may pass on the option of picking a command marker. If both players pass
consecutively, the operations phases for that game turn come to an end and play
moves to the Game Turn Inter-Phase (IV in the outline above).
4.6 Multiple Markers
In certain scenarios, a player may have more than one marker at a time in the pool
for a given sub-command. In such cases, that/those sub-command(s) may conduct
more than one operations phase per game turn. They do so whenever each of their
individual sub-command markers are pulled during a given game turn.
Example: In Quebec 75, the American player is the first player. He picks at random
one marker from the command pool and it turns out to be Carleton. Since Carleton is a
British sub-command, the American player hands the marker to the British player, who
then conducts an operations phase with the units of the Carleton sub-command. The
British player then picks at random the Arnold command marker. Since thats an
American sub-command, the American player conducts operations with the units of that
sub-command. Finally, the American player picks the Separate Army marker and,
since that is an American sub-command, he conducts operations with the units of the
Separate Army sub-command.
5.0 SUB-COMMANDS & ACTIVATIONS
5.1 The armies in Boots 1 are divided into sub-commands, each of which operates as
a semi-autonomous force within its overall army. Sub-commands are defined by
abbreviations or colored stripes on the unit-counters. A particular sub-command is said
to be activated for an operations phase when its marker is picked during step II of the
game sequence outline given above in rule 4.2.
5.2 If a player picks the marker of a sub-command thats part of his army, he must at
that time execute the reinforcement, movement and combat sub-phases for that subcommand. If a player picks the marker of a sub-command thats part of the opposing
players army, that player who drew that marker gives it to his opponent, and the player
receiving the marker must then execute the reinforcement, movement and combat subphases for that sub-command.
5.3 In general, a sub-command may be activated (and thereby be reinforced, move and
fight) only during an operations phase in which its own marker has been picked.
Generally no more than one sub-command may be activated per operations phase, and
at the completion of that operations phase that sub-command is no longer activated.
5.4 In some scenarios a player may activate designated sub-commands, or sometimes
even individual units within sub-commands, more than once during the same operations
phase. Thats also true when playing the Mad Dash heroism marker. So, despite the
general rule against it, certain sub-commands or individual units may conduct more than
one operations phase per game turn.
5.5 You may never carry out any action(s) for units that are part of the enemy army,
even if you were the player who actually picked its sub-command marker. In all such
cases, you must hand the picked enemy sub-command marker to your opponent, who
then must use it to conduct an operations phase of his own. Note that means players
may potentially conduct more than one operations phase before the opposing player is
allowed to react with an operations phase of his own.
5.6 Stacking
Units from different sub-commands may generally not stack together. They may
move through each other, and even retreat and advance after combat through each
other, but they may never end any phase or sub-phase stacked together. If they do end
a phase or sub-phase stacked together, the owning player must eliminate units such
that only units from one sub-command remain in the hex. Units eliminated for stacking
violations count as victory points (V) if the scenario rules call for VP from unit
eliminations.
5.7 Fortress Exception
Units from different sub-commands of the same side may always stack together in
fortress hexes.
5.8 Attacking
Units from different sub-commands may not participate in the same attacks. In other
words, only units from a single sub-command may attack during a given operations
phase.
5.9 Defending
Units always defend normally, regardless of which sub-command, friendly or enemy,
happens to be activated at the moment. Units from different sub-commands may be
called on to defend together. That may occur if, for example, an enemy force attacked a
fortress hex in which there were defending units from different sub-commands. In such
cases there is no penalty for multi-sub-command defenses.
6.0 HEROISM
6.1 Heroism markers represent the wide swings of fortune common in campaigns of the
pre-radio era.
6.2 Picking Heroism Markers
When called on to pick a heroism marker, the player must pick at random the
designated number of markers from that pool. Picking at random means without
looking to see which particular markers hes drawing until after theyve been drawn.
During initial deployment, players pick heroism markers according to the scenario
rules. If a heroism marker picked during initial deployment reads, This must be played
immediately, then it is instead returned to the pool without being played and a
replacement is picked for it. (To avoid double-picks; redraw new markers before
replacing the markers that need to be returned.)
During each game turns heroism marker phase, a player must pick the number of
heroism markers from that pool equal to the number listed in the scenario instructions.
Certain combat results also require a player to pick one or more heroism markers from
the pool. Those picks are made as part of each battles combat resolution process.
Scenario rules may also designate additional times for heroism markers to be picked.
6.3 Marker Disposition
Each heroism marker will have designated in its explanation when it may or must be
played. Generally, a player may hold heroism markers until he wants to play them. A
player may potentially play more than one heroism marker as part of one particular
game action. For example, more than one marker may be played to affect the outcome
of a single combat.
6.4 Heroism markers are generally returned to that pool each time after theyve been
played. Exception: particular marker instructions will sometimes state a marker not be
returned to the pool, but is instead to be removed from the game after having been
played once or, alternatively, kept out until the start of a new game turn, etc.
6.5 A player may never have in his possession more than six heroism markers at any
one time. A player may discard a heroism marker at any time without playing it unless it
is a marker the particular instructions for which require it be played.
6.6 Certain heroism markers call for other heroism markers to be returned to the pool
without having been played. In that case, the markers to be returned are drawn at
random. A player may not be required to return to the pool more markers than he has;
there is no carry over to later times in the game. Players should thoroughly study the
heroism marker explanations prior to beginning play of their first game. The results of
marker play have critical impacts on game outcomes. Also note heroism and command
markers are two different things (two different pools), and have different rules.
6.7 Heroism Marker Explanations
All the heroism markers included in Boots 1 are listed below in alphabetical order.
Ambush. You may play this at any time during any enemy movement sub-phase, while
the opposing player is moving a unit or stack into one of your zones of control (ZOC).
That moving enemy force must stop its movement in your ZOC and may move no
farther that sub-phase.
Break/Form Square. If you play this when attacking with a flanking attack, you get a
two column shift CRT (+2) for it instead of the normal +1. If you play this when
defending, this negates the effect of an enemy flanking attack. See 10.16.
Do or Die. You may play this at any time, after any die roll, either by you or the
opposing player. That die must then be re-rolled and the new result is the one
implemented.
Delusions of Grandeur. You may play this any time the opposing player picks one or
more heroism markers. After hes completed picking his markers, you pick the same
number of heroism markers from the pool.
Enemy Out of Ammunition. You may play this during any combat sub-phase. For any
one combat it shifts the CRT percentage column (+1 or -1) in your favor.
From the Jaws of Victory: You may play this during any heroism marker phase when
the opposing player has 10 or more victory points than you. Roll a die and pick at
random that number of heroism markers from the pool, but only to the maximum
normal limit for a hand (six).
Honors of War: In Boots 1 this may only be played in the Quebec 75 game. When
playing Custers Last Stand, remove this marker from the pool and set it aside prior to
the start of play. In Quebec 75, you may play this during any friendly combat phase
in which your units are attacking an enemy fortress, fort or entrenchment. Change the
combat results as follows: 1) the defender may not ignore retreat results for being in a
fortress; 2) a rolled AD result becomes a BB, while a rolled BB result becomes a DW;
3) for any defender retreat result, the defending force may retreat into and through
enemy units and zones of control without penalty, as long as it doesnt end up in a
hex containing an enemy unit (the final hex may contain enemy ZOC).
Into the Valley of Death. You may play this when you pick an opposing subcommands marker. Its play means the opposing player doesnt activate his subcommand. Instead, you may move any one stack of units of that enemy subcommand up to its movement allowance, into any legal hexes, including ZOC, using
normal movement rules. Units may be not dropped off along the way. At the end of
that move, if those just-moved enemy units are adjacent to any hex(es) occupied by
your units, that just-moved enemy stack must attack using normal combat rules. All
that having been done and resolved, your opponent then begins the next operations
phase with a fresh marker pick.
Inspired Subordinates. You may choose to do one of the following: 1) shift the CRT
percentage column of any one friendly force engaged in combat by one to the right or
left; or 2) increase the movement of any one unit or stack of units by an additional hex
(hex, not movement point). For a stack of units to use the movement bonus, they
must all move together and may not drop off units during the move.
Last Stand. You may play this during any one enemy attack on a friendly force, after
the attack has been declared against your units but before the combat resolution die
is rolled. For that combat: 1) negate the effects of a flanking attack; and 2) defending
units ignore any combat result, or portion of a combat result, that would otherwise call
for a retreat; and 3) eliminated defending units yield to the enemy twice their normal
victory point value.
Mad Dash. You may play this instead of picking a marker from the sub-command pool
during the start of an operations phase. Its play allows you to activate any one
friendly sub-command of your choice and execute a normal operations phase. This
may include a sub-command that was already activated that game turn; and it also
doesnt affect later potential activations of the same sub-command that game turn.
Morale. You may play this at the start of any combat sub-phase if your current victory
point total is at least 10 more than that of your opponent. It has the following effects:
1) if youre playing this during a friendly combat sub-phase, all your attacks during it
receive an additional CRT column shift to the right; or 2) if youre playing this in an
enemy combat sub-phase, all your defenses during it receive an additional CRT
column shift to the left. This event applies for all attacks or defenses in that combat
sub-phase, even if the victory point total moves under the triggering 10 range during
it.
Native Allies. You may play this during any friendly reinforcement sub-phase in which a
native allied force has been activated. If the scenario instructions designate you have
such a native ally sub-command as part of your overall force, you receive one of
those units, picked at random or as otherwise designated in the scenario rules. If you
dont have native allies, you may play this marker against your opponent during a
reinforcement sub-phase in which his native allies are activated, and he must then
withdraw one of those native ally units from the map; they are returned to the native
ally reinforcement pool.
Natural Catastrophe. You must play this the instant its picked. Exception: if picked
during initial set up, its returned to the pool and a replacement marker is picked. At
times other than during initial set up, implement all of the following. If this marker is
picked during the Heroism Marker Phase and a Storm outcome is rolled, then
the first player skips his first operations phase this turn.
First, both players immediately lose half of all the heroism markers presently in their
hands (round up all remainders).
Second, roll a die and implement the following results. On a roll of 1, there has been an
earthquake. Immediately remove all entrenchments from the map; for the remainder
of this game turn, units receive no shifts for defending in forts and fortresses (other
fortress effects still apply).
On a roll of 2 through 4 there has been a bad storm, meaning the present operations
phase immediately comes to an end.
On a roll of 5 or 6, there has been an epidemic: roll a die for each unit on the map. On a
result of 1, that unit is removed from play (no VP generated).
In Quebec 75, if its a 1775 turn, after all outcomes are implemented, remove this
marker from play until the beginning of January 1776, at which time its returned to
the pool. If its a 1776 turn, after all outcomes are implemented, remove this marker
permanently from play. In Custers Last Stand, after all outcomes have been
implemented, remove this marker permanently from play.
Parley. You may place this atop any one stack of enemy units at the start of its subcommands movement sub-phase. During that sub-phase, that stack must stay
together if it moves. During that sub-commands combat sub-phase, that stack (and
other units in its hex) may not attack (ignoring all enemy ZOC). Remove the marker
from the stack and put it back into the pool at the end of that operations phase.
Rally. You may play this during any friendly reinforcement sub-phase. You may then
take from the dead pile any one previously eliminated unit of the activated subcommand and place it in the same hex as any other unit of that same sub-command,
or in any normal reinforcement hex for that sub-command. The returned unit no
longer counts as ever having been eliminated for any victory point purposes (unless
eliminated again later).
Sole Survivor. You may announce the play of this chit after any combat in which all the
units you had engaged in it were eliminated. Show the marker to your opponent and
then set it aside for the remainder of the game. At the end of the game, the played
marker is worth one victory point. The played marker doesnt count against your hand
limit of six markers.
Someone Blundered. You may play this marker when any enemy sub-command
marker is drawn from the pool. That enemy sub-command marker is not played this
game turn. Set it aside and return it to the pool only during the return phase (IV.A).
This marker may not be used to counter enemy play of a Mad Dash marker.
Special. This is described in the scenario rules of the particular game being played.
Spies. You may play this at any time. It allows you to may examine all enemy units in
any one hex you choose.
Staff Officer. You may play this after the opposing player has played a heroism marker
in order to negate the effect of that just played marker. Return your opponents
marker to the pool without it having been implemented. Exception: this marker may
not be used to negate a Natural Catastrophe marker.
War Correspondents. Play this when any combat result allows you to pick one or more
heroism markers (no matter what else it mandates). Play of this marker allows you to
pick double the mandated number of heroism markers; the rest of the result remains
unchanged.
Wild Charge. You may play this during any one of your attacks during a game turn.
Shift the CRT percentage column one to the right. If you (the attacker) get a pursuit
outcome, you can advance each involved attacking unit an additional hex. Further,
though, you must advance all units that can advance at least one hex and, if any of
your units end adjacent to an enemy unit, they must engage in pursuit combat.
7.0 MOVEMENT
7.1 During each movement sub-phase, the phasing player may move as many or as few
of the units of his activated sub-command as he chooses. Eligible units may be moved
in any direction or combination of directions to the limits of their movement factors.
7.2 Each unit has a movement factor printed on it. Units are moved one at a time,
tracing a path of contiguous hexes through the hex grid, until all movement points are
expended or the player decides to cease moving the unit, whichever comes first. As
each unit enters a hex, it pays one or more movement points from its movement
allowance. Consult the Terrain Effects Chart in section 23.0 for further details.
7.3 Restrictions
A players units may be moved only during a movement sub-phase in which one or
more of his sub-commands has been activated. Once a unit has been moved and the
players hand removed from it, it may not be moved again. A unit may expend all, some,
or none of its movement points in any one movement sub-phase of its sub-command,
but unused movement points may not be accumulated from turn to turn or phase to
phase or sub-phase to sub-phase, nor may they be in any way transferred from one unit
to another.
7.4 Minimum Movement
All units are generally guaranteed the ability to always move at least one hex per
movement sub-phase of their sub-command; however, units may never enter an enemy
occupied hex or enter prohibited hexes.
7.5 Zones of Control (ZOC)
Enemy zones of control dont affect movement; see the zone of control rules section,
9.0.
7.6 Retreat and pursuit, which occur as part of combat results, arent considered part of
regular movement and as such they dont use movement points.
7.7 Terrain
To enter any given hex, a unit must expend the number of movement points
designated by the Terrain Effects Chart (TEC) for the kind of terrain in it. When the TEC
calls for a movement point expenditure to cross a hexside, that cost is in addition to the
terrain cost for entering the hex.
7.8 Multiple Terrain
If there is more than one type of terrain in a hex, use the highest single movement
cost from among all the terrain involved. Exceptions: 1) if there is a road, or trail, or
bridge, use the road, trail or bridge movement rate regardless of any other terrain in that
hex; and 2) for riverine and bateaux movement, always use the riverine/bateaux
movement rate regardless of any other terrain present in those hexes.
7.9 Roads & Trails
A unit that moves from one road or trail hex directly into an adjacent road or trail hex
through a hexside traversed by that road or trail expends either half or one movement
point per hex entered, depending on the scenario rules. See the TEC for details.
player may choose which attacking units will attack which defending units, as long as all
activated friendly units adjacent to a ZOC-exerting enemy unit participate in an attack. A
player may also, but doesnt have to, attack enemy units that dont have ZOC.
10.6 A defended hex may be attacked from as many as six adjacent hexes, with all
attacking units combined into one single attack.
10.7 No unit may attack more than once per combat sub-phase. No defending unit may
be attacked more than once per combat sub-phase. See Pursuit, 12.0 for exceptions.
10.8 Stack Attacks
Units in the same stack must be combined together for combat. That is, all attacking
units in a hex must be involved in the same attack as one single, combined force. Units
defending in the same hex must be attacked as a single combined total; they may not
be attacked separately. Note, though, pursuit combat rules (see section 12.0) modify
these strictures.
10.9 Multi-Unit & Multi-Hex Combats
If an attacking unit is in the ZOC of more than one enemy unit, it must attack all those
enemy units that arent engaged by some other attacking unit(s). Units in two or more
hexes may combine their combat strengths and attack into a single hex if all those
attacking units are adjacent to all the involved defending units. Attacks may involve any
number of attacking or defending units. For an attack to be resolved as a single combat,
however, all involved attacking units must be adjacent to all involved defending units.
10.10 Diversionary Attacks
When making a series of attacks, a player may allocate his attacking units, on a hex
by hex basis, so some attacks are made at poor percentages while others are made at
more advantageous percentages.
10.11 Combat Strength Unity
A single units attack and defense strengths are always unitary. A units strength may
not be divided among different combats, either for attack or defense.
10.12 Choice of CRT
The attacker generally chooses which CRT will be used in each combat; however, at
least one involved attacking unit must be able to trace a line of supply (see section 14.0)
in order for an attack to be resolved on the Charge CRT. The attacker may always
choose to use the Skirmish CRT.
10.13 Combat Percentage is determined by dividing the attackers strength by the
defenders strength and then multiplying that result by 100. Then use the corresponding
column on the CRT when rolling the die. For example, if the attacker has 20 combat
factors and the defender 13, you divide 20 by 13 and get 1.53. Then you multiple 1.53
by 100 in order to convert it to a percentage, which yields 153. So that combat would be
along that hexs sides. The TEC gives the defensive shifts. Benefits for terrain are not
cumulative. With one exception (see 10.19 below), a defending force can receive only
the shift for one type of terrain. If a force potentially has more than one defensive terrain
shift available to it, it uses the single best one for that defense.
10.19 Entrenchment Exception
An entrenchment in a hex always gives an additional one column defensive shift on
top of any other terrain shift received.
10.20 Hexsides
A force receives the benefit for defending behind a hexside only if all attacking units
are attacking across the hexside. (This is not an issue in Boots 1.)
10.21 Certain heroism markers will provide additional shifts. See the heroism markers
explanations in 6.7.
10.22 Combat Results
Explanations of combat results are given below.
Example: The attacker has one combat factor and the defender 10, which would
normally give <=49% odds. The attacker has three shifts to the right, and the defender
one to the left, giving a final result of two shifts to the right. The final percentage column
is therefore 100-159% because the starting column (<=49%) shifted two to the right is
the 100-159% column. And yes, that effect is intentional, to allow small forces the
chance to win improbable victories and large forces the chance to go down in pitiful
disasters.
10.23 Combat Results Explanations
The results for both CRT are listed below in alphabetical order. When unit
eliminations are called for, the choice of which involved unit(s) is/are to be eliminated is
always up to the owning player.
AC (Attacker Catastrophe)
1) All involved attacking units are eliminated.
2) The defender picks two heroism markers.
3) There is no pursuit.
AD (Attacker Defeated)
1) Eliminate half the total involved attacking strength points (round up).
2) All surviving involved attacking units are retreated two hexes by the attacker.
3) There is no pursuit.
4) The defender picks one heroism marker.
AS (Attacker Skirmished)
1) One involved attacking unit is eliminated.
2) No retreat, pursuit or heroism marker picks.
AW (Attacker Withdraws)
1) All involved attacking units are retreated one hex by the attacker.
2) No pursuit or heroism marker picks.
BB (Bloodbath)
1) All the involved units of the side with fewer printed combat factors are eliminated.
2) The other side must eliminate at least an equal number of combat factors.
3) No retreat or pursuit or heroism marker picks.
DC (Defender Catastrophe)
1) All involved defending units are eliminated.
2) Attacking units may pursue (two hexes for infantry and engineers, three for cavalry),
and then conduct pursuit combat.
3) The attacker picks two heroism markers.
DD (Defender Defeated)
1) Eliminate half the total involved defending strength points (round up).
2) All involved surviving defending units are retreated two hexes by the defender.
3) Attacking units may pursue (one hex for infantry and engineers, two for cavalry); they
may not conduct pursuit combat.
4) The attacker picks a heroism marker.
DS (Defender Skirmished)
1) One involved defending unit is eliminated.
2) No retreat, pursuit, or heroism marker picks.
DT (Defender Routed)
1) Eliminate half the total involved defending strength points.
2) Roll a die. The defender must retreat his surviving involved units that number of
hexes, and the path of that retreat is determined by the attacker.
3) Involved attacking units may pursue (two hexes for infantry and engineers, three for
cavalry), and then conduct pursuit combat.
4) The attacker picks two heroism markers.
DW (Defender Withdraws)
1) All involved defending units are retreated one hex by the defending player.
2) Involved attacking units may pursue (one hex for infantry, engineers and cavalry);
they may not conduct pursuit combat.
3) No heroism markers are picked.
NE (No Effect): Nothing happens.
11.0 RETREATING AFTER COMBAT
11.1 When a combat result requires units be retreated, the player designated by the
result must immediately move those units the indicated number of hexes away from
their combat position. Retreat is not normal movement; its carried out in terms of hexes,
not movement points, and units must always retreat the number of hexes indicated,
regardless of their printed movement allowances, and through a hex path thats as
straight as possible within the strictures given below.
11.2 Retreat is subject to the following restrictions.
1) Units may never retreat into hexes containing enemy units, into otherwise prohibited
terrain, or off the map. If there is no other alternative, they are eliminated in the last
hex into which they were legally able to retreat.
2) Stacks may retreat into hexes containing enemy ZOC, but one unit in the retreating
stack must then be eliminated (by the owning player). The stack must then retreat an
additional hex, or hexes, until it is no longer in an enemy ZOC. If a stack retreats into
more than one enemy controlled hex, it loses one unit for each hex so entered. A
retreating lone unit would simply be eliminated.
3) Stacks may retreat into and through hexes containing friendly units. Remember,
though, units must obey all stacking and sub-command rules in the final hex of their
retreat path. If they end their retreat in violation of any of those rules, the retreating
stack loses one unit and is retreated again until it reaches a hex in which it meets the
limit.
4) If both 2 and 3 above are violated in the same hex, the retreating stack loses two
units.
5) A retreating stack must end its retreat the indicated number of hexes away from its
combat position (more sometimes, see 2 and 3 above). If they cant, and can retreat
only a portion of the number of hexes called for in their combat result, they are
eliminated in the last hex into which they were able to retreat.
6) Within the strictures given above, stacks dont have to stay together when they
retreat. They may be split up into separate sub-stacks or individual units. Thats
determined by the player moving the retreating units.
7) In no case may a unit be retreated into a hex that would cause it to be eliminated or
over-stacked if another retreat path is available.
11.3 Fortresses & Retreats
Units in fortresses that receive retreat results while attacking or defending may but
dont have toretreat (owning players choice on a case by case basis). Also, if units
outside a fortress retreat into a friendly occupied or empty fortress, they may cease their
retreat in that hex and dont have to retreat the full distance. That applies only to
fortresses, not forts and entrenchments.
11.4 Under certain circumstances a unit may end its retreat adjacent to an enemy unit
that doesnt have a ZOC. Such a situation doesnt allow the retreated units to be
attacked again in the same combat sub-phase. That is, you can retreat next to an
enemy occupied fortress without penalty because units inside the fortress exert no
ZOC.
12.0 PURSUIT & PURSUIT COMBAT
12.1 Pursuit is a special form of movement and combat that may occur after each
combat if allowed by the combat result. Pursuit is what is usually termed advance
after combat in other wargames, though with additional possibilities here.
12.2 If a combat result allows a player to conduct pursuit, he may (but is generally not
required to) immediately move some, none, or all of his eligible involved units the
number of hexes indicated. The first hex must be the hex the enemy units formerly
occupied. The second and subsequent hexes (if allowed) may be in any directions.
12.3 Pursuit doesnt use movement points. It may, however, still only be made into
hexes into which the pursuing units could normally enter. Pursuing units may ignore
enemy ZOC.
12.4 If a pursuit is more than one hex, some pursuing units may stop in the first hex,
and others in the second and subsequent hexes. The combat results list how many
hexes different types of units may pursue. Pursuit movement may not be increased by
road, trail or bateaux movement.
12.5 Pursuit Combat
If a combat result allows pursuit combat, then, on completing pursuit movement, if the
pursuing units are adjacent to enemy units, the player who owns the pursuing units has
the following options.
1) He may declare there wont be any pursuit combat, in which case nothing further
occurs with those units.
2) He may declare pursuit combat. Place a pursuit combat marker atop every stack of
pursuing units the owning player wants to have attack again (but see 12.7 below).
Those units must attack again in that combat sub-phase, according to the normal
rules of combat, just as if they had not conducted their initial combat. They may
attack by themselves, or in addition to other friendly units that have not yet attacked;
however, any attack that had been declared at the start of that combat sub-phase
may not be rearranged. The only allowable difference is the combat resolution
percentage of such combats may be improved for the attacker by the addition of the
newly added pursuing units.
12.6 Pursuit combat doesnt necessarily have to be against the same, just-defeated,
enemy force. A pursuit attack must, however, be resolved before any other, entirely
new, battles resolution is begun.
12.7 If theres more than one stack of units pursuing as a result of one original battles
combat result, only one of those stacks may have a pursuit combat marker placed atop
them. If two or more different attacking forces, attacking from different hexes, advance
into the same hex, a single, unifying pursuit combat marker may be placed on top of
them, and they may conduct pursuit combat together.
12.8 If units conducting pursuit combat receive another result allowing them to pursue,
or pursue and conduct further pursuit combat, they may do so again. Theres no limit on
the number of times a force may conduct pursuit or pursuit combat during any one
combat sub-phase.
12.9 Due to pursuit combat, defending units may in some cases be attacked more than
once in a single combat sub-phase. This is an exception to the normal combat rule.
13.0 REINFORCEMENTS
13.1 Players may receive additional units over the course of a game; such units are
called reinforcements. Reinforcements appear in the receiving sub-commands
reinforcement sub-phase during the game turn indicated by the scenario reinforcement
schedule.
13.2 During each of his activated sub-commands reinforcement sub-phases, the
owning player places reinforcement units in the hex(es) designated on the map for units
of that sub-command scheduled to arrive that turn. Reinforcements operate normally
starting with their sub-phase of arrival.
13.3 Restrictions
Reinforcements may not be placed in a hex occupied by an enemy unit. A reinforcing
unit may enter a hex in an enemy ZOC unless otherwise indicated by the scenario rules.
Reinforcements may not be placed over-stacked. If, and only if, all scheduled
appearance hexes are occupied by enemy units, or would cause reinforcements to
enter over-stacked, those reinforcing units are delayed. They are placed on the first
subsequent reinforcement phase for their sub-command in which a legal hex is
available. A player may not otherwise delay reinforcements.
13.4 Reinforcements are simply placed on the map they do not march onto it from off
the map. There are no movement point costs for reinforcement placement.
13.5 Special Reinforcements
Certain scenario rules will include reinforcements that appear only if particular
conditions have been met, or on the play of certain heroism markers.
13.6 Withdrawals
Certain game actions will call for units to be withdrawn. The units in question are
simply picked up and removed from the map.
13.7 Exiting the Map
Some scenarios will allow units to move off the map. Exiting is done as normal
movement, with the unit moving off from a hex adjacent to the mapsheet edge. To exit,
a unit must spend an entire movement sub-phase of its activated sub-command sitting
adjacent to the map edge; it is then exited at the very end of that sub-phase. Once a
unit exits, it may never re-enter the map. A unit may not exit the map via retreat or
pursuit.
13.8 Reinforcement Pool
A scenario may designate units begin in the reinforcement pool. That is an opaque
large-mouth container into which such units are placed, and from which they are drawn
at random (without first looking) by the receiving player. Units are otherwise deliberately
and specifically placed according to each scenarios reinforcement schedule.
14.0 SUPPLY
14.1 Units trace supply to supply sources. Supply is needed to use the Charge CRT.
Additionally, unsupplied units must make an attrition check in the attrition phase of each
game turn specified in those scenario rules (step IV.B in the turn sequence outline). The
supply units category includes both baggage trains and pack (mule) trains.
14.2 Units In Supply
Units in the same hex as a printed supply symbol for their side, a friendly supply unit,
or a friendly riverine unit, are in supply. Units able to trace a line of supply to a friendly
baggage train or friendly supply symbol hex are also in supply. Supply units and riverine
units are always themselves in supply while in play on the map. In Custers Last Stand,
Hostiles may also trace their supply lines to real or dummy Indian camp units. In
Quebec 75, all Indian units are always in supply.
The maximum length of supply lines varies by scenario. In Quebec 75, the maximum
supply line length is two hexes. In Custers Last Stand, the maximum supply line length
is four hexes. Note that pack trains and riverine units provide supply only to units
stacked with them; you cant trace a line of supply from other hexes to such units. Units
in reinforcement pools, as well as those that have exited the map or that have been
withdrawn, are also always in supply.
14.3 Tracing Supply Lines
Supply lines may not be traced into, out of, or through a hex if there is an enemy ZOC
in that hex, unless the blocked hex is also occupied by a friendly unit or stack. That is,
friendly units negate enemy ZOC for purposes of tracing supply lines. When counting
supply line lengths, count from the unit or hex providing the supply to the unit or
stacking receiving the supply. Dont count the hex containing the supply source; do
count the hex containing the unit or stack receiving the supply.
14.4 Winter
Maximum supply line lengths are halved during winter game turns (round up any
remainders).
14.5 Combat Supply is checked at the very start of the resolution process of each
individual attack for all involved attacking units in that combat. If all involved attacking
units are out of supply, the attacking player may choose to use only the Skirmish CRT
for that attack. Defenders arent directly affected by supply considerations, but
surrounded defenders may be subject to the flanking attack penalty (see 10.16).
14.6 Attrition
During each designated game turns attrition phase (IV.B), both players check all
units on the map. Roll a die for each unit found to be out of supply at that time. In
Quebec 75, make this check every game turn. In Custers Last Stand, make this check
only during III turns.
Normally a unit checked for attrition is eliminated on a roll of 6. During game turns
designated as Winter in the scenario instructions, the range of the elimination result is
expanded to 4 through 6.
No die roll modifiers are ever involved in such checks. Each individual unit in an
unsupplied stack should have a separate die roll made for it. There are no attrition
results other than elimination or survival.
14.7 Inter-Sub-Command Supply
Units may trace supply to any friendly supply source of their side, even if it belongs to
a different sub-command.
14.8 Supply Replacement
In every non-Winter game turn, both players may return to play one eliminated supply
unit per sub-command in each reinforcement sub-phase of that sub-command. Such
returnees are placed as if a regular reinforcement of their sub-command. Supply units
may not be replaced during Winter turns. Also note the mere act of providing supply to
friendly units doesnt cause the elimination of supply units in either game of Boots 1.
15.0 FOG OF WAR
15.1 In general, players may only examine enemy stacks during the combat resolution
process. Once an attack has been declared, it may not be called off.
15.2 Scouting
Certain units of an activated sub-command may conduct scouting. Scouting occurs
at the end of each movement sub-phase, after all movement is completed for the
activated sub-command. The player who owns the activated sub-command may then
examine all enemy stacks within two hexes of an activated and scouting-qualified unit.
He must, in turn, indicate (and show, if theyre stacked or flipped over) the opposing
player the units conducting the scouting. In Quebec 75, all light infantry and Indian units
may scout. In Custers Last Stand, all army scouts and all real Hostiles mounted units
may scout; dummy units may not scout.
16.0 SCREENING
16.1 Normally the attacker chooses which CRT will be used; however, under certain
circumstances, the defender may choose which CRT will be used. If the defending
players wants to, and has a defending force qualified to do so, he may declare
screening during the attack declaration sub-phase, and may thereby declare which
CRT will be used for such battles.
16.2 Screening Eligibility
A defending force that consists only of cavalry (any types), and thats attacked by a
force containing no cavalry units, is thereby eligible to screen. A force consisting only of
riverine units, also including any transported units, and thats attacked by a force
containing no riverine units, is thereby eligible to screen. In Quebec 75, a force
consisting of only Indian or light infantry units, and thats attacked by a force containing
no Indian or light infantry units, is thereby eligible to screen.
16.3 Screening isnt mandatory; its an option available to defenders, declared (or not)
on a battle by battle basis, within the strictures given above at the discretion of the
defending player.
17.0 ENTRENCHMENT
17.1 A player may build entrenchments to enhance the defense of friendly units within
them.
17.2 To entrench, one or more activated and supplied infantry and/or engineer units
must remain in place for one complete movement sub-phase of its sub-command. At
the end of that sub-phase, the owning player rolls a die. On a result of one, two or three,
place an entrenchment marker in the hex; on a four, five or six, the entrenchment
attempt has failed. Make only one die roll per hex no matter how many infantry units are
actually present. If one or more engineer units are present in a hex undergoing an
entrenchment attempt, then it succeeds on a die roll of 1 through 5. During Winter game
turns, add one to every entrenchment die roll.
17.3 All friendly units of all types in an entrenched hex receive those benefits regardless
of which unit built it. An entrenchment marker, once placed on the map, remains in
place until there are no longer any friendly units in that hex at the end of a phase or subphase (that is, if all occupying units move off, or are removed as a result of combat). It
costs no movement for a unit to enter an already built entrenchment, or to un-entrench.
17.4 In general, the effect of an entrenchment marker is to generate a one column
leftward CRT percentage column shift for all units defending in that hex. Note, though,
in Custers Last Stand, no hostile units may ever build or benefit from entrenchments
and, in Quebec 75, no force consisting entirely of Indian units may ever benefit from
entrenchments in their hex. Entrenchments may not be built in hexes containing printed
forts or fortresses.
18.0 ENGINEERS
18.1 Engineer units have special capabilities for movement, building entrenchments,
and conducting attacks against forts, fortresses and entrenchments. Each engineer unit
may potentially perform one of the following actions in each of its sub-commands
operations phases throughout the game.
18.2 Build Pontoon Bridges
If an activated engineer unit remains in place on a river hex for an entire movement
sub-phase of its sub-command, during that sub-phase all units of the engineers subcommand exiting that hex do so as if a printed bridge were located there. The pontoon
bridge remains in place throughout that movement sub-phase, and may be constructed
and used again during subsequent operations phases. If the player wants to use it again
in a future turn, the engineer unit must be in the hex during the start of that movement
sub-phase and follow the same procedure. A single engineer may bridge only a single
river hex at a time. Use a pontoon bridge marker to indicate that. The marker itself has
no other effect on play. A pontoon bridge is considered to be in place only for the
friendly movement sub-phase of the sub-command to which the constructing engineer
unit belongs.
18.3 Entrenchments
Engineers may build, or assist infantry in building, entrenchments, as described
above in 17.2.
18.4 Sappers
If an attacking force contains one or more engineer units and the defender is in a fort,
fortress or entrenchment, and the Charge CRT is being used, shift those odds one
percentage column to the right. (Thats a maximum of one such shift per combat, no
matter how many engineer units are involved in it.)
19.0 RIVERINE UNITS
19.1 Certain scenarios have riverine units (riverboats and gunboats). In general, riverine
units are treated as land units, but with the following exceptions.
19.2 Movement
Riverine units may move only into major river or full or partial lake hexes. In all such
cases, the hexsides they cross must contain a water symbol portion. Unlike other units,
riverine units may move into and through hexes containing only enemy non-riverine
units. Riverine units must, however, always end their move on a hex that contains no
enemy units, riverine or non-riverine; and friendly riverine units may never move into or
through hexes containing any enemy riverine units.
19.3 Combat
Riverine units engage in combat normally, with the following exception. Riverine units
are never required to attack enemy units to which they are adjacent, and they may
attack only enemy units adjacent to them along contiguous major river or lake hexes
(with the same stricture as given for their movement in 19.2 above). If they attack, they
must attack all enemy units, riverine and non-riverine alike, in the hex theyre attacking.
They may retreat and pursue only along contiguous river or lake hexes. They may
retreat and pursue through hexes containing enemy units, but they may not end a
retreat or pursuit in such hexes.
19.4 Certain riverine units also carry an artillery symbol, which means they count as an
artillery unit for combat (see 10.17).
19.5 Transport
Each riverine unit may transport one other friendly non-riverine unit belonging to its
sub-command. To do so, they must both start in the same hex. The unit to be
transported is then embarked by being placed beneath the transporting riverine unit,
and the two move together using the riverine units movement allowance. The
transported unit may be debarked at any time during such a move. A transported unit
may not conduct any other movement in the same phase.
19.6 Transported units may remain embarked on a riverine unit at the end of movement,
but they dont count for combat in any way. They are, however, affected by any combat
result inflicted on their transporting riverine unit, and also make retreat or pursuit with it.
Pay attention to the stacking order of stacks containing riverine and non-riverine units,
as thats used to determine if a given non-riverine unit is presently being transported by
a riverine or is merely occupying the same hex with it.
19.7 Stacking
Riverine units, but not non-riverine units being transported by them, count against hex
stacking limits.
19.8 Supply
Riverine units are always supplied, and they may be a source of supply for other units
(see section 14.0).
20.0 VICTORY CONDITIONS
20.1 Each scenario will have its own victory conditions. Usually victory is determined
through the accumulation by one or both players of victory points (VP). Players
accumulate VP for certain actions during the course of the game, and/or for occupying
certain hexes at the end of play. The player who has more VP at the end of play usually
wins. Players should keep track of VP on a piece of scrap paper during play.
20.2 At the end of the game, the player who has more VP than the other subtracts his
opponents total from the his own to determine the extent of the victory (if any).
Difference in VP Totals
0-9
Type of Victory
Draw
10-19
Marginal
20-29
Glorious
30+
Epic
20.3 In the table above, a marginal victory is the least-best kind of victory, while an epic
victory is the best kind.
20.4 VP should generally be recorded as soon as they are gained. The exception is
points designated as being gained at the end of a turn or at the end of the game. VP
earned for occupation of a hex means the player must have a unit or stack actually in
the hex at the times specified (markers dont count). Enemy units must be eliminated in
combat or due to stacking violations in order to gain points for them. VP arent earned
for enemy units eliminated due to attrition or other game actions unless specified in the
scenario rules.
21.0 GAME I: QUEBEC 75
21.1 Scenario Notes
Quebec 75 covers the American invasion of Canada in 1775 and the British
counteroffensive. The 1Prov [isional], 2 Prov, 3 Prov and 4 Prov units appear in
Canada on the dates listed on the back. Place them on any US occupied city or
fort in Canada.
21.2 Players
There are two players, the American (first player) and the British.
21.3 Game Scale
Each game turn represents one or two months. Each hex is approximately 9.3 miles
across (15 km). Units are battalions, regiments and batteries, along with a few
miscellaneous units.
21.4 Game Length
Short Scenario: August 1775 through Nov./Dec. 1775.
Extended Scenario: August 1775 through October 1776.
21.5 British Deployment (Short & Extended Scenarios)
The British set up first, move second.
British Initial Forces (all units are Carleton sub-command).
In or Adjacent to Quebec: one 5 strength infantry; one 2 strength siege artillery;
one supply train.
Trois Rivieres: one 5 strength infantry.
Montreal: one 5 strength infantry.
St. Johns: one 5 strength infantry; one 1 strength field artillery.
Any St. Lawrence River Hex: one 2 strength RN infantry; the St. L riverine unit.
Heroic Action Markers: Americans start with the Mad Dash marker, plus one other
marker picked at random.
21.11 American Reinforcements
Sept 75 (Arnolds sub-command): Morgan light infantry; 1 NE, 2 NE infantry; S supply
unit.
Jan-Feb 76 (Northern Army sub-command): 2 NJ.
April 76 (Northern Army sub-command): PA Rifle light infantry; 2 Cont, 5 Cont, 8 Cont,
15 Cont, 24 Cont, 25 Cont, 1 NJ, 1 PA, 2 PA infantry; PA, Bigelow & Knox artillery;
Artificer engineers; one supply unit.
May 76 (Northern Army): 4 PA, 6 PA.
May 76 (Separate Army): 5 NY, 2 NY artillery.
June 76 (Northern Army): PA McKay.
July 76 (Northern Army): two supply units.
Rebel Canadians (Separate Army): 1 Can, 2 Can, 3 Can (see below).
Militia: see below.
St. L Riverine: see 21.39 below.
L. Ch Riverine: see 21.39 below.
21.12 American Reinforcement Codes
Units have reinforcement codes on their reverse sides. A date indicates they appear
on the date indicated. August 75 units begin on the map at the start of play.
21.13 Arnolds Command: 1) on or adjacent to Fort Western if its American occupied
and there are no British units adjacent to it; or 2) on the south map edge in Maine or
New Hampshire.
21.14 Separate & Northern Armies: 1) on or adjacent to Fort Ticonderoga if its
American occupied and there are no British units adjacent to it; or 2) on the south map
edge in New York.
21.15 Militia. Within the colony named on the unit in or adjacent to any town or fort if it
is American occupied; or 2) on the south map edge. Militia may be placed in enemy
ZOC.
21.16 Special American Reinforcements (Rebel Canadians). During the first
American reinforcement sub-phase an American unit occupies St. John, the Americans
receive the following unit as reinforcements: 1st Canadian Regiment. Place the unit on
or adjacent to St. John.
During the first American reinforcement sub-phase an American unit occupies
Montreal, the Americans receive the following unit as reinforcements: 2 nd Canadian
Regiment. Place the unit on or adjacent to Montreal.
The first American reinforcement sub-phase an American unit occupies Quebec, the
Americans receive the following unit as reinforcements: 3rd Canadian Regiment. Place
the unit on or adjacent to Quebec.
Note that all three of those rebel Canadian units become part of the Separate Army
sub-command.
21.17 Command Pool
Place the following markers in the command pool at the start of play: Separate Army,
Arnold, Northern, Carleton. On May 1776, add the Burgoyne marker to the pool. On
June 1776, add the German Mercenaries marker to the pool. On July 1776, add the
Gates marker to the pool.
21.18 Heroism Pool
Place all remaining heroism markers in the heroism pool.
21.19 American VP
Received immediately: each unit of the British side eliminated in combat generates one
American VP per printed combat factor.
Received at the end of each game turn for occupying Quebec, Trois Rivieres or
Montreal: one VP. Thats a maximum of one VP per turn, regardless of the number of
named hexes occupied.
Received at the end of the game: VP for occupying objectives given below in 21.21.
Received at the end of each game turn that the British occupy no fortress or town in
Canada other than Quebec: one VP. This is intended to discourage the British player
from digging in his entire army around Quebec.
21.20 British VP
Received immediately: each unit of the American side eliminated in combat generates
one British VP per printed combat factor.
Received at the end of each game turn for occupying Ticonderoga: one VP.
Received at the end of the game: victory points for occupying objectives given below in
21.21.
21.21 Both players: VP for occupying objective hexes on the map at end of game.
Objectives
American VP
British VP
Quebec
Montreal
Trois Rivers
St. Johns
Ticonderoga
Fort Western
the British relieved Quebec and then pursued the Americans back to New York, only to
be stopped themselves at Lake Champlain.
21.23 Players
Same as Extended Scenario.
21.24 Scenario Length
April 1776 through October 1776.
21.25 British Deployment (British Counteroffensive Scenario).
British set up first, move second.
British Initial Forces (all units are Carleton sub-command)
Quebec: 1 RHE, 2 RHE infantry; Q artillery; C supply unit; two Quebec militia units
picked at random.
Any St. Lawrence River Hex East of Quebec (inclusive): RN infantry; St. L riverine.
Eliminated Units: 7, 26 infantry; C field artillery.
Heroic Action Markers: one, picked at random.
21.26 British Reinforcements
Same as the Extended Scenario starting with April 1776.
21.27 British Reinforcement Codes
Same as the Extended Scenario.
21.28 American Deployment (British Counteroffensive Scenario)
Americans set up second, move first.
American Initial Forces
Ticonderoga, Montreal, Trois Rivieres, St. Johns or Adjacent to Quebec: 1 Cont,
NH Rangers light infantry; 1 Can, 2 Can, 1 CT, 4 CT, 1 NY infantry; 1 NY artillery;
Separate engineers; Separate supply unit; St. L. riverine (Separate sub-command); 2
NJ infantry (Northern sub-command).
Adjacent to Quebec: GMB light infantry (Arnolds sub-command).
Fort Western: Fort Western garrison; Arnold supply unit.
Eliminated units: Morgan, 2 NE infantry (Arnolds sub-command). 2 NY, 3 NY, 4 NY, 5
CT, MA Comb infantry; Ticonderoga artillery.
Heroic Action markers. Americans start with no markers.
21.29 Americans Reinforcements
Same as the Extended Scenario starting April 1776.
21.30 American Reinforcement Codes
Same as the Extended Scenario.
21.31 American Reinforcement Appearance
Same as the Extended Scenario.
Mercenary. Start with only the Carleton command marker in the pool. Add the Burgoyne
marker in May 1776. Add the German Mercenary marker in June 1776.
21.39 Flotillas
Both players may build additional flotilla riverine units. To do so they must have at
least one supply unit in a town or fortress located in a lake or major river hex. Place a
flotilla unit in that hex. (The supply unit isnt expended). The British may build one flotilla
on St. Johns or Lake Champlain. The Americans may build one flotilla on Lake
Champlain and one on the St. Lawrence. Each flotilla unit may be built only once per
game.
21.40 American Militia
During each appropriate sub-command reinforcement sub-phase that starts with one
or more British units in New York, New Hampshire, or Maine, the American player may
mobilize one militia unit for each. That is, one such unit for each colony in which there is
an invasion; so this can be from one to three militia per turn. They are placed on or
adjacent to any American-occupied town or fort in that colony, or on the south map
edge of that colonys territory. During each appropriate reinforcement sub-phase there
are no British units in a colony, the American player must demobilize one militia unit of
that colony. To do so, he simply selects one such unit and withdraws it from the map.
American NY militia belong to the Northern sub-command; American NH and ME militia
belong to Arnolds sub-command.
21.41 British Militia
During each reinforcement sub-phase of the Carleton command during which any
American units are in Canada, the British player may mobilize one militia unit. It is
placed on or adjacent to the city corresponding to its name; that city must be occupied
by at least one British unit in order for the militia to be mobilized. During each Carleton
reinforcement sub-phase when there are no American units in Canada, the British
player must demobilize one militia unit. To do so, he simply selects one such unit and
removes it from the map. All British militia are part of Carletons Command.
21.42 When picking militia, place the units of the appropriate type face down and pick
one at random. The unit remains face down until the first time it engages in combat, at
which time its flipped face up. Face down militia otherwise function as normal units.
21.43 Militia are mobilized and demobilized only in the operations phase of the
command of those particular militia units. Also, militia may be mobilized in hexes
continuing enemy ZOC. If a sub-command is activated more than once per turn, then
the player receives militia units for each activation, if the triggering condition still applies.
21.44 Militia units may never cross any kind of political border, colonial or international.
Canadian militia must remain in Canada, and American militia must remain in the colony
of their origin. Their ZOC extend across borders, and they may attack across them, but
Comb: Combined
Con: Continental
CT: Connecticut
PA: Pennsylvania
Ticon: Ticonderoga
British
Br: Brunswick
Crl: Carleton
Q: Quebec
RE: Royal Engineers
Cm: Cameronians
Res: Reserve
Cn: Canadian
St L: St Lawrence
M: Montreal
remove one of those units from the map. The withdrawn unit is placed back in the
reinforcement pool and may be received again if the Army player again plays the
Native Allies marker.
22.9 Command Pool
Place the following markers in the command pool at the start of play: Terry, Gibbon,
Crook, Sheridan, Crazy Horse, Gall, Hunkpapa, Blackfoot, Oglala, Cheyenne,
Miniconju, Sans Arc, Brule, and Agency. The Sitting Bull command marker starts in
the command pool.
22.10 Heroism Pool
Place all remaining heroism markers in the heroism pool.
22.11 US Victory Points
Each real Hostiles irregular cavalry eliminated in combat: one VP per unit.
Each real Hostiles camp eliminated in combat: three VP per unit.
Sitting Bull eliminated in combat: five VP.
22.12 Hostiles Victory Points
Each US Army unit eliminated in combat: two VP per unit.
Each real Hostiles irregular cavalry exited from a map edge: one VP per unit (see below
for exiting restrictions).
Each real Hostiles camp exited from a map edge: two VP per unit (see below for exiting
restrictions).
Each town and fort occupied: one VP per hex, but this is received only the first time
each town and fort is occupied; if such hexes are later lost and then reoccupied, no
additional VP are gained or lost.
22.13 US Army Sub-Commands
The US Army is divided into three commands: Terry (all units with a T before their
deployment code, a.k.a. the Dakota Column); Gibbon (all units with a G before their
deployment code, a.k.a. the Montana Column); and Crook (all units with a C before
their deployment code, a.k.a. the Wyoming Column). Additionally, the Army has a
marker for Sheridan, who can affect all Army units.
22.14 Hostiles Sub-Commands
The Hostiles have seven commands: Hunkpapa, Blackfoot, Oglala, Cheyenne,
Miniconju, Sans Arc, Brule, Agency. Additionally, they have markers for Crazy Horse
and Gall (see below). The Hostiles actually have eight sub-commands (as listed),
plus a marker for Sitting Bull.
22.15 Sitting Bull, Crazy Horse & Gall Command Markers
If the Hostiles player picks the Sitting Bull, Crazy Horse or Gall markers, he has the
following options. He may decide not play the marker. In that case, he loses the
operations phase, and the marker is returned to the command pool during the return
phase of that game turn.
Or he may choose conduct a special operations phase in which he may conduct a
movement and combat sub-phase with all Hostiles units within three hexes of the Sitting
Bull, Crazy Horse or Gall unit (depending on the marker picked). The three hex radius is
determined at the start of the movement and combat sub-phases. The Sitting Bull,
Crazy Horse or Gall unit must be revealed to perform this function, and the Hostiles
player can flip it up at the instant the marker is picked. That means units that move
outside the three hex radius may not attack but, on the other hand, if the Sitting Bull,
Crazy Horse, or Gall unit corresponding to the marker moves within three hexes of other
units, those units must attack. No reinforcement sub-phase is conducted during this
special operations phase.
Finally, if the Hostiles player decides to play the Sitting Bull, Crazy Horse or Gall
marker, then it is removed permanently from the Command Pool at the end of the
special operations phase. That means each of those three markers may be used only
once per game. Also note the Sitting Bull and Gall units are part of the Hunkpapa Subcommand, and the Crazy Horse unit is part of the Oglala Sub-command, and can
conduct operations with others units of their tribe when the tribes regular sub-command
marker is activated.
If the Army player picks the Sitting Bull, Crazy Horse or Gall marker, it isnt played,
and no substitute is picked. In that case, its returned to the pool during the return phase
of that game turn.
22.16 Sheridan Command Marker
If the Army player picks the Sheridan command marker, he has the following options.
He may choose not to play the marker. In that case, he loses the operations phase.
The marker is returned to the command pool during the return phase of that game turn.
Or he may choose to conduct a special operations phase in which he may conduct a
movement and combat phase with all Army units on the map. No reinforcement subphase is conducted during the special operations phase.
If the Army player decides to play the Sheridan marker, its removed permanently
from the command pool at the end of that special operations phase. If the Army player
decides not to play it, its returned to the command pool during the return phase of that
game turn. In that case, the Hostiles player gains five VP.
If the Hostiles player picks the Sheridan marker, its not played, and no substitute is
picked. In that case, its returned to the pool during the return phase of that game turn.
22.17 Heroism Markers
The Sitting Bull, Crazy Horse, Gall and Sheridan sub-command markers may not be
affected by the play of any heroism markers. That is, you may not negate the draw of
Historically, the 5th US Infantry was committed only after news of the massacre of
Custers command reached the Army command. Players may therefore agree to the
following rule at the start of the game: The 1/5 Inf, 2/5 Inf and 2/20 artillery units are not
received according to the reinforcement schedule. Instead, those units are triggered in
the first Army Terry sub-command reinforcement sub-phase in which there are six or
more combat factors of Army units, of any sub-command(s), in the dead pile. Roll a die
for each of those units, and they arrive that number of Terry sub-command
reinforcement sub-phases following. This triggering can happen only once per game.
The units affected by this rule have an asterisk on their reverse sides.
22.29 Abbreviations
B: Benteen Battalion
Det: Detachment