Tabletop Battles of The American Revolution: Presented by Little Wars TV
Tabletop Battles of The American Revolution: Presented by Little Wars TV
Tabletop Battles of The American Revolution: Presented by Little Wars TV
ARTILLERY FIRING
(3) LEADER ACTIONS Artillery is classified as Light or Field gun. Light guns fire
Demoralization, disorganization, desertion (DMZs) up to 20”. Field guns fire up to 30” and also have a short
accumulate on regiments throughout the game, eventually range bonus at ranges of 10” or less. The artillery firing arc is
resulting in permanent losses. A Leader or Lieutenant 45 degrees from the front of the gun. Artillery must have a
attached to a regiment and allocated 1 CP for a Rally may clear, unobstructed line of sight to its target. Each gun rolls
automatically remove DMZ equal to his Star Rating. two d6, plus bonus dice as follows:
RULES 2 of 4
INFANTRY FIRE
Musket range is 6” and rifle range is 10”. The firing arc is (7) MELEE
anywhere within your forward 45 degree front. Line of sight Regiments in contact from a declared charge roll one d6 for
is determined per individual base, and obscured bases in the every two bases (rounded down). If you have multiple
regiment may not fire through friendly units. You may not regiments engaged against a single target, include all bases
fire into a melee or at an unattached Leader/Lieutenant. for mass but only count the modifiers of one regiment (your
choice). The regiment selected suffers any losses incurred.
Infantry may conduct hasty fire or volley fire. Hasty fire rolls Players add cumulative dice for the following:
1d6 per base. Inflict 1 DMZ for every roll of 5+. If firing at
Skirmishers, artillery, or units in heavy cover, hit on a 6+. +3 (d6) each Training Class above the opponent
+3 (d6) British bayonet charge or cavalry charge
Infantry in line formation conducting volley fire should be +2 (d6) defending a fieldwork or built up area
marked with smoke as a reminder that they cannot move +1 (d6) defending minor terrain
during the upcoming Movement phase. Columns, +x (d6) for Leader/Lieutenant Star Rating
Skirmishers, and 4th Class regiments cannot volley. Volley -1 (d6) if the unit has more DMZ than its opponent
fire allows each base to roll 2d6 instead of 1d6! -3 (d6) if in Skirmish formation
6” Line formation infantry or field artillery +4 or more: Easy victory! Suffer 1 DMZ. 1st and 2nd
Class Regiments may choose to pursue up to 6” as
9” Column formation infantry or light artillery
long as this pursuit does not contact another enemy
12” Leaders or cavalry or skirmish infantry
unit. 3rd and 4th Class Regiments must advance a full
6” pursuit if possible.
Units moving through rough ground or across obstacles
suffer 1 DMZ and reduce their speed by half, unless in +1 to +3: Successful action! Suffer 2 DMZ and halt.
Skirmish. Friendly units are allowed to pass through each
other but each suffer 1 DMZ from interpenetration, unless in 0: Locked in combat. Remain in melee and both sides
Skirmish. Regiments with a Leader or Lieutenant attached suffer 1 DMZ and one casualty. Formed infantry do
do not suffer DMZs from movement complications. not suffer the casualty if facing cavalry, or facing a
bayonet charge, or defending a fieldwork.
Regiments not within 6” of the enemy may “about face” 180
degrees. It costs no movement but does incur 1 DMZ. -1 to -3: Driven Back! Suffer 2 DMZ and one casualty.
Retreat a full move or behind the nearest friendly unit.
FORMATIONS
Infantry or cavalry regiments may change between column -4 to -6: Defeat! Suffer 2 DMZ and 2 casualties. Retreat
and line. Columns are single file, one base after another. a full move.
Lines may be single or double rank (bases in the second rank
of a double line may not fire). Artillery may change between -7 or more: Routed! Suffer 4 DMZ and 2 casualties.
limbered and unlimbered. All formation changes are done Retreat a full move plus 2d6”, backs to the enemy!
during movement, requires a full move, and incurs 1 DMZ.
RULES 3 of 4
CASUALTIES & MORALE COMMANDER RISK
At any time, if a unit accumulates 5 DMZ, permanently If a Leader or Lieutenant is attached to a unit that suffers a
remove a base from that unit and clear off all DMZs. casualty, he rolls at least 1d6…plus 1 additional dice for each
Whenever a regiment removes a base due to casualty loss, it full casualty suffered. If a “1” is rolled on any risk dice, roll
immediately rolls a Morale Test. Passing the test requires at again and apply the results below:
least one 5+ result on a d6. If a Leader or Lieutenant is
attached, roll additional morale dice equal to his Star Rating. 1 Killed! Remove from play and replace
2-3 Serious Wound! Retire from the field and replace
1st Class units roll 4d6 for morale 4-6 Light Wound! Lose 1 star
2nd Class units roll 3d6 for morale
Replacement Leaders, if needed, should have half the
3rd Class units roll 2d6 for morale
number of CPs of the original Leader (round up) and no
4th Class units roll 1d6 for morale stars. They are not appointed until the Redress Rank phase
of the next turn. Lieutenants are never replaced—once
If passed, there is no effect. But if no 5+ successes are rolled, reduced to zero stars, a Lieutenant is removed from play.
the regiment immediately retreats away from the enemy.
RULES 4 of 4
DESIGNER NOTES
DESIGN PRIORITIES
In keeping with the time-honored tradition of wargamers
around the world, we could not help ourselves from
tinkering with Andy’s 1987 article. It was the ideal length
Our spin on Andy Callan’s classic 1987 game came about as and level of complexity, but we wanted to clean up some
our club hunted for a set of rules we could use to run the modifiers, streamline a few gray areas, and emphasize
Battle of Brandywine—the largest of the war—for a group of particular points of interest to us.
new players with limited wargame experience. It was rather
difficult to find a game that was dead simple, very fast, but Key among those points was a more robust command and
still packed with period flavor. Eventually, all roads led back control system. We wanted to zoom in on the oftentimes
to Loose Files and American Scramble, a 3-page magazine heroic role that individual leaders played in these battles—
article published in the first-ever issue of Wargames Lafayette was shot while rallying American soldiers at
Illustrated. You can still read the article online today. Brandywine—while also highlighting how difficult it could
be to coax men to commit to the sort of bayonet charge seen
in Hollywood films.
Design Notes 1 of 2
FAQ & EXAMPLES
Inevitably, a four-page set of wargame rules will leave players with
unanswered questions that are not explicitly covered. We’ve attempted
to answer some popular questions that pop up in our own games. As
always, whenever you play a tabletop game with friends, if a unique
circumstance arises and you feel the need to apply a “house rule” or
put your own spin on Live Free or Die, by all means do so! You can also
reach us online across many social media channels at Little Wars TV, so
don’t hesitate to reach out and ask if you have a question.
OBSTRUCTED RETREATS
Regiments required to retreat as an outcome on the Melee
Results Tables may retreat through an enemy on its way to
the rear at a cost of doubling all losses (in casualties and
CAN ARTILLERY FIRE OVER TOP DMZ). Regiments retreating due to a failed morale test may
INFANTRY IF ON A HILL? also pass through an enemy if no other path exists. Add 1
DMZ on the retreating unit for interpenetration but do not
It was not considered “good form” to fire your artillery over
add DMZ to the enemy blocking unit.
the heads of friendly infantry in this period. That said, our
club has generally allowed this to happen because: (1) The
guns aren’t that powerful anyway; and (2) It emphasizes the
ADVANCED RULES
value of high ground. But you and your club are welcome to You can go to www.LittleWarsTV.com for a free PDF
forbid overhead artillery fire if you like. Firing infantry on a supplement with ala carte optional rules we play-tested but
hill overtop friendly infantry is definitely not permitted! elected not to include for the sake of speed.
Design Notes 2 of 2
Princeton
After braving the icy Delaware River on Christmas night, 1776, Washington’s emboldened army now finds
itself pinned against the Assunpink Creek in New Jersey. Lord Cornwallis has concentrated a superior force
to pin and destroy the American upstarts. But in the middle of the night, leaving his camp fires burning,
Washington slips around the British lines, intent on capturing Princeton in their rear. Early on January 3rd,
the exhausted rebel column encounters an unexpected British rearguard.
Like allThe surprise
good is mutual.
designers, Andy’s rules include a
page of notes explaining his philosophy and
why certain mechanics came about as they did.
Live Free or Die Scenario January
We were particularly fond of this 3 1777
passage,
which sums up our own feelings brilliantly:
SCENARIO SET UP BRITISH ARMY
Princeton is a small scenario, suitable for an introductory The British army includes one Leader, Lt. Col. Charles
game of 2 players on a 6’x4’ tabletop. One base of figures in Mawhood, commanding one brigade. The “Recruit/
this scenario is scaled to represent 50 men. To play the Convalescent” regiment arrives at Entry Y on Turn 3 and the
scenario, players will require a British force with 1 55th Foot arrives at Entry Y on Turn 5.
commander, 24 bases of infantry, 4 cavalry, and 1 artillery
base. The Americans field 2 commanders, 75 bases of
infantry, and 2 artillery bases. AMERICAN ARMY
Like all good designers, Andy’s rules include a page of notes explaining his philosophy and why certain mechanics came
about as they did. We were particularly fond of this passage, which sums up our own feelings brilliantly:
The American army includes one Leader, Gen. George
Washington, commanding four brigades and one
OBJECTIVES independent regiment of Mercer’s advance guard. General
The game begins at 7am and lasts 10 turns, until mid Hugh Mercer acts as a Lieutenant. Hitchcock’s brigade
morning. The British earn a victory if they can maintain arrives from a logging trail (Entry X) on Turn 3. Fermoy
control of road exit Z (Trenton) or Y (Princeton) and inflict arrives in column from Entry W Turn 5, and Mifflin arrives
higher losses than they sustain at the end of the turn limit. in column from Entry W on Turn 7.
This would delay Washington long enough for Cornwallis to
react. Any other result is an American victory.
HISTORICAL OUTCOME
Heavily outnumbered and surprised to find himself facing
GAME NOTES the entire Continental Army, Lt. Col. Mawhood put up a
The British deploy first and Mercer deploys second. tremendous fight. He was unable to defend either road exit,
Washington begins on the table with Cadwalader’s brigade. and the broken remnants of his command reunited with
Cornwallis that night, at a cost of 400 men (8 bases), or 30%
of his brigade. The Americans pressed on to take Princeton
and earned Washington his first victory over British regulars
in the field. Remarkably, American losses numbered just 100
men (2 bases), but famously included Washington’s friend
and one of his most capable officers, Hugh Mercer.
Scenario 1 of 3
Princeton orders of battle
Like
all
good
desig
ners,
Andy
’s Gen. George Washington (1 Leader)
rules
inclu
Gen. Hugh Mercer (1 Lieutenant)
de a
1st MD ………………………… 2nd Class (7 bases, Skirmish, Rifles)
page
of
notes CADWALADER’S BRIGADE
explai Philadelphia Associators….... 4th Class (8 bases)
ning Philadelphia Militia……..…. 4th Class (7 bases)
his Philadelphia Rifles ………… 3rd Class (3 bases, Skirmish, Rifles)
philo DE Militia……………………. 4th Class (4 bases)
Like
sophy 3-lber………………………….. 3rd Class (1 light gun)
all
and
good
why
desig
certai HITCHCOCK’S BRIGADE
ners,
n 9th & 11th RI …………………. 3rd Class (6 bases)
Andy
mech MA Continentals………….... 2nd Class (6 bases)
’s
anics 6-lber………………………….. 2nd Class (1 field gun)
rules
came
inclu
about FERMOY’S BRIGADE
de a
as
German Regiment…………… 4th Class (7 bases)
page
they
1st PA………………………….. 2nd Class (5 bases, Skirmish, Rifles)
of
did.
notes
We
explai
were MIFFLIN’S BRIGADE
ning
partic 2nd PA………………………….. 3rd Class (5 bases)
his
ularly 4th PA………………………….. 3rd Class (5 bases)
philo
fond 10th PA………………………… 3rd Class (4 bases)
sophy
of 11th PA………………………… 3rd Class (4 bases)
and
this 12th PA………………………… 3rd Class (4 bases)
why
passa
certai
ge,
n
whic
mech
h
Princeton Map & Unit Labels
Z Stony Brook Y TERRAIN NOTES
Gren / LI 1 17th Foot 2 71st Foot 2 55th Foot 2 Recruits 4 16th Drag. 2 6-lber 2
1st MD 2 Phi. Asso. 4 Phi. Militia 4 Phi. Rifles 3 DE Militia 4 3-lber 3 9th/11th RI 3 MA Cont. 2
2
6-lber 2 German 4 1st PA 2 2nd PA 3 4th PA 3 10th PA 3 11th PA 3 12th PA 3
Germantown
One week after capturing Philadelphia, General Howe leaves a large garrison behind and moves the rest of
his army—over 8,000 men—northwest of the city to gather supplies. Washington senses this could be an
opportunity to strike a divided enemy and concocts an elaborate, 4-prong surprise attack. The nighttime
Like operation shares the
all good designers, hallmarks
Andy’s of Washington’s
rules include Trenton attack…but does not share the same good fortune.
a page of notes
explaining his philosophy and why certain mechanics came
about as they did. We were particularly fond of this passage,
Live sums
which Free up
orour
Dieown
Scenario
feelings brilliantly: October 4, 1777
Scenario 2 of 3
Germantown orders of battle
VAUGHN’S BRIGADE
4th Foot………………………… 2nd Class (4 bases)
Like 28th Foot……………………….. 2nd Class (4 bases)
all 49th Foot……………………….. 2nd Class (4 bases)
good
desig
ners, GRANT’S BRIGADE
Andy 5th Foot………………………… 2nd Class (4 bases)
’s 27th Foot……………………….. 2nd Class (4 bases)
rules 55th Foot………………. ………. 2nd Class (3 bases, Skirmish optional)
inclu
de a Queen’s Rangers……………………… 3rd Class (5 bases, Skirmish)
page 6-lber…………………………………… 2nd Class (1 field gun)
of
notes Maj. Gen. Lord Charles Cornwallis (1 Lieutenant)
explai
ning MEDOWS’ BRIGADE
his 1st Grenadiers………………… 1st Class (7 bases)
philo 2nd Grenadiers……………….. 1st Class (6 bases)
sophy 6-lber………………………….. 2nd Class (1 field gun)
and
why von DONOP’S BRIGADE
certai
Linsing Grenadiers…………. 1st Class (6 bases)
n
Minnegrode Grenadiers……. 1st Class (5 bases)
mech
Hesse-Cassel 3-lbers………… 2nd Class (1 light gun)
anics
came
about
as
they
did.
We
were
partic
ularly
fond
of
this
passa
ge,
whic
h
sums
up
Germantown orders of battle
AGNEW’S BRIGADE
33rd Foot………………………. 2nd Class (6 bases)
46th Foot………………………. 2nd Class (4 bases)
Like
64th Foot……………………….. 2nd Class (5 bases)
all
Hesse-Cassel Jägers………….. 1st Class (3 bases, Skirmish)
good
6-lber………………………….. 2nd Class (1 field gun)
desig
ners,
Andy von STIRM’S BRIGADE
’s Erbprinz Regt.……………….. 3rd Class (7 bases)
rules Donop Regt………………….. 3rd Class (6 bases)
inclu Hessian Jäger Corps…………. 2nd Class (6 bases, Skirmish optional)
de a
page
of
notes
explai
ning
his
philo
sophy
and
why
certai
n
mech
anics
came
about
as
they
did.
We
were
partic
ularly
fond
of
this
passa
ge,
whic
h
Germantown orders of battle
MUHLENBERG’S VA BRIGADE
1st/5th VA……………………… 2nd Class (4 bases)
Like 9th/13th VA……………………. 3rd Class (5 bases)
all German Battalion…………… 3rd Class (4 bases)
good
desig
ners, WEEDON’S VA BRIGADE
Andy 2nd/6th VA……………………... 3rd Class (5 bases)
’s 10th/14th VA…………………… 3rd Class (5 bases)
rules
inclu WOODFORD’S VA BRIGADE
de a
3rd VA ………………… ………. 3rd Class (3 bases, Skirmish)
page
7th VA…………………………. 3rd Class (6 bases)
of
11th VA………………………… 3rd Class (5 bases)
notes
explai
ning SCOTT’S VA BRIGADE
his 4th VA ………………………… 3rd Class (5 bases)
philo 8th/12th VA.……..…………….. 3rd Class (4 bases)
sophy 3-lber…..……………………... 2nd Class (1 light gun)
and
why
certai SMALLWOOD’S MILITIA
n MD Militia…………………… 4th Class (9 bases)
mech NJ Militia……..……………… 4th Class (9 bases)
anics 3-lber…..……………………... 3rd Class (1 light gun)
came
about
Maj. Gen. Lord Stirling (1 Lieutenant)
as
they NASH’S NC BRIGADE
did. 1st/2nd/3rd NC…………………. 3rd Class (4 bases)
We 4th/5th/6th NC ….……..……….. 3rd Class (5 bases)
were 7th/8th/9th NC………………….. 2nd Class (4 bases)
partic
ularly
fond
MAXWELL’S BRIGADE
of 1st/2nd NJ………………………. 3rd Class (3 bases, Skirmish)
this 3rd/4th NJ ….……..……………. 3rd Class (4 bases)
passa 3-lber…..…………………….... 2nd Class (1 light gun)
ge,
whic
h
sums
Germantown orders of battle
If possible, it is suggested
that you expand this table
Like all good designers, Andy’s rules include a page of notes explaining his philosophy and why certain
tomechanics
7’x5’ or evencame
8’x6’.about
as they did. We were particularly fond of this passage, which sums up our own feelings brilliantly:
The streams and woods
1st Guards 2nd Guards 4th Foot 28th Foot 49th Foot 5th Foot 27th Foot 55th Foot
Queens R. 6-lber 1st Gren. 2nd Gren. 6-lber Linsing Minne. 3-lber
15th Foot 17th Foot 44th Foot 33rd Foot 46th Foot 64th Foot Jägers 6-lber
1/3rd MD 2 5/7th MD 2 3-lber 2 2/4/6th MD 2 German Rg, 3 2nd Can. 2 1st PA 3 2nd PA 3
Potter 4 Phil. City 3 1st/4th Lt.Dg. 2 6-lber 2 1st/2nd CT 3 4th/5th CT 3 7th CT 3 1st/5th VA 2
4 3
9th/13th VA 3 German Bn. 3 2nd/6th VA 3 10th/14th VA 3 3rd VA 3 7th VA 3 11th VA 3 4th VA 3
2
8th/12th VA 3 3-lber 2 MD Militia 4 NJ Militia 4 1/2/3rd NC 3 4/5/6th NC 3 7/8/9th NC 3 1st/2nd NJ 3
3rd/4th NJ 3 3-lber 2
Camden
Seeking a new strategy to bring the American colonies under control, the British embark on their Southern
Strategy in Georgia and the Carolinas. In the summer of 1780 Horatio Gates, second only in fame to
Washington himself, arrives in South Carolina to take command of a hastily-assembled army of militia and
regulars to confront Cornwallis. Gates intends to repeat his Saratoga strategy and establish an unassailable
Like all good designers, Andy’s
defensive position, but on August 16th his 4,000 men bump into 2,500 British troops outside Camden.
rules include a page of notes
explaining his philosophy and
Live Free or Die Scenario August
why certain mechanics came16,about
1780
as they did. We were particularly
fond of this passage, which sums
SCENARIO SET UP BRITISH ARMY up our own feelings brilliantly:
Camden is a small scenario, suitable for 2 players on a 6’x4’ The British army includes one Leader, Lt. General Lord
tabletop. One base of figures in this scenario is scaled to Cornwallis, commanding two brigades. General Francis
represent 50 men. Players will require a British force with 2 Rowden acts as a Lieutenant. The British army has two
commanders, 40 bases of infantry, 4 cavalry, and 2 artillery independent regiments that are not part of a parent brigade
bases. The Americans field 2 commanders, 70 bases of and are never considered in cohesion distance.
infantry, 3 cavalry, and 3 artillery bases.
AMERICAN ARMY
OBJECTIVES
Like all good designers, Andy’s rules include a page of notes explaining his philosophy
The American and why
army includes certain mechanics
one Leader, came
Maj. General
Theabout
game as they at
begins did.
1pmWeand
were particularly
lasts fond aoftotal
until evening, this of
passage,
10 which sums
Horatio up our
Gates, own feelings
commanding brilliantly:
three brigades. General Johann
turns. This is a classic meeting engagement. The British win DeKalb acts as a Lieutenant.
a major victory if they can exit an infantry unit from Road X.
Alternatively, the British can earn a minor victory by
inflicting twice as many losses than they suffer in return. HISTORICAL OUTCOME
Any other result is an American victory in comparison to Despite a numerical advantage, the American army melted
Gates’s historical debacle. away in less than one hour of battle, suffering nearly 1,000
casualties (20 bases) and another 1,000 men captured during
the chaotic rout. It was a shameful performance that badly
GAME NOTES damaged the reputation of Horatio Gates. Johann DeKalb
The Americans deploy first and all British units begin the was shot and bayoneted multiple times while heroically
game off-table, entering Turn 1. The British automatically attempting to rally the fleeing American troops. The British
win the initiative for Turns 1-3. Historically, Cornwallis only suffered just 300 casualties (6 bases).
approached from Entry Y, but in this scenario he may choose
to march no more than 3 units to Entry Z. If elected, these
units may roll to arrive starting Turn 4. On a British roll of 5+
they appear. Add a cumulative +1 for each attempt.
Scenario 3 of 3
Camden orders of battle
Lt. Gen. Lord Cornwallis (1 Leader)
RIGHT WING
23rd Foot………………………. 2nd Class (4 bases)
rd
33 Foot………………………. 2 Class nd (6 bases, Skirmish optional)
Like all good designers, Andy’s rules include a page of notes explaining his philosophy and why certain mechanics came about
6-lber………………………….. 2 Class nd (1 field gun)
as they did. We were particularly fond of this passage, which sums up our own feelings brilliantly:
LEFT WING
Gen. Francis Rowden (1 Lieutenant)
2nd American Regiment……... rd
3 Class (5 bases)
British Legion………………... 2nd Class (6 bases)
Like Hamilton’s NC Loyalists…… 3rd Class (7 bases)
all Bryan’s NC Loyalists……….. 3rd Class (4 bases)
good 6-lber………………………….. 2nd Class (1 field gun)
desig
ners, 71st Foot………..………………………. 2nd Class (7 bases)
Andy Tarleton’s Dragoons…………………. 1st Class (4 bases, Cavalry)
’s
rules
inclu
de a
page
of
notes
explai Maj. Gen. Horatio Gates (1 Leader)
ning
LEFT WING
his
Stephens’ VA Militia………. 4th Class (7 bases)
philo
Armand’s Legion……………. 3rd Class (3 bases, Cavalry)
sophy
3-lber………………………….. 2nd Class (1 light gun)
and
why
certai CENTER
n Butler’s NC Militia………… 4th Class (9 bases)
mech Rutherford’s NC Militia….... 4th Class (8 bases)
anics Gregory’s NC Militia……..... 4th Class (7 bases)
came
Like Eatherton’s NC Militia……... 4th Class (5 bases)
about
all Exum’s NC Militia………….. 4th Class (6 bases)
asgood
Owen’s NC Militia………….. 4th Class (5 bases)
they
desig 3-lber………………………….. 3rd Class (1 light gun)
did.
ners,
We Andy
RIGHT WING
were
’s
partic
Maj. Gen. Johann DeKalb (1 Lieutenant)
rules
ularly 2nd MD ………………………… 2nd Class (6 bases)
inclu
fond 4th/5th MD……………………… 2nd Class (4 bases)
de a
ofpage 1st DE…………………………… 2nd Class (5 bases)
this
of 1st MD………………………….. 2nd Class (8 bases)
passa
notes 6-lber…………………………… 2nd Class (1 field gun)
ge,explai
whic
ning
h his
Camden Map & Unit Labels
X TERRAIN NOTES
Y
“There was no effort to rally, no encouragement to fight.
Officers and men joined in the flight. I threw away my gun.”
—Garrett Watts, North Carolina militia
23rd Foot 2 33rd Foot 2 6-lber 2 2nd Am. 3 Brit. Legion 2 Hamilton 3 Bryan 3 6-lber 2
(1) COMMAND POINTS every two bases in the unit. Apply cumulative modifiers with a
guaranteed minimum of 1d6.
Players simultaneously allocate Command Points for the turn.
Remember to roll 1d6 for each Leader/Lieutenant star, gaining a +3 (d6) each Training Class above the opponent
bonus CP for every roll of 5+. +3 (d6) British bayonet charge or cavalry charge
+2 (d6) defending a fieldwork or built up area
1 CP Move all Regiments of a Brigade within 3” of each other +1 (d6) defending minor terrain
1 CP Move a single Regiment outside of Brigade cohesion +x (d6) for Leader/Lieutenant Star Rating
-1 (d6) if the unit has more DMZ than opponent
(outside 3”)
-3 (d6) if in Skirmish formation
1 CP Attach a Leader/Lieutenant to rally x DMZ from one
Regiment based on his Star Rating Each 5+ is a success. Compare successes and each side in
2 CP Declare a charge with one Regiment (a cumulative combat applies their result per the Melee Results Table.
cost—you must also pay to Move)
3 CP Declare a bayonet charge (British only, and as above, +4 or more: Easy victory! Suffer 1 DMZ. 1st and 2nd Class
you must still pay to Move) Regiments may choose to pursue up to 6” as long as this
pursuit does not contact another enemy unit. 3rd and 4th
Class units must advance a full 6” pursuit if possible.
(2) INITATIVE & (3) LEADER ACTIONS
Each side rolls 1d6, and the highest roll may choose to move +1 to +3: Successful action! Suffer 2 DMZ and halt.
first or second. During Leader Action, attached leaders may
Rally DMZs from equal to their Star Rating if they paid 1 CP. 0: Locked in combat. Remain locked in melee and both
sides suffer 1 DMZ and one casualty. Formed infantry
(4) CHARGES do not suffer the casualty if facing cavalry or facing a
Starting with the army who won the initiative, players declare bayonet charge, or defending a fieldwork.
charges for regiments with a charge order. Roll 2d6 for infantry
or 3d6 for cavalry and charge that number of inches toward the -1 to -3: Driven Back! Suffer 2 DMZ and one casualty.
target. If contact is made, the attacker “squares up” to the Retreat a full move or behind the nearest friendly unit.
defender and any eligible defenders may conduct hasty closing
fire. If contact is not made, the attacker advances his maximum -4 to -6: Defeat! Suffer 2 DMZ and 2 casualties. Retreat a
distance and suffers 1 DMZ. full move.
Infantry may conduct Hasty Fire with 1d6 per base or Volley Loss of a full base due to casualties also triggers a Leader Risk
Fire at 2d6 per base. Skirmishers, 4th Class, and columns cannot roll for any attached Leaders/Lieutenants. On a d6 roll of 1,
Volley. All infantry fire is 6” for muskets or 10” for rifles with a consult the risk table and roll again for the outcome!
45 degree arc of fire measured from each base in the unit.
(8) REDRESS RANKS
(6) MOVEMENT Regiments at least 12” away from an enemy unit may recover
Regiments with movement orders can advance anywhere in DMZ based on their class.
their front 180 degree arc. Any other movement is done at half
speed and incurs a 1 DMZ penalty. Formation changes cost a 1st Class units may remove 2 DMZs
full move and incur 1 DMZ. “About facing” incurs 1 DMZ. 2nd Class units may remove 1 DMZ
3rd Class units may remove 1 DMZ
6” Line formation infantry or field gun 4th Class units may remove 1DMZ only if a
9” Column formation infantry or light gun Leader/Lieutenant is also attached
12” Leaders or cavalry or skirmish infantry