Tabletop Battles of The American Revolution: Presented by Little Wars TV

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The key takeaways are that the game simulates battles of the American Revolution using miniatures and focuses on historical accuracy of units and battle sequences.

The five unit types in the game are: infantry, cavalry, artillery, Leaders & Lieutenants.

The game turn sequence includes: (1) Command Points (2) Initiative (3) Leader Action (4) Charges (5) Firing (6) Movement (7) Melee (8) Redress Ranks.

LIVE FREE or DIE

Tabletop Battles of the American Revolution

PRESENTED BY LITTLE WARS TV


LIVE FREE OR DIE
LEADERS & LIEUTENANTS
INTRODUCTION An army is led by one or more Leaders—these are generals
Live Free or Die is a miniature wargame that allows capable of independent command. Leaders have a fixed
you to refight the major battles of the American War number of Command Points to allocate each turn. Most
for Independence (1775-1783) in a few hours of play. armies also include one or more Lieutenants—these are
At just four pages, this is a game to be enjoyed by new brigadiers and officers of note. Both Leaders and Lieutenants
and veteran tabletop gamers alike. The design is are rated with stars, which offer important bonuses
heavily influenced by Andy Callan’s 1987 Loose Files throughout the game.
& American Scramble. You can still find Andy’s
original magazine article available online today, and EXAMPLE
it went on to inspire many other rules, including William Howe is the
British Grenadier. This game follows in Andy’s British Leader in the
footsteps with a fresh take, over thirty years later. Bunker Hill scenario.
He has 6 CPs to allocate
each turn, plus 2 Stars.

WHAT YOU NEED TO PLAY


Live Free or Die requires a pile of six-sided dice (d6), a tape TRAINING
measure, some markers or chits to denote DMZs Drill and experience often counted more than sheer weight
(disorganization in your units), cotton balls for smoke, and of numbers. To capture this essential hallmark of the era,
miniatures! The game can be played with figures of any Like
each regiment is assigned a grade:
scale, though we suggest 15mm or smaller. all
good
1st Class: Grenadiers, Light Infantry
desig
2nd Class: Regulars, Continentals, Rangers, Jägers
YOUR ARMY 3 Class: Raw Regulars, Veteran
rd ners,
Militia, Loyalists
Your miniature army will be organized into historically Andy
4th Class: Militia, Indians & other Irregulars
accurate regiments, made up of several bases, where one ’s
base represents roughly 50--75 men. The number of figures rules
on each base does not matter in the game, so use what you GAME TURN SEQUENCE inclu
already have! We suggest bases about 1” square for formed The game is played in a series ofdeturns,
a where one turn
units and round bases to help easily identify officers. represents about 20-30 minutespageof real time. Every turn
of
follows the same sequence of play:
UNIT TYPES notes
There are five unit types in the game: infantry, cavalry, explai
artillery, Leaders & Lieutenants. (1) Command Points ning
(2) Initiative his
philo
(3) Leader Action sophy
(4) Charges and
(5) Firing why
certai
(6) Movement n
(7) Melee mech
(8) Redress Ranks anics
came
10mm Pendraken about
miniatures as
RULES 1 of 4 they
did.
We
(1) COMMAND POINTS (4) CHARGES
Leaders are assigned a value, representing the number of True melees during the war were rare—one side usually fled
CPs they can allocate each turn. Leaders also have a Star before coming to blows. Initiative order does matter in this
Rating, allowing them to also roll 1d6 per star. On each phase the game and the side with the initiative charges first.
result of 5+, they generate 1 extra CP for the turn. Leaders
spend CPs in a variety of ways: A regiment with orders to charge may attempt to close with
an enemy unit within 12” of its 45 degree front arc. Roll 2d6
1 CP Move all Regiments of a Brigade within 3” and advance that number of inches (3d6” for cavalry), and
of each other apply any terrain and disruption penalties (see Movement
for effects). If any part of the charging regiment comes into
1 CP Move a single Regiment outside of Brigade contact with the enemy, square up the charger to the
cohesion (outside 3”) defender, matching up bases as evenly as possible (even if
this “matching up” requires some additional movement). If
1 CP Attach a Leader/Lieutenant to rally x DMZ
they are able to make contact, multiple regiments could
from one Regiment based on his Star Rating
potentially charge the same target!
2 CP Declare a charge with one Regiment (a
cumulative cost—you must also pay to Move) Melees are resolved later in the turn. If the charging
regiment did not roll high enough to make contact, move the
3 CP Declare a bayonet charge (British only, maximum allowable distance and halt, suffering 1 DMZ.
and as above, you must still pay to Move)
CLOSING FIRE
Lieutenants have no fixed CP value but do have stars. They Charges that successfully reach their target are immediately
also roll 1d6 per star, and on a 5+ will add 1 CP to their subject to closing fire. The defender conducts a hasty round
army’s total available pool for the turn. of defensive firing with 1 die per base, requiring a 5+ to hit
and inflict 1 DMZ. The charging unit does not fire in return.
After allocating CPs, Leaders and Lieutenants may move up
to 12” to attach to any regiment under their chain of In addition to the unit being charged, any nearby defenders
command. Attached commanders provide bonuses based on (including artillery) within firing range and arc may also
their Star Rating throughout the turn…but at some personal support with closing fire. Unit bases that contribute closing
risk! Multiple commanders cannot attach to the same unit. fire are not eligible to fire again later in the turn.

(2) INITIATIVE (5) FIRING


After attachments are complete, each overall army All shooting is simultaneous and resolved in any order the
commander rolls 1d6 for initiative. The highest total roll players choose. An infantry regiment (but not a battery of
chooses to go first or second during the Charge and artillery) with a commander attached may add firepower
Movement phases. Other turn phases are simultaneous. dice equal to the star rating of the Leader or Lieutenant!

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:

+1 (d6) Target in column


EXAMPLE +2 (d6) Field Gun at Short Range
As a 2 Star Lieutenant, Hugh Mercer
could remove 2 DMZs from a Each 5+ result inflicts 1 DMZ on the target. Note that firing
regiment under his command if at Skirmishers, other artillery, or any unit in cover always
attached during the Leader Action phase. requires a 6+ to hit, instead of a 5+.

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

A regiment is always permitted to roll a minimum of 1d6,


(6) MOVEMENT regardless of modifiers. Each side rolls their total number of
Units with movement orders from CPs now move, unless dice and every 5+ is a success. Compare successes, apply the
they conducted volley fire. A regiment may move however it difference, and each side in the melee applies their result
likes in its forward 180 degree arc, but any movement to the from the Melee Result Table. For example, if the British roll 5
side or rear incurs a 1 DMZ penalty and is at half speed, successes and the Americans roll 2, the applied result is +3
unless in Skirmish order. for the British and -3 for the Americans.

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.

A unit attacked by a regiment entirely behind it’s flat 180


A historical scenario may specify some regiments—typically
degree front is outflanked and doubles all losses (twice the
Jägers, riflemen, and Indians—as “Skirmish.” Units in
DMZ, twice the casualties) and will then conduct any
Skirmish formation may never change into line or column.
withdraw required in the results table, even if that withdraw
To represent Skirmish formation on the tabletop, leave a 1”
passes through an enemy unit on its way to the rear.
gap between the bases, spacing them out in a ragged line.

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.

RETREATS (8) REDRESS RANKS


Retreat moves can occur as a result of a failed Morale Test or All regiments at least 12” away from the enemy may be
as a result on the Melee Results Table. Retreats are resolved eligible to recover some DMZs.
as a full move in your 45 degree rear arc. At any time during
this move, if the retreating regiment passes within 3” of a 1st Class units may remove 2 DMZs
friendly regiment, this might inflict a DMZ penalty on the
2nd Class units may remove 1 DMZ
nearest friendly unit!
3rd Class units may remove 1 DMZ
If the retreating unit is of equal or higher class than the 4th Class units may remove 1 DMZ only if
nearest friendly unit within 3”, that nearby unit suffers 3 a Leader/Lieutenant is currently attached
DMZ as a result of seeing their comrades flee the battle! This
special DMZ penalty only impacts the first friendly unit
encountered within 3”. WINNING THE GAME
Live Free or Die is intended to be played with historical
Regardless of unit class ratings, retreating through friendly
scenarios, like those included later in this PDF! Each scenario
regiments still incurs the usual interpenetration penalty. It is
outlines objectives based on the historical engagement.
possible—and even likely in your game—for retreat
These typically include seizing key terrain features or
penalties to eventually trigger a chain reaction of cascading
inflicting a certain number of losses!
losses and further Morale Tests!

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.

Eagle-eyed readers will spot other differences between the


original and Live Free or Die. While firing and combat are
similar, we introduced a cleaner mechanic to make a d6 roll
of 5+ a “hit” in every possible phase of the rules. We also
added a morale test feature tied directly to base losses as a
way to create more elasticity in combat.

THE PODCAST & ADDITIONAL RESOURCES


If you find this kind of rule design talk exciting (we certainly
do!), then you might be interested to discover that we
recorded ourselves in real time as we conceptualized,
researched, and play-tested Live Free or Die. It’s a multi-part
Like all good designers, Andy’s rules include a page of notes podcast series on Little Wars FM that takes you step-by-step
explaining his philosophy and why certain mechanics came through the rule design process all the way from initial
about as they did. We were particularly fond of this passage, brainstorming to final publication. It’s riveting stuff for
which sums up our own feelings brilliantly: rules-obsessed wargamers and an excellent sleep-aid for the
other 99% of normal folk. You can listen to Little Wars FM
“…the British, although usually outnumbered, managed on Apple Podcasts, Spotify, and Podbean.
to win most of the battles of the war. They did this not
with the rigid maneuveres of the European parade You can also watch our club play the Battle of Brandywine
ground, but through an intelligent combination of
using Live Free or Die on our YouTube channel, Little Wars
conventional drill and discipline with flexible, fast
TV. In this game, members of our club battle against
moving formations and aggressive tactics. Such an
innovative approach was ideally suited for the typically historians from the non-profit American Battlefield Trust.
broken terrain of American battlefields and produced a Their mission to preserve American battlefields is a passion
fluid style of fighting in which successive waves of we share, and if you purchased this booklet from us, please
infantry attacked and counter-attacked with the edge know that we donate half the proceeds to them. So thank
going to troops able to quickly reform after an you for joining us in supporting battlefield preservation!
action….far from being rigid, one-sided affairs, most
battles of the war were fast moving, close-run and We want to thank Andy Callan for his original 1987 article.
unpredictable.
Ours is a hobby where players quickly move to the “next
shiny thing” and games seem to have a shorter and shorter
To be realistic, though, the rules need to reflect the fast
pace and special features of these actions. It is thus a shelf life. This makes it all the more impressive that Loose
mistake to think that you can just adapt a typical Seven Files & American Scramble continues to be mentioned when
Years War or Napoleonic set, since these are usually players today seek out an AWI rule set. Clearly, Andy did
designed for the relatively stately, large-scale something right and we hope Live Free or Die builds on that
engagements of the European theatre. So it is probably legacy, with a modern interpretation of an old favorite.
best to start from scratch….”
--Greg Wagman & Tom McKinney

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.

SKIRMISH OPTIONAL? MOVEMENT EXAMPLE


Regiments rated as “Skirmish” may only deploy in Skirmish A regiment with a Movement order can advance anywhere
formation, while those rated “Skirmish Optional” in a in its forward 180 degree arc as long as no base in the unit
scenario may choose before the game whether to deploy in moves more than its maximum speed. Movement behind its
Skirmish formation or not. 180 degree front would be half speed and incur 1 DMZ.

LEFT OVER CPs?


Command Points cannot be saved from turn to turn. Any
unspent points are considered lost.
FRONT ARC
CHARGE EXAMPLE
In the example below, the blue charging regiment is 7” away
from their intended red target and rolls a total of 9 on 2d6. REAR ARC
This will bring them into contact. Despite approaching at an
angle, the charger will “square up” to the defender.
Overlaps are not allowed unless you have more bases than
your opponent. CONFORMING TO TERRAIN
Formations are allowed to “conform to terrain” and lines
may bend to refuse their flanks.

MULTIPLE MORALE TESTS?


If a regiment suffers multiple base losses as a result of
shooting or melee on the same turn, it only takes one morale
test that turn.

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

Lt. Col. Charles Mawhood (1 Leader)


th
4 BRIGADE
Like all good designers, Andy’s rules include a page of notes explaining his philosophy and why certain mechanics came about
Combined Grenadiers st Class
as they did. We were particularly fond of this passage, which & LI…
sums up1 our (4 bases,
own feelings Skirmish optional)
brilliantly:
17th Foot ………………………. 1st Class (6 bases, Skirmish optional)
71st Foot……………………….. 2nd Class (5 bases)
55th Foot………………………. 2nd Class (4 bases)
Recruits/Convalescents…….. 4th Class (5 bases)
16th Queens Dragoons……… 2nd Class (3 bases, Cavalry)
6-lber…………………………. 2nd Class (1 field gun)

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

The Stony Brook creek is


impassible to all units
except Skirmish infantry.
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 ofMAWHOOD
this passage, which sums up our own feelings brilliantly: Farmhouses depicted
cannot be garrisoned.

The fences around the


Thomas Clarke farm do
not reduce movement, but
do cost 1 DMZ to cross
and provide a defender
the “minor obstacle”
MERCER bonus in melee.

Clarke Woods are rough


ground but not cover.
CADWALADER
W
Quaker Meeting House
X
“Parade with me my brave fellows! There is but a handful
of the enemy and we shall have them directly!”
—George Washington

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 SET UP BRITISH ARMY


Germantown is a large scenario, suitable for 2-5 players on a The British army includes two Leaders, Howe &
6’x4’ tabletop (or larger). One base of figures in this scenario Knyphausen, with Cornwallis arriving late in the battle as a
is scaled to represent 75 men. Players will require a British Lieutenant. The British must deploy two regiments within 3”
force with 3 commanders, 117 bases of infantry and 4 of Cliveden. Cornwallis arrives at Point Z on Turn 8.
artillery bases. The Americans field 5 commanders, 169 bases
of infantry, 5 cavalry, and 6 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
The American own
army feelings
was brilliantly:
split into four main columns, led by
OBJECTIVES two Leaders with three Lieutenants. Washington’s column (5
The game begins at 5:30a and lasts 15 turns. The Americans brigades & 2 independent units) enters Turn 1 from table
must end the scenario in control of the Meeting House edge X. Roll for Armstrong’s arrival starting on Turn 4. On a
crossroads, having inflicted more losses on the British than result of “6” he arrives from Entry Y. If failed, this roll may
they suffered in return. Any other outcome is a historical be attempted each turn until Turn 9. Greene’s column of 5
British victory. brigades arrives from Point W starting Turn 2. Starting Turn
7, roll 1d6 for Smallwood’s arrival. On a 5 he arrives from
Point W and on a 6 he arrives from Point V. If failed, this roll
GAME NOTES may be attempted each subsequent turn. Stirling’s column of
The British deploy first and all American units begin the 2 brigades enters from table edge X on Turn 11.
game off-table. The Americans automatically win the
initiative on Turns 1—3. There is a heavy fog for the first 6
turns of the game, restricting all fire to 6” maximum range.
HISTORICAL OUTCOME
Miscommunication, fog, and inadequate training in the
Continental army led to a piece-meal attack. Even so, Howe
Cliveden (owned by Benjamin Chew) and the Meeting
was still caught by surprise. Stubborn resistance at the Chew
House are considered built-up areas that may each be
House delayed Washington’s attack by several critical hours
garrisoned by a single regiment and treated as an earthwork
and American columns gradually disengaged as they
for melee bonuses. These strongholds are impervious to
realized the element of surprise was lost, suffering some
infantry fire but may be hit by artillery on a roll of “6.”
1,000 casualties (14 bases), to just 500 British (7 bases).

Scenario 2 of 3
Germantown orders of battle

Gen. William Howe (1 Leader)


MATTHEW’S BRIGADE
Like all good designers, Andy’s rules include a page of notes explaining his philosophy and why certain mechanics came about
1st Guards…………………….. 1st Class (7 bases)
as they did. We were particularly fondndof this passage, which sums up our
st
own feelings brilliantly:
2 Guards……………………. 1 Class (6 bases)

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

Lt. Gen. von Knyphausen (1 Leader)


GREY’S BRIGAGE
Like all good designers, Andy’s rules include a page of notes explaining 2his
15th Foot……………………….. philosophy and
nd Class why certain mechanics came about
(6 bases)
as they did. We were particularly fond of
17this passage, which sums up our
th Foot………………………. 1st own
Classfeelings brilliantly:
(5 bases)
44th Foot………………………. 2nd Class (4 bases)

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

Maj. Gen. Nathaniel Greene (1 Leader)


McDOUGALL’S CT BRIGADE
Like all good designers, Andy’s rules1include
st/2nd CT a page of notes explaining
……………………… 3rdhis philosophy
Class (5and why certain mechanics came about
bases)
as they did. We were particularly fond
4 of
th /5this
th CTpassage, which sums up3our
….……..…………… rd own feelings
Class (5 brilliantly:
bases)
7th CT………………………….. 3rd Class (4 bases)

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

Gen. George Washington (1 Leader)

Maj. Gen. John Sullivan (1 Lieutenant)


Like all good designers, Andy’s rules include a page of notes explaining his philosophy and why certain mechanics came about
STONE’S MD BRIGADE
as they did. We were particularly fond of this passage, which sums up our own feelings brilliantly:
1st/3rd MD ……………………. 2nd Class (4 bases)
5th/7th MD…………………….. 2nd Class (3 bases)
3-lber………………………….. 2nd Class (1 light gun)

Like HAZEN’S MD BRIGADE


all 2nd/4th/6th MD………………… 2nd Class (4 bases)
good German Regiment…………… 3rd Class (3 bases)
desig 2nd Canadian Regiment…….. 2nd Class (4 bases)
ners,
Andy
’s Brig. Gen. Anthony Wayne (1 Lieutenant)
rules HARTLEY’S PA BRIGADE
inclu 1st PA Rifles…………………… 3rd Class (4 bases)
de a 2nd/10th PA….……..…………... 3rd Class (3 bases)
page
7th/10th PA…………………….. 3rd Class (4 bases)
of
notes
explai HUMPTON’S PA BRIGADE
ning 4th/5th PA ……………………... 3rd Class (5 bases)
his 8th PA…….……………………. 3rd Class (4 bases)
philo 11th PA………………………… 3rd Class (3 bases, Skirmish)
sophy 6-lber………………………….. 2nd Class (1 field gun)
and
why
certai
CONWAY’S BRIGADE
n 3rd/6th PA……………………… 3rd Class (4 bases)
mech 9th/12th PA…………………….. 3rd Class (4 bases)
anics
came ARMSTRONG’S PA BRIGADE
about Irvine’s Militia………………. 4th Class (12 bases)
as Potter’s Militia……………….. 4th Class (10 bases)
they Philadelphia City Troop…… 3rd Class (2 bases, Cavalry)
did.
We
1st/4th Light Dragoons………………… 2nd Class (3 bases, Cavalry)
were
6-lber……………………………………. 2nd Class (1 field gun)
partic
ularly
fond
of
this
passa
ge,
whic
h
sums
up
Germantown Map & Unit Labels
W V TERRAIN NOTES

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

Cliveden Meeting House are rough ground. The


woods provide cover.

Z Cliveden and Meeting

X House can be garrisoned


by a single infantry
regiment and count as
“earthworks.”

The fences do not reduce


movement, but do cost 1
DMZ to cross and provide
a defender the “minor
obstacle” bonus in melee.

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

Erbprinz Donop Jäger Corps

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

7th/10th PA 3 4th/5th PA 3 8th PA 3 11th PA 3 6-lber 2 3rd/6th PA 3 9th/12th PA 3 Irvine 4

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

The swampy stream is


impassible but the areas of
marsh are passable by
Like all good designers, Andy’s rules include a page of notes explaining his philosophy and why certain mechanics came about
Skirmish units.
as they did. We were particularly fond of this passage, which sums up our own feelings brilliantly:
Farmhouses depicted
cannot be garrisoned but
the fences around them
cost 1 DMZ to cross and
provide a defender the
GATES “minor obstacle” bonus.
Z Most of the table should
GATES be sparsely wooded, but
all the underbrush was
swamp clear. Only the areas noted
on the map are wooded
heavily enough to merit a
rough ground penalty and
provide cover.

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

71st Foot 2 Tarleton 1


1

Stephens 4 Armand 3 3-lber 2 Butler 4 Rutherford 4 Gregory 4 Eatherton 4 Exum 4


2
Owen 4 3-lber 3 2nd MD 2 4th/5th MD 2 1st DE 2 1st MD 2 6-lber 2
QUICK REFERENCE SHEET (7) MELEE
Regiments in base contact from a successful charge roll 1d6 for

(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.

-7 or more: Routed! Suffer 4 DMZ and 2 casualties.


(5) FIRING Retreat a full move plus 2d6”, backs to the enemy!
Firing is simultaneous. Artillery fires 20” (Light) or 30” (Field)
with a 10” short range bonus for Field guns. All guns fire with
Retreat moves inflict a 3 DMZ penalty on the nearest friendly
2d6. Each 5+ result inflicts 1 DMZ on the target.
unit within 3” if they are of an equal or lower class. Every loss
+1 (d6) Target in column of a base requires a Morale Test and a single success is needed
+2 (d6) Field Gun at Short Range to pass. Failure results in an immediate full retreat 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

Each 5+ is a success. Compare successes and each side in

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