The American Revolution: Decision in North America Strategy & Tactics #270

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11.6 Colonial Loyalty Level Effects are as follows.

1) The cost to mobilize militia and partisans in a region varies depending on the loyalty of that region. See the Mobilization Table.

2) If a Region’s loyalty is at +3 in favor of (pro) one player’s cause, the political points for all towns in that region are doubled for that player.
12.0 European Balance of Power

The European Balance of Power Table shows the relative support for the Americans and British across Europe. Place that table’s marker in the Neutral status box at the start of play.

12.2 American Rabble Rousing Victory

Shift the marker one space in favor of the American cause (rightward).

12.3 British Rabble Rousing Victory

Shift the marker leftward one space in favor of the British.

12.4 Rabble Rousing Tie

Leave the marker in place.

12.5 Declaration of Independence

If this level has been reached on the Revolutionary Progress Table, the American player rolls two dice, instead of one, when resolving the European Balance of Power Table.


If this table’s marker reaches an edge space on the right or left of the table, it may move no farther in that direction; however, it may be shifted in the opposite direction.

12.7 Effects

Implement each level’s effects as described on the table. Note that on this table effects aren’t cumulative across the entire table, but they are cumulative across each half of it.

12.7 French & Spanish Alliances

See section 26.0 for details.

13.0 Mobilizing Units

Both players bring new units into play on the map during each game turn’s Mobilization Phase by expending political points to purchase them. Unit costs are on the Mobilization Table.

13.2 Mobilizing Leaders

When setting up to play, put all leaders, other than those listed in section 4.0 as starting on the map, into two leader pools, one for each side. Whenever you’re to bring a leader into play, pick one at random from your side’s leader pool.

13.3 Mobilizing Combat Units

You deliberately choose which combat units you will bring into play in each Mobilization Phase.

13.4 American Regulars (Continentals)

have two costs, four or three per unit. The higher one is used prior to the Revolutionary Progress marker reaching the Continental Army Professionalizes level of that table. The lower cost is used after that event has gone into effect.


In general, combat units that have been eliminated are available for re-mobilization, and they may be returned to play by paying normal costs. Units that may not be re-mobilized, once eliminated, are: leaders and Hessians.

13.6 British, French & Spanish Grenadiers, Light & Militia Units

may be mobilized directly into regions on the map, unlike those nations’ regulars, which may only be mobilized in their off-map boxes.

13.7 British & Hessian Detachments

During any Mobilization Phase, the British player may exchange a 2-value regular unit for two 1-value detachments, with the substitution taking place in the same region where the 2-value unit was located. To do so, he simply swaps them out. This costs no points. Detachments may not otherwise be mobilized into play. The same process may generally also be worked in reverse; however, during set up all initially listed detachments must be deployed as such (though they might be consolidated later).

13.8 Militia & Partisan Mobilization

American and British militia and partisan units may only be mobilized in New England, the Mid-Atlantic Colonies, Virginia, the Deep South, the West, Florida and Canada. Spanish militia may be mobilized in any of that nation’s colonies. There are no French militia units.

13.9 Grenadiers & Hessians

Only the British player may mobilize grenadiers and Hessians.

13.10 Counter-Mix Limits

The number of units in the counter-mix is a deliberate design limit. You may not mobilize more of any type of units than are provided in the counter-mix. (You may make up as many additional markers as you feel you need.)


Note that some campaign markers and special events will call or allow for units to be mobilized into play at other times in the turn sequence, and sometimes at no cost.

14.0 Campaigning

Movement and combat are conducted during Campaign Phases. As the sequence of play indicates, in each game turn’s three Campaign Phases, the First Player moves first and initiates his side’s attacks; then the second player does the same for the other side.


You may always campaign in each game turn’s First Campaign Phase, using all your units. You may campaign in Second and/or Third Campaign Phases only by fulfilling the strictures for forced march (see section 17.0).

15.0 Stacking

15.1 Forces

A group of friendly units in the same locale at the same time is called a force. In general, you have any number of units in the same force; however, see section 19.0 for the possible effects of attrition.


There may never be more than one each of the following types of markers in a given locale at the same time: fortress, siege, partisan, massacre. That stricture simultaneously applies to both sides. For example, if the British player builds a fortress in a locale, the American can’t build one in that same locale (though he certainly could attempt to capture the British fortress).


You may move your forces into locales containing enemy units, but that will necessitate combat (exception: see optional rule section 29.0).

16.0 Movement

During your side’s Movement Phases, you may move none, some, or all of your forces that are qualified to move. You don’t have to move any units if you don’t want to do so.


Units move from locale to locale via movement paths. No movement is possible between locales that aren’t connected by a route. Movement is measured in terms of movement points (MP). Units always begin and end their moves in locales; they may not hold position on a movement path between spaces between moves.


For each force you want to move, do the following:

1) Designate the units within a single locale that will constitute the force about to be moved. If there’s more than one unit in a locale, you may treat them as one force, or divide them up into any number of smaller forces.

2) Designate one leader in the force (if any) as the force commander.

3) Roll a die and add to that result the force commander’s leadership value. That total is the maximum number of MP that force may for its move.

4) Execute the complete movement for the designated force.


You must complete the movement of one force before starting to move another.


No unit or leader may move more than once per Movement Phase. A given leader may command no more than one force per Movement Phase.


Except when making a forced march (see section 17.0), a force doesn’t require a leader or commander to move. A moving force isn’t required to expend all its available MP before ending its move. No unit or force is ever required to move.


If more than one unit is in a force, you may drop off some of them as the force moves; however, once a unit has been dropped off, it may not move again, or any farther, that phase.


No units may be added or in any way picked up as a force moves.


Fleets may never travel along land movement routes (and that category includes Lake/River routes. Land units may only move along sea movement routes when transported by fleets (see section 24.0).


You may move a force into a locale containing enemy units, but that moving force must stop in that locale for that phase and that will initiate combat. See optional rules section 29.0 for an exception.


After you’ve moved a force and withdrawn your hand from it, you may not in any way redo any portion of its move unless your opponent agrees to permit it.

16.12 Movement Costs

are paid for traversing the movement routes between locales, rather than for entering the connected locales themselves. The cost of each such traverse is deducted from the moving force’s MP allowance. The cost for traversing a trail movement route is generally two MP. If, however, a moving force consists entirely of any mix of leaders, light troops and/or Indians, that force’s trail cost is only one MP. Road, Lake/River and High Seas movement routes each cost one MP to traverse (but see 16.9 above). During any one move, units may move via any combination of allowable routes. For example, a force containing a 2 leader rolls a three. This gives it a total movement of five (the die roll of three plus the commander value of two). It could move along up to five roads, or two roads and one wilderness with one MP left over.


Unused MP may not be accumulated; if not used during a move, they’re lost. Neither may any force give, lend or in any way pass on, MP to another force.

17.0 Forced March

To be able to move a designated force in a Second or Third Movement Phase, you must first play a Tactics marker and declare a forced march. Only forces that contain one or more leaders may be designated for a forced march. Designate one leader who’s present as the force’s commander, and resolve the move as given above in 16.3.

17.2 Forced March Attrition

At the end of each forced march, immediately roll a die for each combat unit in the moved force. On a result of six, a rolled-for unit is eliminated. Don’t roll for leaders or commanders.


No unit or leader may engage in more than one forced march per Second and Third Movement Phase.

17.4 Forced March & Combat

Any units that conduct a forced march and ends it in the same locale as an enemy force must attack during the ensuing Combat Phase. Note that the way the combat system is structured, all combat ends with one side or the other being cleared from a locale; so there won’t be situations where there will be two forces in the same space at the end of a movement phase which can not otherwise engage in combat. Exception: see the optional fortress and siege rule, 29.0.


You may always move all your forces in a First Movement Phase, but only forced marched forces may move in a Second or Third Movement Phase. A force that moves in a First Movement Phase isn’t thereby prevented from making a forced march in a later Campaign Phase that same turn.

18.0 Combat


Your side’s forces attack during your side’s Combat Phases. Such combat is conducted by having one of your forces in the same locale as an enemy force attack that enemy force. Combat is always mandatory (exception: see optional rule section 29.0). The player whose Combat Phase is in progress is the attacker, while the other player is the defender. Combat only takes place in locales, not on the movement paths between them.

18.2 Attacking

You must attack with all the units in your involved force. Only one attack is allowed per locale per Combat Phase, and no unit or force may attack more than once per Combat Phase.

18.3 Defending

You must defend with all the units in your involved force; you may not withhold any unit from combat.

18.4 Combat Sequence

Resolve each combat individually, and finish each one’s resolution before starting that of the next. For each combat, go through the following steps:

1) Determining Initiative for a Battle. Both players simultaneously and secretly commit some number of Tactics markers to the battle. The number of markers committed, from their hand of such markers, may be from zero up to the total leadership values of all their side’s leaders in that battle. Do that secretly by simply holding the selected markers in your hand until your opponent is ready to reveal his similarly selected and hidden markers. Both players then openly roll a die and each adds his own result to the total leadership value that he determined above earlier. The player who then has the highest total value gets to fire first in each round of that battle. In the case of draws, keep rolling the dice until one player ends up with more points. If a player has no involved leaders, he adds his die roll to zero.


2) First Round Fire. The player who won above in step one now rolls one die for each combat factor of his involved combat units, plus one additional die for each Tactics marker he wants to expend in that round of fire (see below 18.5). Each time the firing player rolls a six, one enemy unit is eliminated. Remove it from the map. Each time a player rolls a five, one enemy unit is disrupted. Flip over such units to show their disrupted status. Disrupted units may not fire for the remainder of the battle. All eliminations and disruptions take place immediately. The player receiving the fire decides which of his units will be disrupted or eliminated, immediately and on a roll-by-roll basis.

3) Second Round Fire. The two players reverse rolls and have another round of combat. That is, the player who lost the initiative in step one now follows the same firing procedure given above in step two.

4) Subsequent Rounds: continue to alternate firing rounds between the two players until one of the following happens:

a) One side’s involved force is completely eliminated and/or disrupted. That said is then said to have lost the battle. Any survivors retreat (see below).

b) One player declares retreat. A player may do that at the start of any of his own firing rounds. The other player then gets one final round of fire, after which the retreating force actually conducts the retreat (without having any firing round of its own). That force loses the battle and makes a retreat move (see below).

18.5 Committing Tactics Markers to Firing Rounds

You may use a previously committed Tactics marker to gain another fire roll in any round of combat. The instant a given marker is rolled for, it’s expended and put back into the pool. You’re never obligated to use an available marker; you may choose to save it/them for presumed later firing rounds. You may never expend more Tactics markers in a given fire round than you have printed combat strength points firing in that same round. At the end of a battle, all unused Tactics marker (from among those you committed for use in step one above), are put back into the pool.


Note there’s no step reduction in this game. That is, you may not replace an eliminated regular with a detachment.

18.7 Disruption & Rally

A disrupted unit may not fire for the remainder of the battle. If a disrupted unit is called on to suffer another disruption, it is eliminated. At the conclusion of a battle, all surviving disrupted units of both sides automatically rally, meaning they’re flipped so their front sides show and they immediately have all normal capabilities restored to them.

18.8 Conducting a Retreat

The retreating player moves all his surviving units to an adjacent (route-connected) locale. All the units in a retreating force must retreat together as a single force. Retreat may not be into a forbidden locale or into a locale containing an enemy unit(s). In such cases, the blocked retreating force is eliminated in place, and each eliminated unit within it counts as a unit eliminated for political effects of battles (see below, 18.11).

18.9 Retreat to Sea

Land units may potentially retreat into a sea area if there’s a friendly fleet in it’s starting locale and it that fleet has the capacity to embark them (see section 24.0). The retreating units and the embarking fleet then retreat together into any connected sea area that’s free of any enemy fleets.

18.10 Holding Ground

The winning force remains in the locale in which it just won its battle (until some subsequent friendly Movement Phase).

18.11 Political Effects of Battle

At the end of each battle, both players (victor first) randomly pick the number of campaign markers from the pool equal to the number of enemy units he eliminated in that battle. That means it’s possible to lose a battle by retreating, but then still gain politically because you eliminated more enemy units than you lost. That was a common occurrence during the American Revolution; for example, at Bunker Hill.

18.12 Terrain Effects

When firing in a wilderness or Indian locale, all light and Indian units have their fire values increased by one. For example, in such a locale, an Indian unit with a fire (combat) factor of 1 would have two dice rolled for it instead of the usual one.

19.0 Supply


During each game turn’s Supply Phase, in its Forage Phase, you must determine the supply status of your units.

19.2 Foraging for Supply

If a locale containing one or more of your units is in a region that’s pro your side (Loyalty 1, 2 or 3), you may supply a number of units (by foraging) in each of that region’s locales equal to twice the political point value of each such locale. If a locale is in a region that’s neutral or that’s pro-enemy, you may supply a number of units in each of its locales that’s equal to the political point value of each such locale. For example, say the British player has three units in a New England locale with a political point value of 2, and the New England colonial region is pro-American. The British player could supply one or to two units in that locale. The American player, given the same situation, could supply up to four units in that same locale.

19.3 Out of Supply

Immediately roll a die for each unit that can’t be supplied via foraging as described above in 19.2. On a result of one through three it’s eliminated; on a result of four through six it survives.

19.4 Automatic Supply

The following units and markers are always automatically in supply no matter where located: leaders, fleets, land units collocated in a port with a friendly fleet(s), Indian units in Indian areas, fortresses, siege markers and partisans. Units in the Britain, France and Spain Off-Map Holding Boxes are also always in supply while there. Automatically supplied units don’t count toward their locale’s forage limit.

19.5 Naval supply

Fleets are always in supply, but most land combat units embarked on a fleet during a Supply Phase are automatically out of supply and must be checked as given above in 19.2. The exceptions are: leaders and Marines are always in supply while embarked on fleets.

20.0 Enlistments


During each game turn’s Supply Phase’s Enlistment Phase, you must check to see if certain units have their enlistments run out. This is done after checking for supply.

20.2 American Regulars & Light Troops

All these units must have their enlistment status check until the Continental Army Professionalized level is reached on the American Revolutionary Progress Table, after which this rule no longer applies to them.

20.3 Militia

If there are no enemy units in their colonial region, militia must have their enlistment status checked. If there are one or more enemy units anywhere in a colonial region, do not check for that region’s militia units.

20.4 Indians

All Indian units in locales other than Indian locales must have their enlistments checked.

20.5 Procedure

Roll a die for each unit to be checked. Any one leader in a checked unit’s force may apply his leadership value as a die roll modifier to that unit’s check. On a final result of one through four, a checked unit is eliminated; on a final result of five or higher the unit remains in play.

21.0 Leaders

In general, leaders are treated like combat units, but with the following special characteristics.

21.2 Leadership Values

are used to enhance march and enable forced march (see 16.3), to aid in winning combat initiative (see section 18.0), and to help maintain certain units in the field when their enlistments are up (see 20.5).

21.3 Leaders in Combat

Leaders can be chosen to suffer elimination or disruption in combat. A disrupted leader has his leadership value reduced to zero for the remainder of that battle. A leader alone in a locale, or who is there only with one or more other leaders, would still have to be fired on by enemy combat units in order to be eliminated. Leader units themselves never fire in combat.

21.4 Leader Survival

If a leader is eliminated in combat, roll a die. If that result is less than or equal to his printed leadership value, he has escaped death. Place that leader back into your side’s leader pool; he can be re-mobilized into play later. If the die roll result is greater than the leader’s printed leadership value, then he is permanently eliminated and out of play.


Leaders are never affected by forced march attrition or by lack of supply.

21.6 Militia Leaders

may only apply their leadership factor to a force consisting entirely of militia and/or light units and/or other militia leaders. In all other force compositions, they have leadership values of zero. Militia leaders have the same movement restrictions as militia units (see section 23.0).

21.7 Admirals

may use their leadership values only to enhance the movement of fleets, for forced marching of fleets, for fleet combat, and for amphibious assaults (see 24.6). An Admiral(s) may disembark and move inland if you desires. Generals may never use their leadership value for fleets or amphibious assaults.

22.0 Fog of War

You may look beneath the top unit of enemy stacks only if one of the following apply: 1) by initiating an combat against the stack, when both the attacking and defending forces are simultaneously revealed, 2) by playing a Spy marker.


You may not examine the campaign markers in your opponent’s hand or in the pool unless you a play a Spy marker.

23.0 Regional Movement Restrictions

23.1 Militia

combat units and militia commanders may not cross any regional border. If forced to retreat across a border, they’re eliminated in place instead. Militia units and leaders may not move out to sea in any way.


All other units may freely cross borders. Note that, while some units have regionally derived names, those names create no restrictions on their placement or movement.

24.0 Fleets
24.1 Fleets

may move only into ports and high seas locales and friendly off-map holding boxes. They may not move via land routes, including lakes/rivers. Within those strictures, fleets otherwise follow normal rules of movement and forced march.

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