Brandywine & Germantown
Brandywine & Germantown Rulebook
Table of Contents
Table of Contents
- Brandywine
- 1. Game Information
- 2. General Special Rules
- 2.1 Strength Point Modifications
- 2.1a Line
- 2.1b Square
- 2.1c Road Column
- 2.1d Skirmish
- 2.1e Maximum SPs Firing
- 2.1f Fire Defense Value (Optional)
- 2.2 BAR Standard Rules Alterations
- 2.2a Regimental Integrity
- 2.2b "00" Initiative Rolls
- 2.2c Disorder Check (A) Modifiers
- 2.2d Artillery
- 2.3 Cavalry Capabilities
- 2.3a SCM Costs
- 2.3b SCM Prohibitions
- 2.3c Stacking
- 2.3d Cavalry Qualities
- 2.3e Cavalry and Woods/Bramble
- 2.4 Leader Rules
- 2.4a Command Leader Replacements
- 2.4b Leader Loss Value
- 2.5 Rout
- 2.5a Voluntary Rout
- 2.5b Artillery and Rout
- 2.5c Close Combat & Voluntarily Routed Units
- 2.6 Light Infantry
- 2.7 Light Conditions
- 2.8 Entrenchments
- 2.9 Chadd's Ferry and Chadd's Ford
- 3. American Special Rules
- 4. British Special Rules
- 5. Terrain Notes
- 5.1 General Notes
- 5.2 Hexes
- 5.2a Bramble Hexes
- 5.2b Building Hexes
- 5.2c Grade Hexes
- 5.2d Marsh Hexes
- 5.2e Open Hexes
- 5.2f Orchard Hexes
- 5.2g Rill Hexes
- 5.2h Road Hexes
- 5.2i Village Hexes
- 5.2j Walled Cemetery Hexes
- 5.2k Woods Hexes
- 5.3 Hexsides
- 5.3a Creek Hexsides
- 5.3b Entrenched Hexsides
- 5.3c Ford Hexsides
- 5.3d Pond Hexsides
- 5.3e Slope Hexsides
- 5.3f Stream Hexsides
- 5.4 Line of Sight
- 5.4a Elevation Levels and Contours
- 5.4b Determining Line of Sight
- 6. Special Results Notes
- 6.1 General Notes
- 6.2 Initiative Special Results
- 6.2a Army Morale
- 6.2b Leader Lapse
- 6.2c Confusion*
- 6.2d Free Combat*
- 6.2e Special Rally*
- 6.2f Leader Initiative*
- 6.2g Battle Tempo
- 6.3 Infantry Fire Special Results
- 6.3a Leader Losses
- 6.3b Free Fire
- 6.3c Full Volley
- 6.3d Poor Discipline
- 6.3e Blowing Smoke
- 6.3f Ammo Low
- 6.4 Artillery Fire Special Results
- 6.4a Leader Losses
- 6.4b Rapid Fire
- 6.4c Accurate Fire
- 6.4d Wild Fire
- 6.4e Caisson Explosion
- 6.4f Blowing Smoke
- 6.4g Ammo Low
- 6.4h Ammo Exhausted
- 6.5 Defensive Fire Special Results
- 6.5a Leader Losses
- 6.5b Whites Of Eyes
- 6.5c Premature Fire
- 6.5d Blowing Smoke
- 6.6 Leader Loss Special Results
- 6.6a Fate
- 6.6b The Lucky Shot
- 6.6c In the Line of Fire
- 6.6d Braving Enemy Fire
- 6.6e Wounded Results
- 6.7 Pursuit Special Results
- 6.7a No Quarter!
- 6.7b No Control
- 6.7c Hesitation
- 6.7d No Pursuit
- 6.8 Close Combat Special Results
- 6.9 Morale and Disorder Check Special Results
- 6.9a The Tables
- 6.9b Shaken/Disorder
- 7. Scenarios
- 7.0 Introduction to the Scenarios
- 7.0a Overview
- 7.0b Setup
- 7.0c Off Map Units
- 7.1 Scenario 1: Cornwallis Attacks
- 7.2 Scenario 2: Knyphausen Attacks
- 7.3 Scenario 3: The Afternoon Attack
- 7.4 Scenario 4: The Grand Battle
- 7.5 Scenario 5: Howe's Option
- Brandywine Rules Summary
- Initiative Special Results Summary (6.2)
- Scenario Rules Summary
- Unit Key and Loss Chart Explanation
- Germantown
- 1. Game Information
- 2. General Special Rules
- 2.1 Strength Point Modifications
- 2.1a Line
- 2.1b Square
- 2.1c Road Column
- 2.1d Skirmish
- 2.1e Maximum SPs Firing
- 2.1f Fire Defense Value (Optional)
- 2.2 BAR Standard Rules Alterations
- 2.2a Regimental Integrity
- 2.2b "00" Initiative Rolls
- 2.2c Disorder Check (A) Modifiers
- 2.2d Artillery
- 2.3 Cavalry Capabilities
- 2.3a SCM Costs
- 2.3b SCM Prohibitions
- 2.3c Stacking
- 2.3d Cavalry Qualities
- 2.3e Cavalry and Woods
- 2.4 Leader Rules
- 2.4a Command Leader Replacements
- 2.4b Leader Loss Value
- 2.5 Rout
- 2.5a Voluntary Rout
- 2.5b Artillery and Rout
- 2.5c Close Combat & Voluntarily Routed Units
- 2.6 Light Infantry
- 2.7 Weather
- 2.8 Disorientation
- 2.9 Wrong Turns
- 2.10 Cliveden
- 2.11 Wissahickon Creek
- 3. American Special Rules
- 4. British Special Rules
- 5. Terrain Notes
- 5.1 General Notes
- 5.2 Hexes
- 5.2a Building Hexes
- 5.2b Cliveden
- 5.2c Grade Hexes
- 5.2d Open Hexes
- 5.2e Orchard Hexes
- 5.2f Rill Hexes
- 5.2g Road Hexes
- 5.2h Village Hexes
- 5.2i Walled Cemetery Hexes
- 5.2j Woods Hexes
- 5.3 Hexsides
- 5.3a Bridge Hexsides
- 5.3b Creek Hexsides
- 5.3c Ford Hexsides
- 5.3d Pond Hexsides
- 5.3e Slope Hexsides
- 5.3f Stream Hexsides
- 5.4 Line of Sight
- 5.4a Elevation Levels and Contours
- 5.4b Determining Line of Sight
- 6. Special Results Notes
- 6.1 General Notes
- 6.2 Initiative Special Results
- 6.2a Army Morale
- 6.2b Leader Lapse
- 6.2c Confusion*
- 6.2d Free Combat*
- 6.2e Special Rally*
- 6.2f Leader Initiative*
- 6.2g Battle Tempo
- 6.3 Infantry Fire Special Results
- 6.3a Leader Losses
- 6.3b Free Fire
- 6.3c Full Volley
- 6.3d Poor Discipline
- 6.3e Blowing Smoke
- 6.3f Ammo Low
- 6.4 Artillery Fire Special Results
- 6.4a Leader Losses
- 6.4b Rapid Fire
- 6.4c Accurate Fire
- 6.4d Wild Fire
- 6.4e Caisson Explosion
- 6.4f Blowing Smoke
- 6.4g Ammo Low
- 6.4h Ammo Exhausted
- 6.5 Defensive Fire Special Results
- 6.5a Leader Losses
- 6.5b Whites Of Eyes
- 6.5c Premature Fire
- 6.5d Blowing Smoke
- 6.6 Leader Loss Special Results
- 6.6a Fate
- 6.6b The Lucky Shot
- 6.6c In the Line of Fire
- 6.6d Braving Enemy Fire
- 6.6e Wounded Results
- 6.7 Pursuit Special Results
- 6.7a No Quarter!
- 6.7b No Control
- 6.7c Hesitation
- 6.7d No Pursuit
- 6.8 Close Combat Special Results
- 6.9 Morale and Disorder Check Special Results
- 6.9a The Tables
- 6.9b Shaken/Disordered
- 7. Scenarios
- 7.0 Introduction to the Scenarios
- 7.0a Overview
- 7.0b Setup
- 7.0c Off Map Units
- 7.1 Scenario 1: The Surprise of Germantown
- 7.2 Scenario 2: Washington's Choice
- 7.3 Scenario 3: The Historical Battle Revisited
- 7.4 Scenario 4: Washington's Choice Revisited
- Germantown Special Rules Summary
- Initiative Special Results Summary (6.2)
- Unit Key and Loss Chart Explanation
Brandywine
1. Game Information
1.1 Introduction
'Brandywine, 11 September 1777' is Clash of Arms' fourth game of the 'Battles from the Age of Reason' (BAR) series of games. It was released in 2002 with the Second Edition BAR rules. In 2012 the Third Edition of the BAR rules (BAR v3) was released. This improvement to the BAR series begged for a revision of Brandywine. This rules book is intended to update this BAR classic to the latest BAR standards for rules and charts. Because ownership of the original Brandywine game is necessary for the use of these revised rules, the historical commentary, and design notes found in the original rules are not included here. Ownership of the BAR v3 rules is necessary to use this update. Players will also need to download and print the Brandywine charts as found on the BAR website. Rules references for the Brandywine rules are noted by the rules number (e.g. 1.2d) whereas rules references for the BAR Standard Rules are specified (e.g. Standard Rule 7.6).
1.2 Game Components
The revised game-specific charts for Brandywine differ in some ways from the original charts. The charts contain the same information, just in a different format. It is hoped that players will find these innovations more user-friendly.
1.2a Loss Charts
A. Players may record losses to units by using the black and white SP loss markers and placing them under the unit, or by using the army Loss Charts. The Loss Charts contain all the information found on the counters. On the Loss Charts, Special Leaders are colored blue, Wing Leaders are yellow, and Command Leaders are green. A descriptive explanation of the information on the loss charts is found on the back page of these rules.
B. To use the Loss Charts, mark off the highest numbered box by each unit that takes losses. In addition to marking the loss to the unit, for each infantry or cavalry loss sustained, mark off one box on the correct nationality Army Loss Record. For artillery losses, see rule 2.2d G [sic: the artillery loss rule is 2.2d F as printed in 2.2d; the printed reference is kept]. For any leader losses, mark off a number of boxes equal to the leader's loss value.
C. If the losses recorded on the 'Army Loss Record' plus the number of currently routed SPs reach one of the loss levels listed in grey, then that army must make an Army Morale roll on the next :00 turn, per Standard Rule 23.0. After a player rolls on his army's 'Current Loss Level' table, there is a track on which to make a note of the time rolled and the result. This will help keep track of which 'Current Loss Level' columns have already been used and the effects.
1.2b Terrain Effects Chart
The 'Terrain Effects Chart' (TEC) differs from the original chart in that it includes separate columns for costs when in Line or Column formation. It also includes the maximum stacking values for each hex (in parentheses). The TEC page also contains the Fire Combat Multiples & Ranges Chart. This chart shows the Fire Multiples for each type of unit for each hex in its range, and also the artillery minimum ranges for Opportunity Fire and for multiple artillery units firing.
1.2c Command Color Codes
The numbers for Strength Points/Command Rating and Movement Points have been color-coded. Units and leaders belonging to the same Command share the same color. This will facilitate their organization on the OOBs and also in tracing LOC on the map. These colors are also represented on the Loss Charts.
1.2d Turn Record Track
The 'Turn Record Track' is used to record the Game-Turns as well as progress along the End Turn track. It has separate spaces for each 20 minute turn, which makes it easy to place wounded leaders or reinforcements so that they arrive on the correct turn. Brandywine does not have the 'Game Turn' and 'End Turn' markers used with the Third Edition BAR rules. Instead, place a blank marker on the correct time (in place of the 'Game Turn' marker) and place another blank marker on the '0' box of the 'Turn Record Track' (in place of the End Turn marker). The Turn Record Track lists scenario information and has boxes in which players can place numbered loss marker counters in order to show each Army Leader's current Command Rating and Wing Activation Number.
1.2e Special Results Charts
The 'Special Results' charts are different for each side. Take care to use the correct column for Americans or British. The 'Special Results' charts contain abbreviated information on the results but for full explanations, see section 6 of these rules.
1.2f Morale and Disorder Check Charts
The 'Morale Check' and 'Disorder Check' charts are found alongside the 'Special Results' charts for Morale and Disorder Checks. Rule 6.9 explains how to use these charts.
1.2g Formation Change Diagram
The 'Formation Change Diagrams' chart shows the formation change costs for both armies. When using this chart, simply find the proper diagram for the type of unit and the formation change desired. Orient the diagram appropriately to the unit's facing, and use the proper costs for the nationality involved.
1.2h Formation, Fire Arc, ZOC, etc. Diagrams
A. This chart shows the various formations and their Front, Flank and Rear facings. It also shows Zones of Control and the firing arc for each formation. The arrows on the page show the allowed formation changes between the various formations.
B. At the bottom of the page is the 'Single Hex Facing Change Cost' diagram which shows facing change costs. This diagram is BAR-generic so it includes information that does not apply to Brandywine. The two diagrams on the right will be those used most in Brandywine. The diagram on the far left is used for units in Attack Column (note the +1 penalty for the Americans) and that on the near left for Americans in other columns.
1.2i 'Missing' Counters
Players should use white blank markers to record artillery Rout status (2.5b), brown blank markers to show Skirmish status, and colored blank markers for General Order. (The 'BAR Primer' has General Order and Skirmish markers as well as a counter for the organic American artillery in SW4422 and a counter for Chadd's Ferry/Ford being blocked.)
2. General Special Rules
2.1 Strength Point Modifications
In order to represent the smaller scale of the battles in the American War for Independence, each infantry unit Strength Point (SP) represents 50 men instead of 100 men, each cavalry SP represents 25 men and their horses instead of 50, and each artillery SP represents 1 gun instead of 2 guns. This scale change for SPs requires the following adjustments to the BAR Standard Rules. Players should carefully analyze the stacking limits (as found on the revised Terrain Effects Chart) for each unit and formation.
2.1a Line
Both the British and American infantry use 2-rank Lines. The minimum SPs necessary for infantry to form a 2 hex Line is 7 SPs. For all Line/Hook Formations, the average (rounded) of the Combat Value of the units that contribute the top 6 (not 4) SPs for each hex of the Line/Hook is used when calculating a stack's final Combat Value. This is due to the adjustment for changing the SP scale and, for infantry, because Line density in a hex is reduced to reflect the two-line deployment in use at this time.
2.1b Square
There must be at least 6 (not 3) SPs in a hex for there to be a Square. If a Square formation falls below 6 SPs (not 3) it immediately changes to a single-hex Line. A maximum of 8 SPs may fire from a Square into each target hex.
2.1c Road Column
A maximum of 8 (not 4) SPs per hex may be in Road Column formation. In a multi-hex Road Column, each hex must have 8 (not 4) SPs with any remaining SPs (1 through 7) in the column's last (trailing) hex. Since no unit at Brandywine is larger than 16 SPs, a single unit can occupy at most 2 hexes in Road Column. Artillery in Road Column formation can have up to 2 SPs per hex (not 1).
2.1d Skirmish
Up to 6 SPs may stack in Skirmish formation.
2.1e Maximum SPs Firing
Due to the unit scale change in Brandywine, the maximum number of SPs that can fire from a hex for each formation is altered from the BAR Standard Rules. See the 'Fire Formation Chart' for a list of the values used in Brandywine.
2.1f Fire Defense Value (Optional)
The reduced SP scale of Brandywine creates Fire Combats with higher odds columns than are found in other BAR games. As an option, double the Fire Defense Value of all terrain. This will even out the Fire Combat with the rest of the BAR series.
2.2 BAR Standard Rules Alterations
2.2a Regimental Integrity
Do not use the BAR Regimental Integrity rules.
2.2b "00" Initiative Rolls
Whenever players roll "00" for their Initiative rolls, instead of ignoring the roll it is an 'Army Morale' special result. See rule 6.2a for details.
2.2c Disorder Check (A) Modifiers
For a Disorder Check (A) that involves non-clear terrain, all American units and all British Light Infantry units only add +3 to their ER for each hex or hexside of triggering terrain.
2.2d Artillery
A. A Limbered artillery unit may stack with an infantry unit in Attack Column. The artillery unit is placed on the bottom of the stack. When the stack moves, the MP costs are calculated as for artillery and the Facing Change costs as for infantry. If the units unstack, the Limbered artillery unit is faced, at no cost, to either hexside adjacent to the hexpoint it was facing.
B. SP losses to artillery units due to fire from other artillery units are never rounded down to 0; there will always be at least a 1 SP loss if an SP loss is secured.
C. An artillery unit may Rapid March if it is in Road Column and is using Road Movement for its entire move.
D. All artillery units may fire and prolonge as described in Standard Rule 11.6. Artillery may not perform prolonge across/into certain terrain as indicated by a "No Prolonge" indication on the 'Terrain Effects Chart.'
E. Artillery units may perform Opportunity Fire at any range against any enemy unit performing Road Movement. This fire is not restricted to an artillery unit's minimum fire range. A reactive unit can perform Op.Fire once per Activation against each eligible active unit. The same active unit may be the target of Op.Fire from any number of reactive units during its Road Movement so long as the restrictions already noted are observed. Op.Fire triggered by Road Movement is resolved after the unit has performed Road Movement into a hex. The reactive player interrupts the unit's Road Movement and the Op.Fire takes place. This can occur even at the conclusion of the unit's Road Movement. The reactive player may select any eligible units to perform this special Op.Fire, but their Fire Strengths may only be combined if they are stacked in the same hex. If the target unit suffers no adverse result, it may continue its Road Movement and may undergo Op.Fire again from other reactive units. This type of Op.Fire does not count against the twice per hex limitation of Standard Rule 12.8e. The Artillery Special Ability of Knox and Cleveland cannot be applied to this form of artillery Op.Fire.
F. Artillery units do not count as losses in the standard BAR manner. Instead, it takes two 'Field artillery losses' before one box is marked off on the Army Loss Chart, and four 'Regimental artillery losses' before one box is marked off on the Army Loss Chart. This is noted on each army's Loss Charts.
G. The artillery units labeled "Ret" (for "regimental") are Hessian regimental guns. They can with equal accuracy be referred to as "battalion guns." Regimental guns are governed by the following special rules:
-
It costs regimental guns 1 MP to limber or unlimber. Regimental guns have their own column on the TEC.
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Regimental artillery units may only unlimber in and/or fire from a hex that contains its respective infantry regiment.
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Regimental guns can prolonge two clear hexes per Activation instead of just one. If non-clear hexes or hexsides are crossed or entered, they can only prolonge one hex. If regimental guns prolonge only one hex, they still cannot make a Formation/Facing change (per Standard Rule 9.5).
-
Limbered regimental guns can stack with their respective infantry unit when that unit is in Road Column, March Column, or Attack Column. When stacked with its respective infantry unit, regimental guns count as zero SPs for stacking purposes. Its Facing conforms to that of its infantry unit, and it expends MPs to change Facing like its infantry unit when stacked with it.
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An infantry unit and its regimental guns may combine their fire against the same target during the Fire Combat Segment. Regimental guns stacked with infantry in Line or Hook may fire as long as the guns are stacked above the sixth SP in the stack. For purposes of Standard Rule 12.4c, regimental gun SPs count as zero SPs when stacked with their parent unit.
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Regimental guns from different hexes may fire on the same target during the Fire Combat Segment as long as their respective infantry units are firing at that same target.
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Fire Combat losses are never assessed against regimental guns stacked on top of infantry unless the player performing the Fire Combat chooses to do so. In this latter case, follow the procedure as described in Standard Rule 12.9.
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Close Combat against a Routed infantry unit stacked with its regimental guns will result in an SP loss to the infantry unit rather than the artillery.
2.3 Cavalry Capabilities
Cavalry units are optional for scenarios 4 and 5 only, so unless you are playing one of those scenarios with the option, you may freely skip this rules section.
2.3a SCM Costs
The 'Terrain Effects Chart' lists the SCM costs to enter each of the game's terrain types and which of those terrain types require charging cavalry to make a Movement Actions Disorder Check (A) at the end of its charge movement.
2.3b SCM Prohibitions
Special Cavalry Movement (SCM) is prohibited into/across Pond hexsides or Walled Cemetery hexes. A Countercharge/Op.Charge cannot be triggered if it would require the cavalry to enter/cross terrain prohibited to SCM.
2.3c Stacking
A cavalry unit cannot end any Phase stacked with another cavalry unit. This means there can be only one cavalry unit per hex. Furthermore, a cavalry unit can never occupy more than one hex, no matter its formation.
2.3d Cavalry Qualities
All cavalry units in Brandywine are called 'dragoons' and are Light Cavalry. American cavalry have a Charge Range of 2 hexes and British cavalry have a Charge Range of 1 hex. The Charge Range of all cavalry in Night turns is 0 hexes. Cavalry can Retreat Before Close Combat when attacked by infantry.
2.3e Cavalry and Woods/Bramble
If a cavalry unit wants to charge from a woods or bramble hex or charge an enemy in a woods or bramble hex, the charged unit must be adjacent. In other words, in either of these situations, the charging unit's Charge Range is 0. For Close Combat, cavalry does not gain the -5 ER modifier or +1 to its CV when defending in a woods or bramble hex. There is no Pursuit for a cavalry unit charging against an enemy unit in a woods or bramble hex.
2.4 Leader Rules
2.4a Command Leader Replacements
A. Use the standard BAR black and white Leader Loss counters for lost Command Leaders. All Command Leaders in Brandywine are replaced with the 'A' counters except for the American militia leaders which use 'B' counters. (Army and Wing Leaders are replaced per rules 3.2a and 4.2a.)
B. When the replacement counter is picked, apply the modifiers listed on that counter to the original leader's values. The EM line modifies the original leader's ER Bonus modifier (this cannot go higher than 0). The IR line modifies the original leader's Initiative Rating (this cannot be less than 0). The CM line modifies the original leader's CV Bonus modifier (this cannot be less than 0). Record these modified values wherever convenient and keep the Leader Loss counter with the affected leader as a reference.
C. If a Command Leader becomes a Wing or Army Leader (per rules 3.2a and 4.2a) pick a Leader Loss marker to represent the new Command Leader; this marker will modify the original Command Leader's values.
2.4b Leader Loss Value
Every leader has a value which affects Army Morale when that leader is killed. This value is found on the army Loss Charts. Whenever a leader is killed, mark off the appropriate number of boxes on the Army Loss Record track. If a generic replacement leader is killed, use the value of the leader that was being replaced, minus 2, for the army loss result. With this rule, players get proper credit for killing off the replacement leaders.
2.5 Rout
In Brandywine there are distinctions between Routed and Voluntarily Routed units. Units that are Routed in the normal manner should be flipped over to their 'Rout' side. Units that are Voluntarily Routed should have a Rout marker placed on them. This system will keep the unit status clear. Where they conflict, these rules supersede Standard Rules section 19.10.
2.5a Voluntary Rout
A. A player may decline to perform a Rally Morale Check (I) for a Voluntarily Routed unit. The player may instead allow the unit to continue to perform Rout Retreat. For a continuation of Voluntary Rout, the unit does not undergo a Morale Check (I) and no additional SPs are lost. If a Voluntary Rout unit undergoes a Rally Morale Check (I) and fails, it suffers the normal effects of failing the Morale Check and its status is changed from Voluntary Rout to Routed.
B. Voluntary Rout Retreat performed during a Rally Phase due to a declined Morale Check is 1-4 hexes for infantry and 1-6 hexes for cavalry; i.e. the units have the option of how many hexes to move. Rout Retreat due to a failed Morale Check remains a mandatory 4 hexes for infantry and 6 for cavalry.
C. Units may perform Voluntary Rout Retreat during the Movement Segment of their Command's Activation (in addition to the normal Rout Retreat of the Rally Phase). Voluntary Rout Retreat performed during a Movement Segment is 1-8 hexes for both infantry and cavalry.
D. Units performing a Voluntary Rout Retreat in their Movement Segment are considered "In Command." Therefore Out of Command units can Voluntarily Rout. A unit may Voluntarily Rout if activated during a Limited Activation.
E. Voluntarily Routed SPs do not count toward the current Routed SP Total when rolling for Army Morale.
2.5b Artillery and Rout
A. A Limbered artillery unit can Rout and perform Rout Retreat; such units are not eliminated (per the Standard BAR rules). In addition, a Limbered artillery unit may perform a Voluntary Rout. (Use a Rout marker to signify an artillery unit in Voluntary Rout status and a white, blank marker to signify a normal Rout.) Like infantry units, a Limbered artillery unit can move 1-8 hexes for a Voluntary Rout Retreat during its Movement Segment and 1-4 hexes for a Voluntary Rout Retreat during the Rally Phase.
B. An activated Unlimbered artillery unit may also Voluntarily Rout during its Movement Segment by first limbering and then performing a Voluntary Rout Retreat of 1-4 (not 1-8) hexes. This may also be done during a Limited Activation. This limbering is part of the Voluntary Rout. Therefore it costs no MPs, but it can precipitate Opportunity Fire as normal.
C. If a Routing artillery unit traverses a non-clear hex or hexside during its Rout Retreat, it may lose an SP. For each non-clear hex entered or hexside crossed, the owning player rolls a die. If the result is a 0 or 1, the artillery unit loses one SP. A hex or hexside is treated as clear if the artillery unit enters and exits the hex along a hexside containing a road.
2.5c Close Combat & Voluntarily Routed Units
A Voluntarily Routed unit that is attacked in Close Combat does not automatically Rout. Instead, it rolls a Morale Check (B) with a +15 "Routed" modifier. If it fails, its status is changed to that of involuntary Rout and it is subject to the normal penalties per Standard Rule 13.7d. If it passes, it retains its Voluntary Rout status and must retreat the full number of hexes (4 for infantry and Limbered artillery and 6 for cavalry) and is subject to Pursuit with all its normal ramifications.
2.6 Light Infantry
A. Both sides have Light Infantry. The British have the Queen's Rangers (QR), Ferguson's Rifle Corps (FRC), Hessian Jaegers (Jag), and two units of Light Infantry (1Lt, 2Lt). The Americans have the Chester County Militia (CCM) and a Light Infantry battalion (LI).
B. Most of the Light Infantry battalions have parent units and breakdown counters (the exceptions are the FRC and CCM units) which may Breakdown and Reform per Standard Rule 8.5. Only the breakdown counters are Skirmish-capable; the parent units are not. FRC and CCM are also Skirmish-capable. When units are in Skirmish formation, place a Skirmish marker on them (or a brown, blank marker). Rule 2.2c applies to all Light Infantry.
C. A unit in Skirmish formation is limited to using 2 MPs during a Movement Segment in which, at the start or end of its Movement Segment, the unit is not within 2 hexes of a friendly non-Routed combat unit. In other words, Skirmish units must stay within 2 hexes of friendly units to move normally.
D. Light Infantry may Retreat Before Close Combat per Standard Rule 20.1. Also, units in Skirmish formation may Retreat Before Close Combat when attacked by cavalry if the Skirmishers are in woods or bramble hexes.
E. Only the British 1Lt and 2Lt and the American LI units fire as Light Infantry. The other Light Infantry units use different Fire Multiples as follows:
The CCM unit fires as Militia.
The Queen's Rangers (QR) fire as Foot Infantry.
The Jaegers (Jag) fire with their own multiple.
Ferguson's Rifle Corps (FRC) fires with their own multiple.
2.7 Light Conditions
A. Dusk turns are from 6:20 PM to 6:40 PM. On dusk turns, artillery fire uses the small multiplier in italics on the 'Fire Combat Multiples' chart.
B. Night turns are from 7:00 PM to 8:40 PM. The maximum Fire Combat range for all units is 1 hex. Any unit that expends more than half (rounded) of its available MPs must make a Disorder Check (A) with a +10 modifier, at the conclusion of its movement. The +10 modifier is in addition to any other modifiers. (Exception: A unit whose movement in a turn consists only of Road Movement does not make this Disorder Check.) Any unit (including Leaders and Independents) that is outside of its proper LOC cannot roll for Initiative and is automatically Out of Command. Units perform Road Movement at the rate of 1/2 MP per road hex and Rapid March is not permitted. On Night turns cavalry can only charge adjacent units and may not Pursue. Defender Reactions may not be done in a night turn.
2.8 Entrenchments
A. In scenarios 2-5 the American player places ENTRENCHED markers on the map per the scenario instructions. Entrenched markers must be placed so that the entrenchment symbol conforms to two hexsides of the hex. Only those two hexsides are covered by the entrenchment and receive the entrenchment bonuses. Units in entrenchments do not have to conform to the 'facing' of the entrenchment. Entrenched markers cannot be placed in road hexes. Artillery units may not move across entrenched hexsides.
B. Units firing through an entrenched hexside at the defenders shift their Fire Combat column one to the left. If this places the odds below 1:3, the fire has no effect. This penalty does not apply to units firing out of an entrenched hexside; i.e. it does not apply to the defenders of the entrenchment. Units attacking in Close Combat across an entrenchment hexside have their CV reduced by 4.
2.9 Chadd's Ferry and Chadd's Ford
In scenarios 2-5, before the game starts, the American player can elect to block either the Chadd's Ford or Chadd's Ferry hexside (but not both). This blocking is designated by placing a blank marker atop the hexside. (The BAR Primer includes a counter that can be used to show which hexside is blocked.) The blocked hexside is treated for all intents and purposes as a Brandywine Creek hexside for the entire scenario (rather than as a ford).
3. American Special Rules
3.1 The American Army
The Continental Army has Light, Line, Militia, and Guard infantry. The 'Loss Charts' show which type of infantry each unit is. Each of these types of units has its own row on the 'Fire Multiples and Ranges Chart.' See also rule 2.6. All American artillery is Field Artillery; the rules for Regimental guns do not apply to them. (See 2.2d for rules pertaining to artillery.)
3.2 American Leaders
3.2a American Leader Replacement
A. The line of seniority for the Continental Army is: Washington, Sullivan, Greene, Stephen, Alexander, Maxwell, De Borre, Nash, Wayne, Weedon, Muhlenberg, Woodford, Scott, Conway. For the American militia, Potter succeeds Armstrong if the latter leader is lost.
B. General Washington is the American Army Leader. He has a Wing Activation Number (WAN) of 7. If the Army Leader is lost, the most senior American leader replaces him as Army Leader. Any replacement Army Leader will have a WAN of 9 and a Command Rating of +1.
C. If an American Wing Leader becomes a casualty (or becomes the Army Leader), he is succeeded by the most senior available Command Leader that is part of his Wing.
D. If a Detachment Leader has to be replaced, the senior leader in the Detachment becomes his replacement.
E. Command Leaders are replaced per rule 2.4a. There is no replacement for Special Leaders Knox or Lafayette.
3.2b Specific American Leaders
A. Major General Knox is a Special Leader and thus must be activated along with a Command. When he is stacked with an activated artillery unit, that artillery unit, and all currently activated artillery units that are in the same and/or adjacent hexes, may fire at the same target during the Fire Combat Segment, even if the target is beyond Minimum Range. (This is an exception to Standard Rule 12.2c.) However, any fire is conducted separately by each hex of artillery involved; they do not combine into one fire. When Knox is Activated, he can Attach artillery units that he is stacked with per Standard Rule 6.4.
B. Major General Lafayette, when activated, can Attach any unit(s) he is stacked with per Standard Rule 6.4. Because he is a Special Leader he must be activated along with a Command.
C. Brigadier General Maxwell commands both his own Command (LIB) and, when desired, the NJB as well. The NJB can be activated as its own Command under its generic Commander. However, if the American player wishes, he may use Maxwell to activate the units of both the LIB and NJB Commands (as well as the NJB Command Leader). All normal rules for such an Activation apply; just treat it as a single Activation. If Maxwell becomes a casualty, his successor cannot activate the NJB. When Maxwell is west of Brandywine Creek, he is always In Command. The LI and CCM units of Maxwell's LIB Command can operate as Independent units or as part of the Command.
3.3 Attack Column
American units cannot enter Attack Column unless they are stacked with their Command, Wing or Army Leader or MG Lafayette. Any American unit in Attack Column that moves and is not stacked with such a leader will become Disordered at the end of its move. Further, any units that perform a Facing Change while in Attack Column will add +10 to their ER for the Disorder Check (B). American units add 1 to their Facing Change costs when in Attack Column--see the BAR Formation, etc. diagram.
4. British Special Rules
4.1 The British Army
In these rules, the term 'British' encompasses all of the nationalities that are part of the British Army at Brandywine.
4.1a Infantry
The British army has Light, Foot, Grenadier, and Guard infantry. The 'Loss Charts' show which type of infantry each unit is. Each of these types of units has its own row on the 'Fire Multiples and Ranges Chart.' See also rule 2.6.
4.1b Artillery
A. British artillery comes in two types: Field (Fld) and Regimental (Ret). See rule 2.2d for special rules pertaining to all Brandywine artillery. The regimental guns have special rules germane to them; see 2.2d G.
B. The two 'COR' artillery units should be labeled 'CORa' and 'CORb'. Players can make a note of which unit is which. (The BAR Primer has replacement units for these two counters with the proper designation.)
4.2 British Leaders
4.2a British Leader Replacement
A. The British army line of seniority is as follows: Howe, Knyphausen, Cornwallis, Grey, Grant, Agnew, Stirn, Mathew.
B. General Howe is the British Army Leader. He has a Wing Activation Number (WAN) of 7. If the Army Leader is lost, the most senior British leader replaces him as Army Leader. Any replacement Army Leader will have a WAN of 9 and a Command Rating of +1. The exception is that if Cornwallis becomes Army Leader he has a WAN of 8 and a Command Rating of +2.
C. If a British Wing Leader becomes a casualty (or becomes the Army Leader), he is succeeded by the most senior available Command Leader that is part of his Wing.
D. If a Detachment Leader has to be replaced, the senior leader in the Detachment becomes his replacement.
E. Command Leaders are replaced per rule 2.4a. There is no replacement for Special Leader Cleveland.
4.2b Specific British Leaders
A. Major General Grant commands both his own Command (the 2nd Brigade) and, when desired, the 1st Brigade as well. The 1st Brigade can be activated as its own Command under its generic Commander. However, if the British player wishes, he may use Grant to activate the units of both the 1st and 2nd Brigades (as well as the 1st Brigade Commander). All normal rules for such an Activation apply; just treat it as a single Activation. If Grant becomes a casualty, his successor cannot activate the 1st Brigade.
B. Lieutenant Colonel Cleveland is a Special Leader and thus must be activated along with a Command. When he is stacked with an activated artillery unit, that artillery unit, and all currently activated artillery units that are in the same and/or adjacent hexes, may fire at the same target during the Fire Combat Segment, even if the target is beyond Minimum Range. (This is an exception to Standard Rule 12.2c.) However, any fire is conducted separately by each hex of artillery involved; they do not combine into one fire. When Cleveland is Activated, he can Attach artillery units that he is stacked with per Standard Rule 6.4.
5. Terrain Notes
5.1 General Notes
Section 5 is mostly for reference, but it should be read through at least once as there are some terrain-specific rules detailed here. The 'Terrain Effects Chart' (TEC) shows the costs for each terrain type for different unit types in differing formations. Take care that you use the correct column for a unit's type/formation. Also note that the stacking limits are included in the TEC; the numbers in parentheses show the maximum stacking allowed (in SPs) for each unit type/formation. Other notes listed on the TEC are fully explained in this section.
5.2 Hexes
5.2a Bramble Hexes
These hexes represent woods with undergrowth. An infantry or artillery unit/stack defending in Close Combat in a bramble hex has its CV increased by +3 and such a unit undergoing a Morale Check in a bramble hex has its ER reduced (i.e., improved) by -5. For the special effects of bramble hexes on cavalry, see rule 2.3e. Artillery may not prolonge into a bramble hex. A bramble hex blocks LOS and is non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
5.2b Building Hexes
These have no effect on play and are only for historical interest. Most of the buildings on the Brandywine map are simply building hexes.
5.2c Grade Hexes
Grade hexes are shown by long, brown lines. If Limbered artillery or a unit in Line moves from one grade hex to another without crossing a slope hexside, the MP cost is an additional 1/2 MP above the normal terrain cost of the hex. Artillery may not prolonge into a grade hex. A unit/stack attacking in Close Combat from one grade hex to another grade hex without crossing a slope hexside has its CV decreased by 1. Grade hexes do not block LOS but they are non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
5.2d Marsh Hexes
Marsh hexes force infantry and cavalry to cease movement and go to General Order upon entry into the hex. (Place a General Order marker or a colored blank marker on a unit to show that it is in General Order.) They then must undergo a Disorder Check (A) after entering the hex. Artillery may not enter marsh hexes. Units in Skirmish formation retain their Skirmish formation in marsh hexes. A unit attacking or defending in Marsh has its CV reduced by -4 (-8 for cavalry) and suffers a +5 ER penalty for Morale Checks. Marsh does not block LOS but is non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
5.2e Open Hexes
Open terrain is basic, open terrain--plains and fields. Open terrain does not block Line of Sight and is clear terrain.
5.2f Orchard Hexes
Orchards are shown by regular arrangements of trees rather than the random pattern of Woods. Orchards do block LOS but they are considered as clear terrain.
5.2g Rill Hexes
Rills are the small watercourses drawn within a hex. They have no effect on play; use the other terrain in the hex for all game purposes.
5.2h Road Hexes
Roads come in two types. Major Roads have brown hash marks. Minor Roads do not have hash marks. Along a major road, the Road Movement rate is 1/6 MP per hex (i.e. 3 hexes per 1/2 MP expended or 6 hexes per MP expended). Along a minor road, the Road Movement rate is 1/4 MP per hex (i.e. 2 hexes per 1/2 MP expended or 4 hexes per MP expended). During Night turns, the Road Movement rate is 1/2 MP per hex for all Roads.
5.2i Village Hexes
The only village hexes are the five hexes of Dilworth that are marked with brown hash marks. A unit/stack defending in Close Combat in a village hex has its CV increased by +3. A unit making a Morale Check in a village hex has its ER reduced (i.e., improved) by -5. A Village hex blocks LOS and is non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
5.2j Walled Cemetery Hexes
The only Walled Cemetery hex in Brandywine is NE3425, so players may freely skip reading this rules portion unless that hex comes into play.
A. Units in Skirmish Formation remain in Skirmish formation when they enter a walled cemetery. Cavalry and artillery are prohibited from entering a walled cemetery. A non-Skirmish infantry unit that enters a walled cemetery hex changes to General Order formation and the 'Walled Cemetery' rules apply only to them.
B. When an infantry unit occupies a walled cemetery hex, all adjacent hexes are Front hexes for that unit. This means the infantry unit exerts a ZOC in all 6 hexes adjacent to the cemetery hex. For firing, infantry SPs may be apportioned into these front hexes in any way desired so long as no more than 6 SPs fire across any one hexside. For purposes of Opportunity Fire, only one-half (rounded) of the SPs in the hex may fire into an adjacent hex. A unit in a walled cemetery hex performs Fire Combat using the Light Infantry Fire Combat Multiple regardless of the type of unit it is.
C. Opportunity Fire cannot be performed against a unit in a walled cemetery hex. This means that if a unit in an EZOC exits a cemetery hex, it does not undergo Opportunity Fire.
D. A unit/stack defending in Close Combat in a walled cemetery hex has its CV increased by +6. (Exception: if any attacking enemy unit is in Attack Column, the defending unit's CV is instead increased by only +3).
E. A Routed, Shaken, or Disordered unit which ceases movement/retreat in a walled cemetery hex automatically and immediately rallies with Good Morale and Ordered organizational state. A unit in a walled cemetery hex does not undergo any Morale Checks and cannot become Disordered, Shaken, or Routed. A unit in a walled cemetery hex may, however, become Voluntarily Routed and perform Voluntary Rout Retreat.
F. A walled cemetery hex does not block LOS and does not cause Disorder Checks. It simply forces units that enter it to go to General Order.
5.2k Woods Hexes
An infantry or artillery unit/stack defending in Close Combat in a woods hex has its CV increased by +1 and such a unit undergoing a Morale Check in a woods hex has its Effectiveness Rating reduced (i.e., improved) by -5. To be a woods hex, the hex must contain multiple tree images that randomly intersect the ground within the hex. The hexes of the Great Road and the Chester Road are not woods hexes--they are simply tree-lined roads (which has no effect on play). For the special effects of woods on cavalry, see rule 2.3e. Artillery may not prolonge in woods. A woods hex blocks LOS and is non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
5.3 Hexsides
5.3a Creek Hexsides
The only Creek hexsides in Brandywine are those that form Brandywine Creek or that feed into Brandywine Creek and are within 3 hexes of the main creek. Any water features that look like a Creek hexside but are more than 3 hexes from the main creek are Pond hexsides (see 5.3d). Non-Skirmish units crossing a creek hexside enter General Order, immediately cease movement, and must make a Disorder Check (A). (Place a General Order marker or a colored blank marker on a unit to show that it is in General Order.) Units in Skirmish Formation or Routed units do not adopt General Order after crossing a creek hexside; however, they must cease movement in the first hex entered after crossing. A unit attacking across a creek hexside in Close Combat has its CV decreased by -3. An artillery unit forced to cross a creek (not bridge) hexside is eliminated. A cavalry unit may not perform Charge movement or Pursuit across a creek hexside. Cavalry may perform Close Combat across a creek hexside but if it advances after combat it enters General Order and ceases movement. Creek does not block LOS but, when crossing the hexside, is non-clear terrain for a Disorder Check (A) and for Series Rule 8.7 [sic: printed as "Series Rule"; meant as Standard Rule 8.7]. Fords modify the effects of creek hexsides (5.3c).
5.3b Entrenched Hexsides
For entrenchments, see rule 2.8. Entrenched hexsides do not block LOS but they are non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
5.3c Ford Hexsides
A. Fords exist wherever a road runs through a creek or stream hexside. Fords do not block LOS.
B. When a ford crosses a creek, do not use the creek terrain values and rules but instead use the terrain effects listed for a ford. Note that Chadd's Ferry is treated as a ford. Fords over creeks are non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
C. Fords over streams make the hexside that they cross into clear terrain.
5.3d Pond Hexsides
Pond hexsides are any creek-like features that are more than three hexes away from Brandywine Creek. They are prohibited for movement or combat. They do not block LOS.
5.3e Slope Hexsides
A. Gentle Slopes. These hexsides have a single contour line and light brown stippling. Units in Line and Limbered artillery incur an added MP cost only when crossing a gentle slope hexside from a lower to a higher elevation hex. A unit does not incur this cost when going from a higher to a lower hex. An infantry or cavalry unit in any Column formation never incurs an MP cost for crossing a gentle slope hexside. A unit attacking in Close Combat across a gentle slope hexside from a lower to a higher elevation hex has its CV reduced by -1. Gentle slope is clear terrain and does not block LOS.
B. Regular Slopes. These hexsides have two contour lines and brown hash marks. Artillery may not prolonge across a regular slope hexside. Fire Strength is halved (rounded) for a unit firing across a regular slope hexside from a lower to a higher elevation hex. A unit attacking in Close Combat across a regular slope hexside from a lower to a higher elevation hex has its CV reduced by -2. Regular Slope does not block Line of Sight but is non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
C. Steep Slopes. These hexsides have three contour lines and dark brown hash marks. Artillery may not cross a steep slope hexside. Fire Strength is halved (rounded) for a unit firing across a steep slope hexside from a lower to a higher elevation hex. A unit attacking in Close Combat across a steep slope hexside from a lower to a higher elevation hex has its CV reduced by -4. Steep slope does block Line of Sight and is non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
5.3f Stream Hexsides
Stream hexsides do not block LOS. They are non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7 unless crossed by a Ford (5.3c).
5.4 Line of Sight
5.4a Elevation Levels and Contours
A. The Battle of Brandywine maps use contour lines to depict elevation. These lines are in 25-foot intervals. Each hex belongs to a single elevation. All the hexes between 2 different contour lines are at the same elevation. Note that, for artistic purposes, the contour lines have been drawn approximately rather than exactly along hexsides. A hex is considered to be at the elevation where the majority of the hex's area lies. The elevation of hexes should be obvious in almost all cases. If the hex's elevation is ambiguous, the hex is considered to be at the height of the contour line passing through it; if the hex has more than 1 contour line, the hex is considered to be at the higher level. Contour lines do not affect movement.
B. Elevation features (hills, spurs, ridges, etc.) are not treated as flat layers of terrain. Although it is not shown on the map, each elevation has a crest or hilltop, and Line of Sight (LOS) is blocked by them. The location of a crest or hilltop is determined by the relative position of the units between which the LOS is being traced and the contour lines the LOS crosses.
C. Because of the short Fire Combat ranges involved, virtually all LOS questions can be resolved by the intuitive reasoning of the players. However, when a question remains or the situation is too close to call, players must resort to the procedure listed in 5.4b (which itself might not yield an indisputable conclusion). In the extreme case where the LOS cannot be determined, roll the die to arbitrate the question.
5.4b Determining Line of Sight
A. To determine a unit's position on an elevation feature relative to some other unit's position on the same or different elevation level, follow this procedure:
-
Trace the LOS from the center of each hex occupied by the units in question and extend it beyond each unit. The hexes containing contour lines that this LOS crosses are called intersection hexes. When there is a pair of intersection hexes for the same (connected) higher elevation contour line, then the LOS crosses an elevation feature (a hill, spur, ridge, etc.). If only one intersection hex is generated for a contour line, it can be ignored, since there is no elevation feature relevant to that LOS.
-
Count the number of the LOS's hexes between these intersection hexes (inclusive). If the number is even, the elevation feature's crest is the hexside halfway between the two intersection hexes along the LOS. If the number is odd, the feature's hilltop is the hex midway between the intersection hexes along the LOS. (There will be either a crest or a hilltop, never both.) The hexes between the crest/hilltop and the intersection hex that is closest to the hex from which the LOS is being traced are called the forward slope hexes; those between the crest/hilltop and the farther intersection hex are the reverse slope hexes. (Note: A hilltop hex is neither a forward nor reverse slope hex.)
-
Determine the crest/hilltop for each elevation feature between the two units and for the features they are on (if any). Crests/hilltops block LOS if either unit occupies one of the reverse slope hexes (i.e., is on the reverse slope).
Example 1: On the Brandywine northwest map, an LOS is traced between units on hexes NW4930 and NW5227. There are two intersection hexes: NW4930 and NW5029. The inclusive distance between them along the LOS is 3 hexes: NW4930, NW5030, and NW5029. There is a hilltop at hex NW5030. No LOS exists between the units because they are on opposite sides of this hilltop.
Example 2: On the Brandywine southeast map, an LOS is traced between units on hexes SE3321 and SE3327. There are three pairs of relevant intersection hexes: SE3315-SE3320; SE3315 (also containing the elevation 275 contour line)-SE3322; and SE3326-SE3333. The distance between the first pair is 6 hexes, placing a crest at hexside SE3317/SE3318. The distance between the second pair is 8 hexes, placing a crest at hexside SE3318/SE3319. The distance between the third pair is 8 hexes, placing a crest at hexside SE3329/SE3330. The lower hex between the units at SE3323 is irrelevant as is the higher hex at SE3330 which does not lie between the two units. An LOS exists between the units because each of them is on the forward slope sides of the elevation features defined by intersection hexes.
Example 3: On the Brandywine northwest map, an LOS is traced between units on hexes NW5530 and NW5834. There are two pairs of intersection hexes, one each of two elevation features: NW5632-NW5732 and NW5430-NW5530. The distance between the latter two is 2 hexes along the LOS, placing a crest at hexside NW5430/NW5530. However, the feature defined by the first pair of intersection hexes is also a crest at hexside NW5632/NW5732; since this is closer to the lower level unit in hex NW5834, the LOS is blocked by the latter crest.
Example 4: On the Brandywine northeast map, an LOS is traced between 2 units on hexes NE1201 and NE1904. There are two intersection hexes: NE1301 and NE1703. However, they are on different contour lines, and there are no pairs for the same contour line. The LOS is valid.
Example 5: On the Brandywine northeast map, an LOS is traced between two units on hexes NE1712 and NE1716. There are two intersection hexes, NE1711 and NE1717, placing a hilltop hex at NE1714. There is no LOS because both units are on opposite sides of that hilltop.
B. LOS can be traced into but not through hexes with combat units, with terrain identified as blocking LOS (see rules section 5), or a hilltop hex. LOS can be traced through a hex occupied by a leader. LOS also cannot be traced through a crest hexside. (Exception: An LOS can be traced through a crest hexside when both units are adjacent to the same crest hexside.)
Example 6: On the Brandywine northeast map, an LOS is traced between two units on hexes NE1926 and NE1927. There are two intersection hexes, NE1924 and NE1929, placing a crest hexside between the units. Even though both units are on the reverse slopes of the elevation feature, there is an LOS between the units because they are adjacent to one another along the crest hexside.
6. Special Results Notes
6.1 General Notes
Section 6 does not need to be read as "rules." This section is a reference for use when Special Results are rolled. The various 'Special Results' tables contain abbreviated descriptions of the results, but the full explanations of those results are given in this section. Players should read these notes for each result when needed, or to become familiar enough with them to be able to use the abbreviated descriptions.
6.2 Initiative Special Results
There are four Initiative Special Results that are marked with an asterisk on the 'Initiative Special Results Chart' and in the rules below. When one of these results is successfully applied to a Command Leader, mark that leader with a CAPTURED marker and none of these asterisked events, of any type, can be applied to him for the rest of the Game-Turn. Remove all such markers during the Rally Segment.
6.2a Army Morale
A. When a '00' Initiative result is rolled, both sides make an Army Morale Check based on their armies' current level of losses, but with an automatic -1 to the roll. (This Army Morale Check is not made by a player who has not yet reached any triggering Army Loss levels.) An Army Leader can modify this Army Morale Check as any normal Army Morale Check with whatever he has left of his Command Rating (per Standard Rule 23.2b), but the points used will be subtracted from his Command Rating for the remainder of the hour (until the next :00 turn). He may not apply Command Rating points that have already been used in the current hour.
B. This Army Morale Check must be made even if the current level of losses has already been rolled for. If the current level of army losses has not yet been rolled for, then this check is considered to have "used up" that loss level for purposes of Standard Rule 23.1c. This event is used in addition to the normal hourly Army Morale Checks but may be applied only once per turn; any further Army Morale results on a given turn are ignored.
C. If a player rolls a natural '0' for this Special Result's Morale Check, his Army Morale is reduced by -5; the troops have taken fresh courage. Army Morale cannot be reduced below 0.
6.2b Leader Lapse
A. The affected Army Leader may not trace his LOC--even to his own hex. In effect, all other leaders will have to roll for Initiative. He may not use his Command Rating to modify the Initiative dice roll or Army Morale rolls (although his WAN is still used for any potential Wing Activations). This result is to be applied only to whomever is the current Army Leader.
B. If, on the same Game-Turn, this event is rolled again, the Army Leader can function normally. An Army Leader can have this event affect him and then be removed from him as many times as the event is rolled in a turn.
6.2c Confusion*
A. The player who did not roll this Special Result picks an unactivated Command of the player who did roll this Special Result for that Command's Activation. The affected player must roll two Leader Initiative rolls for the affected Command Leader. If he fails both rolls, the Command is marked as FINISHED and may not be activated. If he passes one roll, the Command is activated with 1/2 of its MPs (retain fractions but quarter the MPs for units that are Disordered or Out of Command) but no Rapid March is allowed, nor may it initiate any Close Combats, attach units or activate Independents. If he passes both rolls, the Command is activated without penalty.
B. If all of the combat units of the chosen Command are outside of the Command Range of their leader, or if the Command does not have a Leader on the map, do not roll for Initiative--all units are automatically considered as Finished.
C. This Special Result is applicable once the End Turn has been reached, but any movement is subject to the End Turn limitations found in Standard Rules 6.7 and 6.8.
6.2d Free Combat*
A. The player who rolled this result picks one of his Command Leaders who must pass an Initiative roll to be eligible for this event. If he fails the roll there is no penalty, there is no Special Result, and the players roll again for Initiative.
B. If the Leader passes the Initiative roll, any eligible units of his Command or eligible Independent units will have either a Fire Combat or a Close Combat Segment--that is, the same type of combat must be chosen for all eligible units. For a unit to be eligible to take advantage of this result it must not be Disordered and must be within the Command Range of the chosen leader; furthermore an Independent unit has to be stacked with a combat unit or leader of the Command. If the units involved have not yet been activated, they are still not considered so. If there are mixed stacks with units from multiple Commands, only the units of the Command chosen may engage in combat, and only if they are the top units.
C. If the Command chosen is to initiate Close Combat, the units of the Command may advance one hex in order to engage in Close Combat. (Cavalry are allowed to advance one hex and then Charge.) Any such advance is subject to Op.Fire and Op.Charge. Eligible stacked units must advance together--they may not advance one at a time to limit the effects of Op.Fire.
D. This result is applicable once the End Turn has been reached with no End Turn limitations or restrictions.
6.2e Special Rally*
A. Pick any one Command and perform a Disorder Recovery Segment and then a Rally Phase for all units of the Command that are within the Command Range of their Leader. If units of the Command are stacked with units of other Commands, this event still applies and the whole stack receives the benefit. If the Command has not yet been activated, it is still not considered so.
B. This result is applicable once the End Turn has been reached with no End Turn limitations or restrictions. This event is always considered to be successfully applied to the leader, even if all units fail their Rally or Disorder Recovery rolls.
6.2f Leader Initiative*
A. Pick one Command (and any attached or Independent units that are stacked with a unit or leader of the Command) for a possible free Movement Segment (only).
B. All affected units must be within the chosen Command Leader's Command Range, and the leader must make an Initiative roll and pass it. If he does pass, he is 'In Command' and all affected units get a free Movement Segment. If he does not pass the Initiative roll there is no event.
C. If the Command (or Attached/Independent units) has not yet been activated, it is still not considered so. If they have been activated, this is an extra move.
D. This result is applicable once the End Turn has been reached, but any movement is subject to the End Turn limitations found in Standard Rules 6.7 and 6.8.
6.2g Battle Tempo
The player may move the End Turn marker up or down one box on the 'Turn Record Track.' Once the 'End' box is reached, this result has no effect.
6.3 Infantry Fire Special Results
This table is used for infantry's regular fire and Opportunity Fire but not for Defensive Fire. For rerolls, retain all originally calculated modifiers and rolls of 00-09 are not Special Results.
6.3a Leader Losses
A diceroll of 00, 02, 04, 06, 08 causes a possible leader casualty check, which is made using the 'Leader Loss Table' before the Special Result is applied.
6.3b Free Fire
Reroll two times. Apply the first roll's result before making the second roll. The firing units are Disordered after all firing. An already Disordered unit is marked Shaken/Disordered.
6.3c Full Volley
Double the total Fire Strength and reroll.
6.3d Poor Discipline
Adjust the odds column one column to the left and reroll.
6.3e Blowing Smoke
If the range is 1 hex, reroll and subtract 20 from the result. If the range is 2+ hexes, the fire has no effect.
6.3f Ammo Low
Halve the Fire Strength (rounded) and reroll. After the fire is resolved, make a Morale Check (J) for the firing units but with a -5 ER modifier.
6.4 Artillery Fire Special Results
This table is used for artillery's regular fire and Opportunity Fire but not for Defensive Fire. For rerolls, retain all originally calculated modifiers and rolls of 00-09 are not Special Results.
6.4a Leader Losses
A diceroll of 00, 02, 04, 06, 08 causes a possible leader casualty check, which is made using the 'Leader Loss Table' before the Special Result is applied.
6.4b Rapid Fire
Reroll two times; apply the first roll before making the second.
6.4c Accurate Fire
Shift the odds column one to the right and reroll.
6.4d Wild Fire
A unit or stack, enemy or friendly, adjacent to the original target stack becomes the new target. If there are several adjacent and eligible units or stacks, determine the new target randomly. If there is no adjacent unit or stack, or the new target is outside the range or facing of the firing unit, treat the result as 'No Effect.' A unit that is out of LOS can be the new target. Use the odds and modifiers originally calculated and reroll the Fire Combat, applying the result to the new target.
6.4e Caisson Explosion
Reroll the combat. Whatever the rerolled result (even a 'No Effect' result) if the target hex or any adjacent hex contains an artillery unit, the artillery loses 1 SP in addition to any normal Fire Combat result. This extra 1 SP artillery loss result is not halved per Standard Rule 12.9f. If there are multiple eligible artillery units, randomly determine which one is affected. A Morale Check (A) is made for any stack that loses an artillery SP from this result even if the rerolled diceroll is not even.
6.4f Blowing Smoke
If the range is 1 hex, reroll and subtract 20 from the result. If the range is 2+ hexes, the fire has no effect.
6.4g Ammo Low
Halve the Fire Strength (rounded) and reroll. After the fire is resolved, make a Morale Check (J) for the firing units but with a -5 ER modifier.
6.4h Ammo Exhausted
The fire has no effect. The artillery unit is displaced one hex to the rear (or more hexes to avoid illegal stacking) and is placed in Limbered formation. After the displacement, make a Morale Check (J) for the firing units with a +5 ER modifier.
6.5 Defensive Fire Special Results
For rerolls, retain all originally calculated modifiers and rolls of 00-09 are not Special Results.
6.5a Leader Losses
A diceroll of 00, 02, 04, 06, 08 causes a leader casualty check, which is made using the 'Leader Loss Table' before the Special Result is applied.
6.5b Whites Of Eyes
Defenders hold their fire until the last possible moment. Shift the calculated odds one column to the right and reroll.
6.5c Premature Fire
Impatient defenders fire too soon. Halve the total Fire Strength (rounded) of all firing units and reroll.
6.5d Blowing Smoke
The defender's aim is obscured. Defensive Fire is canceled.
6.6 Leader Loss Special Results
Leader Loss Special Results are applied whenever any even numbered (00, 02, 04, 06, 08) Special Result is rolled for Fire Combat, Defensive Fire, or Artillery Fire. Subtract 1 from the dieroll if any of the firing units are: 1) artillery at 1-3 hex range, or 2) skirmishers. (Exception: Do not apply this -1 bonus to the 'Fate' result or to the 'Wounded' roll.) Leader Losses for Close Combat use a different format as found in the 'Close Combat Special Results.'
6.6a Fate
Pick any enemy Leader. Roll one die for that Leader (without any modifiers): 0 = Killed, 1 = Wounded, 2-9 = No Result.
6.6b The Lucky Shot
Randomly pick any enemy Leader within range and in Line of Sight of the firing units. ('Randomly' means that the Leaders that can potentially be affected should be identified and then a die rolled to determine which leader is affected.) Roll a die for that Leader: 0-3 = Killed, 4-7 = Wounded, 8-9 = No Result.
6.6c In the Line of Fire
Roll one die separately for each enemy Leader in or adjacent to the target hex: 0-2 = Killed, 3-5 = Wounded, 6-9 = No Result.
6.6d Braving Enemy Fire
Roll one die separately for each enemy Leader in the target hex: 0-2 = Killed, 3-5 = Wounded, 6-9 = No Result.
6.6e Wounded Results
If a 'Wounded' result is obtained, roll another die for the duration of the wound. The number of turns that the Leader is lost is equal to half the die roll (rounded). Place the wounded Leader the number of turns indicated forward on the Turn Record Track. A roll of '0' means that the leader's wounds are tended on the field and he does not leave the battle but he is still considered as wounded for Standard Rule 21.4c.
6.7 Pursuit Special Results
A Pursuit Special Result re-roll of '0' is a roll of 0 PPs.
6.7a No Quarter!
Re-roll for Pursuit Points and the routed units suffer 2 SPs lost for each hex of Pursuit. Voluntary Recall is allowed.
6.7b No Control
Re-roll for Pursuit Points and add 5 to the result. No voluntary Recall is allowed for the length of the pursuit. If the pursuing unit is Disordered, halve the Pursuit Points (rounded). If the pursuing cavalry eliminates its opponent, it will still engage in Pursuit to its full extent in a straight line from where the last enemy SP was eliminated. Modifiers to the Recall Disorder Check (F) are based on the entire Pursuit.
6.7c Hesitation
Re-roll for Pursuit Points and halve (round down) the result (quarter if the unit is Disordered). Recall is allowed.
6.7d No Pursuit
There is no Pursuit but the involved units must still make a Recall Disorder Check (F).
6.8 Close Combat Special Results
When a Close Combat Special Result is rolled, consult the 'Close Combat Special Results' table per Standard Rule 14.8.
6.9 Morale and Disorder Check Special Results
6.9a The Tables
First, identify the check required (Disorder or Morale) and the letter designation (A, B, H, etc.) of the Disorder or Morale Check. Next, cross-index the dice roll with the results listed for that letter designation. Some of the rolls produce a numbered hierarchy of results. When this is the case, always check to see if result #1 applies first. If result #1 does not apply, then use result #2. If result #2 does not apply, use result #3. Whatever modifier is listed for any re-roll, that is the only modifier that is used for the re-roll; ignore all previously calculated modifiers. Note that some Morale results, marked with an asterisk (*), can cause leader losses. This possible leader loss is different from any other leader loss in the game and is explained below the 'Morale Check Special Results' table.
6.9b Shaken/Disorder
When a result states that a unit becomes 'Shaken/Disordered' its new morale/organizational state is applied to its existing state as follows:
- A Disordered or non-Disordered unit in Good morale becomes 'Shaken/Disordered.'
- A Disordered or non-Disordered unit with Shaken morale Routs but Unlimbered artillery is eliminated. (Per rule 2.5b, Limbered artillery can Rout.)
- A non-Shaken unit in Skirmish formation is 'Shaken.'
7. Scenarios
7.0 Introduction to the Scenarios
7.0a Overview
There are five scenarios in Brandywine. Scenario 1 represents Cornwallis' afternoon attack as the British flanking march has succeeded. Scenario 2 represents Knyphausen's afternoon attack across Brandywine Creek. Scenario 3 combines the action of the first two scenarios for a sweeping representation of the afternoon battle. Scenario 4 is the historical battle starting in the morning and has the American units fixed in place awaiting the as yet unknown British flanking maneuver. Scenario 5 starts from the early morning and allows the British player to plan their own flanking maneuver. This is the ultimate Brandywine scenario.
7.0b Setup
Set up all units according to the setup instructions for the scenario. The specific units are listed, and then their setup hex or setup instructions is listed (in parentheses). The setup hex has a letter combination that indicates which map to set up on, followed by the hex number. Units set up in the formation and facing noted in the scenario instructions. Unless otherwise specified, Command and Wing Leaders are set up with any unit of their Command/Wing.
7.0c Off Map Units
Special Results cannot be applied to Commands that are off-map. Activations cannot be expended for off-map Commands. All reinforcing units are In Command on the turn that they enter the map. When General Howe is off-map (or not in the scenario) the British are considered to have a WAN of 9 and a Command Rating of +1.
7.1 Scenario 1: Cornwallis Attacks
This scenario recreates the attack by Cornwallis' Wing following Howe's surprise maneuver against Washington's right flank. The start point for this scenario shows the British line after it has descended Osborne Hill toward the hastily formed American position at Birmingham Hill. This scenario presumes that Sullivan's own division of two brigades (with the exception of Hazen's Regiment) will be stampeded from the battlefield with little effort by the British (as historically occurred). Except for Hazen, Sullivan's division is therefore omitted from play.
7.1a Special Rules
A. This scenario starts on the 4:20 PM turn and its last turn is the 8:40 PM turn. The End Turn Number is 5. All maps are used. Do not use Army Morale in this scenario.
B. The American player deploys his units first. All American infantry set up in Line or Hook and all artillery set up Unlimbered. All units must set up facing north or northwest except that the units of Greene's Wing must face west.
C. During the 4:20 PM and 4:40 PM turns, no American unit or leader (except the 3rd Virginia Regiment) can exit its initial deployment hex during its own Activation; these units may, however, be Activated and change Facing and/or Formation. During the 5:00 PM and 5:20 PM turns, this restriction applies only to Washington, Knox, and the leaders and units of Greene's Wing. These restrictions are immediately lifted for an individual unit or leader for the rest of the scenario if an enemy unit moves within 8 hexes of that unit or leader.
D. MG Sullivan is a Detachment Leader. His Detachment consists of Stephen's Wing and the on-map Commands of Alexander's Wing.
E. British infantry units set up in Line, Hook, or March Column except that Light infantry breakdown units set up in Skirmish formation. Artillery units set up in March Column (Limbered). All units must set up facing south, southeast, or east.
F. During turns 4:20 PM through 5:40 PM (inclusive) the Hessian Jaegers (Jag) and 2nd Light Infantry Battalion (2Lt) have the following movement restrictions: Their MPs are reduced to a maximum of 2. They may be activated only once per turn, regardless of Special Results. If they fail an Initiative die roll, they may move only 1 hex in that Movement Segment.
G. Once no American unit is north of hex row 48XX (exclusive), the following British units are removed from play: all of the Guards Brigade, 1st British Grenadier Battalion (1Gr), and the three Hessian Grenadier battalions (Lengerke, Linsingen, and Minnigerode).
H. British units may not Rapid March during the course of the scenario.
I. The American line of retreat is toward SE3201 or NE5801. The British line of retreat is toward NW1007.
7.1b American Setup
General Washington [GW], BG Knox [KNO], MG Lafayette [LAF] (SE2132)
Detachment Leader MG Sullivan [SUL] (with any unit of Alexander's Wing or Stephen's Wing)
MG Greene's Wing [GRE]
1st Virginia Brigade [1VaB]: 1Va, 5Va, 9Va, 13Va, Fld/1VaB (SW6103, SW6003, or SW5902, with at least one unit in each of these hexes)
2nd Virginia Brigade [2VaB]: 2Va, 6Va, 10Va, 14Va, StPa, Fld/2VaB (SW5802, SW5701, or SE2533, with at least one unit in each of these hexes)
MG Stephen's Wing [STE]
3rd Virginia Brigade [3VaB]: 7Va, 11Va, 15Va, Fld/3VaB (within 1 hex of NE3629); 3Va (within 4 hexes of NE3425)
4th Virginia Brigade [4VaB]: 4Va, 8Va, 12Va, Gray, Patt, Fld/4VaB (within 1 hex of NE3632)
MG Alexander's Wing [ALE]
3rd Pennsylvania Brigade [3PaB]: 3Pa, 6Pa, 9Pa, 12Pa, Spen, Fld/3PaB (within 1 hex of NW3802)
New Jersey Brigade [NJB*]: 1NJ, 3NJ, Fld/NJB, HAZ/2MdB** (within 1 hex of NW3805)
*The Command Leader is the generic 'Commander'.
**This unit sets up with the NJB and is considered part of the NJB for all purposes--they do not need to be Attached.
7.1c British Setup
General Howe [WH] (within 1 hex of any British unit)
MG Cornwallis' Wing [COR]
Guards Brigade [Gds]: 1Gd/Gds (NW1210), 2Gd/Gds (NW1209)
4th Brigade [4th]: 33/4th (NW1006), 46/4th (NW1005), 64/4th (NW1004), 37/4th (NW1003), Fld/4th (with any 4th Brigade unit)
Independent Units
Grenadiers: Len (NW1010), Lin (NW1009), Min (NW1008)
Grenadiers: 1Gr (NW1208), 2Gr (NW1207)
Light Infantry: A/1Lt (NW1206), B/1Lt (NW1205)
Light Infantry: A/2Lt (NW1204), B/2Lt (NW1203)
Jaegers: A/Jag (NW1202), B/Jag (NW1201)
Artillery: Fld/CORa, Fld/CORb (in the 11xx hexrow, adjacent to any unit of the 4th Brigade)
British Reinforcements
The British 3rd Brigade arrives on the map in the 4:20 PM turn at the entry hexes specified below. They enter in the formations specified in 7.1a E except that the artillery may enter in Road Column.
3rd Brigade [3rd]: 17/3rd (NW1005), 44/3rd (NW1006), 15/3rd (NW1007), 42/3rd*, Fld/3rd (NW1005, NW1006, or NW1007)
*In its turn of entry, the 42nd Foot has only 3 MPs available.
7.1d Victory Conditions
A. Victory is determined at the end of the 8:40 turn by comparing the SP losses of the British and American sides. For this scenario, an entire artillery unit must be eliminated in order to count for 1 SP loss for victory purposes. Total the SP losses of both sides and then divide the British total into the American total. Next, round this result down to the first decimal place. For example, if the Americans lose 17 SPs and the British lose 6, the 17 is divided by 6 (resulting in a 2.8333), rounded to 2.8. Finally, increase or decrease this number according to the modifiers below to produce the victory result.
B. Add 1 to the victory result if an Unrouted British unit is in or adjacent to Painter's Crossroads (hex SE3102) in the last turn of the scenario and the British line of communications is not interdicted.
C. Subtract 1 if the British line of communications is interdicted. For purposes of this rule, the British line of communications consists of the following road segments (inclusive):
- Forks Road, NW1007 to NW2803
- Street Road, NW2803 to NE2826
- Birmingham Road, NE2826 to NE3626 to NE4024 to NE4814
- New Road, NE4814 to SE1212
- Birmingham Road, NE5113 to NE5807
- Chester Road, NE5807 to SE1606
- connecting road, SE1212 to SE1606
"Interdicted" is defined as: 1) an Unrouted American unit or its ZOC occupies any above road hex; and/or 2) an Unrouted American unit can perform Fire Combat against any hex of the line of communications. For purposes of determining if Fire Combat can be performed against a hex of the line of communications, ignore the effect of night on LOS and ignore the presence of units blocking LOS.
D. Victory is based on where the modified victory result falls within the following ranges:
- American Victory: 1.7 or less
- Draw: between 1.8 and 2.2 (inclusive)
- British Victory: 2.3 or higher
Example 1: The Americans have lost 17 SPs and the British 6, yielding a 2.8. The British line of communications is interdicted, thereby reducing the victory result to 1.8 and resulting in a draw.
Example 2: The Americans have lost 24 SPs and the British 16, yielding a 1.5. The line of communications is not interdicted, and the British have an Unrouted unit in hex SE3102. The victory result is increased by 1 for a result of 2.5 and a British victory.
Example 3: Losses are 19 for the Americans and 18 for the British, yielding 1.0. The British line of communications is not interdicted but there is no British unit in or adjacent to hex SE3102. This creates a victory result of 1.0 and an American victory.
7.2 Scenario 2: Knyphausen Attacks
This scenario depicts Knyphausen's supporting attack against the American left. The scenario begins shortly after the point when Knyphausen would have heard Howe's signal guns announcing the start of his attack. Knyphausen spent the next hour arranging his forces for the assault across Brandywine Creek in the vicinity of Chadd's Ferry. Knyphausen's attack progressed up the Nottingham Road with the aim of fixing Wayne's division and, if possible, falling on the rear of Washington's right wing. In addition, forces from Knyphausen's attack maneuvered up the right bank of the Brandywine to reduce both Proctor's battery (hex SW4809) and the gun position (hex NW5912) overwatching Brinton's Ford. While pressing up the Nottingham Road, Knyphausen had to simultaneously ensure that that avenue was cleared to allow the British to trace their line of communications back to Head of Elk, unimpeded by the Americans. Armstrong's Pennsylvania militia remained in position covering the fords south of Chadd's Ferry until their withdrawal route to the east was threatened, and thus are not in this scenario.
7.2a Special Rules
A. This scenario starts on the 4:20 PM turn and its last turn is 7:40 PM. The End Turn Number is 5. All maps are used. Do not use Army Morale in this scenario.
B. The American line of retreat is toward SE3201 or NE5801. The British line of retreat is toward NW5834.
C. BG Wayne and LG Knyphausen are Detachment Leaders. Their Detachment consists of all friendly Commands in the scenario. They also act as de facto Army Leaders with a Command Rating of +1 and a WAN of 9.
D. The American player deploys his units first. All American Line Infantry set up in Line or Hook and all artillery set up Unlimbered. All units must set up facing northwest, west, or southwest, i.e. toward Brandywine Creek.
E. Place an ENTRENCHED marker on every American artillery unit. Rules 2.8 and 2.9 apply to this scenario.
F. American units may not exit their initial deployment hex until they are released on the 5:20 turn. They can, however, be Activated and can change Facing or Formation before release. They may not cross any Brandywine Creek hexside or ford hexside during the entire scenario.
G. British Foot Infantry units set up in Line, Hook, or March Column. Artillery units set up in March Column (Limbered). All units must set up facing southeast, northeast, or east (facing Brandywine Creek).
H. The British may not cross any Brandywine Creek or ford hexside until the 5:20 PM turn. In that turn, the British player selects either the Chadd's Ford or Chadd's Ferry hexside as his crossing site (but not both). British units may only cross a Brandywine Creek hexside which is within 4 hexsides of the selected ford hexside.
I. Any British unit which moves adjacent to hex NW5912 cannot move for the remainder of the scenario. As an exception, such a unit may move normally in a subsequent British Activation if an American unit moves within 8 hexes. Note that this rule affects victory conditions--see 7.2d B.
J. Any British units and leaders that are west of Brandywine Creek are considered to be "In Command" regardless of the LOC distance to their superior leader. This rule does not apply to units once they move east of Brandywine Creek.
K. The British 71st Regiment has two battalions and a Commander who together form a Command. The second battalion (2/71) is assigned the task of guarding the British baggage train and therefore may never voluntarily move to within 8 hexes (inclusive) of an American unit. If within 8 hexes of an American unit due to American movement, 2/71 may not move during its own Activation so as to be closer to (i.e., within fewer hexes of) the American unit. Each SP loss to 2/71 counts as 3 losses rather than 1.
L. Optional: Include the 10th Regiment of Foot as part of the British 2nd Brigade. The 10th deploys on the west side of Brandywine Creek adjacent to any friendly unit.
7.2b American Setup
BG Wayne's Wing [WAY]
1st Pennsylvania Brigade [1PaB]: 1Pa, 2Pa, 7Pa, 10Pa, Hart (within 2 hexes of SW5506*); Fld/1PaB (SW4809)
*The American player can opt to have one of the 1PaB infantry units set up in or adjacent to SW4809.
2nd Pennsylvania Brigade [2PaB]: 4Pa, 5Pa, 8Pa, 11Pa, Fld/2PaB (within 2 hexes of SW5808)
Light Infantry Brigade [LIB]: BG Maxwell, CCM, LI (within 5 hexes of SW5004)
The LI unit may set up as the parent unit or as its breakdown components. Eligible units of the brigade may set up in Skirmish formation.
7.2c British Setup
LtCol Cleveland [CLE/WH] (set up with any artillery unit)
LG Knyphausen's Wing [KNY]
1st Brigade [1st]: 4/1st (within 1 hex of NW5621); Fld/1st (NW6319); 49/1st (within 1 hex of NW6619); 23/1st (within 1 hex of SW5018); 28/1st (within 1 hex of SW5220)
2nd Brigade [2nd]: 27/2nd (within 1 hex of NW6519); 5/2nd (within 1 hex of NW6718); 40/2nd (within 1 hex of SW4718); 55/2nd (within 1 hex of SW4818); Fld/2nd (within 1 hex of SW5219); 10/2nd (see rule 7.2a L)
71st Foot Regiment [71st]: 2/71 (within 1 hex of SW4927); 1/71 (within 1 hex of SW5116)
Hessian Brigade [HES]: Lb/Hes, Rgt/Lb (within 1 hex of SW4719); Mir/Hes, Rgt/Mir (within 1 hex of SW4620); Don/Hes, Rgt/Don (within 1 hex of SW4422); Cbd/Hes, Rgt/Cbd (within 1 hex of SW4421); Fld/Hes (within 1 hex of SW4817)
Independent Units
FRC (in Skirmish within 1 hex of SW4916)
QR (within 1 hex of SW5016)
The QR unit may set up as the parent unit or as its breakdown components. All breakdown units of QR may set up in Skirmish formation. QR starts the game with 1 SP loss which does count for all game purposes.
7.2d Victory Conditions
A. Victory is determined at the end of the 7:40 turn by comparing the SP losses of the British and American sides. For this scenario, an entire artillery unit must be eliminated in order to count for 1 SP loss for victory purposes. Total the SP losses of both sides and then divide the British total into the American total. Next, round this result down to the first decimal place. For example, if the Americans lose 17 SPs and the British lose 6, the 17 is divided by 6 (resulting in a 2.8333), rounded to 2.8. Finally, increase or decrease this number according to the modifiers below to produce the victory result.
B. Subtract .5 from the victory result if the British fail to have Unrouted infantry units totaling at least 18 SPs simultaneously adjacent to hex NW5912 at the end of any single turn during the course of the scenario.
C. Add 1 to the victory result if an Unrouted British unit is in or adjacent to Painter's Crossroads (SE3102) in the last turn of the scenario and the British line of communication is not interdicted (see point C below) [sic: the interdiction paragraph is printed as point D; the printed cross-reference is kept].
D. Subtract 1 if the British line of communication is interdicted. For purposes of this rule, the British line of communication runs along the road from NW5834 to SE2331 (inclusive). "Interdicted" is defined as: 1) an Unrouted American unit or its ZOC occupies any above road hex; and/or 2) an Unrouted American unit can perform Fire Combat against any hex of the line of communication. For purposes of determining if Fire Combat can be performed against a hex of the line of communication, ignore the effect of night on LOS and ignore the presence of units blocking LOS.
D. Victory is based on where the modified victory result falls within the following ranges [sic: the source letters this paragraph D as well, after the interdiction paragraph D]:
- American Victory: 1.75 or less
- Draw: between 1.8 and 2.2 (inclusive)
- British Victory: 2.25 or higher
E. See rule 7.1d D for examples of computing victory.
7.3 Scenario 3: The Afternoon Attack
This scenario combines scenarios 1 and 2 to give a full perspective of the climactic afternoon attack on the American positions.
7.3a Special Rules
A. This scenario starts on the 4:20 PM turn and its last turn is the 8:40 PM turn. The End Turn Number is 10. All maps are used. Do not use Army Morale in this scenario.
B. The American line of retreat is toward SE3201 or NE5801. For those British units that start or enter the map east of Brandywine Creek, their line of retreat is toward NW1007. For those British units that start the scenario west of Brandywine Creek, their line of retreat is toward NW5834.
C. The American player deploys his units first. All American infantry units set up in Line, Hook, or Skirmish, and all artillery set up Unlimbered.
D. All American units that start north of Brinton's Ford Road (the 58xx hexrow) set up facing north or northwest. All American units that start south of Brinton's Ford Road set up facing northwest, west, or southwest, i.e. toward Brandywine Creek. Every artillery unit south of Brinton's Ford Road has an ENTRENCHED marker placed on it at setup.
E. The 3Va/3VaB regiment is the only American unit that is free to move from the start of the scenario. All other units can be Activated and can change Facing or Formation but they may not exit their initial deployment hex (even for Special Results) until they are released. This restriction is immediately lifted for an individual unit or leader if an enemy unit moves within 8 hexes of that unit or leader. The turn of release (when they are free to move) is listed below:
- 5:00 All units north of Brinton's Ford Road
- 5:00 MG Lafayette
- 5:20 Wayne's Wing and the Light Infantry Brigade (LIB)
- 5:40 Greene's Wing and the North Carolina Brigade (NCB)
- 5:40 General Washington, BG Knox, and the WG unit.
F. Rules 2.8 and 2.9 apply to this scenario.
G. Americans may not cross a Brandywine Creek hexside during the entire scenario.
H. BG Wayne is a Detachment Leader. His Detachment consists of his Wing and the Light Infantry Brigade (LIB). MG Sullivan is also a Detachment Leader. His Detachment consists of Stephen's Wing and Alexander's Wing (except for the LIB). LG Knyphausen is a Detachment Leader. His Detachment consists of the four Commands of his Wing.
I. British Foot Infantry units set up in Line, Hook, or March Column. Artillery units set up in March Column (Limbered). Light infantry breakdown units set up in Skirmish formation; any parent units set up in the formations specified for Foot Infantry. All units east of Brandywine Creek set up facing south, southeast, or east. All units west of Brandywine Creek set up facing southeast, northeast, or east (facing Brandywine Creek).
J. British units that start the scenario east of Brandywine Creek may not Rapid March during the course of the scenario.
K. Any British units and leaders that are west of Brandywine Creek are considered to be "In Command" regardless of the LOC distance to their superior leader. This rule does not apply to units once they move east of Brandywine Creek.
L. During turns 4:20 PM through 5:40 PM (inclusive) the Hessian Jaegers (Jag) and 2nd Light Infantry battalion (2Lt) have the following movement restrictions: Their MPs are reduced to a maximum of 2. They may be activated only once per turn, regardless of Special Results. If they fail an Initiative die roll, they may move only 1 hex in that Movement Segment.
M. The British may not cross any Brandywine Creek or ford hexside until the 5:20 PM turn. In that turn, the British player selects either the Chadd's Ford or Chadd's Ferry hexside as his crossing site (but not both). British units may only cross a Brandywine Creek hexside which is within 4 hexsides of the selected ford hexside.
N. Any British unit which moves adjacent to hex NW5912 cannot move for the remainder of the scenario. As an exception, such a unit may move normally in a subsequent British Activation if an American unit moves within 8 hexes. Note that this rule affects victory conditions--see 7.3d E.
O. At the end of any turn in which no American unit is north of hex row 48XX (exclusive), the following British units are removed from play: all of the Guards Brigade, 1st British Grenadier Battalion (1Gr), and the three Hessian Grenadier battalions (Lengerke, Linsingen, and Minnigerode).
P. The British 71st Regiment has two battalions and a Commander who together form a Command. The second battalion (2/71) is assigned the task of guarding the British baggage train and therefore may never voluntarily move to within 8 hexes (inclusive) of an American unit. If within 8 hexes of an American unit due to American movement, 2/71 may not move during its own Activation so as to be closer to (i.e., within fewer hexes of) the American unit. Each SP loss to 2/71 counts as 3 losses rather than 1.
Q. Optional. Include the 10th Regiment of Foot as part of the British 2nd Brigade. The 10th deploys on the west side of Brandywine Creek adjacent to any friendly unit.
7.3b American Setup
General Washington [GW], BG Knox [KNO], MG Lafayette [LAF] (SE2132)
Detachment Leader MG Sullivan [SUL] (with any unit of Alexander's Wing or Stephen's Wing)
MG Greene's Wing [GRE]
1st Virginia Brigade [1VaB]: 1Va, 5Va, 9Va, 13Va, Fld/1VaB (SW6103, SW6003, or SW5902, with at least one unit in each of these hexes)
2nd Virginia Brigade [2VaB]: 2Va, 6Va, 10Va, 14Va, StPa, Fld/2VaB (SW5802, SW5701, or SE2533, with at least one unit in each of these hexes)
MG Stephen's Wing [STE]
3rd Virginia Brigade [3VaB]: 7Va, 11Va, 15Va, Fld/3VaB (within 1 hex of NE3629); 3Va (within 4 hexes of NE3425)
4th Virginia Brigade [4VaB]: 4Va, 8Va, 12Va, Gray, Patt, Fld/4VaB (within 1 hex of NE3632)
MG Alexander's Wing [ALE]
3rd Pennsylvania Brigade [3PaB]: 3Pa, 6Pa, 9Pa, 12Pa, Spen, Fld/3PaB (within 1 hex of NW3802)
New Jersey Brigade [NJB*]: 1NJ, 3NJ, Fld/NJB, HAZ/2MdB** (within 1 hex of NW3805)
*The Command Leader is the generic 'Commander'.
**This unit sets up with the NJB and is considered part of the NJB for all purposes--they do not need to be Attached.
North Carolina Brigade [NCB]: 1NC, 2NC, 3NC, 4NC, 5NC, 6NC, 7NC, 8NC, Fld/NCB (within 1 hex of NE6828)
Light Infantry Brigade [LIB]: BG Maxwell, CCM, LI (within 5 hexes of SW5004)
The LI unit may set up as the parent unit or as its breakdown components.
BG Wayne's Wing [WAY]
1st Pennsylvania Brigade [1PaB]: 1Pa, 2Pa, 7Pa, 10Pa, Hart (within 2 hexes of SW5506*); Fld/1PaB (SW4809)
*The American player can opt to have one of the 1PaB infantry units set up in or adjacent to SW4809.
2nd Pennsylvania Brigade [2PaB]: 4Pa, 5Pa, 8Pa, 11Pa, Fld/2PaB (within 2 hexes of SW5808)
7.3c British Setup
General Howe [WH] (within 1 hex of any unit of Cornwallis' Wing)
LtCol Cleveland [CLE] (with any artillery unit of Knyphausen's Detachment)
LG Knyphausen's Wing [KNY]
1st Brigade [1st]: 4/1st (within 1 hex of NW5621); Fld/1st (NW6319); 49/1st (within 1 hex of NW6619); 23/1st (within 1 hex of SW5018); 28/1st (within 1 hex of SW5220)
2nd Brigade [2nd]: 27/2nd (within 1 hex of NW6519); 5/2nd (within 1 hex of NW6718); 40/2nd (within 1 hex of SW4718); 55/2nd (within 1 hex of SW4818); Fld/2nd (within 1 hex of SW5219); 10/2nd (see rule 7.3a Q)
71st Foot Regiment [71st]: 2/71 (within 1 hex of SW4927); 1/71 (within 1 hex of SW5116)
Hessian Brigade [HES]: Lb/Hes, Rgt/Lb (within 1 hex of SW4719); Mir/Hes, Rgt/Mir (within 1 hex of SW4620); Don/Hes, Rgt/Don (within 1 hex of SW4422); Cbd/Hes, Rgt/Cbd (within 1 hex of SW4421); Fld/Hes (within 1 hex of SW4817)
MG Cornwallis' Wing [COR]
Guards Brigade [Gds]: 1Gd/Gds (NW1210), 2Gd/Gds (NW1209)
4th Brigade [4th]: 33/4th (NW1006), 46/4th (NW1005), 64/4th (NW1004), 37/4th (NW1003), Fld/4th (with any 4th Brigade unit)
Independent Grenadiers and Artillery
Grenadiers: Len (NW1010), Lin (NW1009), Min (NW1008)
Grenadiers: 1Gr (NW1208), 2Gr (NW1207)
Artillery: Fld/CORa, Fld/CORb (in the 11xx hexrow, adjacent to any unit of the 4th Brigade)
Independent Light Infantry Units
Light Infantry: A/1Lt (NW1206), B/1Lt (NW1205)
Light Infantry: A/2Lt (NW1204), B/2Lt (NW1203)
Jaegers: A/Jag (NW1202), B/Jag (NW1201)
FRC (in Skirmish within 1 hex of SW4916)
QR* (within 1 hex of SW5016)
*The QR unit may set up as the parent unit or as its breakdown components. QR starts the game with 1 SP loss which does count for all game purposes.
British Reinforcements
The British 3rd Brigade arrives on the map in the 4:20 PM turn at the entry hexes specified below. They enter in the formations specified in 7.3a H [sic: the formation rules are printed as 7.3a I] except that the artillery may enter in Road Column.
3rd Brigade [3rd]: 17/3rd (NW1005), 44/3rd (NW1006), 15/3rd (NW1007), MG Grey, 42/3rd*, Fld/3rd (NW1005 to NW1007 inclusive)
*In its turn of entry, the 42nd Foot has only 3 MPs available instead of its usual 4 MPs.
7.3d Victory Conditions
A. Victory is determined at the end of the 8:40 turn by comparing the SP losses of the British and American sides. For this scenario, an entire artillery unit must be eliminated in order to count for 1 SP loss for victory purposes. Total the SP losses of both sides and then divide the British total into the American total. Next, round this result down to the first decimal place. For example, if the Americans lose 17 SPs and the British lose 6, the 17 is divided by 6 (resulting in a 2.8333), rounded to 2.8. Finally, increase or decrease this number according to the modifiers below to produce the victory result.
B. For purposes of computing SP losses, each infantry SP loss above eight in the American NCB counts as three losses, and each loss to the British 2/71 unit counts as 3 losses.
C. Add 1 to the victory result if an Unrouted British unit is in or adjacent to Painter's Crossroads (hex SE3102) in the last turn of the scenario and the British line of communications is not interdicted.
D. Subtract 1 if the British line of communications is interdicted. For purposes of this rule, the British line of communications consists of the following road segments (inclusive):
- Forks Road, NW1007 to NW2803
- Street Road, NW2803 to NE2826
- Birmingham Road, NE2826 to NE3626 to NE4024 to NE4814
- New Road, NE4814 to SE1212
- Birmingham Road, NE5113 to NE5807
- Chester Road, NE5807 to SE1606
- connecting road, SE1212 to SE1606
- Nottingham Road, NE5834 to SE2331
"Interdicted" is defined as: 1) an Unrouted American unit or its ZOC occupies any above road hex; and/or 2) an Unrouted American unit can perform Fire Combat against any hex of the line of communications. For purposes of determining if Fire Combat can be performed against a hex of the line of communications, ignore the effect of night on LOS and ignore the presence of units blocking LOS.
E. Subtract .5 from the victory result if the British fail to have Unrouted infantry units totaling at least 18 SPs simultaneously adjacent to hex NW5912 at the end of at least one turn during the course of the scenario.
F. Victory is based on where the modified victory result falls within the following ranges:
- American Victory: 1.75 or less
- Draw: between 1.8 and 2.2 (inclusive)
- British Victory: 2.25 or higher
G. See rule 7.1d D for examples of computing victory.
7.4 Scenario 4: The Grand Battle
This scenario recreates the full battle starting with the latter phase of the covering force action conducted by Maxwell in the morning. This will likely be followed by several turns in which the only activity is an artillery duel between Knyphausen and the American center left. Unlike Washington, the American player knows when and where Cornwallis' column will enter the map, hence the rules freezing American units. A major change from the previous scenarios will be the inclusion of Sullivan's and Armstrong's Wings, thereby making the contest much more equal.
7.4a Special Rules
A. This scenario starts on the 8:00 AM turn and its last turn is the 8:40 PM turn. The End Turn Number is 12. All maps are used.
B. The American line of retreat is toward SE3201 or NE5801. For the British units of Cornwallis' column, the line of retreat is toward NW1007. For the British units of Knyphausen's column, the line of retreat is toward NW5834.
C. Players may encounter a period of relative inactivity until all American units are unfrozen. To expedite the game, players may elect, by mutual agreement, to not roll for Initiative on any particular turn up to 2:20 PM. On those turns, simply move all American units and then move all British units.
D. The American player deploys his units first. All American Line Infantry sets up in Line or Hook and all artillery must be Unlimbered. Light Infantry can set up as parent units or breakdown units and any eligible units can set up in Skirmish. All units must face west or southwest.
E. Place an ENTRENCHED marker on each of the American artillery units. Also place an ENTRENCHED marker in hexes SW4421, SW4422, SW4522.
F. The entrenched marker in SW4422 has 2 SPs of 'organic' American artillery. Place a 2 SP marker in the hex to represent this artillery. (The BAR Primer has a counter to use for this artillery.) The organic artillery cannot move, is always Unlimbered, fires like Field artillery, and can only fire through the two hexsides of the ENTRENCHED marker. Any infantry unit(s) stacked with the organic artillery may combine fire with it against the same target during the Fire Combat Segment. Fire Combat losses are never assessed against the organic artillery stacked with infantry unless the player performing the Fire Combat chooses to do so. The artillery does not participate in Close Combat (except Defensive Fire) and is automatically eliminated if a British combat unit enters its hex. The artillery has no Effectiveness Rating, is always in Good Order and Morale, and never undergoes Disorder/Morale Checks. The organic artillery counts as zero SPs for all purposes. Eliminated organic artillery SPs do not count as SP losses for purposes of Army Morale or victory. Organic artillery may stack with infantry in Skirmish and may fire no matter where it is in that stack.
G. Rules 2.8 and 2.9 are used in this scenario.
H. All American units and leaders are "frozen" except for the Light Infantry Brigade. Frozen units and leaders cannot be Activated, even by a Special Result. A unit/leader becomes "unfrozen" for the rest of the scenario (i.e., it is permitted to be Activated and move normally) under the following conditions:
- In the 10:00 AM turn one infantry unit from Sullivan's Wing (except the Delaware Regiment) is unfrozen.
- In the 11:00 AM turn one Wing is unfrozen.
- In the 2:20 PM turn and thereafter, all remaining American units and leaders are unfrozen.
- For each British combat unit counter that crosses a Brandywine Creek hexside or one of its ford hexsides from west to east, the American player may designate one of his Commands and its leader to become unfrozen. The Command's Wing Leader also becomes unfrozen, as well as Washington, Lafayette and Knox.
- A unit becomes unfrozen if it is the target of Fire Combat.
I. American skirmishers that are west of Brandywine Creek are not affected by rule 2.6 C.
J. The American player may create a Detachment during any Command Control Segment. Any of the Wing Leaders (except Armstrong) can be Detachment Leaders but the leader so chosen must be the senior leader in his Detachment. To create a Detachment, the American player announces who will command the Detachment and the Commands and Independent units that will comprise the Detachment. No more than three Commands can be part of a Detachment and all of the Commands of the chosen Wing Leader must be part of the Detachment. No more than two Detachments may be in play at the same time.
K. The British player may create a Detachment at the start of the battle or during any Command Control Segment. Only Cornwallis, Knyphausen, and Grant can be made Detachment Leaders. To create a Detachment, the British player announces who will command the Detachment and the Commands and Independent units that will comprise the Detachment.
L. The British 71st Regiment has two battalions and a Commander who together form a Command. The second battalion (2/71) is assigned the task of guarding the British baggage train and therefore may never voluntarily move to within 8 hexes (inclusive) of an American unit. If within 8 hexes of an American unit due to American movement, 2/71 may not move during its own Activation so as to be closer to (i.e., within fewer hexes of) the American unit. Each SP loss to 2/71 counts as 3 losses rather than 1.
M. The units of Cornwallis' column may not Rapid March during the course of the scenario.
N. Optional. Include the cavalry in the scenario as follows:
- British unit 16Da enters with Knyphausen's column after the Donop Regiment
- British units 16Db and 16Dc enter at hex NW1009 in the 4:00 PM turn. They only have 2 MPs on the turn of entry.
- Place all four American cavalry units (Bl, By, Sh, Wh) together within 1 hex of any one Wing Leader or Washington (but not adjacent to an enemy unit) at the start of the 4:20 PM turn.
O. Optional. Include the 10th Regiment of Foot as part of the British 2nd Brigade. This unit enters the map between the 27th regiment and the Lieb regiment.
7.4b American Setup
General Washington [GW], BG Knox [KNO], MG Lafayette [LAF], WG (SE2132)
MG Sullivan's Wing [SUL]
1st Maryland Brigade [1MdB]: 1Md, 3Md, 5Md, 6Md, Fld/1MdB (within 2 hexes of NW5313); Del (within 1 hex of NW2517)
2nd Maryland Brigade [2MdB]: 2Md, 4Md, 7Md, Ger, Fld/2MdB (within 2 hexes of NW5612); Haz/2MdB* (enters the game as a reinforcement on the 2:40 PM turn at hex NW1014 in any formation)
*Treat this unit as an Independent unit until such time as it comes within the LOC of the 2MdB Command Leader, at which point it reverts to 2MdB command.
MG Alexander's Wing [ALE]
3rd Pennsylvania Brigade [3PaB]: 3Pa, 6Pa, 9Pa, 12Pa, Spen, Fld/3PaB (within 1 hex of NW5603)
New Jersey Brigade [NJB*]: 1NJ, 3NJ, Fld/NJB (within 1 hex of NW5603)
*The Command Leader is the generic 'Commander'.
North Carolina Brigade [NCB]: 1NC, 2NC, 3NC, 4NC, 5NC, 6NC, 7NC, 8NC, Fld/NCB (within 1 hex of NE6828)
Light Infantry Brigade [LIB]: BG Maxwell, CCM (SW4421), A/LI (SW4422), B/LI (SW4522)
Place a 2 SP marker in SW4422 to represent 2 SPs of artillery per rule 7.4a F.
BG Wayne's Wing [WAY]
1st Pennsylvania Brigade [1PaB]: 1Pa, 2Pa, 7Pa, 10Pa, Hart (within 2 hexes of SW5506*); Fld/1PaB (SW4809)
*The American player can opt to have one of the 1PaB infantry units set up in or adjacent to SW4809.
2nd Pennsylvania Brigade [2PaB]: 4Pa, 5Pa, 8Pa, 11Pa, Fld/2PaB (within 2 hexes of SW5808)
MG Greene's Wing [GRE]
1st Virginia Brigade [1VaB]: 1Va, 5Va, 9Va, 13Va, Fld/1VaB (within 2 hexes of SW6012)
2nd Virginia Brigade [2VaB]: 2Va, 6Va, 10Va, 14Va, StPa, Fld/2VaB (within 2 hexes of SW6015)
MG Stephen's Wing [STE]
3rd Virginia Brigade [3VaB]: 3Va, 7Va, 11Va, 15Va, Fld/3VaB (within 2 hexes of SE2929 but must be south of the stream)
4th Virginia Brigade [4VaB]: 4Va, 8Va, 12Va, Gray, Patt, Fld/4VaB (within 2 hexes of SE3231)
MG Armstrong's Wing [ARM]
1st Pennsylvania Militia [1PaM]: McP, MP, FB, WL, TY, Cumb (within 2 hexes of SW6019)
2nd Pennsylvania Militia [2PaM]: SP, EC, GL, LL, BL, UB (within 2 hexes of SW6623)
7.4c British Setup
All British units enter as reinforcements in one of two columns: Knyphausen's column and Cornwallis' column. Command Leaders enter with any unit of their Command and Wing Leaders enter with any unit of their Wing.
Knyphausen's Column
All units enter at hex NW5834 in the 8:00 AM turn in Road Column. Units must enter in the following order:
- Queen's Rangers*, Ferguson's Rifle Corps,
- 4th, 28th, 49th, 5th, 23rd 40th, 55th and 27th Regiments,
- Lieb, Mirbach, Combined, and Donop Regiments (each with their respective regimental guns),
- Fld/1st, Fld/2nd, Fld/Hes, 2/71, 1/71.
LtCol Cleveland enters with any artillery unit.
*QR starts the game with 1 SP loss which does count for all game purposes.
Cornwallis' Column
All units enter in the 4:00 PM turn unless specified otherwise. Units enter with a reduced number of MPs as indicated, for the turn of entry only. Units may enter in Line, March Column, or Limbered except as noted otherwise.
Guards Brigade [Gds]: all units -2 MPs. 1Gd/Gds (NW1010), 2Gd/Gds (NW1009)
Hessian Grenadiers: all units -3 MPs. Len (NW1010), Lin (NW1009), Min (NW1008)
British Grenadiers: all units -2 MPs. 1Gr (NW1008), 2Gr (NW1007)
Light Infantry: all units -3 MPs and in Skirmish formation. A/1Lt (NW1006), B/1Lt (NW1005), A/2Lt (NW1004), B/2Lt (NW1003), A/Jag (NW1002), B/Jag (NW1001)
4th Brigade [4th]: all units -3 MPs. 33/4th (NW1006), 46/4th (NW1005), 64/4th (NW1004), 37/4th (NW1003), Fld/4th (enter with any 4th Brigade unit)
General Howe and the Fld/CORa and Fld/CORb artillery units enter on the 4:00 PM turn with any friendly units. The artillery enter with -3 MPs.
3rd Brigade [3rd]: The 3rd Brigade arrives on the map in the 4:20 PM turn. The artillery may enter in Road Column. All movement is normal except that the 42nd Foot is -1 MP.
17/3rd (NW1005), 44/3rd (NW1006), 15/3rd (NW1007), 42/3rd, Fld/3rd (NW1005, NW1006, or NW1007)
7.4d Victory Conditions
A. The Americans win if the British Army Loss total reaches or exceeds 75. The British win if the American total reaches or exceeds 105. If both sides reach these numbers simultaneously, the game is a draw. If neither side reaches these loss totals by the end of the 8:40 PM turn, the Americans win.
B. For purposes of computing SP losses, each infantry SP loss above eight in the American North Carolina Brigade (NCB) counts as three losses. The loss of the Washington Guard unit (WG) counts as 10 SP losses. Each loss to the British 2/71 units counts as 3 SP losses.
7.5 Scenario 5: Howe's Option
This scenario allows the British to select their scheme of maneuver onto the map. It therefore explores certain "what ifs" of the battle of Brandywine. Rather than just an exploration in alternative history, however, in some respects it is more faithful to the battle by recreating the dilemma posed to Washington. He must now cover various possible British avenues of approach while sifting through several sporadic and sometimes contradicting intelligence reports to determine where Howe will attack.
7.5a Special Rules
A. This scenario starts on the 5:00 AM turn and its last turn is the 8:40 PM turn. The End Turn Number is 12. All four maps are used as well as the 'Brandywine Off-Map Movement Chart'.
B. The American line of retreat is toward SE3201 or NE5801. For the British units, the line of retreat is towards the entry hex listed on the box of the 'Brandywine Off-Map Movement Chart' that accords with where they entered the map.
C. To expedite the game, players may elect to skip Activation dierolls and/or Special Events on 'quiet' turns. This is recommended at least until any British forces enter the map.
D. The American player deploys his units first. All American Line Infantry set up in Line or Hook and all artillery set up Unlimbered. Light Infantry can set up as parent units or breakdown units and any eligible units can set up in Skirmish. All units must face west or southwest. All American units on the map are free to move on any turn.
E. Place an ENTRENCHED marker on each of the American artillery units. Also place an ENTRENCHED marker in hexes SW4421, SW4422, SW4522.
F. The entrenched marker in SW4422 has 2 SPs of 'organic' American artillery. Place a 2 SP marker in the hex to represent this artillery, or the BAR Primer has a counter to use for this artillery. The organic artillery cannot move, is always Unlimbered, fires like Field artillery, and can only fire through the two hexsides of the entrenched marker. Any infantry unit(s) stacked with the organic artillery may combine fire with it against the same target during the Fire Combat Segment. Fire Combat losses are never assessed against the organic artillery stacked with infantry unless the player performing the Fire Combat chooses to do so. The artillery does not participate in Close Combat (except Defensive Fire) and is automatically eliminated if a British combat unit enters its hex. The artillery has no Effectiveness Rating, is always in Good Order and Morale, and never undergoes Disorder/Morale Checks. The organic artillery counts as zero SPs for all purposes. Eliminated organic artillery SPs do not count as SP losses for purposes of Army Morale or victory. Organic artillery may stack with infantry in Skirmish and may fire no matter where it is in a stack.
G. Rules 2.8 and 2.9 are used in this scenario.
H. American skirmishers that are west of Brandywine Creek are not affected by rule 2.6 C.
I. The American player may create a Detachment during any Command Control Segment. Any of the Wing Leaders (except Armstrong) can be Detachment Leaders but the leader so chosen must be the senior leader in his Detachment. To create a Detachment, the American player announces who will command the Detachment and the Commands and Independent units that will comprise the Detachment. No more than three Commands can be part of a Detachment and all of the Commands of the chosen Wing Leader must be part of the Detachment. No more than two Detachments may be in play at the same time.
J. The British player creates a Detachment from the reinforcing column that does not include General Howe--see the British setup rules. He may also create a Detachment from Commands on the map during any Command Control Segment. Only Cornwallis, Knyphausen, and Grant can be made Detachment Leaders. To create a Detachment, the British player announces who will command the Detachment and the Commands and Independent units that will comprise the Detachment.
K. The British player must assign a unit or units to guard the British baggage train. These units must total at least 10 SPs. They may never voluntarily move to within 8 hexes (inclusive) of an American unit. If within 8 hexes of an American unit (due to American movement) they may not move during their own Activation so as to be closer to (i.e., within fewer hexes of) the American unit. Each SP loss to the assigned unit(s) counts as 3 victory points rather than 1.
L. Optional Regiment. Include the 10th Regiment of Foot as part of the British 2nd Brigade.
M. Optional Cavalry. Include the cavalry in the scenario. The British player can assign the three 16D units to any desired column. They can be split between columns. One or two American cavalry units can be brought into play in the Initiative Determination Phase following the map entry of the first British column. All remaining American cavalry units are placed on the map upon the arrival of the last British column. American cavalry units entering during the same turn are placed on the map within 1 hex of the same American Wing Leader or Washington (but not adjacent to a British unit).
7.5b American Setup
General Washington [GW], BG Knox [KNO], MG Lafayette [LAF], WG (SE2132)
MG Sullivan's Wing [SUL]
1st Maryland Brigade [1MdB]: 1Md, 3Md, 5Md, 6Md, Fld/1MdB (within 2 hexes of NW5313); Del (within 1 hex of NW2517)
2nd Maryland Brigade [2MdB]: 2Md, 4Md, 7Md, Ger, Fld/2MdB (within 2 hexes of NW5612); Haz/2MdB (Box C of Off-Map display with 4 SP loss marker); Det/Haz (Box 24 of the Off-Map display)
MG Alexander's Wing [ALE]
3rd Pennsylvania Brigade [3PaB]: 3Pa, 6Pa, 9Pa, 12Pa, Spen, Fld/3PaB (within 1 hex of NW5603)
New Jersey Brigade [NJB*]: 1NJ, 3NJ, Fld/NJB (within 1 hex of NW5603)
*The Command Leader is the generic 'Commander'.
North Carolina Brigade [NCB]: 1NC, 2NC, 3NC, 4NC, 5NC, 6NC, 7NC, 8NC, Fld/NCB (within 1 hex of NE6828)
Light Infantry Brigade [LIB]: BG Maxwell, CCM (SW4421), LI/LIB (Box 2 of the Off-Map display)
Place a 2 SP marker in SW4422 to represent 2 SPs of artillery per rule 7.4a F.
BG Wayne's Wing [WAY]
1st Pennsylvania Brigade [1PaB]: 1Pa, 2Pa, 7Pa, 10Pa, Hart (within 2 hexes of SW5506*); Fld/1PaB (SW4809)
*The American player can opt to have one of the 1PaB infantry units set up in or adjacent to SW4809.
2nd Pennsylvania Brigade [2PaB]: 4Pa, 5Pa, 8Pa, 11Pa, Fld/2PaB (within 2 hexes of SW5808)
MG Greene's Wing [GRE]
1st Virginia Brigade [1VaB]: 1Va, 5Va, 9Va, 13Va, Fld/1VaB (within 2 hexes of SW6012)
2nd Virginia Brigade [2VaB]: 2Va, 6Va, 10Va, 14Va, StPa, Fld/2VaB (within 2 hexes of SW6015)
MG Stephen's Wing [STE]
3rd Virginia Brigade [3VaB]: 3Va, 7Va, 11Va, 15Va, Fld/3VaB (within 2 hexes of SE2929 but must be south of the stream)
4th Virginia Brigade [4VaB]: 4Va, 8Va, 12Va, Gray, Patt, Fld/4VaB (within 2 hexes of SE3231)
MG Armstrong's Wing [ARM]
1st Pennsylvania Militia [1PaM]: McP, MP, FB, WL, TY, Cumb (within 2 hexes of SW6019)
2nd Pennsylvania Militia [2PaM]: SP, EC, GL, LL, BL, UB (within 2 hexes of SW6623)
7.5c British Setup
All British units enter the map as reinforcements but their path to the map is hidden from the American player. These rules allow for this hidden off-map movement and the possibility of the British columns being discovered.
A. Sequence of Actions: Off-map movement follows the sequence of actions listed on page 25. Note that some actions take place every turn, while other actions take place only on the hourly turn (i.e., the :00 turn). The movement of units onto the map as well as on the map is also listed to show when this takes place.
B. Column Record: The British player uses the Column Record as found on page 25 to manage his columns and reports.
C. Organization of British Reinforcements: All British Commands and Independent units are divided into two columns as determined by the British player. All units of the same Command must belong to the same column. Cornwallis is assigned to one column and Knyphausen to the other. Howe must be assigned to one of the columns. Both Cornwallis and Knyphausen are Wing Commanders, and the column that does not have Howe is a Detachment with the Wing Commander as the Detachment Leader. The British player records this organization on the Column Record after the name of the column.
D. Route of March: Refer to the 'Brandywine Off-Map Movement Chart.' Both British columns begin at Box 1 (Kennett Square). The British player prerecords the entire path to be taken by each column in the "Box" column of the Column Record. This is done by listing for each hourly turn the numbers corresponding to the consecutive boxes (indicated by arrows) that connect Box 1 (Kennett Square) with the desired lettered box. A lettered box (A, B, C, D, or E) is the destination of the column. That lettered box is keyed to map entry hexes on the 'Brandywine Off-Map Movement Chart.' This is where the column will enter the map. Any turns and boxes where the British will voluntarily delay movement must also be indicated. A column may enter a box previously entered; it is not required to follow the direction of connecting arrows on the chart. In addition, the British player assigns a random whole number between 0 and 9 for each turn in which a column occupies a numbered box; this number is entered under the "British #" column of the Column Record.
Example: Emulating General Howe, the British player wishes to enter the map with one of his columns at Osborne Hill, which is Box D, so that the column will enter at NW1006/NW1007. From Kennett Square, he selects a route and assigns random numbers indicated by parentheses as follows: 5 AM, 4 (6); 6 AM, 5 (8); 7 AM, 9 (2); 8 AM, 14 (6); 9 AM, 20 (1); 10 AM, 21 (9); 11 AM, 26 (6); 12 PM, 27 (0); 1 PM, 28 (9); 2 PM, D.
E. Off-Map Movement: In every hourly turn, each column moves one box or delays movement in a box according to its plotted route of march. In the 5:00 AM turn, however, only one column may exit Kennett Square. This means that the second column cannot perform off-map movement until the 6:00 AM turn. British off-map movement is performed in step 3 of each :00 turn. British units are not actually placed on the 'Brandywine Off-Map Movement Chart.' Rather, they are 'moved' secretly per the route of march that was plotted for them.
Example: The British are divided into two columns, one with Howe and Cornwallis and the other with Knyphausen. In the 5:00 AM turn, Howe's column moves from Box 1 (Kennett Square) to Box 4 (lower Great Valley Road). In the 6:00 AM turn, Howe's column moves to Box 5 (Great Valley & Street Roads), while Knyphausen's column moves from Box 1 (Kennett Square) to Box 2 (Welch's Tavern). In the 7:00 AM turn, Howe's column moves to Box 9 (Great Valley Road), while Knyphausen's moves to Box 3 (Kennett Meeting House). Howe's column will eventually reach Box D in the 2:00 PM turn, while Knyphausen will reach Box A in the 8:00 AM turn.
F. American Reconnaissance: After the British columns have performed their off-map movement (or not moved) for that hourly turn, the American player calls out a whole number between 0 and 9 for each column, specifying one for Cornwallis' column and the other for Knyphausen's. The British player records this number under the "American #" for that column and turn. He then adds the number called out to the random number he assigned to the column for that turn. If the sum exceeds 9, he subtracts 10 from the sum. This resulting number is entered under "Sum of #s." For each British column, he uses this sum/modified sum to determine if American reconnaissance has detected the column. If the sum is a 0 through 3, the column is detected and a True report is rendered. If the result is a 4, it is a False report, the column is not detected, and the British player can prepare a report that says absolutely anything he wishes. If the sum is 5 through 9, the column is not detected and there is no report. Enter the type of report (True, False, or None) that is to be rendered under the "Report" column of the Column Record. If a column is detected, a True report will be rendered to the American player and the report must state the number of infantry SPs in the column to within 10 SPs and the number of artillery SPs to within 4 SPs (do not count battalion guns when determining the number of artillery SPs). These values are entered under "Infantry SPs" and "Artillery SPs" columns.
Example: In the 7:00 AM turn, the American player calls out the number 8 for Cornwallis' column. This is added to the 2 recorded by the British player for a sum of 10 from which 10 is subtracted, yielding 0. Cornwallis' column has been detected, and the word True is listed under the "Report" column. Since Cornwallis' column has 104 infantry SPs and 16 artillery SPs, the British player records 100 infantry SPs and 12 artillery SPs to be reported under "Infantry SPs" and "Artillery SPs."
G. Rendering of Reports: The British player identifies the shortest path of connected boxes between the detected column's box and the nearest lettered box. The presence of an enemy column in any of these boxes is irrelevant. He counts these boxes, excluding the detected column's box. This number is written down under "Boxes" on the Column Record and represents the amount of twenty-minute turns that must pass before the True or False report is rendered (excluding the current turn). The time for this report to be rendered is entered under "Time" on the Column Record. At the start of the turn when the report is to be rendered, the British player reads off the turn that the column was detected (from the "Turn" box), the location of the detection, and the number of infantry and artillery SPs recorded. He then checks off that the report has been rendered by marking an X in the "X" box.
Example: Cornwallis' column is detected in Box 20 (Trimble's Ford) in the 9:00 AM turn. The report travels by the shortest route to a lettered box as follows: Box 21 (9:20 AM); Box 26 (9:40 AM); Box 27 (10:00 AM); Box 28 (10:20 AM); Box D (10:40 AM). At the very start of the 10:40 turn, the report is rendered to the American player and checked off. The intelligence report may state, for example, "7:00 AM, Box 5 (Great Valley and Street Roads), 100 infantry SPs, 12 artillery SPs."
H. British Dissembling: The British player may mislead the American player into thinking he will receive a report (whether True or False) when, in actuality, he will not. This can be done, for instance, by scribbling on the Column Record as if recording a report. False reports need to be made up on the turn they were 'detected' and then rendered on the arrival turn.
I. Map Entry: A column enters the game map as reinforcements in the turn of its arrival in its lettered box. These reinforcements enter the map at the hex corresponding to the lettered box as listed under Mapsheet Entry Hexes on the 'Brandywine Off-Map Movement Chart.' The column's combat units enter in Road Column unless the British player elects to exercise his option under Deployment (see point M below). Note that there are two entry points for Box D (Osborne Hill); the column may enter at hex NW1006, NW1007, or both hexes. The units of a column will enter the map Disordered unless the British player exercises his option to deploy (see Deployment below).
J. Fatigue: A British column earns fatigue for conducting its off-map movement. To determine the amount of fatigue it earns, count the boxes along the route of march (however, do not count Box 1 [Kennett Square] or the lettered box). Divide the result by 3 and round down to the nearest whole number; this is the number of fatigue points the column earned. For every fatigue point earned, every unit in the column has its Effectiveness Rating adversely increased by +10 for the remainder of the scenario. Alternately, if players wish to use the BAR Fatigue option, each point of Fatigue gained by marching equates to one level of Fatigue.
Example: Continuing with the previous example, the column arriving at Box D (Osborne Hill) passed through 9 boxes (excluding Box 1 and Box D). Nine divided by three yields 3 fatigue points.
K. Rest: At the British player's option, a column can remove fatigue points by remaining in its destination lettered box and delaying its entry onto the game map as reinforcements. For every twenty-minute turn of delay, the units in the column lose one fatigue point. Fatigue points are lost at the end of a turn. Once any unit of the column enters the map, the entire column can no longer rest for the remainder of the battle. Rest can only be performed in a lettered box. A column cannot rest by not moving during off-map movement.
Example: Howe's column reached Box D at 2:00 PM with 3 fatigue points. The British player decides to delay the column's entry onto the map by three turns, i.e. until 3:00 PM. This three turn delay results in the column losing its three fatigue points. Instead, the British player could have decided to wait less, thereby losing only one or two points depending on the number of turns delayed.
L. Rapid March: A column which earns any fatigue points cannot perform Rapid March upon mapsheet entry or on any turn thereafter even if these fatigue points are removed through rest. Rapid March is not possible on the 'Brandywine Off-Map Movement Chart.'
M. Deployment: A column may also opt to delay its entry onto the map in order to deploy, which means that the units of the column are spreading out off-map for a concerted map entry. If the British player does not wish to deploy, all units of the column will enter the map Disordered and in Road Column at the column's entry hex (with the attendant traffic jam) on the actual turn of entry. If the British player wishes to deploy, the entry is delayed one turn for each Command comprising the column. (Independent units do not affect the number of turns required to delay for deployment.) The units of a deployed column may enter the map within three hexes of its entry hex, in any formation, in Good Order. (Exception: A column entering via Box C [Wister's Ford] may not enter the map at hexes NW1015, NW1016, or NW1017 [i.e., the hexes to the west of Brandywine Creek].) It is not permissible to deploy only part of the column; it must be deployed in its entirety.
Example: Howe's column arrived at Box D at 2 PM. His Command consists of the Guards, 3rd, and 4th Brigades and sundry Independent units. He rested for three turns to remove his 3 fatigue points. He waited an additional three turns in order to deploy his three Commands. This means the column can enter the map on the 4:00 PM turn.
N. American Screen: Three American units form a screen and set up on the 'Brandywine Off-Map Movement Chart.' The Light Infantry Battalion (LI/LIB) starts the battle in Box 2 (Welch's Tavern). Hazen's Regiment (Haz/2MdB) starts the battle in Box C (Wister's Ford) with a 4 SP loss marker under it, while Hazen's Detachment (Det/Haz) starts at Box 24 (Buffington's Ford). The loss marker does not represent actual losses but rather the 4 SPs that are in the detached unit. Thereafter, these units function as described below.
- Light Infantry Battalion (LI/LIB): In step 2 of each hourly turn, the battalion may move to an adjacent box, if desired. This movement can only be from Box 2 (Welch's Tavern) to 3 (Kennett Meeting House), or from Box 3 to Box A (Chadd's Ford); it may never move to any other boxes. This American screen movement is done before British column movement. Following this American and British movement, if the battalion and a British column are located in the same box, a skirmish takes place. To resolve the skirmish, both players roll a die. If the British result is a 1, the LI unit loses one SP. If the American skirmish die result is a 1, 2 or 3, a unit from the British column loses one SP (the British player may select any Light Infantry unit to receive the loss; if no light unit is with the column, then any infantry or cavalry unit with the column may take the loss). If the battalion and a British column are in the same box, the British column is automatically detected and a True report is rendered as described in point G. During off-map movement, if the LI unit does not move, the co-located British column may nevertheless exit the box and continue on its route of march. If the LI unit is in Box A, it may be freely placed in hex SW4421, SW4422, or SW4522 at the start of that turn in any Formation. However, if a British column enters the map from Box A (Chadd's Ford) and the battalion has not yet entered the mapsheet, the battalion is out of play for the rest of the scenario.
Example: In the 5:00 AM turn, the LI unit remains at Box 2 (Welch's Tavern), and Knyphausen does not move from Box 1 (Kennett Square); instead, Howe's column moved to Box 4 (lower Great Valley Road). In the 6:00 AM turn, the LI unit is again stationary, and Knyphausen's column enters Box 2, precipitating a skirmish that results in no SP losses. A True reconnaissance report is prepared for the American player. In the 7:00 AM turn, the LI unit moves to Box 3 (Kennett Meeting House) followed by Knyphausen, resulting in a skirmish in which 1 British SP is lost (the loss is assessed against the Queen's Rangers which is with Knyphausen's column). Again, a True reconnaissance report is prepared. In the 8:00 AM turn, the LI unit enters Box A (Chadd's Ford), again followed by Knyphausen. The generates [sic] yet another True reconnaissance report. The American player elects to place the battalion's breakdown counters in Skirmish formation in SW4421 and SW4422 at the start of the 8:00 AM turn.
- Hazen's Regiment and Detachment: Hazen's Regiment (Haz/2MdB) may not move to an adjacent box; it may only remain in Box C or enter the map. It starts the game with a 4 SP loss marker but these do not represent actual losses; rather, they represent the splitting off of 'Hazen's Detachment.' Hazen's Detachment (Det/Haz) may move to an adjacent box (i.e., from Box 24 [Buffington's Ford] to Box 25 [NE of Wister's Ford] or from Box 25 to Box C [Wister's Ford]); it cannot move to any other boxes. This American movement is done in step 2 of any :00 turn, before British column movement. No skirmishing takes place between Hazen's Detachment and a British column in the same box. However, if they are in the same box, a True reconnaissance report is prepared for the American player per point G. If Det/Haz does not move, any co-located British column may nevertheless exit the box and continue on its route of march. If both Hazen's Detachment and Regiment are simultaneously in Box C, remove the Detachment from play (and the 4 SP loss marker from the Regiment) to represent their consolidation. If the Detachment or Regiment is in Box C after off-map movement, it may enter the mapsheet at hex NW1014 in that same turn in any formation desired.
O. Optional Third Column. Instead of restricting the British to two columns, allow them to have a third column under Grant. If Howe is not with a column, the column leader is a Detachment Leader and the column is a Detachment. The American player need not be told whether the British player is using two or three columns. When playing with this variant, the American player will call out three numbers (for Cornwallis, Knyphausen, and Grant) no matter how many columns the British player has in play. This may require further dissembling on the part of the British player.
7.5d Victory Conditions
A. The Americans win the instant the British Army Loss total reaches or exceeds 75. The British win the instant the American total reaches or exceeds 105. If both sides reach these numbers simultaneously, the game is a draw. If neither side reaches these loss totals by the end of the 8:40 PM turn, the Americans win.
B. For purposes of computing SP losses, each infantry SP loss above eight in the American North Carolina Brigade (NCB) counts as three losses. Also, the loss of the Washington Guard unit (WG) counts as 10 SP losses. Each SP loss to the assigned British Baggage Guard counts as three losses.
Column Chart for Scenario 5
The printed page is a blank Column Record for each British column (Knyphausen's Column and Cornwallis' Column), with one row for each turn from 5:00 AM through 8:00 PM and the headings Turn, Box, British #, American #, Sum of #s, Report, Infantry SPs, Artillery SPs, Boxes, Time and X. The headings are described in the Column Record Key below; the blank grid itself is not reproduced.
Column Record Key
- Box = Record box number/letter or NM for no movement
- British # = Record British random number between 0 and 9
- American # = Record American random number between 0 and 9
- Sum of #s = Sum of British # + American #. If sum exceeds 9, -10 from sum
- Report = If sum is 0-3, report is True; 4 is False; 5-9, No report
- Infantry # = True report must give Infantry SPs +/-10
- Artillery # = True report must give Artillery SPs +/-4
- Boxes = Shortest path of boxes from column to nearest lettered box
- Time = Time that a report must be given to the Americans. Count one :20 minute turn for each point of the "Boxes" number.
- X = Mark when a report has been rendered to the Americans.
Actions
- XX:00 turn:
- British player renders report to American player
- American player performs off-map movement
- British player performs off-map movement
- Resolve skirmish between American Light Inf and British columns
- American player calls out numbers for reconnaissance
- Movement by units already on map and onto map
- British rest (column loses one fatigue point)
- XX:20 and XX:40 turns:
- British player renders report to American player
- Movement by units already on map and onto map
- British rest (column loses one fatigue point)
Brandywine Rules Summary
The printed summary is a quick-reference restatement of the rules above. Blue entries are American rules and red entries are British rules, as printed.
General
- 6 SPs must be in a hex to form Square (2.1b)
- 8 SPs per hex of Road Column (2.1c)
- 2 SPs of artillery per hex of Road Column (2.1c)
- 6 SPs per hex stacking for Skirmish (2.1d)
- No Regimental Integrity (2.2a)
- Cavalry is optional and only used in scenarios 4 and 5 (2.3)
- Cavalry can only stack 1 unit per hex (2.3c)
- All cavalry is Light Cavalry (2.3d)
- All Light Infantry breakdown units are Skirmish-capable as are the FRC and CCM units (2.6 B)
- Units in Skirmish are limited to 2 MPs unless they are within 2 hexes of a friendly unit (2.6 C)
- Command Leaders are replaced by 'A' counters except US Militia leaders use the 'B' counters (2.4a)
- Army, Wing, and Detachment Leaders are replaced by seniority (3.2a, 4.2a)
- No replacement for Special Leaders
Artillery
- Limbered Artillery can stack with Attack Column: use MP costs for Artillery and Facing for Infantry (2.2d A)
- Unlimbered Artillery fired on by Artillery: minimum 1 SP loss, no rounding down (2.2d B)
- May Rapid March using Road Movement (2.2d C)
- Op.Fire at any range vs. Road Movement (2.2d D)
- Limbered artillery may Rout, Rout Retreat, and Voluntary Rout (2.5b)
- Artillery may lose SPs for Rout (2.5b B)
- Unlimbered artillery may Voluntarily Rout, but not regular Rout. (2.5b C)
- Regimental guns cost 1 MP to limber or unlimber and can only unlimber or fire when stacked with infantry. (2.2d G)
- Regimental guns can stack with Infantry in RC, MC or AC and can combine fire with them. (2.2d G)
- Choice of Fire Combat loss to Regimental guns (2.2d G)
- Regimental guns have no stacking value (2.2d G)
- Regimental guns prolonge 2 hexes (2.2d G)
- Artillery losses affect Army Loss differently (2.2d F)
Rout
- Rout Marker indicates Voluntary Rout; Rout side of counter indicates Involuntary Rout
- For artillery Involuntary Rout, use a white blank marker
- May decline Rally Check for Vol Rout units. (2.5a A)
- Vol Rout units do not count for Army Morale (2.5a E)
- Voluntary Rout failed Morale Check changes to Rout with no SP loss (2.5a A, 2.5d)
- Voluntary Rout during Movement Segment: up to 8 hexes for Inf, Cav and Lim Arty, 4 hexes for UL Arty (2.5a C)
- Voluntary Rout from declined Rally roll in Rally Phase: up to 4 hexes for Inf and Arty, 6 for Cav. (2.5a B)
- Normal Rout: Full 4 hexes for Inf & Limbered Arty, full 6 hexes for Cav; Unlimbered Arty eliminated. (2.5b B)
- Out of Command units can Voluntarily Rout (2.5a D)
- Artillery may lose SPs for Rout (2.5b B)
Light Conditions (2.7)
- Dusk: Artillery fire uses smaller multiples
- Night: Cavalry Charge Range of 0, no Pursuit
- Night: No Defender Reactions
- Night: use over 1/2 MPs, make Disorder Check (A) with +10 modifier except if using Road Movement
- Night: Road Movement rate of 1/2 MP per hex
- Night: No Rapid March
- Night: No Leader Initiative; automatic OOC
Entrenchments (2.8)
- Cover two hexsides only
- Combat bonuses if attacked through the hexsides
- Cannot be placed in road hexes
- Artillery cannot prolonge across
- Fire combat at target in an entrenchment, through an entrenchment hexside is shifted one column to the left
- Attacking in Close Combat across entrenchment = -4CV
Combat
- 6 SPs max fire from a Line hex (2.1a)
- 7 SPs required to form a 2 hex Line (2.1a)
- Unlimbered Artillery fired on by Artillery: minimum 1 SP loss, no rounding down. (2.2d B)
- Any range arty Op.Fire vs. Road Movement (2.2d D)
- Knox & Cleveland: arty units in adjacent hexes can fire separately at the same target at 4+ hexes (3.2b A, 4.2b B)
- American Cavalry has a 2 hex Charge Range, British has a 1 hex Charge Range (2.3d)
- Cavalry charge range is 0 at Night
- Cavalry: 0 Charge Range in Woods/Bramble (2.3e)
- Cavalry: no ER and CV bonuses in Woods/Bramble (2.3e)
- Light Infantry can Retreat Before Combat when attacked by infantry and by cavalry if in woods/bramble (2.6 D)
American Rules (3.0)
- American units only add +3 to ER for affecting terrain for Disorder Check (A) (2.2c)
- American units may not enter Attack Column unless stacked with a Leader (3.3)
- Americans in AC add +10 to Disorder Check (B) (3.3)
- Americans in AC add +1 to Facing Change costs (3.3)
- CCM unit is Light Infantry but fires as Militia (2.6 E)
- Cavalry have a 2 hex Charge Range (2.3d)
- Can block either Chadd's Ferry or Chadd's Ford (2.9)
- Maxwell can activate NJB and LIB together (3.2b C)
- Lafayette can attach units (3.2b B)
British Rules (4.0)
- Grant can command the 1st Brigade and 2nd Brigade as one activation (4.2b A)
- Queen's Rangers are Light Inf but fire as Foot Inf (2.6 E)
- Light Infantry only add +3 to ER for affecting terrain for Disorder Check (A) (2.2c)
- Cavalry have a 1 hex Charge Range
Initiative Special Results Summary (6.2)
Army Morale (6.2a)
- Make Army Morale roll with -1 modifier
Leader Lapse (6.2b)
- Army Leader may not trace LOC or modify Initiative rolls
- If result is rolled again, Leader 'unlapses' and acts normally
Confusion (6.2c)
- Command Leader is chosen by player who did not roll result
- Chosen Leader makes 2 Initiative rolls: if both fail, Leader is Finished. If 1 fails and 1 passes, Leader is activated with restrictions. If both rolls pass, Leader is fully activated.
Free Combat (6.2d)
- Command Leader is chosen by player who rolled the result
- Chosen Leader must roll for Initiative
- If Initiative is passed, Command may engage in a Close Combat or Fire Combat Segment
- If Close Combat, units may advance 1 hex
Special Rally (6.2e)
- Pick one Command and do a Disorder Recovery Segment and then a Rally Phase for all units within Command Range
Leader Initiative (6.2f)
- Chosen Leader must roll for Initiative
- If Initiative is passed, all units in Command Range get a free Movement Segment
Battle Tempo (6.2g)
- Move End Turn marker up or down 1 space
Scenario Rules Summary
In the printed summary, blue entries are American rules and red entries are British rules.
Scenario 1 Rules (7.1a)
- (American) 4:20 and 4:40 turns, only 3rd VA can move. Others can change facing/formation
- (American) 5:00 and 5:20 turns, only Washington, Knox, and Greene's Wing cannot move
- (American) Movement restrictions lift if enemy unit is within 8 hexes
- (American) Sullivan is a Detachment Leader over Alexander's and Stephen's Wings
- (British) 4:20 to 5:40 turns, Jaegers and 2Lt are limited to 2 MPs
- (British) Once no American unit is north of 48xx hexrow, British player loses certain units
- (British) British units may not Rapid March
Scenario 2 Rules (7.2a)
- Wayne and Knyphausen are Detachment Leaders with a Command Rating of +1 and a WAN of 9
- (American) Place Entrenched markers on every artillery unit
- (American) Americans may not expend MPs until 5:20 turn
- (American) Americans may not cross Brandywine Creek
- (British) British may not cross Brandywine Creek until 5:20 and must cross within 4 hexsides of either Chadd's Ford or Chadd's Ferry
- (British) Any British unit that moves adjacent to NW5912 cannot move for the rest of the scenario. This affects victory.
- (British) All units west of Brandywine Creek are In Command
- (British) 2/71 unit may not move within 8 hexes of an American unit and counts for triple SP losses
Scenario 3 Rules (7.3a)
- (American) Units north of 58xx hexrow: On 4:20 and 4:40 turns, only 3rd VA can move. Others can change facing/formation
- (American) 5:00 and 5:20 turns, only Washington, Knox, and Greene's Wing cannot move
- (American) Units south of 58xx hexrow: Place Entrenched markers on every artillery unit. May not expend MPs until 5:20 turn
- (American) Movement restrictions lift if enemy unit is within 8 hexes
- (American) Sullivan is a Detachment Leader over Alexander's and Stephen's Wings. Wayne is a Detachment Leader for his Wing and the LIB Command.
- (American) Americans may not cross Brandywine Creek
- (British) 4:20 to 5:40 turns, Jaegers and 2Lt are limited to 2 MPs
- (British) Once no American unit is north of 48xx hexrow, British player loses certain units
- (British) British units that start east of Brandywine Creek may not Rapid March
- (British) Knyphausen is a Detachment Leader for the Commands of his Wing.
- (British) British may not cross Brandywine Creek until 5:20 and must cross within 4 hexsides of either Chadd's Ford or Chadd's Ferry
- (British) Any British unit that moves adjacent to NW5912 cannot move for the rest of the scenario. This affects victory.
- (British) All units west of Brandywine Creek are In Command
- (British) 2/71 unit may not move within 8 hexes of an American unit and counts for triple SP losses
Scenario 4 Rules (7.4a)
- Both sides may create Detachments
- (American) Place Entrenched markers on every artillery unit and hexes SW4421, 4422, 4522
- (American) 2 SPs of organic artillery in SW4422
- (American) American skirmishers west of Brandywine Creek are not affected by rule 2.6 C.
- (American) All units are frozen (cannot be activated) except for LIB
- (American) At 10:00 one unit from Sullivan's Wing is unfrozen
- (American) At 11:00 one Wing is unfrozen
- (American) At 2:20 all remaining units are unfrozen
- (American) For each British combat unit that crosses Brandywine Creek, one Command is unfrozen
- (American) A unit that is fired at is unfrozen
- (British) 2/71 unit may not move within 8 hexes of an American unit and counts for triple SP losses
- (British) Units of Cornwallis' column may not Rapid March
Scenario 5 Rules (7.5a)
- Both sides may create Detachments
- (American) Place Entrenched markers on every artillery unit and hexes SW4421, 4422, 4522
- (American) 2 SPs of organic artillery in SW4422
- (American) American skirmishers west of Brandywine Creek are not affected by rule 2.6 C.
- (British) Baggage Train guard may not move within 8 hexes of an American unit and counts for triple SP losses
- (British) All British units are reinforcements and have special rules
Unit Key and Loss Chart Explanation
The printed page is a diagram key. The field labels of each counter and loss-chart type are listed below, followed by the printed explanations.
Loss Chart Explanation
- Army Leader row: Command Range, Counter Abbreviation, ER Bonus, CV Bonus, Command Rating, Replacement Type, Full Name, Army Loss Value, WAN
- Wing Leader row: Command Range, Counter Abbreviation, ER Bonus, CV Bonus, Initiative Rating, Full Name, Army Loss Value
- Command Leader row: Command Range, Counter Abbreviation, ER Bonus, CV Bonus, Replacement Type, Full Name, Army Loss Value
- Infantry Unit row: Command Color, Counter Abbreviation, ER, CV, Unit Type, Loss Boxes (50% in grey)
- Artillery Unit row: Command Color, Counter Abbreviation, ER, CV, Unit Type, Loss Boxes
Counter Minutiae
Nationality symbols on the counters: American Continentals; American Continental Artillery; American Militia; British Infantry and Leaders; British Artillery; British Cavalry; Hessians.
The rough size of a unit is indicated by the dots on the top front of a counter. Single dots are companies, two dots are battalions, and three dots are regiments. This has no bearing on game play.
American army units have a blue reverse to the counter. British army units have a rose reverse to the counter.
Generic Counters
The counters shown are the generic black and white game play counters as found in later BAR games. Owners of the original Brandywine game will have most of the same counters, but they may have a different look.
Counter Explanation
- Army Leader General Washington (GW). Front: This unit has a '6' Command Range and an '8' Movement Allowance. Back: The +2 in white is his Command Rating. He also has a -12 ER Bonus and a +2 CV Bonus in red.
- Wing Leader MG Alexander (ALE). Front: This unit has a '6' Command Range and an '8' Movement Allowance. Back: The Initiative Rating of '6' is in yellow to show that this is a Wing Leader. He also has a -6 ER Bonus and a +1 CV Bonus.
- Command Leader BG Conway (3PaB). Front: This unit has a '4' Command Range and an '8' Movement Allowance. The 'ALE' shows that he is part of Alexander's Wing. Back: The Initiative Rating of '6' is in green to show that this is a Command Leader. He also has a -3 ER Bonus and a +1 CV Bonus.
- 12th Pennsylvania (12Pa) Line Infantry. Front: This unit has 5 SPs, and a Movement Allowance of 4. The '3PaB' shows it belongs to Conway's 3PaB Command. Back: This unit has a 28 ER and a +3 Combat Value (CV).
- Field Artillery unit (Fld). Front: This unit has 4 SPs, and a Movement Allowance of 4. The '3PaB' shows it belongs to Conway's 3PaB Command. Back: This unit has a 24 Effectiveness Rating (ER) and has 4 SPs. It may Fire and Prolonge 'FP'.
Status and Formation Markers
- The four markers Disorder, Shaken, Shaken/Disordered and Routed show a unit's Order and/or Morale status.
- The four markers Attack Column, Road Column, Square and Right Hook are used to denote specific formations.
- The two markers General Order and Skirmish on the left are used to denote specific formations. The 'extension' arrow is used to show an extended formation. The numbered markers are used to show Strength Point losses.
- The two markers Close Combat and Charge! on the left are used in Close Combat. The 'F' marker is used to mark units as Finished. The 'Out of Command' marker shows which units have that status.
Germantown
Obvious typographical slips in the printed booklet (for example "Rour" for "Rout", "Enp" for "End") are corrected in this transcription.
1. Game Information
1.1 Introduction
'The Surprise of Germantown' is Clash of Arms' fourth game of the 'Battles from the Age of Reason' (BAR) series of games. It was released in 2002 with the Second Edition BAR rules. In 2012 the Third Edition of the BAR rules (BAR v3) was released. This improvement to the BAR series begged for a revision of Germantown. This rules book is intended to update this BAR classic to the latest BAR standards for rules and charts. Because ownership of the original Germantown game is necessary for the use of these revised rules, the historical commentary, and design notes found in the original rules are not included here. Ownership of the BAR v3 rules is necessary to use this update. Players will also need to download and print the Germantown charts as found on the BAR website. Rules references for the Germantown rules are noted by the rules number (e.g. 1.2d) whereas rules references for the BAR Standard Rules are specified (e.g. Standard Rule 7.6).
1.2 Game Components
The revised game-specific charts for Germantown differ in some ways from the original charts. The charts contain the same information, just in a different format. It is hoped that players will find these innovations more user-friendly.
1.2a Loss Charts
A. Players may record losses to units by using the black and white SP loss markers and placing them under the unit, or by using the army Loss Charts. The Loss Charts contain all the information found on the counters. On the Loss Charts, Special Leaders are colored blue, Wing Leaders are yellow, and Command Leaders are green. A descriptive explanation of the information on the loss charts is found on the back page of these rules.
B. To use the Loss Charts, mark off the highest numbered box by each unit that takes losses. In addition to marking the loss to the unit, for each infantry or cavalry loss sustained, mark off one box on the correct nationality Army Loss Record. For artillery losses, see rule 2.2d G [sic: the artillery loss rule is 2.2d F; the printed reference is kept]. For any leader losses, mark off a number of boxes equal to the leader's loss value.
C. If the losses recorded on the 'Army Loss Record' plus the number of currently routed SPs reach one of the loss levels listed in grey, then that army must make an Army Morale roll on the next :00 turn, per Standard Rule 23.0. After a player rolls on his army's 'Current Loss Level' table, there is a track on which to make a note of the time rolled and the result. This will help keep track of which 'Current Loss Level' columns have already been used and the effects.
1.2b Terrain Effects Chart
The 'Terrain Effects Chart' (TEC) differs from the original chart in that it includes separate columns for costs when in Line or Column formation. It also includes the maximum stacking values for each hex (in parentheses). The TEC page also contains the Fire Combat Multiples & Ranges Chart. This chart shows the Fire Multiples for each type of unit for each hex in its range, and also the artillery minimum ranges for Opportunity Fire and for multiple artillery units firing.
1.2c Command Color Codes
The numbers for Strength Points/Command Rating and Movement Points have been color-coded. Units and leaders belonging to the same Command share the same color. This will facilitate their organization on the OOBs and also in tracing LOC on the map. These colors are also represented on the Loss Charts.
1.2d Turn Record Track
The 'Turn Record Track' is used to record the Game-Turns as well as progress along the End Turn track. It has separate spaces for each 20 minute turn, which makes it easy to place wounded leaders or reinforcements so that they arrive on the correct turn. Germantown does not have the 'Game Turn' and 'End Turn' markers used with the Third Edition BAR rules. Instead, place a blank marker on the correct time (in place of the 'Game Turn' marker) and place another blank marker on the '0' box of the 'Turn Record Track' (in place of the End Turn marker). The 'Turn Record Track' lists scenario information and has boxes in which players can place numbered loss marker counters in order to show each Army Leader's current Command Rating and Wing Activation Number.
1.2e Special Results Charts
The 'Special Results' charts are different for each side. Take care to use the correct column for Americans or British. The 'Special Results' charts contain abbreviated information on the results but for full explanations, see section 6 of these rules.
1.2f Morale and Disorder Check Charts
The 'Morale Check' and 'Disorder Check' charts are found alongside the 'Special Results' charts for Morale and Disorder Checks. Rule 6.9 explains how to use these charts.
1.2g Formation Change Diagram
The 'Formation Change Diagrams' chart shows the formation change costs for both armies. When using this chart, simply find the proper diagram for the type of unit and the formation change desired. Orient the diagram appropriately to the unit's facing, and use the proper costs for the nationality involved.
1.2h Formation, Fire Arc, ZOC, etc. Diagrams
A. This chart shows the various formations and their Front, Flank and Rear facings. It also shows Zones of Control and the firing arc for each formation. The arrows on the page show the allowed formation changes between the various formations.
B. At the bottom of the page is the 'Single Hex Facing Change Cost' diagram which shows facing change costs. This diagram is BAR-generic so it includes information that does not apply to Germantown. The two diagrams on the right will be those used most in Germantown. The diagram on the far left is used for units in Attack Column (note the +1 penalty for the Americans) and that on the near left for Americans in other columns.
1.2i 'Missing' Counters
Players should use white blank markers to record artillery Rout status (2.5b), brown blank markers to show Skirmish status, and colored blank markers for General Order. (The 'BAR Primer' has update counters for Germantown that represent the weather (2.7), the reduced strength units (3.1, 4.1), the Cliveden garrison (2.10) and General Order and Skirmish markers.)
2. General Special Rules
2.1 Strength Point Modifications
In order to represent the smaller scale of the battles in the American War for Independence, each infantry unit Strength Point (SP) represents 50 men instead of 100 men, each cavalry SP represents 25 men and their horses instead of 50, and each artillery SP represents 1 gun instead of 2 guns. This scale change for SPs requires the following adjustments to the BAR Standard Rules. Players should carefully analyze the stacking limits (as found on the revised Terrain Effects Chart) for each unit and formation.
2.1a Line
Both the British and American infantry use 2-rank Lines. The minimum SPs necessary for infantry to form a 2 hex Line is 7 SPs. For all Line/Hook Formations, the average (rounded) of the Combat Value of the units that contribute the top 6 (not 4) SPs for each hex of the Line/Hook is used when calculating a stack's final Combat Value. This is due to the adjustment for changing the SP scale and, for infantry, because Line density in a hex is reduced to reflect the two-line deployment in use at this time.
2.1b Square
There must be at least 6 (not 3) SPs in a hex for there to be a Square. If a Square formation falls below 6 SPs (not 3) it immediately changes to a single-hex Line. A maximum of 8 SPs may fire from a Square into each target hex.
2.1c Road Column
A maximum of 8 (not 4) SPs per hex may be in Road Column formation. In a multi-hex Road Column, each hex must have 8 (not 4) SPs with any remaining SPs (1 through 7) in the column's last (trailing) hex. Since no unit at Germantown is larger than 16 SPs, a single unit can occupy at most 2 hexes in Road Column. Artillery in Road Column formation can have up to 2 SPs per hex (not 1).
2.1d Skirmish
Up to 6 SPs may stack in Skirmish formation.
2.1e Maximum SPs Firing
Due to the unit scale change in Germantown, the maximum number of SPs that can fire from a hex for each formation is altered from the BAR Standard Rules. See the 'Fire Formation Chart' for a list of the values used in Germantown.
2.1f Fire Defense Value (Optional)
The reduced SP scale of Germantown creates Fire Combats with much higher odds columns than in other BAR games. As an option, double the Fire Defense Value of all terrain. This will even out the Fire Combat with the rest of the BAR series.
2.2 BAR Standard Rules Alterations
2.2a Regimental Integrity
Do not use the BAR Regimental Integrity rules.
2.2b "00" Initiative Rolls
Whenever players roll "00" for their Initiative rolls, instead of ignoring the roll it is an 'Army Morale' special result. See rule 6.2a for details.
2.2c Disorder Check (A) Modifiers
For a Disorder Check (A) that involves non-clear terrain, all American units and all British Light Infantry units only add +3 to their ER for each hex or hexside of triggering terrain.
2.2d Artillery
A. A Limbered artillery unit may stack with an infantry unit in Attack Column. The artillery unit is placed on the bottom of the stack. When the stack moves, the MP costs are calculated as for artillery and the Facing Change costs as for infantry. If the units unstack, the Limbered artillery unit is faced, at no cost, to either hexside adjacent to the hexpoint it was facing.
B. SP losses to artillery units due to fire from other artillery units are never rounded down to 0; there will always be at least a 1 SP loss if an SP loss is secured.
C. An artillery unit may Rapid March if it is in Road Column and is using Road Movement for its entire move.
D. All artillery units may fire and prolonge as described in Standard Rule 11.6. Artillery may not perform prolonge across/into certain terrain as indicated by a "No Prolonge" indication on the 'Terrain Effects Chart.'
E. Artillery units may perform Opportunity Fire at any range against any enemy unit performing Road Movement. This fire is not restricted to an artillery unit's minimum fire range. A reactive unit can perform Op.Fire once per Activation against each eligible active unit. The same active unit may be the target of Op.Fire from any number of reactive units during its Road Movement so long as the restrictions already noted are observed. Op.Fire triggered by Road Movement is resolved after the unit has performed Road Movement into a hex. The reactive player interrupts the unit's Road Movement and the Op.Fire takes place. This can occur even at the conclusion of the unit's Road Movement. The reactive player may select any eligible units to perform this special Op.Fire, but their Fire Strengths may only be combined if they are stacked in the same hex. If the target unit suffers no adverse result, it may continue its Road Movement and may undergo Op.Fire again from other reactive units. This type of Op.Fire does not count against the twice per hex limitation of Standard Rule 12.8e. The Artillery Special Ability of Knox and Cleveland cannot be applied to this form of artillery Op.Fire.
F. Artillery units do not count as losses in the standard BAR manner. Instead, it takes two 'Field artillery losses' before one box is marked off on the Army Loss Chart, and four 'Regimental artillery losses' before one box is marked off on the Army Loss Chart. This is noted on each army's Loss Charts.
G. The artillery units labeled "Ret" (for "regimental") are Hessian regimental guns. They can with equal accuracy be referred to as "battalion guns." Regimental guns are governed by the following special rules:
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It costs regimental guns 1 MP to limber or unlimber. Regimental guns have their own column on the TEC.
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Regimental artillery units may only unlimber in and/or fire from a hex that contains its respective infantry regiment.
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Regimental guns can prolonge two clear hexes per Activation instead of just one. If non-clear hexes or hexsides are crossed or entered, they can only prolonge one hex. If regimental guns prolonge only one hex, they still cannot make a Formation/Facing change (per Standard Rule 9.5).
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Limbered regimental guns can stack with their respective infantry unit when that unit is in Road Column, March Column, or Attack Column. When stacked with its respective infantry unit, regimental guns count as zero SPs for stacking purposes. Its Facing conforms to that of its infantry unit, and it expends MPs to change Facing like its infantry unit when stacked with it.
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An infantry unit and its regimental guns may combine their fire against the same target during the Fire Combat Segment. Regimental guns stacked with infantry in Line or Hook may fire as long as the guns are stacked above the sixth SP in the stack. For purposes of Standard Rule 12.4c, regimental gun SPs count as zero SPs when stacked with their parent unit.
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Regimental guns from different hexes may fire on the same target during the Fire Combat Segment as long as their respective infantry units are firing at that same target.
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Fire Combat losses are never assessed against regimental guns stacked on top of infantry unless the player performing the Fire Combat chooses to do so. In this latter case, follow the procedure as described in Standard Rule 12.9.
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Close Combat against a Routed infantry unit stacked with its regimental guns will result in an SP loss to the infantry unit rather than the artillery.
2.3 Cavalry Capabilities
2.3a SCM Costs
The 'Terrain Effects Chart' lists the SCM costs to enter each of the game's terrain types and which of those terrain types require charging cavalry to make a Movement Actions Disorder Check (A) at the end of its charge movement.
2.3b SCM Prohibitions
Special Cavalry Movement (SCM) is prohibited into/across Bridge or Pond hexsides or Walled Cemetery hexes. A Countercharge/Op.Charge cannot be triggered if it would require the cavalry to enter/cross terrain prohibited to SCM.
2.3c Stacking
A cavalry unit cannot end any Phase stacked with another cavalry unit. This means there can be only one cavalry unit per hex. Furthermore, a cavalry unit can never occupy more than one hex, no matter its formation.
2.3d Cavalry Qualities
All cavalry units in Germantown (Dragoons) are Light Cavalry and have a Charge Range of 2 hexes. They can Retreat Before Close Combat when attacked by infantry.
2.3e Cavalry and Woods
If a cavalry unit wants to charge from a woods hex or charge an enemy in a woods hex, the charged unit must be adjacent. In other words, in either of these situations, the charging unit's Charge Range is 0. For Close Combat, cavalry does not gain the -5 ER modifier or +1 to its CV when defending in a woods hex. There is no Pursuit for a cavalry unit charging against an enemy unit in a woods hex.
2.4 Leader Rules
2.4a Command Leader Replacements
A. Use the standard BAR black and white Leader Loss counters for lost Command Leaders. All Command Leaders in Germantown are replaced with the 'A' counters. (Army and Wing Leaders are replaced per rules 3.2 and 4.2a.)
B. When the replacement counter is picked, apply the modifiers listed on that counter to the original leader's values. The EM line modifies the original leader's ER Bonus modifier (this cannot go higher than 0). The IR line modifies the original leader's Initiative Rating (this cannot be less than 0). The CM line modifies the original leader's CV Bonus modifier (this cannot be less than 0). Record these modified values wherever convenient and keep the Leader Loss counter with the affected leader as a reference.
C. If a Command Leader becomes a Wing or Army Leader (per rules 3.2 and 4.2a) pick a Leader Loss marker to represent the new Command Leader; this marker will modify the original Command Leader's values.
2.4b Leader Loss Value
Every leader has a value which affects Army Morale when that leader is killed. This value is found on the army Loss Charts. Whenever a leader is killed, mark off the appropriate number of boxes on the Army Loss Record track. If a generic replacement leader is killed, use the value of the leader that was being replaced, minus 2, for the army loss result. With this rule, players get proper credit for killing off the replacement leaders.
2.5 Rout
In Germantown there are distinctions between Routed and Voluntarily Routed units. Units that are Routed in the normal manner should be flipped over to their 'Rout' side. Units that are Voluntarily Routed should have a Rout marker placed on them. This system will keep the unit status clear. Where they conflict, these rules supersede Standard Rules section 19.10.
2.5a Voluntary Rout
A. A player may decline to perform a Rally Morale Check (I) for a Voluntarily Routed unit. The player may instead allow the unit to continue to perform Rout Retreat. For a continuation of Voluntary Rout, the unit does not undergo a Morale Check (I) and no additional SPs are lost. If a Voluntary Rout unit undergoes a Rally Morale Check (I) and fails, it suffers the normal effects of failing the Morale Check and its status is changed from Voluntary Rout to Routed.
B. Voluntary Rout Retreat performed during a Rally Phase due to a declined Morale Check is 1-4 hexes for infantry and 1-6 hexes for cavalry; i.e. the units have the option of how many hexes to move. Rout Retreat due to a failed Morale Check remains a mandatory 4 hexes for infantry and 6 for cavalry.
C. Units may perform Voluntary Rout Retreat during the Movement Segment of their Command's Activation (in addition to the normal Rout Retreat of the Rally Phase). Voluntary Rout Retreat performed during a Movement Segment is 1-8 hexes for both infantry and cavalry.
D. Units performing a Voluntary Rout Retreat in their Movement Segment are considered "In Command." Therefore Out of Command units can Voluntarily Rout. A unit may Voluntarily Rout if activated during a Limited Activation.
E. Voluntarily Routed SPs do not count toward the current Routed SP Total when rolling for Army Morale.
2.5b Artillery and Rout
A. A Limbered artillery unit can Rout and perform Rout Retreat; such units are not eliminated (per the Standard BAR rules). In addition, a Limbered artillery unit may perform a Voluntary Rout. (Use a Rout marker to signify an artillery unit in Voluntary Rout status and a white, blank marker to signify a normal Rout.) Like infantry units, a Limbered artillery unit can move 1-8 hexes for a Voluntary Rout Retreat during its Movement Segment and 1-4 hexes for a Voluntary Rout Retreat during the Rally Phase.
B. An activated Unlimbered artillery unit may also Voluntarily Rout during its Movement Segment by first limbering and then performing a Voluntary Rout Retreat of 1-4 (not 1-8) hexes. This may also be done during a Limited Activation. This limbering is part of the Voluntary Rout. Therefore it costs no MPs, but it can precipitate Opportunity Fire as normal.
C. If a Routing artillery unit traverses a non-clear hex or hexside during its Rout Retreat, it may lose an SP. For each non-clear hex entered or hexside crossed, the owning player rolls a die. If the result is a 0 or 1, the artillery unit loses one SP. A hex or hexside is treated as clear if the artillery unit enters and exits the hex along a hexside containing a road.
2.5c Close Combat & Voluntarily Routed Units
A Voluntarily Routed unit that is attacked in Close Combat does not automatically Rout. Instead, it rolls a Morale Check (B) with a +15 "Routed" modifier. If it fails, its status is changed to that of involuntary Rout and it is subject to the normal penalties per Standard Rule 13.7d. If it passes, it retains its Voluntary Rout status and must retreat the full number of hexes (4 for infantry and Limbered artillery and 6 for cavalry) and is subject to Pursuit with all its normal ramifications.
2.6 Light Infantry
Only the British have Light Infantry--see rule 4.1b for a description of them as well as their special characteristics. Light Infantry breakdown units are Skirmish-capable. When they are in Skirmish formation, place a Skirmish marker on them (or a brown, blank marker). Without the marker, they are in a non-Skirmish formation.
2.7 Weather
A. Germantown has Heavy Fog, Light Fog, and Clear turns. The weather starts as Heavy Fog and will gradually lift to Clear. All turns between 5:20 AM and 7:40 AM inclusive are automatically heavy fog turns. Starting with the 8:00 AM turn, lifting fog is checked (see D below). The 'Turn Record Track' has spaces to mark the current Fog level.
B. In Heavy Fog turns, the maximum Fire Combat range for all units is 1 hex. The cavalry charge range is 0 and no cavalry pursuits are allowed. Defender Reactions are not allowed. Units perform Road Movement at the rate of 1/2 MP per road hex (5.2f). Rapid March is not permitted. Any unit that expends more than half (rounded) of its current MP allowance must make a Disorder Check (A) with a +10 fog modifier in addition to any other modifiers. (Exception: A unit whose movement in a turn consists only of Road Movement does not make this Disorder Check.) Any unit (including Leaders and Independents) that is outside of its proper LOC cannot roll for Initiative and is automatically Out of Command. Units and Commands in heavy fog may have to check for Disorientation and Wrong Turns (see 2.8 and 2.9).
C. In Light Fog turns, the maximum Fire Combat range for all units is 3 hexes. Also, units perform Road Movement at the rate of 1/2 MP per road hex (5.2f) but may Rapid March.
D. Starting with the 8:00 AM turn and every turn thereafter, the American player checks for lifting fog. To check, he rolls a die at the start of the turn. If the die result is a 0 through 6, the fog status is unchanged. If the die result is 7 through 9, the fog status changes as follows: if the previous turn had heavy fog, the current turn status is changed to light fog; if the previous turn had light fog, the current turn status and all turns thereafter are clear. If the fog is heavy at the start of the 9:00 AM turn, it automatically changes to light fog in that turn (do not make a dieroll). If there is still light fog at the start of the 11:00 AM turn, it automatically changes to Clear for the remainder of the scenario.
2.8 Disorientation
A. Whenever a Command is activated during a heavy fog turn and some of its units do not begin their move using Road Movement the Command must first be checked for Disorientation. Disorientation only affects those units that are not using Road Movement (Wrong Turns (2.9) affect all units using Road Movement). First, the player announces all units (to include Independent units) that will be activated with the Command. He then rolls 1 die for the Command. If the result is a 0, the Command is Disoriented (exception: Commands belonging to Stephen's Wing become Disoriented on a roll of 0 or 1). If a leader is stacked with a unit that is Disoriented, that leader must accompany the unit throughout its movement.
B. To apply the effects of Disorientation, first determine the direction along the hex grid in which most of the activated units (including Independent units) are facing (however, do not count any units outside the Command Leader's LOC). This is called the "Prime Direction." The Prime Direction could be 1 of 12 possible directions (counting both hexsides and hexpoints). If the Prime Direction could be more than one direction (due to 2 equal groups of units which each face in a different direction), randomly select which is to be the Prime Direction by a die roll. Next, the owning player rolls a die. If the result is odd, the Prime Direction is shifted clockwise by 60 degrees to the next hexside or hexpoint (depending on the formation). If the result is even or 0, the Prime Direction is shifted 60 degrees counterclockwise. This new direction is called the Disorientation Direction, and all activated units within the Command Leader's LOC are Disoriented. (If this is confusing, see the diagrams on page 22.)
C. Disoriented units must expend all their MPs as follows. First, execute an initial Facing Change (if necessary) so that all Disoriented units are facing as close as possible to the Disorientation Direction. If the Disorientation Direction is a hexside, a unit in a Formation facing a hexpoint must be faced so that that hexpoint is adjacent to (i.e., forms the end of) the Disorientation Direction hexside. If the Disorientation Direction is a hexpoint, a unit in a Formation facing a hexside must be faced so that the hexside is adjacent to (i.e., forms one of the sides of) the hexpoint. A unit must expend the minimum number of MPs possible to conform to the Disorientation Direction. Next, each Disoriented unit expends all its remaining MPs, moving in as straight a line of hexes as possible. The path of hexes selected must be such that the unit would end movement as far from its starting hex as possible. The unit cannot perform any Formation/Facing Change after the initial Facing Change. If the Disoriented unit moves adjacent to the map edge, an enemy unit, or a friendly, non-activated unit, the moving unit ceases movement for the remainder of the Activation.
D. Activated units outside the Command Leader's LOC undergo their own, individual check for Disorientation. Such units become Disoriented on a die roll of 0, 1 or 2. The unit then performs mandatory movement as described above.
E. At the end of all movement for the Activation, perform a Morale Check (J) with a +30 ER modifier for all non-activated friendly units to whom the Disoriented units moved adjacent. If a non-activated unit fails the Morale Check, it becomes Routed and immediately performs Rout Retreat. If this Rout occurs, also perform a Morale Check (J) with a +20 modifier for every friendly unit that is adjacent to the Routed unit's original hex but not itself adjacent to an activated, Disoriented friendly unit. If the check fails, this unit also Routs.
F. Units adjacent to enemy units are not subject to Disorientation. Moreover, such units are not used to determine the Prime Direction. Reinforcements are not subject to Disorientation during the Activation in which they first enter the map. Units designated as British Pickets are never subject to Disorientation. If a unit initially performs Road Movement and later continues movement off the road, the unit is not subject to Disorientation; instead it is subject to Wrong Turns (see 2.9).
2.9 Wrong Turns
A. Units (or stacks) that begin their move using Road Movement in heavy fog are not subject to Disorientation. Such units, however, are subject to Wrong Turns. When the unit (or stack) encounters a road intersection, the owning player announces whether the unit will continue movement and in which direction. If the unit continues movement, he rolls a die. If the result is a 0, the unit follows any other single intersecting road as randomly determined by a die roll. The unit taking the Wrong Turn must continue movement along the road up to the limits of its MPs. If the unit encounters further road intersections, continue to check for additional Wrong Turns. A unit which takes a Wrong Turn ceases movement when it encounters the map edge, an enemy unit, or a friendly non-activated unit. If a leader is stacked with a unit that takes a Wrong Turn, that leader must accompany the unit throughout its movement.
Example: A unit in Road Column during heavy fog expends 3 MPs to move from Hex W3705 to W3711 where it encounters a road intersection. The player announces that the unit will continue movement into W3712 and rolls a 0, causing it to take a Wrong Turn. As there are two other roads intersecting in the hex, the owning player assigns numbers of 0 to 4 to the first intersecting road (i.e., toward W3611) and 5 to 9 to the second (i.e., toward W3812). He rolls an 8, and the unit continues movement down the second intersecting road for 2 more hexes to W3912, expending its remaining MP.
B. Reinforcements are not subject to Wrong Turns during the Activation in which they first enter the map. The British Pickets are never subject to Wrong Turns.
2.10 Cliveden
A. The Cliveden hex (W3408) has special properties. When an infantry unit is adjacent to the Cliveden hex during its Command's Activation, it may, at no MP cost, detach up to 3 SPs to form the Cliveden Garrison. Place an SP loss marker with the unit to indicate the number of SPs it has detached to the Garrison and annotate the Loss Chart accordingly. These are not counted as losses to the unit or Army Losses. The Cliveden Garrison SPs can come from any number of units up to a maximum Garrison size of 3 SPs. A leader adjacent to a friendly Garrison may enter Cliveden.
B. A Garrison has no MPs and cannot exit the Cliveden hex. The only way these SPs can exit the hex is by being reattached to their parent unit (see point K below).
C. A unit may not move, charge, or perform Rout Retreat through the Cliveden hex. A unit may not perform Road Movement if within 2 hexes of Cliveden and in the LOS of an enemy Garrison. For this purpose, units block LOS, but heavy fog does not limit LOS.
D. The Cliveden Garrison never undergoes a Disorder or Morale Check and cannot Rout or become Shaken or Disordered. Such combat results therefore have no effect on the Garrison. SPs detached from a Routed unit to form the Cliveden Garrison are automatically in an Ordered organizational state and in a Good Morale state.
E. The Garrison has no formation per se. All hexes adjacent to the Garrison are Front hexes and are in the Garrison's ZOC.
F. The Cliveden Garrison is activated along with any friendly Activation, just as for any Independent unit.
G. Only 1 SP can fire out of a Cliveden single hexside for any purpose. A Garrison uses the same Fire Strength Multiples as Light Infantry. A Garrison cannot initiate Close Combat.
H. Only one Activation per Game-Turn can be used to perform Fire Combat and/or Close Combat against an enemy Cliveden Garrison. The fire defense value of Cliveden is 100.
I. 1. The Cliveden Garrison cannot retreat before Close Combat. Ignore all adverse Close Combat results against the Garrison except SP losses. Regardless of the Close Combat result, the attacker and defender can each lose a maximum of 1 SP during the Close Combat Resolution. Thus, a loss of 2 or 3 SPs is instead treated as a 1 SP loss.
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The maximum odds for Close Combat against a Garrison are 1.5:1. If the odds are calculated at 2:1 or higher, use instead the 1.5:1 odds column on the Close Combat Results Table. The Cliveden Garrison SPs are multiplied by 5 before calculating the Close Combat odds ratio. In addition, its CV is automatically a +8. A leader's CV Bonus is never applied to a combat involving the Garrison, whether the attacker or defender.
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If the Close Combat result against the attacker is an S, R, D, or M, the attacking unit(s) instead is Disordered and performs Back Up Movement but no Disorder Check (A) is applied. The Close Combat is then over (even for an M result).
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Ignore all Special Results involving Close Combat against a Garrison; just use the numbers as rolled to determine the Close Combat result.
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If the Cliveden Garrison is eliminated in Close Combat, attacking units do not perform Advance after Combat into the Cliveden hex. However, if so desired, the attacking player may detach SPs to create his own Garrison at the point when he would ordinarily Advance after Close Combat.
J. If the Garrison loses an SP due to combat, record the loss against the parent unit on the Loss Chart. If the Garrison was formed from more than one unit, roll a die to randomly determine which unit loses the SP. If a Garrison loses its last SP, any leaders in Cliveden are eliminated.
K. If a unit moves adjacent to Cliveden and already has SPs in the Garrison, any of those SP(s) may be reattached to its parent unit; SP markers and the Loss Charts are amended accordingly. The unit can also add more SPs to the Garrison (but never exceed a Garrison of 3 SPs). If a unit is eliminated from play, its Garrison SPs remain in Cliveden for the rest of the scenario unless eliminated.
L. If a player has a nonrouted friendly unit adjacent to Cliveden and Cliveden has an enemy Garrison, the player may attempt to set Cliveden on fire. This may be attempted only once per Game-Turn (even if Cliveden has already been attacked with Fire/Close Combat) at any time during the Movement Segment of the adjacent unit, at no MP cost. The attempt is resolved by a dice roll. If the player making the attempt rolls a 99, Cliveden is successfully set afire and remains so for the remainder of the scenario. The entire Cliveden Garrison surrenders (including any enemy leaders) and is counted as eliminated SPs. No Garrison can be formed for Cliveden once it is afire.
2.11 Wissahickon Creek
Wissahickon Creek runs from W1022/1023 to W3933/4034. No unit can cross any hexside of the creek. Therefore the area west of the creek is off limits for play.
3. American Special Rules
3.1 The American Army
A. All American infantry is Line Infantry. All American artillery is Field Artillery; the rules for Regimental guns do not apply to them. (See 2.2d for rules pertaining to artillery.)
B. When a unit of Wayne's Wing has to make a Pre-Close Combat Morale Check (B) or a Close Combat Morale Check (G) they gain a -5 ER modifier. This represents their thirst for revenge over the Paoli Massacre.
C. The following units start with reductions to their SP value:
- Sheldon's Dragoons: -6 SPs
- Bland's Dragoons: -6 SPs
- 4th Pennsylvania Regiment: -1 SP
- 5th Pennsylvania Regiment: -1 SP
- 8th Pennsylvania Regiment: -1 SP
- 11th Pennsylvania Regiment: -1 SP
These reduced strengths are indicated by SP markers but do not reflect actual losses for morale purposes, whether to the units themselves, or Army Morale, or for victory. These reduced strengths are also reflected on the 'Army Loss Records.' The 'BAR Primer' includes replacement counters for these units.
D. The two American cavalry units (Bl and Sh) are not initially in play as they are conducting reconnaissance and picket duty for the two columns. At the start of the first turn of light fog, they are placed on the map. Sheldon's Dragoons (Sh) is placed within one hex of General Washington and Bland's Dragoons (Bl) is placed within one hex of MG Greene (or their successors). These units may not be activated until the turn after they appear.
3.2 American Leader Replacement
A. The line of seniority is: Washington, Sullivan, Greene, Stephen, Alexander, McDougall, Maxwell, Nash, Wayne, Weedon, Muhlenberg, Woodford, Scott, Conway.
B. General Washington is the American Army Leader. He has a Wing Activation Number (WAN) of 7. If the Army Leader is lost, the most senior American leader replaces him as Army Leader. Any replacement Army Leader will have a WAN of 9 and a Command Rating of +1.
C. If an American Wing Leader becomes a casualty (or becomes the Army Leader), he is succeeded by the most senior available Command Leader that is part of his Wing. For the Wings of Sullivan and Wayne, the Command Leader who is closest to the lost leader becomes the new Wing Leader.
D. If a Detachment Leader has to be replaced, the senior leader in the Detachment becomes his replacement.
E. Command Leaders are replaced per rule 2.4a. There is no replacement for Special Leader Knox.
3.3 American Leaders
3.3a Brigadier General Knox
Knox is a Special Leader with artillery ability. When he is stacked with an activated artillery unit, that artillery unit, and all currently activated artillery units that are in the same and/or adjacent hexes, may fire at the same target during the Fire Combat Segment, even if the target is beyond Minimum Range. (This is an exception to Standard Rule 12.2c.) However, any fire is conducted separately by each hex of artillery involved; they do not combine into one fire. When Knox is Activated, he can Attach artillery units that he is stacked with per Standard Rule 6.4.
3.3b Brigadier General DeBorre
This Command Leader is not present at Germantown. Use the procedure in rule 2.4a to pick an "A" replacement for him.
3.4 Attack Column
American units cannot enter Attack Column unless they are stacked with their Command, Wing or Army Leader. Any American unit in Attack Column that moves and is not stacked with such a leader will become Disordered at the end of its move. Further, any units that perform a Facing Change while in Attack Column will add +10 to their ER for the Disorder Check (B). American units add 1 to their Facing Change costs when in Attack Column--see the 'BAR Formation, etc' diagram.
4. British Special Rules
4.1 The British Army
In these rules, the term 'British' encompasses all of the nationalities that are part of the British Army at Germantown.
4.1a Infantry
The British army has Light, Foot, Grenadier, and Guard infantry. Each of these types of units has its own row on the Fire Multiples and Ranges Chart.
4.1b Light Infantry
A. The British army has three Light Infantry units: the 'A' counter of the Queen's Rangers (QR) and the 1st and 2nd Light Infantry battalions (1Lt, 2Lt). See also rule 2.6.
B. The 1st and 2nd Light Infantry battalions have parent units and breakdown counters. They may Breakdown and Reform per Standard Rule 8.5. Only the breakdown counters are Skirmish-capable; the parent units are not. The Queen's Rangers (QR/A) does not have a parent unit and may not Breakdown or Reform, but is skirmish-capable.
C. Light Infantry may Retreat Before Close Combat when attacked by infantry, per Standard Rule 20.1. Also, units in Skirmish formation may Retreat Before Close Combat when attacked by cavalry if the Skirmishers are in woods hexes.
D. The Queen's Rangers fire as Foot Infantry. The other Light Infantry use the 'LI' row on the 'Fire Multiples' chart.
4.1c Artillery
A. British army artillery comes in two types: Field (Fld) and Regimental (Rgt). See rule 2.2d for special rules pertaining to all Germantown artillery. The regimental guns have special rules germane to them; see 2.2d G.
B. Both British 'COR' artillery units start the battle with only 2 SPs. These reduced strengths are indicated by SP loss markers but do not reflect actual losses for Morale purposes, whether to the units themselves or Army Morale, or for victory. These reduced strengths are also reflected on the 'Army Loss Records.' (The BAR Primer also has update counters for these units, as shown.)
4.2 British Leaders
4.2a British Leader Replacement
A. The British army line of seniority is as follows: Howe, Knyphausen, Cornwallis, Grey, Grant, Agnew, Mathew.
B. General Howe is the British Army Leader. He has a Wing Activation Number (WAN) of 7. If the Army Leader is lost, the most senior British leader replaces him as Army Leader. Any replacement Army Leader will have a WAN of 9 and a Command Rating of +1. The exception is that if Cornwallis becomes Army Leader he has a WAN of 8 and a Command Rating of +2.
C. The British army has only one Wing Leader (Knyphausen) and may not have Detachment Leaders. If Knyphausen becomes a casualty (or becomes the Army Leader), he is succeeded by the most senior available Command Leader that is part of his Wing. Command Leaders are replaced per rule 2.4a.
4.2b Specific British Leaders
A. Major General Grant commands both his own Command (the 2nd Brigade) and, when desired, the 1st Brigade as well. Ordinarily, the 1st Brigade can be activated as its own Command under its generic Commander. However, if the British player wishes, he may use Grant to activate the units of both the 1st and 2nd Brigades (as well as the 1st Brigade Commander). All normal rules for such an Activation apply; just treat it as a single Activation. If Grant becomes a casualty, his successor cannot activate the 1st Brigade.
B. Lieutenant Colonel Cleveland is a Special Leader with artillery ability. When he is stacked with an activated artillery unit, that artillery unit, and all currently activated artillery units that are in the same and/or adjacent hexes, may fire at the same target during the Fire Combat Segment, even if the target is beyond Minimum Range. (This is an exception to Standard Rule 12.2c.) However, any fire is conducted separately by each hex of artillery involved; they do not combine into one fire. When Cleveland is Activated, he can Attach artillery units that he is stacked with per Standard Rule 6.4.
C. Major General Cornwallis is a Special Leader who, when he is Activated, can attach any British unit to any Command. If Cornwallis becomes Army Leader he has a WAN of 8 and a Command Rating of +2.
4.3 British Pickets
The following units constitute the British pickets: 40th Regiment of Foot, 1st Light Battalion, 2nd Light Battalion, and both 'COR' artillery units. British picket units are all considered as Independent units and therefore are activated along with any other Command as normal. However, British picket units are automatically considered to be "In Command" without regard to LOC. If a unit of the British pickets falls within the LOC of an activated British Command Leader or Howe during a Command Control Segment, the unit is no longer part of the British picket. Henceforth, that unit can be "Out of Command" like any unit. It is possible for one Skirmish breakdown unit to be a British picket and its twin breakdown unit to not be a British picket; if such a light unit Reforms, the entire reformed light battalion is no longer part of the British picket. Skirmish units that are part of the British picket are not required to be within two hexes of a formed unit in order to function normally; i.e. rule 2.6 B does not apply to them.
4.4 British Surprise Rules
A. At the start of play, non-picket British units deployed on the map are "surprised." Infantry and cavalry units are flipped to their Routed side to show that they are surprised. Surprised artillery units are deployed Unlimbered and have a white blank marker placed atop them to signify surprise. Although these units are shown as being Routed, they do not Rout Retreat unless enemy action forces them to. Leaders as well as units constituting the British pickets are not surprised.
B. When it is activated, a surprised unit cannot move, Change Facing or Formation, initiate Fire Combat or Close Combat, or voluntarily Rout Retreat.
C. All surprised stacks that are not Routed must make a Disorder Recovery Check (G) in the Disorder Recovery Segment of their Activation. All surprised stacks that are Routed or Shaken must make a Rally Morale Check (I) in the Rally Phase. The only deviations from the normal BAR Rally procedure are that surprised units check their Rally Morale Check as a stack (using the non-artillery unit's ER) and a Routed unit that fails its Rally Morale Check (I) does not perform Rout Retreat.
D. A unit is no longer surprised when it is Ordered and has Good Morale at the start of the Command Activation Phase. This means the unit must have become Ordered and have attained Good Morale in a previous Activation.
E. A surprised unit may be forced to exit its starting hex. This can occur from a Close Combat Result or a failed Morale Check after suffering an SP loss from Fire Combat. A unit which involuntarily exits its starting hex is no longer surprised (although the unit does retain its current Organization State and Morale State).
F. Units in Routed Morale State due to surprise do not count toward the Current Routed SP Total for purposes of determining Army Morale.
5. Terrain Notes
5.1 General Notes
Section 5 is mostly for reference, but it should be read through at least once as there are some terrain-specific rules detailed here. The 'Terrain Effects Chart' (TEC) shows the costs for each terrain type for different unit types in differing formations. Take care that you use the correct column for a unit's type/formation. Also note that the stacking limits are included in the TEC. The numbers in parentheses show the maximum stacking allowed (in SPs) for each unit type/formation. Other notes listed on the TEC are fully explained in this section.
5.2 Hexes
5.2a Building Hexes
These have no effect on play and are only for historical interest. Most of the buildings on the Germantown map represent building hexes. See the Village rules for which hexes are Villages rather than buildings.
5.2b Cliveden
See rule 2.10.
5.2c Grade Hexes
Grade hexes are shown by long, brown lines. If Limbered artillery or a unit in Line moves from one grade hex to another without crossing a slope hexside, the MP cost is an additional 1/2 MP above the normal terrain cost of the hex. Artillery may not prolonge into a grade hex. A unit/stack attacking in Close Combat from one grade hex to another grade hex without crossing a slope hexside has its CV decreased by 1. Grade hexes do not block LOS but they are non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
5.2d Open Hexes
Open terrain is basic, open terrain--plains and fields. Open terrain does not block Line of Sight and is clear terrain.
5.2e Orchard Hexes
Orchards are shown by regular arrangements of trees rather than the random pattern of Woods. Orchards do block LOS but they are considered as clear terrain.
5.2f Rill Hexes
Rills are the small watercourses drawn within a hex. They have no effect on play; use the other terrain in the hex for all game purposes.
5.2g Road Hexes
Roads come in three types. Major Roads are shown by solid lines with brown hash marks. Minor Roads are shown by solid lines without hash marks. Paths are shown by a dotted outline. Along a major road, the Road Movement rate is 1/6 MP per hex (i.e. 3 hexes per 1/2 MP expended or 6 hexes per MP expended). Along a minor road, the Road Movement rate is 1/4 MP per hex (i.e. 2 hexes per 1/2 MP expended or 4 hexes per MP expended). The Road Movement rate for Paths is always 1/2 MP per hex. During any Fog turn, the Road Movement rate is reduced to 1/2 MP per hex for all Roads.
5.2h Village Hexes
Village Hexes are not denoted on the map in any special way. Therefore it is suggested that players mark them with blank markers from the counter sheet. The only Village hexes on the map are W5013, W5113, W5114, W5015 (see the red dots in the illustration). A unit/stack defending in Close Combat in a village hex has its CV increased by +3. A unit making a Morale Check in a village hex has its Effectiveness Rating reduced (i.e., improved) by -5. A Village hex blocks LOS and is non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
5.2i Walled Cemetery Hexes
A. Units in Skirmish formation remain in Skirmish formation when they enter a walled cemetery. Cavalry and artillery are prohibited from entering a walled cemetery. A non-Skirmish infantry unit that enters a walled cemetery hex changes to General Order formation and the 'Walled Cemetery' rules apply only to them. If opposing units are in adjacent hexes of the same walled cemetery, they are nevertheless both considered to be in distinct and separate cemetery hexes.
B. When an infantry unit occupies a walled cemetery hex, all adjacent hexes are Front hexes for that unit. This means the infantry unit exerts a ZOC in all 6 hexes adjacent to the cemetery hex. For firing, infantry SPs may be apportioned into these front hexes in any way desired so long as no more than 6 SPs fire across any one hexside. For purposes of Opportunity Fire, only one-half (rounded) of the SPs in the hex may fire into an adjacent hex. A unit in a walled cemetery hex performs Fire Combat using the Light Infantry Fire Combat Multiple regardless of the type of unit it is.
C. Opportunity Fire cannot be performed against a unit in a walled cemetery hex. This means that if a unit in an EZOC exits a cemetery hex, it does not undergo Opportunity Fire.
D. A unit/stack defending in Close Combat in a walled cemetery hex has its CV increased by +6. (Exception: if any attacking enemy unit is in Attack Column, the defending unit's CV is instead increased by only +3).
E. A Routed, Shaken, or Disordered unit which ceases movement/retreat in a walled cemetery hex automatically and immediately rallies with Good Morale and Ordered organizational state. A unit in a walled cemetery hex does not undergo any Morale Checks and cannot become Disordered, Shaken, or Routed. A unit in a walled cemetery hex may, however, become voluntarily Routed and perform Voluntary Rout Retreat.
F. A walled cemetery hex does not block LOS and does not cause Disorder Checks. It simply forces units that enter it to go to General Order.
5.2j Woods Hexes
An infantry or artillery unit/stack defending in Close Combat in a woods hex has its CV increased by +1 and such a unit undergoing a Morale Check in a woods hex has its Effectiveness Rating reduced (i.e., improved) by -5. To be a woods hex, the hex must have multiple tree images that randomly intersect the ground within the hex. For the special effects of woods on cavalry, see rule 2.3e. Artillery may not prolonge in woods. A woods hex blocks LOS and is non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
5.3 Hexsides
5.3a Bridge Hexsides
Bridges negate the Disorder effects of Streams only when using Road Movement. The only Bridge hexsides on the Germantown map are found at W6917/7018 and W4127/4128.
5.3b Creek Hexsides
The only Creek hexsides in Germantown are those that form Wissahickon Creek (see rule 2.11). Any other water feature labeled as a "Creek" is not a Creek in game terms.
5.3c Ford Hexsides
Fords are found in the hexsides where roads cross Streams and there is not a Bridge symbol. Fords over streams make the hexside that they cross into clear terrain.
5.3d Pond Hexsides
Pond hexsides are prohibited for movement or combat. They are only found in four places on the Germantown map, by the mills: W5229/5328, W6308/6408, W5507/5607, W4028/4127.
5.3e Slope Hexsides
A. Gentle Slopes. These hexsides have a single contour line and light brown stippling. Units in Line and Limbered artillery incur an added MP cost only when crossing a gentle slope hexside from a lower to a higher elevation hex. A unit does not incur this cost when going from a higher to a lower hex. An infantry or cavalry unit in a Column formation never incurs an MP cost for crossing a gentle slope hexside. A unit attacking in Close Combat across a gentle slope hexside from a lower to a higher elevation hex has its CV reduced by -1. Gentle slope is clear terrain and does not block LOS.
B. Regular Slopes. These hexsides have two contour lines and brown hash marks. Artillery may not prolonge across a regular slope hexside. Fire Strength is halved (rounded) for a unit firing across a regular slope hexside from a lower to a higher elevation hex. A unit attacking in Close Combat across a regular slope hexside from a lower to a higher elevation hex has its CV reduced by -2. Regular Slope does not block Line of Sight but is non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
C. Steep Slopes. These hexsides have three contour lines and dark brown hash marks. Artillery may not cross a steep slope hexside. Fire Strength is halved (rounded) for a unit firing across a steep slope hexside from a lower to a higher elevation hex. A unit attacking in Close Combat across a steep slope hexside from a lower to a higher elevation hex has its CV reduced by -4. Steep slope does block Line of Sight and is non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7.
5.3f Stream Hexsides
Stream hexsides do not block LOS. They are non-clear terrain for a Disorder Check (A) and for Standard Rule 8.7 unless crossed by a Ford (5.3c) or a Bridge (5.3a).
5.4 Line of Sight
5.4a Elevation Levels and Contours
A. The Battle of Germantown maps use contour lines to depict elevation. These lines are in 25-foot intervals. Each hex belongs to a single elevation. All the hexes between 2 different contour lines are at the same elevation. Note that, for artistic purposes, the contour lines have been drawn approximately rather than exactly along hexsides. A hex is considered to be at the elevation where the majority of the hex's area lies. The elevation of hexes should be obvious in almost all cases. If the hex's elevation is ambiguous, the hex is considered to be at the height of the contour line passing through it; if the hex has more than 1 contour line, the hex is considered to be at the higher level. Contour lines do not affect movement.
B. Elevation features (hills, spurs, ridges, etc.) are not treated as flat layers of terrain. Although it is not shown on the map, each elevation has a crest or hilltop, and Line of Sight (LOS) is blocked by them. The location of a crest or hilltop is determined by the relative position of the units between which the LOS is being traced and the contour lines the LOS crosses.
C. Because of the short Fire Combat ranges involved, virtually all LOS questions can be resolved by the intuitive reasoning of the players. However, when a question remains or the situation is too close to call, players must resort to the procedure listed in 5.4b (which itself might not yield an indisputable conclusion). In the extreme case where the LOS cannot be determined, roll the die to arbitrate the question.
5.4b Determining Line of Sight
A. To determine a unit's position on an elevation feature relative to some other unit's position on the same or different elevation level, follow this procedure:
-
Trace the LOS from the center of each hex occupied by the units in question and extend it beyond each unit. The hexes containing contour lines that this LOS crosses are called intersection hexes. When there is a pair of intersection hexes for the same (connected) higher elevation contour line, then the LOS crosses an elevation feature (a hill, spur, ridge, etc.). If only one intersection hex is generated for a contour line, it can be ignored, since there is no elevation feature relevant to that LOS.
-
Count the number of the LOS's hexes between these intersection hexes (inclusive). If the number is even, the elevation feature's crest is the hexside halfway between the two intersection hexes along the LOS. If the number is odd, the feature's hilltop is the hex midway between the intersection hexes along the LOS. (There will be either a crest or a hilltop, never both.) The hexes between the crest/hilltop and the intersection hex that is closest to the hex from which the LOS is being traced are called the forward slope hexes; those between the crest/hilltop and the farther intersection hex are the reverse slope hexes. (Note: A hilltop hex is neither a forward nor reverse slope hex.)
-
Determine the crest/hilltop for each elevation feature between the two units and for the features they are on (if any). Crests/hilltops block LOS if either unit occupies one of the reverse slope hexes (i.e., is on the reverse slope).
Example 1 (as printed; the example names the Brandywine northwest map): an LOS is traced between units on hexes NW4930 and NW5227. There are two intersection hexes: NW4930 and NW5029. The inclusive distance between them along the LOS is 3 hexes: NW4930, NW5030, and NW5029. There is a hilltop at hex NW5030. No LOS exists between the units because they are on opposite sides of this hilltop hex.
Example 2 (as printed; Brandywine southeast map): an LOS is traced between units on hexes SE3321 and SE3327. There are three pairs of relevant intersection hexes: SE3315-SE3320; SE3315 (also containing the elevation 275 contour line)-SE3322; and SE3326-SE3333. The distance between the first pair is 6 hexes, placing a crest at hexside SE3317/SE3318. The distance between the second pair is 8 hexes, placing a crest at SE3318/SE3319. The distance between the third pair is 8 hexes, placing a crest at SE3329/SE3330. The lower hex between the units at SE3323 is irrelevant as is the higher hex at SE3330 which does not lie between the two units. An LOS exists between the units because each of them is on the forward slope sides of the elevation features defined by intersection hexes.
Example 3 (as printed; Brandywine northwest map): an LOS is traced between units on hexes NW5530 and NW5834. There are two pairs of intersection hexes, one each of two elevation features: NW5632-NW5732 and NW5430-NW5530. The distance between the latter two is 2 hexes along the LOS, placing a crest at hexside NW5430/NW5530. However, the feature defined by the first pair of intersection hexes is also a crest at hexside NW5632/NW5732; since this is closer to the lower level unit in hex NW5834, the LOS is blocked by the latter crest.
Example 4 (as printed; Brandywine northeast map): an LOS is traced between 2 units on hexes NE1201 and NE1904. There are two intersection hexes: NE1301 and NE1703. However, they are on different contour lines, and there are no pairs for the same contour line. The LOS is valid.
Example 5 (as printed; Brandywine northeast map): an LOS is traced between two units on hexes NE1712 and NE1716. There are two intersection hexes, NE1711 and NE1717, placing a hilltop hex at NE1714. There is no LOS because both units are on opposite sides of that hilltop.
B. LOS can be traced into but not through hexes with combat units, with terrain identified as blocking LOS (see rules section 5), or a hilltop hex. LOS can be traced through a hex occupied by a leader. LOS also cannot be traced through a crest hexside. (Exception: An LOS can be traced through a crest hexside when both units are adjacent to the same crest hexside.)
Example 6 (as printed; Brandywine northeast map): an LOS is traced between two units on hexes NE1926 and NE1927. There are two intersection hexes, NE1924 and NE1929, placing a crest hexside between the units. Even though both units are on the reverse slopes of the elevation feature, there is an LOS between the units because they are adjacent to one another along the crest hexside.
6. Special Results Notes
6.1 General Notes
Section 6 does not need to be read as "rules." This section is a reference for use when Special Results are rolled. The various 'Special Results' tables contain abbreviated descriptions of the results, but the full explanations of those results are given in this section. Players should read these notes for each result when needed, or to become familiar enough with them to be able to use the abbreviated descriptions.
6.2 Initiative Special Results
There are four Initiative Special Results that are marked with an asterisk on the chart and in the rules below. When one of these results is successfully applied to a Command Leader, mark that leader with a CAPTURED marker and none of these asterisked events, of any type, can be applied to him for the rest of the Game-Turn. Remove all such markers during the Rally Segment.
6.2a Army Morale
A. When a '00' Initiative result is rolled, both sides make an Army Morale Check based on their armies' current level of losses, but with an automatic -1 to the roll. (This Army Morale Check is not made by a player who has not yet reached any triggering Army Loss levels.) An Army Leader can modify this Army Morale Check as any normal Army Morale Check with whatever he has left of his Command Rating (per Standard Rule 23.2b), but the points used will be subtracted from his Command Rating for the remainder of the hour (until the next :00 turn). He may not apply Command Rating points that have already been used in the current hour.
B. This Army Morale Check must be made even if the current level of losses has already been rolled for. If the current level of army losses has not yet been rolled for, then this check is considered to have "used up" that loss level for purposes of Standard Rule 23.1c. This event is used in addition to the normal hourly Army Morale Checks but may be applied only once per turn; any further Army Morale results in a turn are ignored.
C. If a player rolls a natural '0' for this Special Result's Morale Check, his Army Morale is reduced by -5; the troops have taken fresh courage. Army Morale cannot be reduced below 0.
6.2b Leader Lapse
A. The affected Army Leader may not trace his LOC--even to his own hex. In effect, all other leaders will have to roll for Initiative. He may not use his Command Rating to modify the Initiative dice roll or Army Morale rolls (although his WAN is still used for any potential Wing Activations). This result is to be applied only to whomever is the current Army Leader.
B. If, on the same Game-Turn, this event is rolled again, the Army Leader can function normally. An Army Leader can have this event affect him and then be removed from him as many times as the event is rolled in a turn.
6.2c Confusion*
A. The player who did not roll this Special Result picks an unactivated Command of the player who did roll this Special Result for that Command's Activation. The affected player must roll two Leader Initiative rolls for the affected Command Leader. If he fails both rolls, the Command is marked as FINISHED and may not be activated. If he passes one roll, the Command is activated with 1/2 of its MPs (retain fractions but quarter the MPs for units that are Disordered or Out of Command) but no Rapid March is allowed, nor may it initiate any Close Combats, attach units or activate Independents. If he passes both rolls, the Command is activated without penalty.
B. If all of the combat units of the chosen Command are outside of the Command Range of their leader, or if the Command does not have a Leader on the map, do not roll for Initiative--all units are automatically considered as Finished.
C. This Special Result is applicable once the End Turn has been reached, but any movement is subject to the End Turn limitations found in Standard Rules 6.7 and 6.8.
6.2d Free Combat*
A. The player who rolled this result picks one of his Command Leaders who must pass an Initiative roll to be eligible for this event. If he fails the roll there is no penalty, there is no Special Result, and the players roll again for Initiative.
B. If the Leader passes the Initiative roll, any eligible units of his Command or eligible Independent units will have either a Fire Combat or a Close Combat Segment--that is, the same type of combat must be chosen for all eligible units. For a unit to be eligible to take advantage of this result it must not be Disordered and must be within the Command Range of the chosen leader; furthermore an Independent unit has to be stacked with a combat unit or leader of the Command. If the units involved have not yet been activated, they are still not considered so. If there are mixed stacks with units from multiple Commands, only the units of the Command chosen may engage in combat, and only if they are the top units.
C. If the Command chosen is to initiate Close Combat, the units of the Command may advance one hex in order to engage in Close Combat. (Cavalry are allowed to advance one hex and then Charge.) Any such advance is subject to Op.Fire and Op.Charge. Eligible stacked units must advance together; they may not advance one at a time to limit the effects of Op.Fire.
D. This result is applicable once the End Turn has been reached with no End Turn limitations or restrictions.
6.2e Special Rally*
A. Pick any one Command and perform a Disorder Recovery Segment and then a Rally Phase for all units of the Command that are within the Command Range of their Leader. If units of the Command are stacked with units of other Commands, this event still applies and the whole stack receives the benefit. If the Command has not yet been activated, it is still not considered so. In scenarios 2 and 4, a British Command must be Alerted to use this Special Result.
B. This result is applicable once the End Turn has been reached with no End Turn limitations or restrictions. This event is always considered to be successfully applied to the leader, even if all units fail their Rally or Disorder Recovery rolls.
6.2f Leader Initiative*
A. Pick one Command (and any attached or Independent units that are stacked with a unit or leader of the Command) for a possible free Movement Segment (only).
B. All affected units must be within the chosen Command Leader's Command Range, and the leader must make an Initiative roll and pass it. If he does pass, he is 'In Command' and all affected units get a free Movement Segment. If he does not pass the Initiative roll there is no event.
C. If the Command (or Attached/Independent units) has not yet been activated, it is still not considered so. If they have been activated, this is an extra move.
D. This result is applicable once the End Turn has been reached, but any movement is subject to the End Turn limitations found in Standard Rules 6.7 and 6.8.
6.2g Battle Tempo
The player may move the End Turn marker up or down one box on the 'Turn Record Track.' Once the 'End' box is reached, this result has no effect.
6.3 Infantry Fire Special Results
This table is used for infantry's regular fire and Opportunity Fire but not for Defensive Fire. For rerolls, retain all originally calculated modifiers and rolls of 00-09 are not Special Results.
6.3a Leader Losses
A diceroll of 00, 02, 04, 06, 08 causes a possible leader casualty check, which is made using the 'Leader Loss Table' before the Special Result is applied.
6.3b Free Fire
Reroll two times. Apply the first roll's result before making the second roll. The firing units are Disordered after all firing. An already Disordered unit is marked Shaken/Disordered.
6.3c Full Volley
Double the total Fire Strength and reroll.
6.3d Poor Discipline
Adjust the odds column one column to the left and reroll.
6.3e Blowing Smoke
If the range is 1 hex, reroll and subtract 20 from the result. If the range is 2+ hexes, the fire has no effect.
6.3f Ammo Low
Halve the Fire Strength (rounded) and reroll. After the fire is resolved, make a Morale Check (J) for the firing units but with a -5 ER modifier.
6.4 Artillery Fire Special Results
This table is used for artillery's regular fire and Opportunity Fire but not for Defensive Fire. For rerolls, retain all originally calculated modifiers and rolls of 00-09 are not Special Results.
6.4a Leader Losses
A diceroll of 00, 02, 04, 06, 08 causes a possible leader casualty check, which is made using the 'Leader Loss Table' before the Special Result is applied.
6.4b Rapid Fire
Reroll two times; apply the first roll before making the second.
6.4c Accurate Fire
Shift the odds column one to the right and reroll.
6.4d Wild Fire
A unit or stack, enemy or friendly, adjacent to the original target stack becomes the new target. If there are several adjacent and eligible units or stacks, determine the new target randomly. If there is no adjacent unit or stack, or the new target is outside the range or facing of the firing unit, treat the result as 'No Effect.' A unit that is out of LOS can be the new target. Use the odds and modifiers originally calculated and reroll the Fire Combat, applying the result to the new target.
6.4e Caisson Explosion
Reroll the combat. Whatever the rerolled result (even a 'No Effect' result) if the target hex or any adjacent hex contains an artillery unit, the artillery loses 1 SP in addition to any normal Fire Combat result. This extra 1 SP artillery loss result is not halved per Standard Rule 12.9f. If there are multiple eligible artillery units, randomly determine which one is affected. A Morale Check (A) is made for any stack that loses an artillery SP from this result even if the rerolled diceroll is not even.
6.4f Blowing Smoke
If the range is 1 hex, reroll and subtract 20 from the result. If the range is 2+ hexes, the fire has no effect.
6.4g Ammo Low
Halve the Fire Strength (rounded) and reroll. After the fire is resolved, make a Morale Check (J) for the firing units but with a -5 ER modifier.
6.4h Ammo Exhausted
The fire has no effect. The artillery unit is displaced one hex to the rear (or more hexes to avoid illegal stacking) and is placed in Limbered formation. After the displacement, make a Morale Check (J) for the firing units with a +5 ER modifier.
6.5 Defensive Fire Special Results
For rerolls, retain all originally calculated modifiers and rolls of 00-09 are not Special Results.
6.5a Leader Losses
A diceroll of 00, 02, 04, 06, 08 causes a leader casualty check, which is made using the 'Leader Loss Table' before the Special Result is applied.
6.5b Whites Of Eyes
Defenders hold their fire until the last possible moment. Shift the calculated odds one column to the right and reroll.
6.5c Premature Fire
Impatient defenders fire too soon. Halve the total Fire Strength (rounded) of all firing units and reroll.
6.5d Blowing Smoke
The defender's aim is obscured. Defensive Fire is canceled.
6.6 Leader Loss Special Results
Leader Loss Special Results are applied whenever any even numbered (00, 02, 04, 06, 08) Special Result is rolled for Fire Combat, Defensive Fire, or Artillery Fire. Subtract 1 from the dieroll if any of the firing units are: 1) artillery at 1-3 hex range, or 2) skirmishers. (Exception: Do not apply this -1 bonus to the 'Fate' result or to the 'Wounded' roll.) Leader Losses for Close Combat use a different format as found in the 'Close Combat Special Results.'
6.6a Fate
Pick any enemy Leader. Roll one die for that Leader (without any modifiers): 0 = Killed, 1 = Wounded, 2-9 = No Result.
6.6b The Lucky Shot
Randomly pick any enemy Leader within range and in Line of Sight of the firing units. ('Randomly' means that the Leaders that can potentially be affected should be identified and then a die rolled to determine which leader is affected.) Roll a die for that Leader: 0-3 = Killed, 4-7 = Wounded, 8-9 = No Result.
6.6c In the Line of Fire
Roll one die separately for each enemy Leader in or adjacent to the target hex: 0-2 = Killed, 3-5 = Wounded, 6-9 = No Result.
6.6d Braving Enemy Fire
Roll one die separately for each enemy Leader in the target hex: 0-2 = Killed, 3-5 = Wounded, 6-9 = No Result.
6.6e Wounded Results
If a 'Wounded' result is obtained, roll another die for the duration of the wound. The number of turns that the Leader is lost is equal to half the die roll (rounded). Place the wounded Leader the number of turns indicated forward on the Turn Record Track. A roll of '0' means that the leader's wounds are tended on the field and he does not leave the battle but he is still considered as wounded for Standard Rule 21.4c.
6.7 Pursuit Special Results
A Pursuit Special Result re-roll of '0' is a roll of 0 PPs.
6.7a No Quarter!
Re-roll for Pursuit Points and the routed units suffer 2 SPs lost for each hex of Pursuit. Voluntary Recall is allowed.
6.7b No Control
Re-roll for Pursuit Points and add 5 to the result. No voluntary Recall is allowed for the length of the pursuit. If the pursuing unit is Disordered, halve the Pursuit Points (rounded). If the pursuing cavalry eliminates its opponent, it will still engage in Pursuit to its full extent in a straight line from where the last enemy SP was eliminated. Modifiers to the Recall Disorder Check (F) are based on the entire Pursuit.
6.7c Hesitation
Re-roll for Pursuit Points and halve (round down) the result (quarter if the unit is Disordered). Recall is allowed.
6.7d No Pursuit
There is no Pursuit but the involved units must still make a Recall Disorder Check (F).
6.8 Close Combat Special Results
When a Close Combat Special Result is rolled, consult the 'Close Combat Special Results' table per Standard Rule 14.8.
6.9 Morale and Disorder Check Special Results
6.9a The Tables
First, identify the check required (Disorder or Morale) and the letter designation (A, B, H, etc.) of the Disorder or Morale Check. Next, cross-index the dice roll with the results listed for that letter designation. Some of the rolls produce a numbered hierarchy of results. When this is the case, always check to see if result #1 applies first. If result #1 does not apply, then use result #2. If result #2 does not apply, use result #3. Whatever modifier is listed for any re-roll, that is the only modifier that is used for the re-roll; ignore all previously calculated modifiers. Note that some Morale results, marked with an asterisk (*), can cause leader losses. This possible leader loss is different from any other leader loss in the game and is explained below the 'Morale Check Special Results' table.
6.9b Shaken/Disordered
When a result states that a unit becomes 'Shaken/Disordered' its new morale/organizational state is applied to its existing state as follows:
- A Disordered or non-Disordered unit in Good morale becomes 'Shaken/Disordered.'
- A Disordered or non-Disordered unit with Shaken morale Routs but Unlimbered artillery is eliminated. (Per rule 2.5b, Limbered artillery can Rout.)
- A non-Shaken unit in Skirmish formation is 'Shaken.'
7. Scenarios
7.0 Introduction to the Scenarios
7.0a Overview
There are four scenarios in Germantown. Scenario 1 is the historical battle. Scenario 2 allows the American player to vary his attack. Scenarios 1 and 2 use the troops and setup as found in the original Germantown game. Scenarios 3 and 4 follow the same model as scenarios 1 and 2 but they use the information on troops and setup as found in Thomas McGuire's book "The Philadelphia Campaign: Germantown and the Roads to Valley Forge." This book came out several years after the release of the BAR Germantown game.
7.0b Setup
Set up all units according to the setup instructions for the scenario. The specific units are listed, and then their setup hex or setup instructions is listed (in parentheses). The setup hex has a letter (W: West, or E: East) indicating which map to set up on, followed by the hex number. The initial Formation of each unit is noted in the scenario instructions. Unless otherwise specified, Command and Wing Leaders are set up (or enter the map as reinforcements) with any unit of their Command/Wing.
7.0c Off Map Units
Special Results cannot be applied to Commands that are off-map. Activations cannot be expended for off-map units except to (try to) bring them onto the map, if possible. All reinforcing units are In Command on the turn that they enter the map. When General Washington is off-map his CR and WAN are used for all Initiative rolls.
7.1 Scenario 1: The Surprise of Germantown
This scenario recreates the historical attack of the Continental Army with the exact army divisions and roads of entry as chosen by General Washington historically. The battle for Cliveden is prominent in this scenario.
7.1a Special Rules
A. This scenario starts on the 5:20 AM turn and its last turn is the 2:40 PM turn. The End Turn Number is 9.
B. Do not roll for the first Initiative on the first Game-Turn. Instead the American player automatically has it and must activate Conway's Command.
C. For the British setup, per rule 4.4 all surprised units set up in Rout Formation with the artillery units on their Unlimbered sides and all non-surprised units set up in the Formation indicated.
D. All American units enter the map as reinforcements in two columns on the 5:20 AM turn in any legal formation. Units of either column may be activated but each column has an order of activation listed which must be followed.
E. MG Greene starts the scenario as a Detachment Leader. His Detachment consists of his Wing, Stephen's Wing, and McDougall's Command. Make sure you understand Standard Rule 24.2b which deals with Detachments.
F. The American line of retreat is toward E1033 or E1023. The British line of retreat is toward W7018 or W7032.
7.1b American Setup
Washington's Column: The Commands of Sullivan's Wing, Wayne's Wing, and Alexander's Wing enter the map at hex E1032, W1001, or W1002. The Commands of these Wings must be activated and enter the map in the following order:
- Conway's 3rd Pennsylvania Brigade
- 2nd Maryland Brigade
- 1st Maryland Brigade
- Hartley's 1st Pennsylvania Brigade
- Humpton's 2nd Pennsylvania Brigade
- Maxwell's Brigade
- Nash's North Carolina Brigade.
General Washington and BG Knox enter along with any unit of these Commands.
Greene's Column: The units of MG Greene's Detachment enter the map at any of the seven hexes from E1001 to E1007. The Commands of this Detachment must be activated and enter the map in the following order:
- McDougall's Brigade
- Muhlenberg's 1st Virginia Brigade
- Weedon's 2nd Virginia Brigade
- Woodford's 3rd Virginia Brigade
- Scott's 4th Virginia Brigade
7.1c British Setup
General Howe and Lt. Col Cleveland (W6913)
BG Mathew's Guards Brigade [COR/Gds] {surprised}: 1Gd (W6109), 2Gd (W6305)
The 1st Brigade [KNY/1st] {surprised}: 4/1st, 28/1st, 49/1st, Fld/1st (Set up in hexes W5211, W5212, W5213, or W5214 with no more than one infantry unit per hex.)
MG Grant's 2nd Brigade [KNY/2nd] {surprised}: 5/2nd, 27/2nd, 55/2nd, Fld/2nd (Set up in hexes W5206, W5207, W5208, W5209, or W5210 with no more than one infantry unit per hex.)
MG Grey's 3rd Brigade [COR/3rd] {surprised}: 15/3rd, 17/3rd, 44/3rd, Fld/3rd (Set up in hexes W5217, W5218, W5219, W5220, or W5221 with no more than one infantry unit per hex.)
BG Agnew's 4th Brigade [COR/4th] {surprised}: 33/4th, 37/4th, 46/4th, 64/4th, Fld/4th (Set up in hexes W5225, W5226, W5227, W5228, or W5229 with no more than one infantry unit per hex.)
Independent Units {surprised}: 17D (within 1 hex of E5328); A/QR (within 1 hex of E6024); Lb/Hes, Rgt/Lb (within 1 hex of W5132); Don/Hes, Rgt/Don (within 1 hex of W5203)
British Pickets {not surprised}: A/1Lt, B/1Lt (in Skirmish within 2 hexes of E3414); A/2Lt, B/2Lt (in Skirmish within 2 hexes of W1803); Fld/COR a (Unlimbered within 2 hexes of E3414); Fld/COR b (Unlimbered within 2 hexes of W1803); 40/2nd (in Line in any hex adjacent to W3408)
British Reinforcements {not surprised}: The British reinforcements consist of 1Gr, 2Gr, Lin and MG Cornwallis. They enter the map at hex W7032 in Road Column on the 9:00 AM turn. As long as they remain in Road Column and are within Cornwallis' Command Range, they are considered as "In Command." Once those conditions end, normal Command rules will apply.
7.1d Victory Conditions
The Americans win the instant the British total on their 'Army Loss Record' equals or exceeds 75. The British win the instant the American total on their 'Army Loss Record' equals or exceeds 90. However, if Cliveden is held by a British garrison, the British win when American losses equal or exceed 75. If both sides reach these numbers simultaneously, the game is a draw. If neither side wins by the end of the 2:40 PM turn, the result is a British victory.
7.2 Scenario 2: Washington's Choice
This scenario allows the Americans to vary their choice of map entry. It is especially good for double-blind play.
7.2a Special Rules
A. This scenario starts on the 5:00 AM turn and its last turn is the 2:40 PM turn. The End Turn Number is 9.
B. Do not roll for the first Initiative on the first Game-Turn; the American player automatically has it and must attempt to bring a Command onto the map.
C. All American units enter the map as reinforcement columns from the 5:00 AM turn onward in Road Column. The American player arranges the organization and entry of his columns per 7.2b below. He must write down the composition of each column, their hex of entry, and their projected path of travel. The columns must follow, as best as they are able (given the Fog rules) their projected path. If a column moves adjacent to a British unit or if any combat takes place within 15 hexes of a unit of the column, it is then loosed from its projected path and can maneuver freely. (The purpose of this rule is to keep the American player from altering the path of the columns in order to avoid British pickets, which he should not know are there.)
Example: The American player could write: "Washington, Sullivan, Stephen, Alexander, enter at W1020, proceed down Township Line Road to School House Lane, move southeast toward Germantown. Greene, Wayne, McDougall enter at E1033, proceed down Major Road to Germantown."
D. After the American player has organized his forces, the British player sets up. All surprised units (see 4.4) set up in Rout Formation with the artillery units on their Unlimbered sides. Non-surprised units set up in the formations listed.
E. The British player does not begin rolling for surprise removal on the first turn; instead, he must wait for the army to be Alerted of an attack. On the turn after the army is alerted, he may begin the normal process of rolling to remove surprise (rule 4.4). The British army is alerted in two ways. First, when an American unit comes within two hexes of a British unit, the British army is alerted. Second, during each Rally Phase, the British player rolls a die and consults the Alert Number on the Turn Record Track. If the dieroll is within the range of numbers listed, the army is alerted. If the army is not yet alerted, the British player still expends activations for his Commands even though they cannot do anything. Special Results cannot be applied to the British army until they are alerted.
F. The British pickets are not Surprised but they may not expend any MPs until the army is alerted. As an exception, when each Light Infantry unit is activated, the British player rolls a die and on a roll of 9, it can move for that activation only.
G. The line of retreat for American units is toward the road that their Command entered on. The British line of retreat is toward W7018 or W7032.
7.2b American Setup
The American player, as General Washington, has to make choices about his distribution of forces and line of attack. He has six elements to work with in his deployment (each of the five Wings plus McDougall's Command) which can be organized in up to three columns. General Washington, BG Knox, and Sullivan's Wing, as the main army, will always be the basis of the first column. The American player can have up to two more columns besides Sullivan's column. If Greene's Wing or Stephen's Wing is chosen to lead a column, that column is considered a Detachment with Greene or Stephen as the Detachment Leader. Each Detachment column must have at least two elements to it but a non-Detachment column may have only one element. Any organization must be ordered so that Sullivan's column deploys at least as many elements as any of the other columns.
Examples: The American player could have a column of Sullivan, Wayne, and McDougall, another Detachment column of Greene and Stephen, and a third non-Detachment column of Nash's troops. Or, he could deploy one column with Sullivan and Wayne, a Detachment column with Greene and Nash, and another Detachment column with Stephen and McDougall.
After organizing his forces, the American player must determine the point of entry for each column. He can choose from seven points of entry:
- W1020 (3-9)
- W1006 (2-9)
- E1033 (1-9)
- E1023 (2-9)
- E2001 (3-9)
- E3601 (4-9)
- E5201 (5-9)
When the American player wishes to activate the first Command (or Wing) of a column, he can choose any assigned Command and he rolls a die based on the point of entry. If the dieroll is within the dice range listed for that hex, the activation proceeds and the entire column of that Command is then eligible to enter the map (per normal activation rules) from that time forward; the American player does not need to roll for that column again. If the dieroll is outside the dice range listed for the entry hex, that column does not enter on this turn; the American player will have to wait to roll for them on the next turn. A failed entry roll does use up the activation (even though the column did not enter the map) and no more activations can be used on the components of a failed-entry column.
7.2c British Setup
General Howe and Lt. Col Cleveland (W6913)
BG Mathew's Guards Brigade [COR/Gds] {surprised}: 1Gd (W6109), 2Gd (W6305)
The 1st Brigade [KNY/1st] {surprised}: 4/1st, 28/1st, 49/1st, Fld/1st (Set up in hexes W5211, W5212, W5213, or W5214 with no more than one infantry unit per hex.)
MG Grant's 2nd Brigade [KNY/2nd] {surprised}: 5/2nd, 27/2nd, 55/2nd, Fld/2nd (Set up in hexes W5206, W5207, W5208, W5209, or W5210 with no more than one infantry unit per hex.)
MG Grey's 3rd Brigade [COR/3rd] {surprised}: 15/3rd, 17/3rd, 44/3rd, Fld/3rd (Set up in hexes W5217, W5218, W5219, W5220, or W5221 with no more than one infantry unit per hex.)
BG Agnew's 4th Brigade [COR/4th] {surprised}: 33/4th, 37/4th, 46/4th, 64/4th, Fld/4th (Set up in hexes W5225, W5226, W5227, W5228, or W5229 with no more than one infantry unit per hex.)
Independent Units {surprised}: 17D (within 1 hex of E5328); A/QR (within 1 hex of E6024); Lb/Hes, Rgt/Lb (within 1 hex of W5132); Don/Hes, Rgt/Don (within 1 hex of W5203)
British Pickets {not surprised}: A/1Lt, B/1Lt, A/2Lt, B/2Lt (set up in Skirmish); Fld/COR a, Fld/COR b (set up Unlimbered); 40/2nd (in Line in any hex adjacent to W3408)
Except for the 40/2nd, the British pickets set up in any hex that is at least 7 hexes away from the map edge and not more than 15 hexes from the map edge. The units of 1Lt must set up within four hexes of each other and the units of 2Lt must set up within four hexes of each other.
British Reinforcements {not surprised}: The British reinforcements are 1Gr, 2Gr, Lin and MG Cornwallis. Nine turns after the army is Alerted, at the start of each turn, begin rolling one die for their entry. On a dieroll of 7-9, they enter the map at hex W7032 in Road Column. As long as they remain in Road Column and are within Cornwallis' Command Range, they are considered as "In Command." Once those conditions end, normal Command rules will apply. Place a blank marker on the correct space of the 'Turn Record Track' to denote the turn to begin rolling for these reinforcements.
7.2d Victory Conditions
Either side wins the instant their opponent's total on their 'Army Loss Record' equals or exceeds 75. If both sides reach these numbers simultaneously, the game is a draw. If neither side wins by the end of the game, the result is a British victory.
Scenario 2 Special Rules Summary
- Americans have the first Initiative.
- American player writes down columns, point of entry, and projected path after which British player sets up.
- American player can have up to 3 columns. Greene or Stephen can be Detachment Leaders for columns.
- Sullivan's column must have as many elements as any other column.
- American columns must follow projected path until adjacent to British troops or combat occurs within 15 hexes.
- American columns roll for map entry based on entry hex.
- American cavalry enters game on first light fog turn (3.1D)
- British player does not roll for surprise removal until the turn after the army is alerted.
- British army is alerted by American unit moving within 2 hexes of a British unit or by a die roll during Rally Phase.
- British pickets may not move until alerted except Light Infantry can move with a roll of 9 when they are activated.
- Cornwallis' Grenadiers have a random entry.
7.3 Scenario 3: The Historical Battle Revisited
This scenario recreates the historical attack of the Continental Army with the army divisions and roads of entry as chosen by General Washington. It differs from Scenario 1 in that it is based on the information found in "The Philadelphia Campaign: Germantown and the Roads to Valley Forge" by Thomas J. McGuire. It therefore has different setup and Order of Battle information for the armies.
7.3a Special Rules
A. This scenario starts on the 5:20 AM turn and its last turn is the 2:40 PM turn. The End Turn Number is 10. There are separate loss charts for this scenario and a separate OOB. These are available from the BAR website.
B. Do not roll for the first Initiative on the first turn; the American player has it and must activate Conway's Command.
C. All American units enter the map as reinforcements in three columns on the 5:20 AM turn in any legal formation. Units of any column may be activated but two of the columns have an order of activation listed which must be followed.
D. MG Greene starts the scenario as a Detachment Leader. His Detachment consists of his Wing, Stephen's Wing, and McDougall's Command. Make sure you understand Standard Rule 24.2b which deals with Detachments.
E. The American attack featured a column of New Jersey and Maryland militia under the overall command of General Smallwood. Since these units are not included in the Germantown game, the units of the Pennsylvania militia are substituted in their place with the counter for General Armstrong, representing General Smallwood. If Armstrong becomes a casualty he is replaced by BG Potter. Any replacement leaders for the 1PaM or 2PaM commanders will be 'B' replacements. This column is not considered a Detachment.
F. For the British setup, per rule 4.4 all surprised units set up in Rout Formation with artillery units on their Unlimbered side and all non-surprised units set up in the Formation shown.
G. The British A/2nd Lt unit only has 2 SPs; therefore the parent unit only has a maximum of 7 SPs. The A/QR unit is considered as a British picket and is not surprised. The 40th Regiment (40/2nd) is treated as Light Infantry--see rule 2.6.
H. The following units set up off-map: 28/1st, 27/2nd. These two regiments are surprised like the rest of the main army and roll to end their surprise just like the other surprised units. On the first turn that either unit is fully recovered from surprise, that unit is activated with their Command and enters the map in Road Column at W7004.
I. General Grant is a Wing commander for the 1st, 2nd, and Guards Brigades as well as being the Command Leader of the 2nd Brigade. General Knyphausen is a Wing Commander for the 3rd, 4th, and Stirn Brigades. He sets up off-map and only enters the map at W5434 on the first turn that all of the units of the Stirn Brigade are no longer surprised.
J. Any combat unit on the British side can roll to be In Command as Independent units do. They are not treated as Independents and they are not activated as Independents--they are still activated with their Command--it is just that if they are out of their Command Leader's Command Range, they can roll to place themselves In Command (like Independents). Any British Command Leader can Attach any unit that is within his Command Range.
K. The British setup includes two Entrenchment markers. The Entrenchment hexes have a Fire Defense Value of 15, add 1 to a defending unit's CV, and subtract 5 from the ER of any of their occupants' Morale Checks. Units in Road Column cannot enter or exit an Entrenchment hex.
L. The American line of retreat is toward E1033 or E1023. The British line of retreat is toward W7018 or W7032.
7.3b American Setup
Washington's Column: The Commands of Sullivan's Wing, Wayne's Wing, and Alexander's Wing enter the map at hex E1032, W1001, or W1002. The Commands of these Wings must be activated and enter the map in the following order:
- Conway's 3rd Pennsylvania Brigade
- 2nd Maryland Brigade
- 1st Maryland Brigade
- Hartley's 1st Pennsylvania Brigade
- Humpton's 2nd Pennsylvania Brigade
- Maxwell's Brigade (with Washington and Knox)
- Nash's North Carolina Brigade.
Greene's Column: The units of MG Greene's Detachment enter the map at any of the seven hexes from E1001 to E1007. The Commands of this Detachment must be activated and enter the map in this order:
- McDougall's Brigade
- Muhlenberg's 1st Virginia Brigade
- Weedon's 2nd Virginia Brigade
- Woodford's 3rd Virginia Brigade
- Scott's 4th Virginia Brigade
Militia Column: The following Commands enter the map at E5201 and can be activated in any order. Use only the combat units listed below:
- 1st Pennsylvania Militia (ARM/1PaM): FB/1PaM, MP/1PaM, TY/1PaM, WL/1PaM
- 2nd Pennsylvania Militia (ARM/2PaM): EC/2PaM, LL/2PaM, SP/2PaM, UB/2PaM
7.3c British Setup
General Howe and Lt. Col Cleveland (W6913)
MG Grant's Wing [KNY/2nd]
BG Mathew's Guards Brigade [COR/Gds] {surprised}: 1Gd (W6910), 2Gd (W7010)
1st Brigade [KNY/1st] {surprised}: Fld/1st (W5708), 4/1st (W5709), 49/1st (W5710), 28/1st (off map--see 7.3a H)
2nd Brigade [KNY/2nd] {surprised}: Fld/2nd (W5711), 5/2nd (W5712), 55/2nd (W5713), 27/2nd (off map--see 7.3a H)
LG Knyphausen's Wing [KNY/WH]
4th Brigade [COR/4th] {surprised}: 33/4th (W5715), 46/4th (W5716), 64/4th (W5717), 37/4th (W5718), Fld/4th (W5719)
3rd Brigade [COR/3rd] {surprised}: 15/3rd (W5720), 44/3rd (W5721), Fld/3rd (W5722), 17/3rd (W5725)
Stirn Brigade [KNY/Hes] {surprised}: Don/Hes, Rgt/Don (W5729), Lb/Hes, Rgt/Lb (W5730)
Independent Unit {surprised}: 16Db (W6014)
British Pickets {not surprised}: A/1Lt (in Skirmish in W5703); B/1Lt (in Skirmish in E5231); A/2Lt (in Skirmish in E1634; has only 2 SPs); B/2Lt (in Skirmish in W1903); 40/2nd (in Skirmish in W3407); A/QR, Entrenchment (in Skirmish in E6630); Fld/COR a, Entrenchment (Unlimbered in E5434); Fld/COR b (Unlimbered in E1634)
British Reinforcements {not surprised}: The British reinforcements consist of 1Gr, 2Gr, Lin and MG Cornwallis. They enter the map at hex W7032 in Road Column on the 9:00 AM turn. As long as they remain in Road Column and are within Cornwallis' Command Range, they are considered as "In Command." Once those conditions end, normal Command rules will apply.
7.3d Victory Conditions
The Americans win the instant the British total on their 'Army Loss Record' equals or exceeds 75. The British win the instant the American total on their 'Army Loss Record' equals or exceeds 90. However, if Cliveden is held by a British garrison, the British win when American losses equal or exceed 75. If both sides reach these numbers simultaneously, the game is a draw. If neither side wins by the end of the 2:40 PM turn, the result is a British victory.
Scenario 3 Special Rules Summary
- Americans have the first Initiative, Conway enters first.
- Americans Commands must be activated in order.
- Greene is a Detachment Leader.
- Armstrong's Militia is a separate column.
- American cavalry enters game on first light fog turn (3.1D).
- British A/2nd Lt has only 2 SPs.
- British A/QR is a picket and is not surprised.
- British 40/2nd is treated as Light Infantry.
- British 28/1st and 27/2nd set up off map. When not surprised they enter in Road Column at W7004.
- Grant is a Wing Commander for 1st, 2nd, and Guards Brigades.
- Knyphausen is Wing Commander for 3rd, 4th, and Stirn Brigades. Knyphausen enters map after all Stirn units are not surprised.
- British combat units can roll to place themselves In Command.
- British combat units can be Attached by any activated leader if they are within his Command Range.
- British have two entrenchments: FDV 15, +1 to Close Combat CV, -5 to ER for Morale, no Road Column.
- Cornwallis' Grenadiers enter at 9 AM.
7.4 Scenario 4: Washington's Choice Revisited
This scenario allows the Americans to vary their choice of map entry. It differs from Scenario 2 in that it is based on information found in "The Philadelphia Campaign: Germantown and the Roads to Valley Forge" by Thomas J. McGuire which has different setup and OOB information for the armies, especially the British.
7.4a Special Rules
A. This scenario starts on the 5:00 AM turn and its last turn is the 2:40 PM turn. The End Turn Number is 10. There are separate loss charts for this scenario and a separate OOB.
B. Do not roll for the first Initiative on the first Game-Turn; the American player automatically has it and must attempt to bring a Command onto the map.
C. All American units enter the map as reinforcements from the 5:00 AM turn onward in Road Column. The American player arranges the organization and entry of his columns per 7.4b below. He must write down the composition of each column, their hex of entry, and their projected path of travel. The columns must follow, as best as they are able (given the Fog rules) their projected path. If a column moves adjacent to a British unit or if any combat takes place within 15 hexes of a unit of the column, it is then loosed from its projected path and can maneuver freely. (The purpose of this rule is to keep the American player from altering the path of the columns in order to avoid British pickets, which he should not know are there.)
Examples: The American player could write: "Washington, Sullivan, Stephen, Alexander, enter at W1020, proceed down Township Line Road to School House Lane, move southeast toward Germantown. Greene, Wayne, McDougall, Armstrong enter at E1023, proceed down Township Line Road to Shoemaker's Lane, proceed west on Shoemaker's Lane to Germantown."
D. The American attack featured a column of New Jersey and Maryland militia under the overall command of General Smallwood. Since these units are not included in the Germantown game, the units of the Pennsylvania militia are substituted in their place with the counter for General Armstrong, representing General Smallwood. If Armstrong becomes a casualty he is replaced by BG Potter. Any replacement leaders for the 1PaM or 2PaM commanders will be 'B' replacements.
E. After the American player has organized his forces, the British player sets up. All surprised units (see 4.4) set up in Rout Formation with the artillery units on their Unlimbered sides. Non-surprised units set up in the formations listed.
F. The British player does not begin rolling for surprise removal on the first turn; instead, he must wait for the army to be Alerted of an attack. On the turn after the army is alerted, he may begin the normal process of rolling to remove surprise (rule 4.4). The British army is alerted in two ways. First, when an American unit comes within two hexes of a British unit, the British army is alerted. Second, during each Rally Phase, the British player rolls a die and consults the Alert Number on the Turn Record Track. If the dieroll is within the range of numbers listed, the army is alerted. If the army is not yet alerted, the British player still expends activations for his Commands even though they cannot do anything. Special Results cannot be applied to the British army until they are alerted.
G. The British pickets are not surprised but they may not expend any MPs until the army is alerted. As an exception, when each Light Infantry unit is activated, the British player rolls a die and on a roll of 9, it can move for that activation only.
H. The British A/2nd Lt unit only has 2 SPs; therefore the parent unit only has a maximum of 7 SPs. The A/QR unit is considered as a British picket and is not surprised. The 40th Regiment (40/2nd) is treated as Light Infantry--see rule 2.6.
I. The following units set up off-map: 28/1st, 27/2nd. These two regiments are surprised like the rest of the main army and roll to end their surprise just like the other surprised units. On the first turn that either unit is fully recovered from surprise, that unit is activated with their Command and enters the map in Road Column at W7004.
J. General Grant is a Wing commander for the 1st, 2nd, and Guards Brigades as well as being the Command Leader of the 2nd Brigade. General Knyphausen is a Wing Commander for the 3rd, 4th, and Stirn Brigades. He sets up off-map and only enters the map at W5434 on the first turn that all of the units of the Stirn Brigade are no longer surprised.
K. Any combat unit on the British side can roll to be In Command as Independent units do. They are not treated as Independents and they are not activated as Independents--they are still activated with their Command--it is just that if they are out of their Command Leader's Command Range, they can roll to place themselves In Command (like Independents). Any British Command Leader can Attach any unit that is within his Command Range. These two points are necessary to recreate the flexibility of the British response to the American attack.
L. The British setup includes two Entrenchment markers. The Entrenchment hexes have a Fire Defense Value of 15, add 1 to a defending unit's CV, and subtract 5 from the ER of any of their occupants' Morale Checks. Units in Road Column cannot enter or exit an Entrenchment hex.
M. The line of retreat for American units is toward the road that their Command entered on. The British line of retreat is toward W7018 or W7032.
7.4b American Setup
The American player chooses the grouping of forces and lines of attack. He has seven elements to work with--each of the six Wings plus McDougall's Command--which can be organized in up to three columns. Sullivan's Wing (with Washington and BG Knox) is the main army and is the basis of the first column. The American player can have up to two more columns besides Sullivan's column. If Greene's Wing or Stephen's Wing is chosen to lead a column, that column is considered a Detachment with Greene or Stephen as the Detachment Leader. Each Detachment column must have at least two elements to it but a non-Detachment column may have only one element. In any organization, Sullivan's column must deploy at least as many elements as any of the other columns.
Example: The American player could have a column of Sullivan, Wayne, and McDougall, another Detachment column of Greene, Stephen, and Armstrong, and a third non-Detachment column of Nash's troops. Or, he could deploy one column with Sullivan, Wayne, and Nash, a Detachment column with Greene and Armstrong, and another Detachment column with Stephen and McDougall.
After organizing his forces, the American player must determine the point of entry for each column. He can choose from seven points of entry:
- W1020 (3-9)
- W1006 (2-9)
- E1033 (1-9)
- E1023 (2-9)
- E2001 (3-9)
- E3601 (4-9)
- E5201 (5-9)
When the American player wishes to activate the first Command (or Wing) of a column, he can choose any assigned Command and he rolls a die based on the point of entry. If the dieroll is within the dice range listed for that hex, the activation proceeds and the entire column of that Command is then eligible to enter the map (per normal activation rules) from that time forward; the American player does not need to roll for that column again. If the dieroll is outside the dice range listed for the entry hex, that column does not enter on this turn; the American player will have to wait to roll for them on the next turn. A failed entry roll does use up the activation (even though the column did not enter the map) and no more activations can be used on the components of a failed-entry column.
7.4c British Setup
General Howe and Lt. Col Cleveland (W6913)
MG Grant's Wing [KNY/2nd]
BG Mathew's Guards Brigade [COR/Gds] {surprised}: 1Gd (W6910), 2Gd (W7010)
1st Brigade [KNY/1st] {surprised}: Fld/1st (W5708), 4/1st (W5709), 49/1st (W5710), 28/1st (off map--see 7.4a I)
2nd Brigade [KNY/2nd] {surprised}: Fld/2nd (W5711), 5/2nd (W5712), 55/2nd (W5713), 27/2nd (off map--see 7.4a I)
LG Knyphausen's Wing [KNY/WH]
4th Brigade [COR/4th] {surprised}: 33/4th (W5715), 46/4th (W5716), 64/4th (W5717), 37/4th (W5718), Fld/4th (W5719)
3rd Brigade [COR/3rd] {surprised}: 15/3rd (W5720), 44/3rd (W5721), Fld/3rd (W5722), 17/3rd (W5725)
Stirn Brigade [KNY/Hes] {surprised}: Don/Hes, Rgt/Don (W5729), Lb/Hes, Rgt/Lb (W5730)
Independent Unit {surprised}: 16Db (W6014)
British Pickets {not surprised}: A/1Lt, B/1Lt, A/2Lt, B/2Lt, A/QR (set up in Skirmish); Fld/COR a, Fld/COR b (set up Unlimbered); 40/2nd (in Skirmish in W3407)
Two Entrenchment markers.
(Except for the 40/2nd, the British pickets and the Entrenchment markers are set up in any hex that is at least 7 hexes away from the map edge. The units of 1Lt must set up within four hexes of each other and the units of 2Lt must set up within four hexes of each other. The Entrenchment markers can be placed in the same hex as any pickets.)
British Reinforcements {not surprised}: The British reinforcements are 1Gr, 2Gr, Lin and MG Cornwallis. Nine turns after the army is Alerted, at the start of each turn, begin rolling one die for their entry. On a dieroll of 7-9, they enter the map at hex W7032 in Road Column. As long as they remain in Road Column and are within Cornwallis' Command Range, they are considered as "In Command." Once those conditions end, normal Command rules will apply. Place a blank marker on the correct space of the 'Turn Record Track' to denote the turn to begin rolling for these reinforcements.
7.4d Victory Conditions
The Americans win the instant the British total on their 'Army Loss Record' equals or exceeds 75. The British win the instant the American total on their 'Army Loss Record' equals or exceeds 75. If both sides reach these numbers simultaneously, the game is a draw. If neither side wins by the end of the 2:40 PM turn, the result is a British victory.
Scenario 4 Special Rules Summary
- Americans have the first Initiative.
- American player writes down columns, point of entry, and projected path after which British player sets up.
- American player can have up to 3 columns. Greene or Stephen can be Detachment Leaders for columns.
- Sullivan's column must have as many elements as any other column.
- American columns must follow projected path until adjacent to British troops or combat occurs within 15 hexes.
- American columns roll for map entry based on entry hex.
- American cavalry enters game on first light fog turn (3.1D)
- British player does not roll for surprise removal until the turn after the army is alerted.
- British army is alerted by American unit moving within 2 hexes of a British unit or by a die roll during Rally Phase.
- British pickets may not move until alerted except Light Infantry can move with a roll of 9 when they are activated.
- British A/2nd Lt has only 2 SPs.
- British A/QR is a picket and is not surprised.
- British 40/2nd is treated as Light Infantry.
- British 28/1st and 27/2nd set up off map. When not surprised they enter in Road Column at W7004.
- Grant is a Wing Commander for 1st, 2nd, and Guards Brigades.
- Knyphausen is Wing Commander for 3rd, 4th, and Stirn Brigades. Knyphausen enters map after all Stirn units are not surprised.
- British combat units can roll to place themselves In Command.
- British combat units can be Attached by any activated leader if they are within his Command Range.
- British have two entrenchments: FDV 15, +1 to Close Combat CV, -5 to ER for Morale, no Road Column.
- Cornwallis' Grenadiers have a random entry.
Germantown Special Rules Summary
A quick-reference restatement of the Germantown rules above. In the printed summary the Light Fog entries are shown in grey; they are marked here as (Light Fog).
General
- 6 SPs must be in a hex to form Square (2.1b)
- 8 SPs per hex of Road Column (2.1c)
- 2 SPs of artillery per hex of Road Column (2.1c)
- 6 SPs per hex stacking for Skirmish (2.1d)
- No Regimental Integrity (2.2a)
- Cavalry can only stack 1 unit per hex (2.3c)
- Cavalry has a 2 hex Charge Range (2.3d)
- Cavalry has a 0 Charge Range into/out of Woods (2.3e)
- Cavalry: no ER and CV bonuses in Woods (2.3e)
- All cavalry is Light Cavalry (2.3f)
- Light Inf breakdown units are Skirmish-capable (2.6 A)
- Army, Wing, and Detachment Leaders are replaced by seniority (3.2, 4.2a)
- No replacement for Special Leaders
- Command Leaders are replaced by 'A' counters (2.4a)
- Wissahickon Creek is impassable (2.11)
Artillery
- Limbered Artillery can stack with Attack Column: use MP costs for Artillery and Facing for Infantry (2.2d A)
- Unlimbered Artillery fired on by Artillery: minimum 1 SP loss, no rounding down (2.2d B)
- May Rapid March using Road Movement (2.2d C)
- Op.Fire at any range vs. Road Movement (2.2d D)
- Limbered artillery may Rout, Rout Retreat, and Voluntary Rout (2.5b)
- Artillery may lose SPs for Rout (2.5b B)
- Unlimbered artillery may Voluntarily Rout, but not regular Rout. (2.5b C)
- Regimental guns cost 1 MP to limber or unlimber and can only unlimber or fire when stacked with infantry. (2.2d G)
- Regimental guns can stack with Infantry in RC, MC or AC and can combine fire with them. (2.2d G)
- Choice of Fire Combat loss to Regimental guns (2.2d G)
- Regimental guns have no stacking value (2.2d G)
- Regimental guns prolonge 2 hexes (2.2d G)
- Artillery losses affect Army Loss differently (2.2d F)
Rout
- Rout Marker indicates Voluntary Rout; Rout side of counter indicates Involuntary Rout
- For artillery Involuntary Rout, use a white blank marker
- May decline Rally Check for Vol Rout units. (2.5a A)
- Vol Rout units do not count for Army Morale (2.5a E)
- Voluntary Rout failed Morale Check changes to Rout with no SP loss (2.5a A, 2.5d)
- Voluntary Rout during Movement Segment: 1-8 hexes for Inf, Cav and Lim Arty, 1-4 hexes for UL Arty (2.5a C)
- Voluntary Rout from declined Rally roll in Rally Phase: 1-4 hexes for Inf and Lim Arty, 1-6 for Cav. (2.5a B)
- Normal Rout: Full 4 hexes for Inf & Limbered Arty, full 6 hexes for Cav; Unlimbered Arty eliminated. (2.5a B)
- Out of Command units can Voluntarily Rout (2.5a D)
- Artillery may lose SPs for Rout (2.5b B)
Weather (2.7)
- Heavy Fog: Fire Combat Range of 1 hex
- Heavy Fog: Charge Range of 0, no Pursuit
- Heavy Fog: No Defender Reactions
- Heavy Fog: use over 1/2 MPs, make Disorder Check (A) with +10 modifier except if using Road Movement
- Heavy Fog: Road Movement rate of 1/2 MP per hex
- Heavy Fog: No Rapid March
- Heavy Fog: No Leader Initiative; automatic OOC
- Heavy Fog: Wrong Turns and Disorientation
- (Light Fog) Fire Combat Range of 3 hexes
- (Light Fog) Road Movement rate of 1/2 MP per hex
- (Light Fog) Begin rolling for Fog to lift on 0800 turn
Disorientation (2.8)
- Disorientation happens in Heavy Fog when a unit is not using Road Movement (2.8A)
- Roll for activated Command for Disorientation (2.8A)
- Disorientation happens on a roll of 0 [or 0,1 for Stephen's Commands]. (2.8A)
- Units outside Command Leader's LOC become Disoriented on a roll of 0-2 (2.8D)
- Determine Prime Direction of units--see diagrams--and roll die to Disorient to right or left (2.8B)
- Disoriented units spend all MPs in a Facing Change (if necessary) and then straight movement.
- When Disoriented units move adjacent to non-activated units, the non-activated units suffer a Morale Check (J) with a +30 modifier. Failure is a Rout. (2.8E)
- Non-activated units adjacent to units that thus Rout suffer a Morale Check (J) with a +20 modifier. Failure is a Rout. (2.8E)
- If adjacent to enemy units, no Disorientation (2.8F)
The printed summary contains two diagrams for Disorientation. The left diagram shows the Disorientation Direction as a hexside, with the initial facing change required to face this hexside or one of these hexpoints. The right diagram shows the Disorientation Direction as a hexpoint, with the initial facing change required to face this hexpoint or one of these hexsides.
Wrong Turns (2.9)
- Units using Road Movement in Heavy Fog are subject to Wrong Turns (2.9A)
- Roll a die at each intersection; a roll of 0- means that the wrong road is taken (2.9A)
- British Pickets do not suffer Wrong Turns (2.9B)
Cliveden (2.10)
- Up to 3 SPs can be in the Cliveden garrison. They are detached from any adjacent unit (2.10A)
- Garrison is activated as an Independent (2.10F)
- No units can move through Cliveden (2.10C)
- The garrison cannot move out of Cliveden--only be reattached (2.10K)
- Enemy units cannot do Road Movement within two hexes of Cliveden (2.10C)
- Cliveden garrison never checks Morale or Disorder. They are always in Good Morale and Ordered (2.10D)
- All adjacent hexes are Front hexes (with ZOCs) for the garrison (2.10F)
- Only 1 SP can fire from Cliveden at the Light Infantry multiples. (2.10G)
- Fire Defense Value of Cliveden is 100 (2.10H)
- Only one Activation per turn can attack Cliveden (2.10H)
- The only combat losses that affect the garrison are SP losses; maximum of 1 per combat (2.10I)
- Garrison multiplies its SPs x5 for Close Combat. The maximum Combat odds are 1.5:1 (2.10I)
- Garrison CV is +8 for Close Combat (2.10I)
- Special Results do not affect garrison (2.10I)
- If attacker gets any Close Combat letter result, instead they are Disordered and must Back Up (2.10I)
Combat
- 6 SPs max fire from a Line hex (2.1a)
- 7 SPs required to form a 2 hex Line (2.1a)
- Unlimbered Artillery fired on by Artillery: minimum 1 SP loss, no rounding down. (2.2d B)
- Any range arty Op.Fire vs. Road Movement (2.2d D)
- Cavalry charge range is 0 in Heavy Fog
- Cavalry is adversely affected by Woods in combat (2.3e)
- Knox & Cleveland: arty units in adjacent hexes can fire separately at the same target at 4+ hexes (3.3a, 4.2b B)
- Light Infantry can Retreat Before Combat when attacked by infantry and by cavalry if in woods (4.1b C)
American Rules (3.0)
- American units only add +3 to ER for affecting terrain for Disorder Check (A). (2.2c)
- Some units start with reduced strength or use BAR Primer replacement counters (3.1 C)
- American cavalry units are placed on map in first Light Fog turn (3.1D).
- Units of Wayne's Wing have -5 to their ER for all Close Combat Morale Checks (B), (G) (3.1 B)
- American units may not enter Attack Column unless stacked with a Leader (3.4)
- American units in AC add +10 to their Disorder Check (B) (3.4)
- American units in AC add +1 to Facing Change costs (3.4)
British Rules (4.0)
- British Light Infantry only add +3 to ER for affecting terrain for Disorder Check (A). (2.2c)
- Grant can command the 1st Brigade and 2nd Brigade as one activation (4.2b A)
- Light Infantry can Retreat before Combat from cavalry if the Lights are in Woods (4.1b C)
- Queen's Rangers are Light Infantry but fire as Foot (4.1b)
- COR artillery units have reduced strengths unless using BAR primer replacement counters (4.1c B)
- British Pickets are not surprised and are automatically In Command (4.3)
- All non-pickets are surprised (4.4)
- Surprised units are in Rout formation. Flip counters and use white blank markers for artillery (4.4A)
- When activated, make a normal Disorder Recovery roll (4.4B)
- In Rally Phase, make a Rally roll for all surprised units but they do not Rout Retreat (4.4C)
- A unit that has Good morale and is ordered at the start of its turn is no longer surprised and functions normally (4.4D)
- Surprised units do not count as Routed for Army Morale (4.4F)
Initiative Special Results Summary (6.2)
Army Morale (6.2a)
- Make Army Morale roll with -1 modifier
Leader Lapse (6.2b)
- Army Leader may not trace LOC or modify Initiative rolls
- If result is rolled again, Leader 'unlapses' and acts normally
Confusion (6.2c)
- Command Leader is chosen by player who did not roll result
- Chosen Leader makes 2 Initiative rolls: if both fail, Leader is Finished. If 1 fails and 1 passes, Leader is activated with restrictions. If both rolls pass, Leader is fully activated.
Free Combat (6.2d)
- Command Leader is chosen by player who rolled the result
- Chosen Leader must roll for Initiative
- If Initiative is passed, Command may engage in a Close Combat or Fire Combat Segment
- If Close Combat, units may advance 1 hex
Special Rally (6.2e)
- Pick one Command and do a Disorder Recovery Segment and then a Rally Phase for all units within Command Range
Leader Initiative (6.2f)
- Chosen Leader must roll for Initiative
- If Initiative is passed, all units in Command Range get a free Movement Segment
Battle Tempo (6.2g)
- Move End Turn marker up or down 1 space
Unit Key and Loss Chart Explanation
The printed page is a diagram key identical in layout to the Brandywine key. The field labels and the printed explanations are given below.
Loss Chart Explanation
- Army Leader row: Command Range, Counter Abbreviation, ER Bonus, CV Bonus, Command Rating, Replacement Type, Full Name, Army Loss Value, WAN
- Wing Leader row: Command Range, Counter Abbreviation, ER Bonus, CV Bonus, Initiative Rating, Full Name, Army Loss Value
- Command Leader row: Command Range, Counter Abbreviation, ER Bonus, CV Bonus, Replacement Type, Full Name, Army Loss Value
- Infantry Unit row: Command Color, Counter Abbreviation, ER, CV, Unit Type, Loss Boxes (50% in grey)
- Artillery Unit row: Command Color, Counter Abbreviation, ER, CV, Unit Type, Loss Boxes
Counter Minutiae
Nationality symbols on the counters: American Continentals; American Continental Artillery; American Militia; British Infantry and Leaders; British Artillery; British Cavalry; Hessians.
The rough size of a unit is indicated by the dots on the top front of a counter. Single dots are companies, two dots are battalions, and three dots are regiments. This has no bearing on game play.
American army units have a blue reverse to the counter. British army units have a rose reverse to the counter.
Generic Counters
The counters shown are the generic black and white game play counters as found in later BAR games. Owners of the original Germantown game will have most of the same counters, but they may have a different look.
Counter Explanation
- Army Leader General Washington (GW). Front: This unit has a '6' Command Range and an '8' Movement Allowance. Back: The +2 in white is his Command Rating. He also has a -12 ER Bonus and a +2 CV Bonus in red.
- Wing Leader MG Alexander (ALE). Front: This unit has a '6' Command Range and an '8' Movement Allowance. Back: The Initiative Rating of '6' is in yellow to show that this is a Wing Leader. He also has a -6 ER Bonus and a +1 CV Bonus.
- Command Leader BG Conway (3PaB). Front: This unit has a '4' Command Range and an '8' Movement Allowance. The 'ALE' shows that he is part of Alexander's Wing. Back: The Initiative Rating of '6' is in green to show that this is a Command Leader. He also has a -3 ER Bonus and a +1 CV Bonus.
- 12th Pennsylvania (12Pa) Line Infantry. Front: This unit has 5 SPs, and a Movement Allowance of 4. The '3PaB' shows it belongs to Conway's 3PaB Command. Back: This unit has a 28 ER and a +3 Combat Value (CV).
- Field Artillery unit (Fld). Front: This unit has 4 SPs, and a Movement Allowance of 4. The '3PaB' shows it belongs to Conway's 3PaB Command. Back: This unit has a 24 Effectiveness Rating (ER) and has 4 SPs. It may Fire and Prolonge 'FP'.
Status and Formation Markers
- The four markers Disorder, Shaken, Shaken/Disordered and Routed show a unit's Order and/or Morale status.
- The four markers Attack Column, Road Column, Square and Right Hook are used to denote specific formations.
- The two markers General Order and Skirmish on the left are used to denote specific formations. The 'extension' arrow is used to show an extended formation. The numbered markers are used to show Strength Point losses.
- The two markers Close Combat and Charge! on the left are used in Close Combat. The 'F' marker is used to mark units as Finished. The 'Out of Command' marker shows which units have that status.