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Clash for a Continent: Battles of the American Revolution and French & Indian War thumbnail

Clash for a Continent: Battles of the American Revolution and French & Indian War

Clash for a Continent: Battles of the American Revolution and French & Indian War Rulebook

Table of Contents

Table of Contents

  • Mapboard
    • The Map Board
    • Terrain
      • Terrain Effects
    • Terrain Tiles
      • Clear
      • Swamp
      • Waterway
      • Water Crossing
      • Forest
      • Hill
      • Town/Buildings
      • Fence
      • Entrenchment
      • Fort
  • Game Units
  • Setup
  • Game Turn Sequence of Play
  • Action Points (AP)
    • Determination Phase
    • Actions Allowed
  • Movement
  • Combat
    • Fire Combat
    • Line of Sight
    • Infantry Close Combat
    • Close Combat Retreat Rules
  • Leaders
    • Leaders Movement
    • Leader Effects on Combat
    • Leader Casualties in Combat
    • Leader Rally
  • Victory Conditions
  • Advanced/Optional Rules
  • Campaign Scenarios

Mapboard

The Map Board

The map board represents clear terrain on the battlefield. Any hex on the board without a terrain tile placed on it is considered clear terrain.

Terrain

Terrain in the game is reflected by placement of terrain hex tiles on the board as described in the Scenarios Book. These tiles represent the various key terrain features present in the battles.

Terrain Effects

Combat: Terrain effects apply to the firing unit, a unit conducting close combat, or units performing retreat morale checks. The modifier is based on the terrain location of the defending unit. For example: A 3 MP infantry unit firing at an enemy unit in a forest hex 1 hex away rolls 3 dice whose results are 5, 5, 6. The firing player would then –1 on each die rolled because the defender is in forest terrain making his new values 4, 4, 5 respectively resulting in one hit.

Movement: Terrain effects apply to units as they enter each hex. Each hex has a set movement cost. Each unit has a set movement allowance. No unit may enter a hex if the movement cost to enter the hex would make that unit exceed the movement allowance for the unit type.

Line of Sight: Certain terrain affects whether units may perform ranged fire because it blocks line of sight (see rule 8.2).

Morale: This reflects the addition or subtraction of a modifier applied to a defending unit when he checks morale at the beginning of a close combat action for retreat determination.

Terrain Tiles

Clear

  • Combat: No effect
  • Movement: No effect
  • Line of Sight: No effect
  • Morale: No effect

Swamp

  • Combat: No effect/ impassable
  • Movement: Impassable
  • Line of Sight: No effect
  • Morale: No effect

Waterway

  • Combat: No effect
  • Movement: cost 2 AP when entered and units may conduct no further actions of any type after moving onto river terrain.
  • Line of Sight: No effect
  • Morale: -1 to defender for retreat determination during close combat

Water Crossing

  • Combat: No effect
  • Movement: No effect (negates the movement effect of waterway)
  • Line of Sight: No effect
  • Morale: No effect

Forest

  • Combat: -1 on attacker die roll.
  • Movement: stop when entered. Exception: Indian units do not have to stop.
  • Line of Sight: blocks line of sight.
  • Morale: +1 to defender for retreat determination during close combat

Hill

  • Combat: -1 on attacker die roll
  • Movement: stop when entered.
  • Line of Sight: blocks line of sight
  • Morale: +1 to defender for retreat determination during close combat

Town/Buildings

  • Combat: -1 on attacker die roll.
  • Movement: No effect
  • Line of Sight: blocks line of sight.
  • Morale: +1 to defender for retreat determination during close combat

Fence

  • Combat: -1 on attacker die roll
  • Movement: No effect
  • Line of Sight: No effect.
  • Morale: +1 to defender for retreat determination during close combat

Entrenchment

  • Combat: -1 on attacker die roll.
  • Movement: stop when entered.
  • Line of Sight: blocks line of sight.
  • Morale: +1 to defender for retreat determination during close combat

Fort

  • Combat: -2 on attacker die roll.
  • Movement: stop when entered.
  • Line of Sight: blocks line of sight.
  • Morale: +2 to defender for retreat determination during close combat.

Game Units

The unit pieces (wooden counters with labels attached) in the game represent the soldiers of the British, French, and American armies of this time period as well as their Indian allies. Most of the units in the game are various forms of infantry as they were the predominant force used in North America during the conflicts. Each unit has an icon to identify the unit type, and a flag to designate its nationality. In the case of infantry type units, Elite infantry have an E in the upper left corner of the unit; Light infantry have a Lt; and Militia has an M. Each unit has a morale point (MP) value and a movement rate as shown on the unit label: Infantry Type, Nationality Flag, Unit Icon, Morale Point, Movement Rate.

The movement rate remains constant throughout the game for each specific unit type, but morale point (MP) values change as units incur combat losses. Combat losses are shown by rotating or flipping the unit to display reduced morale point (MP) values: 180° rotation, then flip over, then rotation, then flip over. In the examples above, a 3 MP Lt. infantry unit that receives one hit would be rotated so that 2 MP would show at the bottom of the unit closest to the owning player. If this unit were to receive another hit it would flip over and 1 MP would be at the bottom of the unit closest to the owning player. Conversely, a 2 MP militia unit that takes a hit would be flipped over to its 1 MP side.

Each unit has a morale point (MP) value from 1 to 4 on the labels. Any future reference in the rules to MP means morale points. The unit's current MP is represented by the number showing at the bottom of the unit closest to the owning player. The Scenarios Book will show players the MP value of the individual units to be placed in each hex at the start of each scenario. As units take hits or rally, players rotate and/or flip the unit piece to the proper MP until the correct MP is showing at the bottom of the unit. For units starting a scenario at 2 MP flip the unit over to its 1 MP value if reduced in MP as the result of a hit in combat. If a unit starts a scenario at either 3 or 4 MP rotate the unit for the first hit and flip it over for the second or third hit showing its lower MP as appropriate. Elite, regular, and light infantry are the only units in the game that are 3 or 4 MP and therefore are the only units in the game that would be rotated and flipped as they receive hits. All other units are 2 MP and are flipped from 2 MP to 1 MP as they receive hits.

The unit types are:

Elite Infantry – represent the crack infantry units of the armies. Elite units are regular infantry with the letter E in the upper left corner of the label. When elite infantry is down to 1 MP and is hit it is allowed to roll 1 die per hit to determine if the hit is applied to it. The owning player rolls and if the roll is 1, 2, or 3 the unit stays at 1 MP. A roll of 4, 5, 6 means the unit absorbs the hit and is eliminated. For example: A 2 MP elite infantry unit takes 3 hits in a combat. The first hit of the 3 reduces the elite infantry from 2 to 1 MP. The remaining 2 hits are only applied after the owning player rolls 2 dice (1 for each of the remaining hits) to determine if the hits are applied. A roll of 4, 5, or 6 would apply a hit. Unit size is 4 MP and normal movement rate is 1 hex per turn. Elite units receive a +1 modifier on all morale checks.

Regular Infantry – represent the forces that made up the regular armies of the major powers. Unit size is 3 to 4 MP and normal movement rate is 1 hex per turn.

Light Infantry – represent forces that the various powers had developed for speed such as the rangers, etc. Light infantry have the letters Lt in the upper left corner of the label. Unit size is 3 MP and normal movement rate is 1 to 2 hexes per turn.

Militia Infantry - represent the raw recruits, locals who came to fight, and ad hoc forces thrown together at the last minute. Militia infantry have the letter M in the upper left corner of the label. Unit size is 2 MP. Normal rate of movement is 1 hex per turn.

Indians – natives of North America who sided with the various armies and were excellent fighters in the forest but lacked cohesion and staying power. Unit size is 2 MP and normal movement rate is 1 to 2 hexes per turn. Indians do not have to stop when entering forest hexes. Indians may move or fire for 1 AP expended. For 1 additional action point (AP), Indians may move and fire, or fire and move, but only if the fire is at adjacent enemy units one hex away. Indians can conduct close combat with adjacent enemy units one hex away for 2 AP, however, they may not move in the turn they conduct close combat.

Dragoons – represent the cavalry present at these battles. Unit size is 2 MP and normal movement rate is 1 to 3 hexes per turn. Dragoons may move or fire for 1 AP expended. For 1 additional AP, Dragoons may move and fire, however, dragoons may not fire and move. Dragoons are not allowed to initiate close combat.

Artillery – represent the cannons that were present at the battles. Unit size is 2 MP and movement rate is 1 hex per turn. Artillery is not allowed to initiate close combat.

Leaders – Leaders were very important in the battles of this era. They aid in keeping units morale up. Their normal movement rate is 1 to 3 hexes per turn. With the expenditure of an action point, leaders have the unique ability to rally damaged units and to allow infantry type units and dragoons to exceed their normal movement rates by 1 additional hex when accompanying them.

Victory Point Units – equal 1 victory point per unit and represent key locations, objectives, supplies, wagons, etc. Victory point units can not move unless specified in scenarios special rules. Once a VP unit is obtained / captured / destroyed, it is removed from the game unless specified otherwise in the scenario special rules. Victory Points for VP units can only be earned when taking them from an opposing player. If a side starts a scenario with VP units, those VP units do not count towards their victory point total; only to the opposing player should he obtain them.

The labels in the game should be applied to each side of the wooden counters so care must be taken to ensure the front and backs are the appropriate matching labels. Each unit has a value from 1 to 4 MP on the labels and these MP values are used to determine the appropriate matching labels for the fronts and backs of these units. There are two matching labels for each unit type. Most units have a single MP value on a label side; however, Elite Infantry, and Regular Infantry have two MP values on each label side, one at the top and one on the bottom. Light Infantry have two MP values on the front label side, and a single MP value on the back label side.

Using the chart below take care to match labels to the front and back side MP values of each unit type and counter color. Apply the labels with the British flag to the red counters. Apply the labels with the American flags to the blue counters. Apply the labels with the French flag to the white counters. Apply the labels with the Indians on them to brown counters. Apply the VP labels to brown counters. There may be a few extra counters or blank labels that can be used for markers, etc.

Label Placement on Counters

Unit TypeCounter FrontCounter Back
Elite Infantry4 MP / 3 MP2 MP / 1 MP
Regular Infantry4 MP / 3 MP2 MP /1 MP
Light Infantry3 MP / 2MP1 MP
Militia Infantry2 MP1 MP
Indians2 MP1 MP
Dragoons2 MP1 MP
Artillery2 MP1 MP
LeadersLeaderLeader
VP UnitsVPVP

Setup

The game setups are presented for each scenario in the Scenario Book. Players choose which side and scenario they wish to play and check the specific setup rules for each game. These can vary by scenario and some scenarios have special rules.

Scenarios - see Scenario Book.

Unit Hex Limits - No more than 1 infantry type unit, artillery unit or dragoon unit per hex. However, players may place 1 artillery unit per hex with either a single dragoon or a single infantry unit without exceeding hex limits. Leader units may freely be placed in any hex with other units without exceeding hex limits but leaders may not be in the same hex with other leaders. For example: Two dragoon units can not be in the same hex, nor can a dragoon and infantry type unit. However, either is allowed to be in a hex with an artillery unit and/or leader. If an infantry unit and an artillery unit were in the same hex together along with a leader, another dragoon unit could not enter the hex until the infantry moved out. In no case can 2 infantry units be in the same hex together. In no case can two artillery units be in the same hex together.

No more than 1 VP unit per hex. A single VP unit may be in a hex with other units without exceeding unit hex limits.

Game Turn Sequence of Play

  1. Player A rolls and determines random action points available and adds to the command action points for his total.
  2. Player A performs actions. In any order he may move, fire, perform close combat, and rally.
  3. Player B rolls and determines random action points available and adds to the command action points for his total.
  4. Player B performs actions. In any order he may move, fire, perform close combat and rally.
  5. Check victory
  6. End turn – move turn marker ahead one space on the turn record chart and go to step 1.

Active player determines the order of actions for their units during their turn. Players may move, fire, close combat, or rally in any order they choose within the limitations of their action points and unit capabilities. For example: Player A has 3 AP for turn 1. He could fire with unit A, move with unit B, and fire with unit C, in that order or any other order he chooses.

Action Points (AP)

Determination Phase

Each player in a scenario is given command action points based on the commander of his side in a given scenario.

During steps 1 and 3 of the game turn sequence each player will roll 1 six sided die and add a random number of AP, based on the Random Action Point Chart, to his commanders scenario command action points to determine how many total AP points he has to spend in a turn. On rolls of 1 or 2 add 1 AP, on rolls of 3 or 4 add 2 AP, and on rolls of 5 or 6 add 3 AP. For Example: In the Germantown scenario the American player receives 3 command action points each turn per the scenario instructions. At the start of his first turn the American player performs step 1 of the game sequence and rolls 1 six sided die, the result of which is a 3, this gives him an additional 2 random action points added to his 3 command action points from the scenario instructions which gives him a total of 5 AP for that turn.

Random Action Point Chart

Die RollAction Points
1–21
3–42
5–63

Each AP point allows each side to move and perform combat or, in the case of leaders, rally units.

Each unit, as it is picked to perform actions must complete its action before the next unit starts to perform an action.

Once a unit has been activated and completed its allowed action, it can not be activated again until the next turn.

Actions Allowed

All infantry type and artillery units may move or fire on the expenditure of 1 AP per unit moving or firing. Once an infantry or artillery unit performs a move action they may not perform a fire or infantry close combat action, and vice versa.

If adjacent to enemy units, infantry type (elite, regular, light, militia) and Indian units may declare a close combat attack at the cost of 2 AP.

Dragoons may move or fire for 1 AP expended. For 1 additional AP, Dragoons may move and fire. Dragoons may not fire and then move in the same turn. Dragoons may never conduct close combat.

Indians may move or fire for 1 AP expended. For 1 additional AP, Indians may move and fire, or fire and move, but only if the fire is at adjacent enemy units one hex away. Indians can conduct close combat with adjacent enemy units one hex away for 2 AP, however, they may not move in the turn they conduct close combat.

Any unit, except artillery, accompanied by a leader may move 1 additional hex over its normal movement rate for the expenditure of 1 additional AP (for a total of 2 AP for the movement). Units exercising this option must begin and end their turn with the leader and may not conduct fire or close combat during the turn this option is used. Terrain effects still apply as normal. For example: an infantry unit starting a turn with a leader could move through 1 hex of clear terrain and then 1 hex of forest at the expenditure of 2 AP. However, if the first hex entered was forest, the unit could not move a second hex, as units must stop when entering forest hexes, unless they are Indians.

Leaders that start the turn in the same hex as a friendly combat unit do not have to spend an AP to move if the unit in the hex they are with activates to move (spending an AP for the moving unit) and the leader stays with the unit during the entire turn. Leaders alone do have to expend 1 AP to move.

Players may not move through a hex if this would cause them to violate the units per hex limits during the move. This rule applies during retreat also. (Rule 4.3)

Use the Action Point Chart to keep track of actions expended during a turn. As units perform actions, move the marker down the appropriate number of spaces for each unit performing actions. When the marker reaches zero the current players turn is over.

Movement

All units have a base movement allowance based on unit type. Movement is conducted one hex at a time and is from hex to adjacent hex. No unit may ever move more hexes than its normal movement rate unless accompanied by a leader and the expenditure of an extra AP, or when using the Advanced – Optional force march rules.

Units may not move more than once in a turn.

Players may not violate the unit per hex rules with any movement; this would include moving through units or swapping positions with units. (Rule 4.3) For example: in the situation where an infantry unit and an artillery unit, in a hex together, are adjacent to a friendly infantry unit, infantry units could not move into or through each other, as it would violate hex limit rules. The artillery could move into the hex with the adjacent infantry, as this would not violate hex limit rules.

Units may freely move through leader units and leaders (opposing or friendly) do not block movement for any unit.

Leader units are eliminated if alone in a hex and an enemy unit moves into the hex. Further, a unit does not have to stop if moving into a hex where an opposing leader is alone in the hex.

Indian units can move through woods without the penalty of having to stop (can treat as clear terrain for movement purposes).

Movement Chart

Unit TypeMovement Limits
Elite Infantry1
Regular Infantry1
Light Infantry2
Militia Infantry1
Indians2*
Dragoons3
Artillery1
Leaders3

* Indians do not have to stop when moving into or through forest terrain.

Combat

To conduct combat players must pick a unit to perform an action and declare combat (either fire or close combat).

Fire Combat

To conduct fire combat players expend 1 AP, determine the range and hit numbers, then roll the proper number of dice for the unit attacking, modifying the final hit number rolled on each die for terrain. Consult the combat chart. Players score a hit for each die rolled that is equal to or greater than their "hit number". For example, at two hexes away artillery firing at an infantry unit on a hill rolls 3 dice with the results being 5, 5, 6. This would score 1 hit on the infantry unit (the hit numbers are reduced by 1 for the hill terrain to 4, 4, and 5 and the hit values being 5 and 6 at two hexes away). If the artillery were firing at the infantry two hexes away in clear terrain and rolled 5, 5, and 6, it would score 3 hits on the infantry.

The targeted unit is then reduced by rotating or flipping the unit counter to the proper strength. If the number of hits reduces the targeted unit below 1 then that unit is eliminated, unless it is an Elite Infantry, in which case you must roll to see if it is eliminated. Eliminated units are removed from the game board. (Note: This does not reflect all of a units men being killed, merely the unit losing its combat effectiveness through strength losses and morale breakdown.) If two units are in a targeted hex, hits are applied to the highest value unit. In ties, the owning player decides the unit to be hit.

"Range" is the maximum number of hexes that a unit may fire during combat. "Dice Rolled" is the number of dice the unit rolls when conducting combat. This number does not change, regardless of the number of MP showing on the unit, nor is it affected by terrain. For example: A 4MP infantry unit that has been reduced to 2 MP would roll 3 dice in any combat he conducts. Against a forest hex the 4 MP infantry would still roll 3 dice, but its hit numbers would be affected by the forest terrain.

Range and Firepower Chart

Unit TypeHex RangeDice Rolled
Elite, Regular, Light, Militia, and Indians23
Dragoons13
Artillery33

Combat Chart "Hit Numbers"

RangeClose Combat1 Hex2 Hex3 Hex
Elite, Regular, Light, Militia, and Indians4-65-66—
DragoonsNone5-6——
ArtilleryNone4-65-66

Line of Sight

Units must have a clear line of sight to be able to fire at each other. Clear line of sight is defined as straight line through the center of the hex from the firing unit to the target unit, free of blocking terrain and units. Blocking terrain are forest, hills, town, entrenchment, and units (friendly or enemy). Units in adjacent hexes may always fire at each other as terrain does not affect line of sight for units this close. If blocking terrain is located in a hex between the two units then line of sight is blocked. If line of sight falls along a hex side then line of sight is blocked if both hexes adjacent to the hex side have blocking terrain. If only one hex side has blocking terrain then the line of sight is clear and the unit may fire.

For example, in a diagram with a firing unit "A" and target hexes numbered 1, 2, and 3: "A" can fire on "1" because blocking terrain is only on one side of the line of sight. "A" cannot fire on "2" because blocking terrain is on both sides of the line of sight. "A" cannot fire on "3" because blocking is between line of sight. "B" can fire or conduct close combat on "3" because units are adjacent. "C" can fire on "3" because of no blocking terrain between units.

Infantry Close Combat

Infantry type units and Indian units may conduct close combat instead of firing during their combat turn. Artillery and dragoons may not conduct close combat. Attacking units must be adjacent for close combat. To declare close combat, the attacker must expend 2 AP.

During close combat all defending units (other than leaders and VP units) in the hex roll one six sided die per unit before the attacker rolls for the close combat hits. If the die is higher than the units current MP, adjusted for leadership and terrain, then the unit fails his morale roll and retreats one hex after the close combat. If the defender passes his morale roll the defender still faces the close combat but does not retreat following the combat roll. Leaders that are stacked in a hex with retreating units must retreat with the units if all units are forced to retreat. VP units may not retreat if all units are retreated out of a hex.

When rolling dice for the attackers close combat, apply terrain modifiers to the "hit" numbers rolled. Hits are allocated to the targeted unit on rolls of 4, 5, and 6. For example: a close combat conducted against a unit in forest terrain would be hit on 5, and 6.

If the defender retreats due to a failed morale roll or is eliminated due to close combat, the attacker may choose advance into the vacated hex. Terrain effects apply to retreat determination for defending units. For example: A 2 MP infantry is defending on a hill and is targeted for close combat by an enemy infantry. The defending 2 MP infantry would roll 1 die to determine if it retreats after close combat. On a roll of 1-3, 2 for its current morale + 1 for being on a hill, then the unit would not retreat. On a roll of 4-6 it would have to retreat following the close combat, if it survived. If a leader had been present with the 2 MP infantry then on a roll of 1-4, 2 for his current morale + 1 for leader + 1 for being on a hill, the unit would not have to retreat.

Elite Infantry add +1 to their morale check to close combat retreats due to their elite status. A roll of 6, regardless of any (elite or otherwise) units adjusted MP, forces the unit to retreat after combat.

Close Combat Retreat Rules

Defending units failing a morale check must retreat towards their side of the board as represented in the scenario setup, or towards its main group of friendly units that is not closer to or adjacent to the attacking unit. Units may retreat adjacent to other enemy units as long as this would not leave the retreating unit still adjacent to the attacking unit. If no other retreat path is available, a unit may retreat into a hex still adjacent to the attacking unit.

Units unable to retreat because its retreat path is blocked by impassable terrain, board edge, or enemy units are eliminated.

Displacement: If a friendly unit blocks a unit's retreat, the friendly unit must also retreat to make room for the retreating unit. This reflects the confusion created by retreating units running into and through friendly organized units. Only 1 unit may be displaced to make room for a retreating unit. If more than 1 unit would need to be displaced to give a retreating unit an opening, the retreating unit is eliminated instead.

When infantry and artillery are stacked together, and a morale check is made due to close combat, the infantry checks their morale first. If they pass then the artillery is considered to have passed also. If the infantry fails, then the artillery must make a separate morale check to see if they also retreat.

If a leader is stacked with a unit that is eliminated either due to fire combat or close combat the leader may immediately retreat up to 3 hexes unless blocked by enemy units or impassable terrain in which case he is considered eliminated.

Leaders

Leaders Movement

It costs one AP to move a leader. A leader, moving alone, can move 3 hexes having to pay all terrain penalties. Unlike other unit types, leaders may move through other units without regard to unit hex limits.

Leaders beginning and ending their turn with the same unit can move with that unit, without expending an AP, as long as the unit spends an AP to move. The leader must move at the unit's movement rate.

When moving with a unit, the leader, with the expenditure of an extra AP (2 total, 1 for the unit moving plus 1 for the leader movement bonus) may move the unit and itself 1 extra hex. This is the only case, other than the optional force march rule, where a unit can exceed its movement value in a turn. This bonus can not be used with artillery units. Further, it can not be used with Indian and Dragoon units when they move and fire or fire and move. All terrain effects apply. For example: A leader starts the turn with a 4 MP infantry. The player expends 1 AP and moves the leader with the 4 MP infantry 1 hex. He may then expend 1 more extra AP to move the leader and unit an extra hex.

Leader Effects on Combat

Leaders add 1 MP for retreat determination to defenders making a morale check during close combat.

Leader Casualties in Combat

Any time a leader is in a hex targeted by firing or close combat units, there is the possibility of the leader being eliminated when a 1 is rolled. For each 1 rolled by the attacker, the leader must roll a die. If the result is 1 again the leader is eliminated. Further, for the remainder of the game, the leader's player must reduce his command action points available by 1 for future AP determination phases. For example: A leader and an infantry unit in a hex are attacked by a 4 MP enemy infantry. The enemy infantry roll 3 dice for their combat rolls. The result of the roll is 6, 1, and 1. The result is 1 hit on the infantry and 2 hit determination rolls on the leader unit. The leader player rolls 2 dice, the results of which are 1, 4. Since a 1 was rolled the leader is now a casualty and is removed from the game and total AP are reduced by 1 for the remainder of the game. Had the roll been 2,4 the leader would not have been hit and would remain in the game, and total AP would not be reduced.

The penalty of -1 on command action points for a leader loss is cumulative, meaning if the scenario has 2 leaders and you lose them both you suffer a -2 modifier for the remainder of the game. However, no players command action points may ever go below 0.

Leader units are eliminated if they are alone in a hex and an enemy unit moves into the hex. Further, a unit does not have to stop if moving when an opposing leader is alone in the hex.

Leader Rally

Leaders may rally units, other than artillery, that have suffered a reduction in MP due to combat. To rally, a unit must begin and end its turn in the same hex with the leader and the unit and leader may not move during the turn. It cost one AP to recover a MP and you may only recover 1 MP maximum per unit per turn. Rallied units can never exceed the MP they start the scenario with. For example: An American leader starts the turn in a hex with an infantry unit that has been reduced from 4 MP to 2MP. The leader and the unit have not moved during the turn so are eligible to rally. During his action phase the leader expends 1 AP and rotates the infantry to 3 MP.

Rallied units may never move or fire during a turn in which they rally.

Victory Conditions

Each scenario has its own set of victory conditions that are based on victory points. The victory conditions for each scenario are listed under Victory Conditions in each scenario. Generally victory points are awarded for:

A. Units eliminated including leaders (combat unit falls below 1 MP due to combat losses and is removed from the game) = 1 VP per unit unless otherwise specified.

B. Victory Point units obtained/captured/ destroyed = 1 VP per unit unless otherwise specified. These represent key locations, supplies, etc. depending on the scenario. Victory Points for VP units can only be earned when taking them from an opposing player. If a side starts a scenario with VP units, those VP units do not count towards their victory point total; only to the opposing player should he obtain them.

C. Time constraints - one side must obtain enough VPs by a certain number of turns or they lose the scenario.

Advanced/Optional Rules

These rules add complexity to the game. The rules may be added individually or as a group at the players' discretion.

Attacking units must pass a morale check before executing close combat, but after they pay the AP for the close combat. If they fail, then it costs the extra AP and the attacking unit can only conduct fire. Leaders add 1 MP for morale determination to the attackers making a morale check before executing close combat.

Only units that have not been fired on in the current turn may be rallied.

Elite units may roll 4 dice instead of 3 if their MP is 4 or 3. Once below 3 MP, they roll 3 dice.

Indians are –2 when attacking entrenchments and towns.

Artillery range is increased by +1 when firing from a hill.

Artillery is –2 for terrain effect when firing into forest.

Waterway Combat Effect: Attacker adds +1 on his die rolls when attacking defending units on a waterway hex.

Leaders add 1 extra die when participating in combat.

Flank/rear attacks – If 2 or more attacking units are directly opposite of each other with the defending unit between them, and all units attack the defender during the turn, the attacking units add +1 to their die rolls for hit determination. Further, in close combat, the defender subtracts -1 for morale retreat rolls.

If the defender is eliminated by an adjacent attacking unit in fire combat, the attacking unit may advance into the vacated hex.

Infantry type units may force march, giving them 1 extra hex of movement; it cost 1 extra AP to attempt to force march. Units roll a die and then compare to their MP. If the die roll is equal to or less than their MP then they can move the extra hex. If they fail the morale roll they still have expended the extra AP but do not get to move the extra hex. For force marches that are successful, the unit rolls a die after moving. On a roll of 4, 5, or 6 he must reduce the unit 1 MP to represent fatigue and stragglers. On a roll of 1, 2, or 3 he does not reduce the unit. An infantry may not use the leader bonus to move 2 hexes for 2 AP, and then attempt to force march for a third hex.

Units do not stop when entering a hill hex; it is treated as clear terrain for movement purposes.

Dragoons have the option of retreating prior to close combat instead of accepting the attack.

Not every player wants to be a Braddock. Therefore, players can start each scenario with the same Command Action Points as each other to see how they would do instead of the historical commander. When using this optional rule, use the highest Command Action Points for the scenario and make it available to both players.

Command Action points may be adjusted to help balance a scenario for players of varying skills.

Campaign Scenarios

Several of the scenarios can be linked to make up a campaign scenario. In the campaign scenarios victory conditions are determined by the total VP earned in all of the scenarios for that campaign combined. When a scenario ends in victory for one side, each side receives the VP earned at the point the game scenario ends. If a side loses a scenario due to time constraints, the victor is given the maximum VP for the scenario needed to win and the loser receives the VP he has earned at the point the game ends. The following are the campaigns:

Braddock's Campaign - Ft. Duquesne, Lake George

Burgoyne's Campaign - Oriskany, Saratoga

Washington's Campaign - Brandywine, Germantown

Northern Campaign of 1777 - Oriskany, Brandywine, Saratoga, Germantown

Southern Campaign - Camden, Cowpens, Guilford Courthouse

Yorktown Campaign - Green Springs, Redoubts 9 & 10